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Human

Humans on Dünya were widespread, could be found in most regions and, in general, were fierce and disagreeable, which could sometimes lead certain other races to view them with contempt. They were renowned for their diversity and ambition, and although they lacked specialization, they could excel in many areas.

Description

Society

Humans didn't have any known distinct subraces in the same sense that most other races did, the closest being those with a Spellstain and Kalashtar. As such, there was great ethnic diversity between humans in different regions. Planetouched subspecies, however, did exist across Dünya. These included the Aasimar, Genasi, and Tiefling.

A human general in Peregrinus

Ethnicities

The following were the most prevalent and largest ethnic groups to be found in Dünya during the last two millennia of the Age of Humanity into the current age.   Muintir: These were among the most widespread human group in all of Anakara. The majority of people in the Northern Knot were of this ethnicity. Their skin was predominantly fair, although some people were quite tanned depending on their geography. Hair ranged from dark brown through to very pale blonde and even ginger *see Pentan, with eye colour being predominantly green and hazel, although darker browns and blue were not uncommon. [Comparable to western/central european people in the real world]   Pentan: Pentan were among the least common humans in the world, having largely been combined with muintir people. Indeed, some scholars believed that there were no truly pentan humans in existance anymore. They were categorised by either fiery red hair, or very blonde hair bordering on white, with pale skin and blue or bright green eyes. Many muintir people exhibited some of these characteristics leading to the theory that pentan's had merged with muintir. Some tribes of pentans could be found in the far north of Anakara, particularly in the Frozen Vales and Eiraland. [Comparable to nordic/irish people in the real world]   Mushriqa: The dominant ethnicity in Ramaal Dhahabia, these people had skin tones ranging from lightly tanned to quite dark brown, with mostly brown and hazel eye colours. Their hair colour could vary, but tended towards brown hues. They were descended from tribes in the southern regions of the Prasejarah Jungle and the grasslands further south. [Comparable to Arabic and south-east asian people in the real world]   Dakins: The second most commonplace ethnicity in Ramaal Dhahabia. They tended to have much darker skin tones, eyes, and hair than other races of humans. They were related to the mushriqa but were native to the western Qahila Desert, though not as far west as In'qwane. Those that didn't settle in Ramaal Dhahabia continue their nomadic lives across the desert. [Comparable to west african people in the real world]   Hito: Hito people hailed from the south of Anakara, in particular the eastern portion of The Still and the plains below it. They were the dominant ethnicity in the Nanpō Empire. It was believed by some scholars that the human followers of Swynwyr were hito people, but they are now considered to be orang. Their skin tone ranged from pale to tanned and their hair was often dark brown or black, with brown, black or hazel eyes [Comparable to east asian people in the real world]   Orang: Somewhat similar to hito people, orang were the dominant human ethnicity of humans in the Magocracy of Swynwyr. Because of this, they were frequently not included in discussions of human ethnicities and some even refered to them as swynwyrian due to the strong connection between the people and the nation. [Comparable to south asian people in the real world]   Moun: There was not much known about the moun people. They were dominant in the islands between Anakara and Vahşi Alanlar, and they were strongly associated with the pirate communities in and around Decapited Island. Although some scholars argued that they were not a distinct ethnicity but simply a collection of all types of humans, it was generally agreed that they were related to dakins who left the mainland sometime after The Great Tear. [Comparable to carribean people in the real world]   Peregrinian: Not to be confused with their namesake nation or language, Peregrinians were a relative of muintir people who split from them millenia ago before The Great Tear. They traveled across to Vahşi Alanlar when it was joined with Anakara but have since become seperated when the continents were sundered. [Comparable to Mediterranean people in the real world]

Related Races

Humans bred outside their race many times, more so than most other humanoids. This resulted in other races such as the Half-Elf and Half-Orc as well as planetouched such as the Tiefling and Aasimar.   Kalashtar are sometimes considered as humans due to their appearance, however their language, history, and personality were very different to other humans. They were deeply spiritual and somewhat aloof in nature, leading some scholars to believe that they were somehow related to elves, although this was untrue.

Player Race Features

  • Size. Medium.
  • Speed. 30 ft.
  • Languages. You can speak, read, and write Common and one extra language of your choice.

Subrace: Base

  • Ability Scores. +1 to all ability scores.

Subrace: Variant

  • Ability Scores. Choose two different +1.
  • Skills. You gain proficiency in one skill of your choice.
  • Feat. You gain one feat of your choice.

Spellstain

Mark of Handling

  • Ability Scores. Choose any +2; choose any other +1.
  • Wild Intuition. When you make a Wisdom (Animal Handling) or Intelligence (Nature) check, you can roll a d4 and add the number rolled to the ability check.
  • Primal Connection. You can cast the animal friendship and speak with animals spells with this trait, requiring no material component. Once you cast either spell with this trait, you can't cast that spell with it again until you finish a short or long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • The Bigger They Are. Starting at 3rd level, you can target a beast or monstrosity when you cast animal friendship or speak with animals, provided the creature's Intelligence score is 3 or lower.
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Handling Spells table are added to the spell list of your spellcasting class.
  • 1st Animal Friendship, Speak with Animals
    2nd Beast Sense, Calm Emotions
    3rd Beacon of Hope, Conjure Animals
    4th Aura of Life, Dominate Beast
    5th Awaken

Mark of Making

  • Ability Scores. Choose any +2; choose any other +1.
  • Artisan's Intuition. When you make an Arcana check or an ability check involving artisan's tools, you can roll a d4 and add the number rolled to the ability check.
  • Maker's Gift. You gain proficiency with one type of artisan's tools of your choice.
  • Spellsmith. You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn't require concentration. Once you cast the spell with this trait, you can't do so again until you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.
  • 1st Identify, Tenser's Floating Disk
    2nd Continual Flame, Magic Weapon
    3rd Conjure Barrage, Elemental Weapon
    4th Fabricate, Stone Shape
    5th Creation

Mark of Passage

  • Ability Scores. Choose any +2; choose any other +1.
  • Courier's Speed. Your base walking speed increases to 35 feet.
  • Intuitive Motion. When you make a Dexterity (Acrobatics) check or any ability check to operate or maintain a land vehicle, you can roll a d4 and add the number rolled to the ability check.
  • Magical Passage. You can cast the misty step spell once with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Passage Spells table are added to the spell list of your spellcasting class.
  • 1st Expeditious Retreat, Jump
    2nd Misty Step, Pass Without Trace
    3rd Blink, Phantom Steed
    4th Dimension Door, Freedom of Movement
    5th Teleportation Circle

Mark of Sentinel

  • Ability Scores. Choose any +2; choose any other +1.
  • Sentinel's Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
  • Guardian's Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
  • Spells of the Mark. If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Sentinel Spells table are added to the spell list of your spellcasting class.
  • 1st Compelled Duel, Shield of Faith
    2nd Warding Bond, Zone of Truth
    3rd Counterspell, Protection from Energy
    4th Death Ward, Guardian of Faith
    5th Bigby's Hand

Articles under Human