Human

Humans in the world of E’ven-dra are one of the most populous races on the planet. Highly adaptable they have managed to come to call every corner of the planet home. Either through shear will or stubbornness, in the words of an elvish scholar. “They are most certainly what you would get if you took the single best and worst trait of all other races and somehow combine them all together.” For that is both their greatest strength and weakness.   When it comes to playing a human in this world the only thing to be said is pay attention to were the game is happening and were you human is from. An Albion human and Gail Human may come from the same continent but their culture and mannerisms will shift drastically, particularly the Albion based on what part of Albion they hail from. As for appearance again look to were the human comes from a Human from Cohn (a country that takes its influence from real world japan) will more commonly be yellowish-bronze in hue, with black or dark brown hair and dark eyes. Know that isn’t to say that they all have to be like this but consider why they may be different from the norm. Do they dye their hair a different color, is one of their parents from another land were certain physical traits are more dominate than others, are they themselves from one of these other lands having traveled to the location the game is occurring. Take all of this in mind when creating your character as it can add to the emersion of the gameplay.

Core Traits


  Creature Type: Humanoid   Size: Medium or Small   Speed: 30ft   Resourceful: You gain Heroic Insperation whenever you finish a Long rest

Lagacy Traits


Dumb Luck: Whenever you roll a natural 1 on a d20 test and have Heroic Insperation you can spend it to make a reroll. Alternativly if roll a natural 1 on a d20 test and don't have Heroic Insperation you instead gain it as fate takes your side to rise above adversity.     Negotiator: You gain Proficency in the Prusassion and Insight     Quick Eyes: You gain Proficency in Perception and Investigation     Versitile: You gain an additional Origin Feet of your choice

Mixed Bloodline Traits


Bloodline: your Human ancestory gives you one of the following options when you choose to play a character with human as their secondary linage,
  • City Dweler (Trade Studies)
  • Coastal (Swimmer)
  • Frost Folk (Mountain Sences)
  • Alard (Fast Recovery)
  • Jackman (One More Origin)
  • Swampers (Comfort is what you make it)
  • Forestfolk (Survivor) 

Subspecies


Subspecies may be the wrong word to use, atleast when it comes to Humans. While Elves and Dragonbron have clear distinctions btween the verius subspecies that change them. Humans can be a bit odd. These are more an extension of your enviroment, because if anything that is what humans are, they are adaptable. There for your subspeicies is more reflection of the evroment your grew up in this is difrnet from say your background which explains your career or job before adventuring this is full on the eviroment you grew up in. Yes some Backgrounds and Subspeices are going to go together like a PB&J while other may feel like oil and water, but how else can i say this but, steryotypes exist for a reason.

City Dweler

You grew up in the cities of the world and know their ways. Likly your familiar with the artisan crafts and vehichles used in the trasportation of goods and people through out them. Traits:   Quick Study: Whenever you finsih a Short or Long rest you can swap out one of your tool proficencies for a diffrent one.   Trade Studies: You gain proficency in a number of tools equal to your proficency, this can include vehichles and musical instuments. Gaining a new one whenever you level up.
 

Coastal

You grew up among the surf and tide of blue oceans, wide trade rivers or crysiline inland seas. your as comfortable in the water as you are on land. Hell there is a slight chance, depending on culture, that you learned to swim before you learned to walk.   Inhanced Lung Copacity: You can hold you breth a number of aditional minuets equal to 2 times your proficency.   Swimmer: You have a swim speed equal to your normal movement speed.
 

Frost Folk

A catch all term for folks that grew up among the mountains and frozen reaches of high maountains. Your used to an average temp of 32F and nights as cold as -10F. Anything above 32 would be shorts weather for you.   Thick Skin: its not magical but its still resistance though your life in the harsh enviroments you have gained resistance to cold damage and are other wise uneffected by cold weather and high altatudes.   Mountain Sence: you gain tremor sence out blindsight out to 10ft
   

Alard

Again a slight catch all but the name used by the largest group of people on the planet that have this kind of eviroment. you were raised in the sweltering heat and blistering sands of desert or unforgiving badland.   Desert Skin: you have fire resistance do to your aclimation to unfogiving heats and are otherwise uneffected by the climates of extreem heat.   Fast Recovery: you take half as much time to recover from exaustion then a normal person, able to remove an eaxstion on a short rest. You can do this a number of time equal to your proficency.
 

Jackman

These can only be discribed as "jacks of all trade masters of none". you grewup in a meriade of enviroments, perhapes your family moved around or the location of your birth had tomany notable notable enviroments to count. The children of farmers and field workers that were allowed to explore and discover the world.   One More Origin: you gain an additional origin feet.   Skill Versitility: after a long rest you can choose a skill your not proficent in a gain proficency in it till your next long rest.
 

Swampers

These folk are familiar with the rigeres of swamp and marsh living. Unlike Coastal humans the waters these folk were raised around were never ment to be swame in by "noraml" humans.   Comfort is what you make it: you figured out how to make your self cumfortable even in situations that would effect others. You ignore any penalties or cannot have disadvanatage on constitution saves made because of enviromental effects or poor food/water.   Iron Gut: You have resistance to poison and have advanatage on checks and saves made against the poison condition.
   

Forestfolk

Growing up in the deep woods and forests you spent you childhood was spent hunting and gathering.   Lowlight vission: you gain a 30 foot darksivion   Survivor: You have advanatage of Survival and Investigation checks.

Basic Information

Growth Rate & Stages

Most humans live about 75-80 years, and begin training in a profession around age 14 (this can mean an actual job or as a player character class), reaching full maturity between 17-20. Though for most humans societies they are considered adults at around the age of 18.
Lifespan
75-80 years
Related Organizations

Comments

Please Login in order to comment!