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Humans

When the humans first set foot on the already inhabited world they were a nomadic race, who now dwells in almost every corner of the world; from the snow-covered land of Yule to the blistering hot Shimmering Sands. They encompass a full range of cultures, origins, and ethnicities. The most common feature of humans is their lack of commonality; they have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, they stay: they build cities to last for ages, and great kingdoms that may persist for centuries.  

Ephemeral Immortals

Humans reach adulthood in their late teens and rarely live even a single century. They dream of immortality; (except for those who seek undeath or divine ascension to escape death's clutches) most achieve it by documenting their exploits in any way possible. From texts to buildings to the most minuscule paraphernalia they assure that they leave their mark on the world. 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. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. They are innovators, achievers, and pioneers whose ambition and drive propel them towards the top.  

A Broad Spectrum.

With their penchant for migration and colonializing, humans are often more physically diverse than other races (though a lot of humans have a dash of blood from other races in them). There is no typical human. An individual generally stand anywhere from a little below 5 feet to a little over 6 feet tall and weigh from 80 to 250 pounds. Human skin shades vary to the same extent as the colours of clouds; they can be black like the darkest spot of a rain-cloud, as white as the clouds on a summer day, or even match the warm colours of clouds during a sunset. Their hair vary wildly too in both shade and shape; most have curly, kinky, or straight hair. Generally only the males might experience pattern balding at later stages in life while they also sport facial and body hair that may be sparse or as thick as that of dwarven females; female humans only get tufts of hair above their waist apart from on top of their head.   As much as their looks vary, their backgrounds also encompass almost any possibility under the sun. Though as a race, the humans lack magical abilities, their affinity for magic is as strong as the other races'. If you want to jump-start your ideas for a human character's origins, you can roll on the Human origins table below.                                                                  
D10 Origins
1 An impoverished wizard from Hamelin, striving to prove you're as intelligent as any other Hamelet.
2 A streetwise rogue from Ding Dong Dell who wants nothing more than to escape the bustling streets forever.
3 A babarian from the Genie Steps who repented from a life of cruelty and hopes to atone for past evils.
4 A kindly druid from the the Golden Grove who wants to learn about the flora and fauna of the rest of the Summerlands and beyond.
5 A cleric from Yule who aspires to learn the arts of necromancy - for the noblest aims, of course.
6 A displaced Heshan fighter who was engaged in war outside Heshan at the time of the downfall and is now stranded with no home.
7 A piratical bard from the Pirate country who loves sea shanties but also wants to immortalize the deeds of great heroes in song.
8 A ranger trained to hunt the jungles of Eldar-bar who harbors a grudge against dragons.
9 A warlock from nevermore, teetering on the edge of sanity while contemplating demonic existence.
10 A Thrane paladin of the Silver Flame who's looking for something to prove the truth underpinning belief.

Conquerors.

Humans find ways to survive and thrive almost anywhere; they embody the mortal will to carve out a place of civilization from the wilds. In locations where older elves and dwarves have resided, humans often move in and build anew alongside or on top of an earlier community. Their unrelenting ambition creates societies that aggressively pursue productivity while valuing leisure. The Human's short life-spans often lead them to romanticize the ugly past and fear the unknown future in ways that longer-lived folks do not. Particularly for humans, their survival instinct stokes the flames of fear (especially when those flames are amply fuelled by hearsay and propaganda).  

Social Monkeys. (maybe different title. in progress)

"Humans are not an aquatic or even amphibious specie, but they flock to bodies of water simply to play in it. They can't even hold their breath all that long; they just love to splash!"   Human lands welcome large numbers of nonhumans compared to the proportions of humans who live in nonhuman lands. 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. Though they get along with almost all the other races humans understand the stereotypical flaws in their piers:   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."   (maybe something about how our fingers and toes wrinkle in water, how we love water even though we can't breathe in it, or how we sweat)  

Human Names.

Throughout different cultures and generations, humans have taken on different names. In quiet hamlets humans take on surnames after their profession and/or a prominent figure in their lineage; In sprawling cities, naming yourself after your profession becomes cumbersome so humans choose to bear a family name instead. Adventurers and merchants abroad might attach their place of birth or residence to their own name as it brings recognition and respect to said region.   When humans live with predominantly other races, they borrow names from the cultures around then, nonetheless they have a rich pool of traditional names to draw from.   In the Bayous In the Bayous they use Carribean names like the feminine names Chiuaton, Izel, and Quetzalxochitl, and the male names Cualli, Ixtli, and Necuametl.   In the Kingdom of Al Mamoon In Al Mamoon they use Middle eastern, greek, and egyptian names like the feminine names Aaliyah, Damien, Lale, Helene, Kallisto, Ianthe, A'at, Itet, and Maia, and the male names Ahmad, Amir, Dorian, Adonis, Epimetheus, Pallas, Amenemhet, Kawab, and Sebni.   In the Kingdom of Ding Dong Dell In Ding Dong Dell they use germanic names like the feminine names Agatha, Ella, and Marget, and the male names Casper, Jacob, and Oswald.   In the Pirate Country In pirate Country they use Polynesian names like the feminine names Ahulani, Ka'ana'ana, and Toroa, and the male names Aisake, Hû'eu, and Pono.   In Yule In Yule they use Norse names like the feminine names Helga, Sigrid, and Tove, and the male names Kurt, Stig, and Ulf.   In Eldar-Bar In Eldar-Bar they use Elven names like the feminine names Ara, Bryn, and Naeris, and the male names Aelar, Fivin, and Ivellios.   In Hamelin In Hamelin they use French and English names like the feminine names Alice, Elizabeth, and Cecilia, and the male names Jacques, Adam, and George.   In Perdida In perdida they use Slavic names like the feminine names Bogdana, Milena, and Olga, and the male names Berislav, Dobromil, and Vladimir.    

Human Traits.

  Age. Humans reach adulthood in their late teens and live less than a century.   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 and one extra language of your choice.   Standard Human   Ability Score Increase. Your ability scores each increase by 1.   Variant Human   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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