Raythan

=Raythian= 'Raythian' is the name given to most humans in Ardus who reside in a kingdom. Most of the human nations of the world had their roots in the history of the Raythian Empire, begun at the turning of the age. Hardy, diverse, and widespread, Raythians are the most prevalent race on Ardus.

Nations
Raytha - The foremost human kingdom in Ardus, located on the mainland continent of Aravin, Raytha is the seat of government, home of the King, and the motherland of several other human nations.

Kinndel - Close allies with Raytha, Kinndel houses one of the most prominent schools for mages and practitioners of the arcane arts in the north.

Hatar - The harsh northern neighbors of Raytha, the Hatarans thirst for war. They live on a frigid steppe, and are excellent breeders of horses.

Theryst - Called the breadbasket of Raytha, Theryst is a close, both politically and geographically. They house another well-known school for mages: the Darling Terrace.

The Jade Isles - A group of small islands off the coast off the small continent of Dadrin, the tropical Jade Isles are a haven for traders.

Thryn - A former colony of Raytha, Thryn is an island nation south of the continent of Gardann. Thrynnians are an honor-bound people rich in tradition and ruled by seven noble families.

Kellis - Island neighbor to Thryn, Kellis is a strange land steeped in Spectral anomalies. Its inhabitable land is dominated by the huge, thriving port city of San Luare.

Iathe - Living south of Raytha, the residents of Iathe eschew the manipulation of Spectra as unnatural. They are largely isolationist, though they maintain trade relations with Raytha.

History
Humans spread throughout the continent of Aravin after their creation on the earth, settling along the fertile banks of the northeast's grand rivers. The small family groups along these rivers learned from the Wilder, who had settled in some of the rich forests nearby. These early settlers formed tribes, and began to spread, later fighting over the most prized areas of land. In the latter days of the Sundering, Sirian Raytha emerged as the leader of the settlers who originally claimed the Ironwater-Wellspring river junction as their own. With his rich natural charisma, skill in battle, and shrewd business sense, he united several of the smaller tribes under his banner, and conquered those who would not join.

By the end of his life, his nation encompassed a large part of northeastern Aravin, his people united under one banner. The new power was blessed by Raytha’s wise sons, who stabilized and enriched the fledgling nation through extensive trade. As it grew, the land became known for its legends of grand kings, historic battles, and brave knights. Raytha later expanded into other territories formerly owned by the Lesser Races, and were drawn into minor skirmishes with others. In additions, many expeditions by Raythian explorers brought humans to several unclaimed land. Over the years, Raytha amassed colonies all over Ardus. But when enemies and economic downturns rose, many of these nations separated from the motherland, becoming their own recognized nations.

Today, Raytha is still allied with many of its former colonies. A few have become enemies. The newest king, Alexander Whyte, has been attempting to repair bonds where he can to face a new enemy: a force in the rugged western nation of Gelgreth that has been organized by some unkown, sinister power.

Appearance
Raythians range in appearance depending on where they hail from. Those along the coastline of Raytha are tanned or dark-skinned in complexion, while those in the more temperate areas of Raytha are fairer. Generally, Raythians can stand anywhere from five feet to over six and a half; with rare exceptions both ways. Their hair can be red, blonde, brown (all in many shades), or black. Their hair, like all humans, tends to gray or whiten with age. Raythian eyes can be blue, green, or brown, again in many shades. Males grow facial hair.

Personality
Raythians vary greatly in individual personalities. Many of the most noble heroes and the most depraved villians have emerged from Raythian stock. Some are very friendly and curious about other races, some are very closed-minded and elitist. In general, they are a hardy adaptable race who cope well with challenges. They usually have great pride in their nations and their religions, and most will devote themselves to particular causes and fight hard for them. They also take well to skills, learning with great enthusiasm and eagerness compared to the patient ways of the elves. They are subconsciously aware of their mortality, and often strive to make the most of their short years.

Customs and Religion
Raythian religion is as varied as the Raythians themselves. And indeed, humans are some of the foremost in both worship and rejection of the gods. Many religious orders had their birth among Raythian humans; and there are some that serve all of the gods. Even their creator, Tellenil, is not over-represented in their worship. Religion can depend somewhat on geographical area, but generally boils down to each individual. The tenets of Raytha's law comes from the statues of Kysor-Myr and Shareia, and these serve as the codes of honor for monarchs and Knights.

Spectra is a commonly-practiced art throughout Raytha and most of its resulting nations, though it is shunned amongst a few people groups. Kinndel is known as a haven for those who wish to practice the Spectral arts, and their Academy is one of the most distinguished institutions at which to learn them. Theryst also has an impressive college for mages, built on a series of mountainous pieces of earth that are suspended Spectrally above their capital.

Leaders and Figureheads
<p style="line-height:1.5em;">King Alexander Whyte (Raythian) - King of Raytha

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">Queen Astrid Whyte (Half-Elf (Wilder)) - Queen of Raytha

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">Sir Magus Locke (Raythian) - Leader of the Order of the Crown; the most advanced and distinguished of Raytha’s knightly orders.

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">Lady Anara Locke (Raythian) - Daughter of Magus Locke

Groups and Societies
<p style="line-height:1.5em;">Blackwater Syndicate

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">Custodians of the Crystal Vault

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">De-Sola-Laroon

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">First Spellblade Division

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">House Prophets

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">Kinndel Mage Academy

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">N'tari Monks

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">Church of the Eight

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">Red Century

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">The Sanitorium

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">The Swifts

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">The Templars

<p style="margin-top:0.4em;margin-bottom:0.5em;line-height:1.5em;">The Tribes of Naravin