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Human — Scars of Honor race

A human warrior in gold-trimmed plate armour holds a broadsword point-down while a robed woman carrying a book stands among ruined columns at sunset.
Official Scars of Honor gallery — Beast Burst Entertainment

Humans are the Sacred Order's founding race and the one the developers describe as deliberately conventional — the familiar anchor against which the stranger races are measured. They hold the last human kingdom on Iron Garf from Whitesong City, a fortress-port built on an island and joined to the mainland by bridges. Humans were playable in the 30 April – 11 May 2026 technical alpha, where they finished as the most-played race, though community reporting attached an immediate asterisk to that number.

Who the Humans are — lore and place in the world

Human territory sits on Iron Garf, described in the knowledge base as one of the world's five continents. The framing given alongside early starting-zone footage is a kingdom under pressure: the king is calling human heroes from across the continents to aid the last human kingdom, and humans themselves are described as weakened and struggling to survive. This is not a race written as the dominant power of the setting — it is written as a besieged one.

The capital is Whitesong City, presented as the last great bastion of mankind on the continent and functioning as both fortress and port. Human society in the region is associated with seafaring, trade and a harsh coastline. The city takes its name from a monumental griffin-shaped stone sculpture overlooking it, carved so that sea wind passing through produces a melody.

Two other landmarks recur in the source material. Onas Gate is a massive wall that once held back the Undead tide — a detail that matters because the Undead were themselves once human, which makes the Sacred Order and Domination sides of that wall a family argument rather than a clash of strangers. Primrose Fields is the fertile heartland behind it, described as farmland and a major food source.

Humans also occupy a specific position in the setting's metaphysics. In the Infernal Demons' own account, human souls are not merely spoils of war but a vital resource, and human bodies are described as vessels made by the gods to hold souls — which is why the demons have hunted humanity since their creation rather than merely warring with it.

Starting-area accounts are less settled than the capital lore. The auto-captioned sources name the first human settlement two different ways — "Mornlanding" in August 2024 footage and "Melin's Landing" in September 2024 — and separately describe Bravestone Cliff as the human starting area, Mediterranean-inspired and bright.

Racial bonuses and passives

There are no published racial bonuses for Humans, and that is not an omission on this page — no race in Scars of Honor has a named racial passive on record, because the system itself has not been decided.

A December 2025 development discussion described racial traits as still under internal debate rather than cut, and explained their absence from the redesigned website as a consequence of that unresolved argument. The specific worry raised was the interaction with a talent tree of roughly 300 nodes: flat percentage bonuses layered on top of that could become disproportionately strong. The counter-argument on record is that race should carry gameplay meaning beyond appearance. Some designers were described as opposed and others in favour, with no decision presented.

A community Q&A in April 2026 produced the same answer from the other direction. The developer response summarised there was that traits remain under internal design debate, that the main fear is over-tuning pushing players toward meta picks — choosing a race for its stats rather than its identity — and that if traits ship they are unlikely to be game-breaking or highly impactful. No final decision was locked.

Humans have one piece of relevant history. Players discussing racial passives in March 2026 cited a bonus against humans that existed on the demon side in earlier versions of the game as a warning example of the kind of trait that distorts faction choice. It is cited as something that used to exist, not as something planned.

Which classes they can play

The list below is the race→class matrix this site's gear planner enforces, taken from the game client's own data. Read it as the Sacred Order's class pool rather than a per-race list: all four Sacred Order races carry identical entries, and all four Domination races carry a different identical set.

That uniformity is worth flagging, because the alpha build behaved more tightly than it. Players in the April–May 2026 test reported that anyone who wanted to play Mage had to roll Human — which is the asterisk attached to the "Humans were the most-played race" figure that came out of the test. A race that monopolises a popular class will win a popularity count regardless of how appealing it is.

The matrix is also explicitly provisional. Official messaging in April 2026 presented a full race × class availability table as the current plan for early access and likely 1.0, while stating the matrix is subject to change. A month earlier the developers had pulled their own race/class chart from circulation, with the explanation that it did not reflect the latest setup and that an updated version would follow. In late April they said combinations were still being adjusted in response to feedback.

Official class list

Published by the developers at scarsofhonor.com

Where our planner disagrees

The planner also offers: Druid.

The planner is missing: Pirate.

Our gear planner stores one class list per faction rather than per race, so it disagrees with the official site for seven of the eight races. The list above is the official one; the planner is what needs fixing.

How they look — appearance and customisation

Humans were used as the reference race when the customisation system was rebuilt. An October 2024 walkthrough showed them with multiple face presets, hair colours, hairstyles, beard styles, tattoos and scars, and framed the race as the baseline example for the new structure — the other races' options are described relative to what humans get.

Human female facial work was singled out for revision in November 2024. The stated goal was to avoid both uncanny realism and overly stylised, doll-like features, aiming instead for a believable fantasy-human appearance. In September 2025 the developers said every playable race had been recreated from scratch, including new character models and renewed work on stance, movement and animation, so the human model that shipped in the alpha is not the one shown in the 2024 material.

One detail shows how far the per-race treatment is meant to go: race-specific underwear was given as an example of the approach, with the point that rather than a single generic undergarment set across all characters, the clothing should reflect each race's own culture and style.

Two constraints apply to every race, humans included. Full slider-based body customisation is not favoured, and the reason given is technical rather than aesthetic — the armour system is complex enough that unrestricted body scaling would create fitting problems across equipment. Additional ethnicity variations were described as in development as of March 2026.

Human architecture is drawn as Romanesque and Byzantine rather than the generic late-medieval timber-house look, using arches, domes, masonry and orange roof tiles.

What changed, and when

  1. · Community digest

    A community poll pitted Dwarves against Humans for a warrior armour set; dwarves drew the cleaner support, with players arguing the set read better on bulkier races.

    Source: Dwarves win the race poll
  2. · Community digest

    Playtest numbers showed Humans as the most-played race, and players immediately qualified it: anyone who wanted to play Mage had to go Human.

    Source: Playtest race numbers and the Mage asterisk
  3. · Community digest

    The alpha's faction split was reported from the client: Sacred Order fielding Human, Dwarf and Bearan against Domination's Infernal Demon, Undead and Gronthar.

    Source: Faction and race assignments in the playtest
  4. · Community digest

    The playtest guide confirmed the six playable races for 30 April – 11 May: Bearan, Human, Dwarf, Gronthar, Infernal Demon and Undead.

    Source: Playtest guide, 30 April – 11 May 2026
  5. · Knowledge base

    The launch lineup was stated as eight playable races, four per faction, with every race recreated from scratch — new models plus renewed stance, movement and animation work.

    Source: Armor updates, race remakes, and future playable races
  6. · Knowledge base

    Human female facial work was flagged for revision, aiming between uncanny realism and doll-like stylisation.

    Source: World expansion, race models, and visual updates
  7. · Knowledge base

    Humans were shown as the baseline race for the rebuilt customisation system: face presets, hair colours and styles, beards, tattoos and scars.

    Source: Character customization, armor presentation, and visual updates
  8. · Knowledge base

    The human starting area was described as Melin's Landing, beginning at the docks, with an eastern gate opening into an early adventuring valley.

    Source: Melin's Landing and the Human starting area
  9. · Knowledge base

    Starting-zone footage introduced the first human settlement, framed by a king calling heroes to aid the last human kingdom.

    Source: Human starting zone environment footage
  10. · Knowledge base

    Whitesong City, Onas Gate and Primrose Fields were established as the human heartland, alongside a Romanesque and Byzantine architectural direction.

    Source: Iron Garf, the Twin Baronies, and the three factions

What is still unknown

The human starting settlement is named two different ways across the auto-captioned sources — "Mornlanding" and "Melin's Landing" — and a third account calls the starting area Bravestone Cliff, so which of these is the current name is unresolved. It is not known whether Mage will remain restricted to Humans, or whether that lock was a property of the alpha build only. No racial passive has been named for Humans or any other race, and the developers have not decided whether the system ships at all. There is no announced release date; early access is estimated for Q1 2027 with nothing official behind it.

Human