Humans Ethnicity in Gullonde | World Anvil
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Humans


Humans are one of the youngest races on Gullonde and have a bloodied history that stretches back to the early days of roaming tribes among the south east stretches of Eudea. Humans are often very ingenious and crafty, especially in times of war. Humans, themselves, are built on a relatively frail frame compared to the other races of Gullonde but are quite dangerous and efficient if unified. Humans typically love a good fight and enjoy an underdog story. The true motivator of humans is the challenge. Without the challenge humans are rather mundane and average. The humans have maintained a firm relationship with the dwarves of Gullonde despite the ups and downs. The closest the two came to a serious conflict is the following years after The Fall of Aeskurr, although many regional conflicts occured during this time.
Depite being thousands of years behind other races in certain areas of ingenuity such as smithing and crafting, humans are the first race to sail the open ocean and dominate the unexplored areas of the world. Humans have migrated to a good amount of the landmass within the world of Gullonde via naval exploration. Humans regard the other races of Gullonde as such:
Dwarves: "The true craftsmen and smiths of our world. Dwarves have even created a system of fresh water that supplies the underground kingdom of Zerdun and helps clean the waste from their subterranean dwelling, down to the lower caverns of the mountains."
Lizardmen of Bundala: "The vast empire that stretches from the middle of Tekor to the southern oceans is an enormous jungle filled with extremely diverse plant and animal life. The lizardmen who are christened within their own tribes and looked upon by the elders worship Thalasina, a living spider god who blesses them with her young from time to time. These spiderlings grow into allies and personal mounts for the lizardfolk. These people are cautious of outsiders and stick to ancient tradition but are not readily hostile. They are among the most civilized aquatic race on Gullonde."
Orcs: "The orcish clans have fought tooth and nail much as we, the humans, have. Their history is bathed in blood and are among the finest fighters and hunters known. The Zexosh, led by Vesh set up a trade route with our kind and are a welcomed ally in times of global strife. Very few of our stature can stand in single combat against a proficient orc warrior."
Giants: "Giants have a muddled history that is tainted by oppression and slavery, with the orcs as the victims. Giants are extremely territorial and violent to other races. Compared to a dwarf, full fledged giants are by far the most stubborn of the races. They control a critical section of the continent of Ugela, Bouldergate Pass. At the north eastern section of this mountain pass is a long pathway ascending the mountains. A large obsidian fortress hugs the edge of the mountains and is domineered by fire giants who have recently seized control of the leadership."
Elves: "Little is known of the history of elves but some diplomatic relations have been made with Cyrvel, the leader of elvenkind. Elves are extremely xenophobic and do not approve of mixing with the 'lesser races'. They dwell within the deep reaches of the Lindolen forests. To make contact is extremely difficult as the fae and many other magical beings protect the sanctum of the forest with great hostility."
Details


Adult humans range from 5ft-7ft tall and 110-350lbs, although some exceptions can be made. Women are typically smaller and of thinner frame but are more flexible and agile than their male counterparts. Men serve a crucial role in the brute force operations of life and are usually the ones who lose life and limb in times of war. Humanity is a tragic story that is hard to tell accurately but human beings are not to be underestimated.

Surnames: Garrand, Mellisindis, Ornand, Griswald, Volkmar, Schwegler, Weller, Smith, Rogers, Rillen
Ability Score Increase:
Celestial: +1 Charisma and +1 in two attributes including Con, Int, or Str or Wis.
Draconic: +1 Wisdom and +1 in two attributes including Cha, Dex, Str or Wis. Age: Humans reach adulthood around 20 years old and live up to around a century.
Speed: 30 feet
Languages: You can speak read and write Common, Undercommon, and one of the following 'Draconic or Celestial'.
You also gain one of the following features(These features cease to function if you are of evil alignment at any time):
    If you chose Draconic: You gain advantage to religion checks pertaining to metallic dragons or good dragons. Once per long rest, you may call on the aid of the dragon king, Bahamut.
Choose one of the following:
-Once per long rest, as an action: You open your mouth and a torrent of holy energy sprays fourth, dealing 2d4 Lightning and 2d4 Radiant damage in an 15 foot cone. Increased by 2d4 per energy type and 5 feet each at level 8(4d4 4d4 20), 14(6d4 6d4 25), and 20(8d4 8d4 30) At level 14 or higher: Non-good creatures hit by this attack must make a charisma saving throw (8+prof+casting mod/con) or be restrained until the beginning of the human's next turn.
-3 Smite Points, for one point, on an attack that hits: you may add 1d2 Lightning and 1d2 divine damage to that attack, and 1d4 of both instead if you are wielding a spear, polearm, halberd, poleaxe, or similar bladed pole weapon. (This is increased to 1d4/1d6 at 8th level and to 1d6/1d8 at 14th level) as well blinding the target until the beginning of your next turn on a critical hit)These points recharge at the end of a long rest.
  If you chose Celestial: You gain advantage on religion checks involving human history and the occult(This includes magic outside of the normal realm of arcane, GM discretion). Once per long rest, you may call on the aid of the unconquerable sun, Sol Invictus. For the next minute, while exposed to sunlight you emanate a holy aura of good. If a creature makes an insight check to determine your intentions while this aura is active, they gain advantage.
Choose one of the following:
-While in the presence of the sun you have Fast healing 1(This does not function if you are unconscious). Also the DC of your divine spells are increased by 1 to all undead, lycanthrope, and evil creatures. This ability does not function if you are one of those creatures.
-If you have been exposed to sunlight within the past 24 hours(ingame): Your melee and ranged attacks deal 1 fire and 1 divine damage.

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