Humans
Ability Score Increase Variable
Size Medium
Speed 30 ft
Instead of using the base human traits from Player’s handbook, players may choose a human cultural variant and use the traits that come with that instead.
Wyneil
The dominant human culture of Thamrysis, the main empire that once united many disparate kingdoms during the Garden Period under Emperor Dayne the First. Mercantile and industrious, Wyneil are widespread and the influence of their culture can be felt throughout Thamrysis.
+1 to two ability scores. Proficiency with spears, tridents, nets, vehicles (water), OR two tools from the following list: carpenter, cartographer, navigator, weaver, woodcutter. You receive a free feat at level 1.
You speak Common (Wyneil) and one additional language.
Hyli
In northern moors and mounts live the Hyli, a militant people with a history of conflict , both externally and internally. Be it the Highlands, Lowlands or Shieldmarch, the Hyli people have known more conflict and violence than any other human culture. In eons past, some Hyli even served at the call of Dragons, and were expected to bring other cultures to heel. Today, the Hyli maintain a military tradition and most citizens have at least a basic understanding of combat.
+1 Strength, +2 Constitution, +1 Intelligence; You gain proficiency with any two weapons, and either light armor or shields. You also gain proficiency with Athletics or History checks. If your class grants you proficiency with all weapons, light armor, and shields, you instead gain a +1 bonus to either your Dexterity or Wisdom scores (your choice) in place of the weapon and armor proficiencies granted by this racial feature.
You speak Common and Hyli.
Oneran
Once the largest empire on the continent, the kingdom of Onera has suffered catastrophe after cataclysm, leaving the northern empire scattered and broken. Called “The Haunted Land” by outsiders, Onerans have dealt with cruel tyrants, rogue wizards, undead plagues and other terrible misfortunes others may only experience through myths.
+2 Intelligence, +1 Dexterity,
+1 Charisma scores each increase by 1. You have proficiency in the Insight and Persuasion skills. Additionally, you gain a +5 bonus to your passive Wisdom (Insight) and passive Intelligence (Investigation) scores.
You speak Common and Oneran.
Haisan
Rulers of Sunhollow, the Haisan are a religious and pious people who have cultivated a rich culture of literature, music, and education. Historians, poets, bureaucrats, priests and hedonists all find a home in the Empire of the Sun. Once a theocracy, the modern Haisan kingdom is metropolitan society steeped in tradition but embracing the possibilities of the future.
+2 Wisdom, +1 Intelligence, +1 Charisma; You also gain proficiency with Religion checks, and either Intimidate or Persuasion checks.
You speak Common and two additional languages.
Sarkan
The Sarka are the People of the most northeastern lands bordering Onera. The Sarka are a wide ranging tribal people with a shamanistic religious culture based on a high reverence for nature. Many Sarka have integrated into Oneran culture, especially as many of their ancestral lands were colonized and conquered by the Onerans under the rule of Oneranus I. Sarka revere the native animals of the region, specifically the wolf, bear, rat, tiger, boar and bat, and the largest tribal groups associate their identities with one of these animals.
+1 Strength, +2 Constitution, +1 Wisdom; You gain advantage on saves against poison and disease. You also gain proficiency with Nature and Survival checks.
You speak Common and Oneran.
Despa
Itinerant travelers, the Despa are the descendants of slaves brought over in the Latizan Invasion centuries ago. Placing a high value on freedom and extended family, Despa also value the beauty of music, art, and poetry highly. Primarily travelling the southern lands of the continents, Despa wagons can be found anywhere there is open land to inhabit, game and fresh air.
+2 Constitution, +1 Dexterity, +1 Charisma; your base walking speed is 35 ft. and you gain advantage on Constitution saves involving forced marches. You also gain proficiency with Nature and Stealth checks.
You speak Common and Sudani.
Furigar
Raiders and sailors, the Furigar dwell along the far northern coasts and scattered islands of the northwestern sea, scratching out an existence in the tundra and taiga where weaker men freeze and die. Boisterous, bold and fearless, the Furigar take what they need to survive and leave the bone picked clean.
+2 Strength, +1 Constitution, +1 Wisdom; you gain advantage on saves against cold, and are considered naturally adapted to cold environments; you also gain proficiency with Athletics and Survival checks.
You speak Common and Hyli.
Sudani
Explorers and merchants, scholars and pirates, the Sudani are from the lands of the Burning Shores south of Thamrysis, but can be also found in great numbers in the free cities of the Silver Strand.
+2 Constitution, +1 Intelligence, +1 Wisdom; you gain advantage on saves against fire, and are considered naturally adapted to hot environments; you also gain proficiency with Nature and Survival checks.
You speak Common and Sudani.
Himarlan
Hailing from across the eastern sea, Himarlans are the least populous ethnic group in Thamrysis, worshiping strange idols and practicing arts of combat unseen in the continent before. They are most numerous in the Silver Strand, but many have settled in Sunhollow where the pursuit of knowledge defeats ethnic barriers. Himarla is a land of magic and mystery across the sea, and even the common Himarlan knows a little magic they’ve picked up along the way.
+1 Intelligence, +1 Wisdom, +1 Charisma; You know one cantrip of your choice from the Wizard spell list; Intelligence is your spellcasting ability for that cantrip OR You know one cantrip from the Cleric spell list; Wisdom is your spellcasting ability. You may increase your Intelligence, Wisdom, or Charisma score by an additional +1 at character generation.
You speak Common and Himarlan.
Languages. Varies, see below:
Comments