Human
These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. yet there was an energy, a love of adventure, that sang from every page. Long into the night Liriel read, lighting candle after precious candle. She'd never given much thought to humans, but these stories fascinated her. In these yellowed pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land. ~ Elaine Cunningham, Daughter of the Drow
Humans
In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparision to dwarves, elves, giants, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that's why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers.A Broad Spectrum
With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colours from black to blonde (curly, kinky, or straight males might sport facial hair that is sparse or thick. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.Variety In All Things
Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human's memory. They live fully in the present-making them well suited to the adventuring life-but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.Lasting Institutions
Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death's clutches) they achieve it by ensuring that they will be remembered when they are gone. Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.Exemplars of Ambition
Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and frame. More than other people, humans champion causes rather than territories or groups.Human Traits
Ability Score Increases:
+1 to Two Ability Scores of your choice,or Roll 1D6 Twice.
- STRENGTH
- INTELLIGENCE
- WISDOM
- DEXTERITY
- CONSTITUTION
- CHARISMA
Skills:
You gain Proficiency in One Skill of your choice. Choose randomly from the Skills Table.
Feat
You Gain One Feat of your choice, choosing randomly from the Feats Table. Some Ethnicities already have One Feat to begin with, so your Character could begin with Two Feats. See Ethnicities.
Human Names And Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region's culture or to the naming traditions of their ancestors. The material culture and physical characteristics of humans can change wildly from region to region. In Kelldoria, for example, the clothing, architecture, cuisine, music, and literature are different in the North lands of Kordia, Amoria, and Northern Pelosia than in distant Ilyria, Talaria, and Emidia to the East across the Narrow sea-and even more distinctive in far-off Khitalia or Tal'Othia beyond The Eastern Frontier. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of The Kingdom of Elosia in central Kelldoria have every possible variation of colouration and features.Northern Kelldoria & The Northern Wastes
The Iron Isles
The Heartland (Central) of Kelldoria
The Summermist Isles (The Isles of Azuria)
The Uncharted Continent of Sythia
Basic Information
Anatomy
Humanoid: Head,Torso,Two Arms and Two Legs
Genetics and Reproduction
Pregnancy usually lasts 9 Moons (Months), giving birth to live young. A Female gives birth to a single child, Twin children are Uncommon, and more than two is very Rare.
Growth Rate & Stages
0 (Birth)-5 years (Infant), 5-10 years (Child), 10-16 years (Adolescent), 16-21 years (Young Adult), 21-35 years (Adult), 35-55 years (Middle-Aged), 55-75 years (Old Age), 75-99 years (Grand Old Age) and 100+ years (Ancient).
Dietary Needs and Habits
Omnivore.
Additional Information
Facial characteristics
Varies.See Ethnicities.
Civilization and Culture
Major Language Groups and Dialects
Varies.See Ethnicities.
Interspecies Relations and Assumptions
Human-Elven
Human-Elosi: Half-Elosi
Human-Pelosi: Half-Pelosi
Human-Talosi: Half-Talosi
Human-Drow: Half-Drow
Human-Orc
Human-Orc: Half-Orc
Human-Thull (Ogre)
Human-Thull: Half-Thull
Genetic Descendants
Origin/Ancestry
Humanoid (Human)
Lifespan
60 To 100 Years Old (75 Average)
Average Height
5ft To 7ft Tall (Averaging 5ft 5")
Body Tint, Colouring and Marking
Varies.See Ethnicities.
Related Organizations
- HOUSE BRIGHTBLADE
- House Crowhammer
- House Crownsilver
- House Greatspear
- House Ironbrand
- House Ironbrow
- House Mistweaver
- House Stormshaper
- House Stormsinger
- House Stormwind
- House Thorne
- House Thunderfall
- House Whitepelt
- The Academic Society of Loresyce
- The Cabal of Four
- The Council of Loresyce
- The Fiddlers Three
- The Holy Brotherhood of Pelor
- The Holy Order of The Golden Flame
- The Kordian Noble House Stormbrew
- The Kordian Noble House Stormcloak
- The Kordian Noble House Stormhammer
- The Kordian Noble House Stormhelm
- The Kordian Noble House Stormshield
- The League of Honourable Wizardry
- The Rivals
- The Storm Lords of Stormsreach
- The Territories of The Bear Clans
- The Territories Of The Boar And Elk Tribes
- The Territories of The Horse Clans
- The Territories of The Wolf Tribes
- The Territory of The Snow Leopard Tribe
- The Territory of The Tribe of The Cave Bear
- The Territory of The Tribe of The Mountain Lion
- The Territory of The Tribe of The White Bear
- The Territory of The Tribe of The White Tiger
- The Thorn Hill Society
- The Tribe of The Black Boar
- The Tribe of The Black Stallion
- The Tribe of The Blue Boar
- The Tribe of The Brown Boar
- The Tribe of The Mountain Lion
- The Tribe of The Ram
- The Tribe of The Sheep
- The Tribe of The White Wolf
- The Wardens of Stormhold
- The Whiteriver Clan
Related Materials
Everyone's Second-Best Friends
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds. Dwarves. "They're stout folk, stalwart friends, and true to their word. Their greed for gold is their downfall, though" Elves. "It's best not to wander into elven woods. They don't like intruders, and you'll as likely be bewitched as peppered with arrows. Still, if an elf can get past that damned racial pride and actually treat you like an equal, you can learn a lot from them" Halflings. "It's hard to beat a meal in a halfling home, as long as you don't crack your head on the ceiling-good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something."
Comments