Human

“The dwarf is stoic. The elf is wise. The gnome is cunning. And humans? They can’t make up their mind, so they try to be all of these things at once.” —Kessler, Sharn bard
  Humans have dominated Khorvaire for thousands of years. They founded the Five Nations and make up the majority of the population in these countries. Despite their relatively short lifespan—or perhaps because of it—humans are innovative, adaptable, and aggressive, always pushing their limits and pursuing new ideas.   Humans are extremely diverse; a barbarian from the Demon Wastes has little in common with a Brelish rogue. When you’re creating a human character, consider where you’re from and how that’s reflected in your class and background.   When you choose to be human you should choose one of the nations of Khorvaire and then read about that nation to get ideas for characters tied to the nation. These are ideas— not restrictions. Aundair is a logical origin for a wizard, but your wizard could be a down-and-out arcanist from the alleys of Sharn or a Lhazaar pirate with a knack for the mystic arts.   The variant human presented in the rules provides an additional opportunity to capture some of the flavor of Eberron. Does your choice of skill proficiency and feat reflect the culture you were raised in?      

Humans and Dragonmarked

Humans possess a wide range of Dragonmarked, and their houses are spread across Khorvaire.   House Cannith is one of the most powerful houses, creating both magic and mundane items with the Mark of Making. House Cannith wields the Mark of Making to dominate the trades of repaid and manufacturing.   House Orien carries the Mark of Passage, dominating the courier, shipping, and transportation trades. House Orien maintains the Lightning Rail and trade caravans that run across the continent.   House Deneith carries the Mark of Sentinel, allowing its members to dominate the field of personal protection. House members act as brokers the services of bodyguards and mercenaries.   House Vadalis uses the Mark of Handling to breed fine mounts and other creatures making its members foremost in the business of livestock breeding and training.   House Tharashk produces bounty hunters, prospectors, and inquisitives.

Civilization and Culture

Naming Traditions

Aundairian Names

Aundair names follow the Galifaran tradition of a personal name followed by a family-based surname.   Male: Ari, Bokk, Breyten, Daen, Dover, Erben, Fluin, Gavrin, Hagro, Herschem, Huys, Jurian, Kamiel, Killian, Kleris, Reng, Retief, Riaan, Saal, Sarelo, Sithov, Tak, Tyman, Urik.   Female: Aafki, Agate, Baltia, Batrax, Beleth, Chantal, Fientia, Flerentia, Gwen, Hjeltia, Juliona, Levini, Margana, Marloes, Sanne, Sien, Tanneken, Vilina.   Surnames: Aarland, Acker, Adriansen, Alyea, Arendt, Bacher, Banekert, Bartell, Bateu, Crudaker, Caldamus, Corleis, Dekker, Ennes, Gerlach, Haldron, Hugrin, Jurians, Karch, Kendig, Maartel, Mantanye, Merchiot, Nagel, Ostren, Petilom, Redeker, Rhuli, Romhaar, Serontain, Shreve, Sykes, Taumen, Thiel, Toriun, Tullier, Valleau, Veseur, Yanger, Zenden.  

Brelish Names

Brelish usually have a personal name followed by a family-based surname.   Male: Alain, Beren, Cord, Curlot, Destir, Duran, Erix, Jovi, Kaine, Kuven, Laren, Lis, Maal, Minyu, Nelt, Norn, Oarsen, Pater, Pol, Rand, Reesir, Saal, Stend, Tars, Teesen, Uthar, Verden, Vorj, Werem, Wrogarr, Yelfis.   Female: Aanna, Alike, Beaf, Channa, Dabren, Delru, Elazti, Fromm, Gersi, Glenas, Habra, Heeson, Isti, Itlani, Joherra, Ket, Khaal, Lorsanna, Margu, Maril, Monesti, Narcy, Nebra, Penti, Riki, Soranda, Tabin, Tolri, Wroaan, Wroenna.   Surnames: Aggan, Bakker, Colworn, Devir, Ebinor, Faldren, Graccen, Helmworth, Jonz, Kemble, Lanner, Lonn, Makker, Morrus, Nelview, Perryn, Riston, Roole, Smyth, Snarik, Thorn, Toppe, Wrighten.  

Karrnathi Names

Karrns usually have a personal name followed by a family-based surname.   Male: Adalstan, Alarich, Arend, Berend, Brenius, Detlev, Drago, Evetius, Falko, Fraedus, Garrick,Geroldt, Gertan, Gustavus, Halden, Leonus, Leodegar, Maenrad, Rochus, Rolund, Sigor, Theoban, Vedim, Vorik, Wultram.   Female: Adalgisa, Alinda, Asta, Bauin, Clotrila, Demuth, Ebba, Ermena, Forsindh, Gisaul, Harika, Haedrun, Karola, Lorelea, Mauriana, Menelda, Oydelis, Renilda, Syardis, Syele, Theda, Valpaea, Vaunn.   Surnames: A ltaner, A rgland, Balich, Barthus, Brand, Cerfas, Denka, Dorn, Erdei, Eschus, Furnau, Gaebler, Gergus, Grogloth, Hellekanus, Hintram, Jaranus, Karlach, Kessler, Kraal, Lassinus, Losho, Maerer, Ochem, Rangoth, Roerith, Sattler, Senglin, Taggert, Thul, Trothut, Vanalan, Vedenin, Zecklin.  

Thrane Names

Thranes usually have a personal name followed by a family-based surname.   Male: Alestair, Arrun, Andri, Calemi, Coref, Demodir, Drego, Drosin, Egen, Javi, Jeffi n, Kaith, Lukar, Mizar, Ossul, Pentar, Rave, Sercyl, Sudro, Suthar, Syro, Taran, Tokorin, Urdan, Valtar, Vencyl, Verodin, Zoder.   Female: Avaliah, Beref, Chantalyn, Draci, Ghanji, Hariel, Heken, Imperi, Irulan, Jahanah, Kahlia, Lycia, Maradal, Margil, Melindri, Morgana, Narvala, Norah, Nyllestra, Sede, Suspiria, Taris, Thradi, Varikah.   Surnames: Aeyliros, Askarda, Atrelioth, Corliostor, Corus, Desekane, Drosin, Entarro, Eskeliendro, Ghastor, Hetrion, Imaradi, Irvallo, Karavastar, Krayci, Lerendazi, Marktaros, Neskus, Ovion, Ravadanci, Sarhain, Talandro, Tarravan, Teskelyndros, Vanatar, Vasiraghi.

Major Organizations

History

Humans, a relatively young race, are the dominant race of Eberron.   Human culture was born on the continent of Sarlona, with the first settlers sailing from Sarlona’s western coast to the region of Khorvaire now called the Lhazaar Principalities. From there, they spread across the continent of Khorvaire, disrupting the placid elven empire of Aerenal and leaving ruined goblin kingdoms in their wake. With the arrival of the Inspired in Sarlona, human dominance on that continent came to an end.   The humans of Khorvaire feel no particular connection to their ancestral homeland. Indeed, most don’t even realize their ancestors came from that distant land.  

Human Traits

It’s hard to make generalizations about humans, but your human character has these traits.   Ability Score Increase. Your ability scores each increase by 1.   Age. Humans reach adulthood in their late teens and live less than a century.   Alignment. Humans tend toward no particular alignment. The best and the worst are found among them.   Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Speed. Your base walking speed is 30 feet.   Languages. You can speak, read, and write Common language of Galifar and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Variant Human Traits

Alternatively, if you so choose you can take the alternative human traits, all of which replace the human’s Ability Score Increase trait.   Ability Score Increase: Two different ability scores of your choice increase by 1.   Skills: You gain proficiency in one skill of your choice.   Feat: You gain one feat of your choice.

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