Lightsmen
"Put your faith in the Light, and all will be possible" - Solaris
The Light's Kingdom
Lightsmen originally descended from the northern reaches of Krios, a continent - for the most part - largely unexplored. For generations, the primitive Lightsmen worshiped the Sun as their pagan deity, but after the arrival of the Angeris on Krios as well, their faith slowly turned to the Angeris as god-like creatures. The Angeris, having no intentions of being worshipped by these primitive humans, decided to help uplift the Lightsmen instead. The two nations worked together to build grand cities near each other, but as the Lightsmen learned more about where the Angeris came from, what they desired most was what the Angeris had left behind willingly: a faith in some higher power. And so the Church of the Holy Light was established within the Lightsmen, further strengthened by their once pagan beliefs of the Sun, now implemented in the religion as holy symbols. But in time the armies of Hell would find the Angeris, and thinking they were still followers of Sanctus, would attack and invade Krios, Lightsmen cities included. Whatever was left of the Lightsmen would flee the continent and its war, looking to the sea for a new home to settle.
Today, the Light's Kingdom has spread its influence to all corners of the world, with its new capital of Zenith, located on the Dawn Isles, in the southern Sea of Ghosts. From there they have built an impressive navy and spread their influence, and religion, to many other cultures around the world, including the isolated Khionans. With most of their kingdom in northern Melrhine, the Lightsmen were an influential part of the brutal and bloody war against the Hellfire Taulsmen nearly 80 years ago. Originally taking no side, the Lightsmen were forced to join the conflict when thousands of Minarin refugees fled into Lightsmen villages with Hellfire armies in pursuit of them: the Hellfire Taulsmen destroyed any village with Minarin refugees inside, killing any and all Lightsmen in the villages as well. Outraged, the Lightsmen retaliated and marched into Hellfire lands, destroying anything they saw to bring the Hellfire war machine to its knees. In the end of the war, both sides suffered heavy loses, with the Minarin suffering the most: their kingdom was destroyed and its people dispersed as nation-less refugees throughout the world. Even after 80 years, the Lightsmen in Melrhine still feel the effect the war's cost: most cities are overcrowded with Minarin in slums, and their borders constantly attacked by demons and Hellfire Taulsmen. Even with the massive walls built between the Hellfire Nation and the ruins of the Minarin empire (which still crawls with demons released by the Taulsmen during the war), the Lightsmen struggle for control of their lands.
Today, the Light's Kingdom has spread its influence to all corners of the world, with its new capital of Zenith, located on the Dawn Isles, in the southern Sea of Ghosts. From there they have built an impressive navy and spread their influence, and religion, to many other cultures around the world, including the isolated Khionans. With most of their kingdom in northern Melrhine, the Lightsmen were an influential part of the brutal and bloody war against the Hellfire Taulsmen nearly 80 years ago. Originally taking no side, the Lightsmen were forced to join the conflict when thousands of Minarin refugees fled into Lightsmen villages with Hellfire armies in pursuit of them: the Hellfire Taulsmen destroyed any village with Minarin refugees inside, killing any and all Lightsmen in the villages as well. Outraged, the Lightsmen retaliated and marched into Hellfire lands, destroying anything they saw to bring the Hellfire war machine to its knees. In the end of the war, both sides suffered heavy loses, with the Minarin suffering the most: their kingdom was destroyed and its people dispersed as nation-less refugees throughout the world. Even after 80 years, the Lightsmen in Melrhine still feel the effect the war's cost: most cities are overcrowded with Minarin in slums, and their borders constantly attacked by demons and Hellfire Taulsmen. Even with the massive walls built between the Hellfire Nation and the ruins of the Minarin empire (which still crawls with demons released by the Taulsmen during the war), the Lightsmen struggle for control of their lands.
Devoted and Suspicious of Magic
To understand the Lightsmen you must simply just understand their faith (See the Lightsmen History Page for the Tenets of the Holy Light). To a Lightsmen, there is no greater cause than one that serves the Light, to them, the Light is what embodies all good deeds and actions. Lightsmen try to embody the tenets of the Light with every action they do, even though many Lightsmen are more private about their faith. Many still try to follow it in more humble and quiet notions, never to push their religion too much on others (they know that if someone is made to serve the Light, the Light will show them a sign). Although while many Lightsmen are naturally altruistic, that does not mean the race does not have its flaws. Those who become too fanatical with their faith can sometimes lead to more dangerous superstitions - Lightsmen in general fear the use of magic and treat those who use it with great mistrust and misunderstanding. Fanatical men and women who think they are serving the Light will often put innocent people on trial for a "witch burning trial". While this practice can often result in the death of an innocent man or women (only few times does the trial actually accuse a real witch), it still holds common practice among communities of fearful and misguided Lightsmen.
Physical Traits
- Age - Most Lightsmen live to be around 85 to 90 years old.
- Speed - Lightsmen base walking speed is 30 feet.
- Size - Much more stocky than the other human races, both men and women Lightsmen are largely built with an average height of around 6 feet. Their size is medium.
- Complexion - Most Lightsmen have a lighter complexion, with freckles, and varied shades of brown, blond or red hair.
- Eye Colors - Most Lightsmen have one of three eye colors: brown, hazel, or yellow. Of course like all humans, other colors are still possible and often seen.
D&D Race Stats - Lightsmen
- +2 Constitution, +1 Charisma
- Guided By Faith - Gain proficiency in the Religion skill.
- Protector of the Light - Gain proficiency in all armor types and shields.
- Holy Light - Your faith in the Light shines as you sense it's needed presence, a creature you touch regains a number of hit points equal to 1d8 + your highest ability modifier. If cast on undead or fiends, this spell deals Radiant damage instead. Can be used once per long rest. Add an additional d8 at level 7, 11,and 17 (See the Spells Page for more details).
- Languages - Lightsmen can speak, read and write in Common.
Variant Lightsmen: Lightsmen of Vanity City
While most Lightsmen are virtuous and altruistic, there are some who follow a different path. In the western plains of Naz'gora is the technological marvel of Vanity City. Home to Lightsmen of a different caliber. Here in Vanity city, laws are made to be broken and the ones who come out on top are the ones who can lie, cheat and shoot the fastest without getting caught. The technology of the Vanity lightsmen come from their neighbors to the east, the Dark dwarves of Gorgenhiem. Many Vanity lightsmen embrace this new found tech and often times prefer to augment their bodies with magically-powered robotic limbs to help perfect their everyday lives and their skills with firearms.
D&D Race Stats - Vanity Lightsmen
- +2 Constitution, +1 Charisma
- Sharp Tongue - Gain proficiency in the Persuasion or Deception skill.
- Duelist's Training - Gain proficiency with daggers, scimitars, shortswords, rapiers and firearm weapons.
- Deadeye - Your natural skill with firearms allows you to hone your ranged attack for a moment in the heat of combat. As a bonus action your next ranged attack can double the proficiency (if not proficient with the weapon, then can add it once) for the attack and increase the range of accuracy by 50 feet. Can be used once per short rest (See the Spells Page for more details).
- Languages - Vanity lightsmen can speak, read and write in Common (Vanity dialect and accent).