Humans of Eglesh
Eglesh is a neutral zone where multiple races live in peace. Constantly under threat from the Stahlian Empire who wishes to claim Eglesh's lands for their own, Eglesh has a standing army. In addition to this the people are expert builders, creating grand walls and towers to defend their lands from a siege. Coming from all walks of life, the people of Eglesh are a mixed bag of looks and there is no real standard among them.
Alignment. The Egleshi are a mixed batch due to their vast number of different races. Due to this, they do not have any standard alignment.
Ability Score Changes. Your Constitution and Intelligence scores each increase by 1.
Builder. You gain proficiency with your choice of Carpenter's Tools, Glassblower's Tools, or Mason's Tools and may add double your proficiency bonus to checks made with the chosen toolkit when constructing something for a building.
Languages. You can speak, read, and write Egleshi.
Humans of Eshiya
The kingdom of Eshiya was once part of Telgrad but claimed independence many years ago. They are a hardy people, but rely more on trade than simply hunting and gathering everything they need. They are easily mistaken for a Telgradian, but their lifestyle is entirely different. They favor mobility, both of the person and of their civilizations. They retain no long-standing cities and have a very nomadic lifestyle, easily deconstructing or folding their buildings and rolling them on carts, moving to wherever the trade happens to be.
Alignment. Most Eshiyan people are do not sway particularly toward law or chaos but do care for each other and help out. A standard Eshiyan is Neutral Good.
Ability Score Changes. Your Dexterity and Charisma scores each increase by 1.
On the Move. Your base movement speed increases to 35 feet.
Languages. You can speak, read, and write Telg.
Humans of Skashia
The Lordship of Skashia is a powerful country owned by the Stahlia Empire but granted its own governing power. The people of Skashia are exempt from the Stahlian military service but may choose to join it as a citizen of both Stahlia and Skashia. The Skashians are famed for their horsemanship, their knights leading any charge with lance in hand. The dark haired and dark eyed people have a complexion similar to the Stahlians, though slightly more fair.
Alignment. Most Skashians are a people with strong morals and belief in the law of the land but they tend mostly toward caring about themselves. A standard Skashian is Lawful Neutral.
Ability Score Changes. Your Strength and Wisdom scores each increase by 1.
Rider. You gain proficiency in the Wisdom (Animal Handling) skill. In addition, any mount you ride has its speed increased by 10 feet so long as you are the only one riding it.
Languages. You can speak, read, and write Stahlian and Skashian.
Humans of Stahlia
The Stahlia Empire is a massive force with a powerful standing army. Being one of the main areas with mandatory military service for all men, the people of the empire are a strong built and hardy group. With tanned skin and not just blond, but nearly golden hair, these people stand out in a crowd, their pale blue or gray eyes seeming to look through people rather than at them.
Alignment. Most Stahlians have a very strong belief in the rule of proper law, bordering on zealotry and it is almost unheard of that any would not. They have a varying range of beliefs, but most believe in aiding their fellow man, even if not aiding other races so long as it falls within the power of the law. The average Stahlian is Lawful Neutral or Lawful Good.
Ability Score Changes. Your Strength and Constitution scores each increase by 1.
Military Service. You gain proficiency with Medium Armor as well as with the Mace, War Pick, Warhammer, and Shortbow.
Languages. You can speak, read, and write Stahlian.
Humans of Telgrad
The kingdom of Telgrad is a thriving land primarily focused on hunting. Due to their far northern placement, the cold weather restricts much of what can be grown, but encourages helping your common man to survive. These people have fair skin and often blond or light hair. Their eyes are often dark to help with the harsh sunlight that often reflects off the snowy landscape.
Alignment. A normal Telg has a moral code but not always a very strong one. In addition, they aid each other when they need to, but typically only to get something out of a deal. The average Telgradi is Neutral.
Ability Score Changes. Your Constitution and Wisdom scores each increase by 1.
Natural Hunter. You gain proficiency in the Wisdom (Survival) skill and have advantage on any Wisdom (Survival) checks made to track a creature.
Languages. You can speak, read, and write Telg.
Continent of Sar'Mak
Humans of Chelig
Chelig is a small Kingdom in the north of Sar'mak home to a very odd people, possessing the dark skin typical of the continent but with bright blue or green eyes that seem to almost glow in low light. These people prefer to keep to themselves, their high king ruling over themselves as well as their two accompanying princedoms. Their people are prone to being born with a sorcerous spark and possess an iron will.
Alignment. The Cheligi are a people who care little for the forces of law or chaos and prefer to abide simply by the natural order of magic. They do aid each other in research but otherwise care primarily for themselves. The average Cheligi is Neutral.
Ability Score Changes. Your Dexterity and Charisma scores each increase by 1.
Mote of Magic. You gain a cantrip of your choice from the sorcerer spell list. Charisma is your spellcasting modifier for that spell.
Languages. You can speak, read, and write Cheligi.
Humans of Gahlim and Marakt
The Ghali and Marakati are a people very similar to the Cheligi, possessing their same odd eyes except that theirs do not hold an inner light. The Gahli were separated for the same reason as the Marakati, due to their lack of a common inner magic. This made the Cheligi people distrust their mundane cousins and cut off much contact with them outside of collecting taxes.
Alignment. Similarly to their cousins, the Cheligi, the people of Gahlim and Marakt prefer to deal with the natural order of the world rather than worrying over morals and law. They take better care of each other though, relying on a group dynamic to make up for their lack of magic. The average man of Gahlim or Marakt is Neutral Good.
Ability Score Changes. Your Dexterity and Charisma scores each increase by 1.
Graceful Bladesman. You have proficiency with one weapon of your choice - simple, martial, or superior, but not exotic - that has the light or finesse property.
Moteless. Ghali and Marakati Humans entirely lack a mote of magic. Due to this, they are unable to become sorcerers.
Languages. You can speak, read, and write Cheligi.
Humans of Prüsh
Prüsh is a land of mystery. They have a standing guard along both their landlocked border and their coastal border, not allowing any in or out. Little is known of the powerful nation and it is rumored they practice dark magic and shamanic or pagan rituals and human sacrifice to empower their warriors who enter a frenzy in battle. They are also known to take part in odd bodily alterations such as piercing their ears, lips, or face with metal or bone.
Alignment. The Prüshik are a vile and ruthless pagan culture, reveling in personal power over others and human sacrifice. These people have thrown away any semblance of a moral code and almost never follow the true gods. The average Prüshik is Chaotic Evil.
Ability Score Changes. Your Strength and Charisma scores each increase by 1.
Ritualist. You learn one spell from the Shaman or Warlock spell list with the ritual tag. You may only cast this spell as a ritual, and Charisma is your spellcasting modifier for that spell.
Languages. You can speak, read, and write Prüshik.
Humans of Thohkrya
The Thohkryan Empire is a large country known for its powerful naval force. Many of its people learn to sail at least small fishing vessels from a young age, braving the waters and the weather to bring home their catch. All officers in their military are required to learn to sail large sea vessels as well.
Alignment. The Thohkryan people are a hardy and caring group. They are almost always a devout people following Cardista or Kith-Jora, and they follow a strong set of morals and laws because of this. On the sea, they have learned its best to be able to rely on each other effectively, and have developed deep bonds with each other. The average Thohkryan is Lawful Good.
Ability Score Changes. Your Dexterity and Wisdom scores each increase by 1.
Sailor. You gain proficiency with Vehicles (Water) and may add double your proficiency bonus when making a check with it for sailing a ship.
Languages. You can speak, read, and write Thohkryan.
Humans of Ukiria
The Ukirian Empire is a place of magic and study. Housing some of the most prestigious schools of magic teaching, the Ukirian Empire is well known for producing the most skilled mages around. Around the schools, they tend to have great temples where scholars study the origins of magic and the world, seeking to uncover as much information as possible in order to better understand and control the things around them.
Alignment. The Ukirian people seek knowledge above all else, regardless of if it is amoral or moral. In addition, they have taken much of their personality from their closest ally, a far off kingdom that they communicate with through magic along by the name of Ertain. The Ertanian culture has spread across much of Ukiria. The average Ukirian is Neutral or Lawful Neutral.
Ability Score Changes. Your Intelligence and Wisdom scores each increase by 1.
Academy Initiate. You gain a cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting modifier for that spell.
Languages. You can speak, read, and write Ukirian.
Humans of Yochel
The Yochel Lordship is a country under the Ukirian Empire that was separated by their emperor in order to better study certain topics apart from the main empire. These people are tasked with uncovering ancient magiks that were used by lost civilizations and peoples, primarily the spells that made them and their societies so sturdy for so long.
Alignment. The Yochel share the pursuit of knowledge that the Ukirians have, but use their magic for more benevolent reasons. The average Yoch is Neutral Good or Lawful Good.
Ability Score Changes. Your Intelligence and Wisdom scores each increase by 1.
Ancient Magiks. You gain one 1st-level spell of your choice from the abjuration spell school. Intelligence is your spellcasting modifier for that spell. Once you cast this spell this way, you may not cast it again until you finish a short or long rest.
Languages. You can speak, read, and write Ukirian.
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