Human

The curse spread from Huegath and his slavers to the rest of the empire, and Huegath was publicly executed for it by Ak'tuin himself. Giants gave birth, to malformed, diminutive offspring no larger than six feet. The Ak’teshi mystics implored Ak’tuin to purge abnormal offspring to prevent further spread. However, Ak'tuin was not convinced, as the curse waned with time. He added this lower caste of giants to the slave labor force, as, despite their size, they appeared fit and capable; perfect recruits for a slave army to supplement the dwindling numbers of hill giants. In mockery of their original creator, this new caste of slave ‘giants’ was given the name ‘Hue-men’, or ‘Humans’.
  Humanity follows a long ancestry stemming from the titanic Nephilim, to the Giants of the Ak'teshi Empire, all the way through ancient to modern history. Though not historically a native species to the Known World, humans are its most numerous sapient species. They are industrious and curious by nature and have secured their numerical prevalence over the other races by the earliest migration patterns, from the farthest stretches of the east to the ends of the west.   In appearance, humans are as varied as the world’s climes. From the dark-skinned tribesmen of the Gold Expanse, to the pale and barbaric tribes of Vaskyr, humans possess a wide variety of skin colors, body types, and facial features. Generally speaking, humans’ skin color assumes a darker hue the closer to the equator they live. At the same time, bone structure, hair color and texture, eye color, and a host of facial and bodily phenotypic characteristics vary immensely from one locale to another. Cheekbones may be high or broad, noses aquiline or flat, and lips full or thin; eyes range wildly in hue, some deep-set in their sockets, and others with full epicanthic folds. Appearance is hardly random, of course, and familial, tribal, or national commonalities often allow the knowledgeable to identify a human’s place of origin on sight, or at least to hazard a good guess. Humans’ origins are also indicated through their traditional styles of bodily decoration, not only in the clothing or jewelry worn, but also in elaborate hairstyles, piercing, tattooing, and even scarification.

Human Societies

Human societies are a strange amalgam of nostalgia and futurism, being enamored of past glories and wistfully remembered “golden ages,” yet at the same time quick to discard tradition and history and strike off into new ventures. Relics of the past are kept as prized antiques and museum pieces, as humans love to collect things—not only inanimate relics but also living creatures—to display for their amusement or to serve by their side. Other r
aces suggest this behavior is due to a deep-rooted urge to dominate and assert power in the human psyche, an urge to take, till, or tame the wild things and places of the world. Those with a more charitable view believe humans are simply collectors of experiences, and the things they take and keep, whether living, dead, or never alive, are just tokens to remind themselves of the places they have gone, the things they have seen, and the deeds they have accomplished. Their present and future value is just a bonus; their real value is an ongoing reminder of the inevitable progress of humanity.   Humanity is perhaps the most diverse of all the common races, with a capacity for both great evil and boundless good. Some humans assemble into vast barbaric hordes, while others build sprawling cities that cover miles. Taken as a whole, most humans tend to be neutrally aligned, yet they generally congregate in nations and civilizations with specific alignments. Humans also have the widest range of gods and religions, lacking other races’ ties to tradition and are eager to turn to anyone offering them glory or protection.

Expansionists and Explorers

Humanity's incredible adaptability has allowed them to develop valuable skills that permit them to thrive throughout the entire known world. While humans are the most common race, they are not the youngest and compared to their demon counterparts, they are short-lived. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Some demonic scholars have posited that maybe they feel they have something to prove to their rivals. Perhaps this is why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the adaptable innovators, the achievers, and the pioneers of the world.   Humans possess exceptional drives and great capacities to endure and expand, and as such are currently the dominant race in the world. Their empires and nations are
vast, sprawling things, and the citizens of these societies carve names for themselves with the strength of their sword arms and the power of their spells. Humanity is best characterized by its tumultuousness and diversity, and human cultures run the gambit from savage but honorable tribes to decadent, infernal-worshiping noble families in the most cosmopolitan cities. Humanity's curiosity and ambition often triumph over their predilection for a sedentary lifestyle, and many leave their homes to explore the innumerable forgotten corners of the world or lead mighty armies to conquer their neighbors, simply because they can.

Prominent Human Civilizations

Humanity's society comprises a multitude of governments, attitudes, and lifestyles. Though the oldest human cultures such as the Tahosian Dynasty's trace their histories thousands of years into the past, when compared to the societies of other races like Demon-kind, human society seems to be in a state of constant flux as empires fragment and new kingdoms subsume the old. In general, humans are known for their flexibility, ingenuity, and ambition. Other races sometimes envy humans their seemingly limitless adaptability, not so much biologically speaking but in their willingness to step beyond the known and press on to whatever might await them. While many or even most humans as individuals are content to stay within their comfortable routine, there is a dauntless spirit of discovery endemic to humans as a species that drives them in striving toward possibilities beyond every horizon.  

Their cultures are by far the most diverse and widespread, many of which have spurred the rise and fall of nuumerous empires throughout history. Of their many nations, countries, and civilizations, some of the most prominent that exist today are the Karthan Commonwealth which dominates Kartha and the central chain of large islands linking Mahdi and Maitreya, the Kiteshi Empire to the east in Maitrya, the Tahosian Dynasty, the first and most ancient human civilization that reigns supreme over the far west in Mahdi, and the numerous clans and tribes of Vaskyr that call themselves the Vaskarr.

Relations with Others

Humans in many places are fascinated by older races and cultures, though at times they grow frustrated or even contemptuous of ancient and, to their minds, outmoded traditions. Their attitudes toward other races are thus a curious mix of exoticism and even fetishism, though usually with a very superficial level of
understanding and appreciation of those cultures, alongside a deeply rooted arrogance that means most humans have a hard time regarding themselves as anything other than the default standard of society. Human scholars engaged in the study of other races—who might be assumed to be the most cosmopolitan and well versed in their nature and culture—have often proved no better than the less-learned members of their race when it comes to genuine closing of the social distance. Humans are gregarious, often friendly, and willing to mix and interact with others, but their sheer obliviousness to their off-handed marginalization of others is what so chagrins other races when dealing with them.   Of course, well-meaning, blundering ignorance and numerical superiority are not the only things that make other races suspicious of humans. Entirely too many examples can be found throughout history wherein human xenophobia and intolerance have led to social isolationism, civil oppression, bloody purges, inquisitions, mob violence, and open war. Humans are not the only race to hate what is different among them, but they seem to have a susceptibility to fear-mongering and suspicion, whether about race, language, religion, class, gender, or another difference. More moderate human citizens often sit idly by while their more extreme compatriots dominate the political and cultural conversation, yet there are also many who stand in opposition to extremists and embody a spirit of unity across the bounds of difference, transcending barriers and forming alliances and relationships both large and small across every color, creed, country, or species.  
Humans are fecund, and their drive and numbers often spur them into contact with other races during bouts of territorial expansion and colonization. In many cases, this tendency leads to violence and war, even among themselves, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence. Proud, sometimes to the point of arrogance, humans might look upon Dwarves as miserly drunkards, Demons as schemers, and Halflings as craven thieves—but the race’s diversity among its own members also makes many humans quite adept at accepting others for what they are. Humans may become so absorbed in their own affairs that they remain ignorant of the language and culture of others, and some take this ignorance to a hateful extreme of intolerance, oppression, and rarely even extermination of others they perceive as dangerous, strange, or “impure.” Thankfully, while such incidents and movements may taint all of humanity in the eyes of some, they are more often the exception than the rule.

Human Adventurers

Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or arcane knowledge. A few pursue adventuring careers simply for the thrill of danger. Humans hail from myriad regions and backgrounds, and as such can fill any role within an adventuring party.

Human Names and Ethnicities

With so much more variety than the cultures of other races, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarven or Halfling (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 the known world, for example, the clothing, architecture, cuisine, music, and literature are different in the south-eastern lands of Meyland than in distant south-east in Nioba and even more distinctive in far-off Vaskyr. Human physical characteristics vary according to the ancient migration patterns of the earliest humans. One can even find common characteristics grouping several ethnicities.

Canthian

Canthian populations typically gather around the northern subtropical regions. Though similar in appearance to their Vaskan brethren, Canthians still have notable differences. Average Canthian peoples are an inch shorter. They are fair-skinned, but not to such a degree as Vaskan populations. Canthian hair and eye colors range from brown to hazel. Their facial features are distinctly thinner and angular. Most people of the Karthan Commonwealth tend to be of Canthian heritage.   Canthian Names: (Male) David, James, Issac, Carter, Julian, Xavier, Elias, George; (Female) Laura, Tilly, Helena, Violette, Felice, Valerie, Marie, Anne; (Surnames) Harrison, Morris, Snow, Steinger, Hoffmann, Adams, Daniels, Michon.

Haani

Those with Haani heritage often find themselves in familiar company with Mitoni peoples, as both intermingle in similar population groups. Ranging from olive to pale-skinned, Haani peoples share similar heights with Canthians. Eye color is typically hazel to brown, with hair following the same pattern with the addition of black. Most humans of the Kiteshi Empire tend to be of Haani descent.   Haaninian Names: (Male) Adaal, Dalanji, Ziad, Ingwe, Salil, Aran, Raja, Devana; (Female) Kara, Suma, Inyoni, Ajam, Afiah, Raha, Maiya, Ah'ka; (Surnames) Khaimai, Jaddhi, Riya, Patel, Kamala, Doshi, Sharma, Malakar.

Mitoni

Mitoni peoples are generally found around the tropics in eastern, central, and southern Maitreya. They tend to be taller and thinner than most others, rivaling those with Vaskan heritage. Skin tones and eye colors vary from light to dark brown and hair is typically black. Facial features are notably broader than most. Humans of Nioba tend to be of Mitoni descent.   Mitoni Names: (Male) Nduduzo, Natanko, Mandla, Ingwe, Umzuzu, Chacha, Thando, Mcebo; (Female) Mballa, Tandie, Inyoni, Fundani, Anelisa, Mvuyi, Niala, Avela

Shau

Shau peoples are the most numerous ethnic group in the far south-eastern regions of Maitreya, often mingling with Orcs and living within the Empire of the Celestial Dragon . Humans of Shau heritage are usually shorter in stature than most humans, and their skin ranges between shades of yellowish-bronze and dark olive, with black hair and dark eyes. Shau names often take after the naming conventions of Orcs; surnames are usually presented before the given name.   Shau Names: (Male) An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, Meng, On, Shan, Shui, Wen; (female) Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai; (surnames) Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan

Tinnitian

Usually found in larger populations within the western tropics and subtropics, humans of Tinnitian heritage are usually similar in build to those of Canthian descent. Skin tones and eye colors range from pale brown to tan and hair is more often than not black. Tinnitian peoples are generally noted to have rounder facial features. Humans of the Tahosian Dynasty tend to be of Tinnitian blood.   Tinnitian Names: (Male) Yaotl, Tema, Cualli, Itzli, Tohil, Chac, Acat, Votan; (Female) Colel, Itotia, Katu, Anan, Maxi, Sira, Sela, Astah; (Surnames) Morillo, Vera, Pozo, Costa, Villa, Tafalla, Leoz, Pardo.

Vaskan

Most often found in the far northern hemisphere, Vaskan populations are commonly found in the colder climates of Vaskyr and Djora. Vaskans tend to be tall and muscular. They usually have pale skin, blue or green eyes, and blonde to red hair. Brows are also broader and more defined.   Vaskan Names: (Male) Ysgor, Bargir, Vladimir, Mikhail, Sergiov, Sigurd, Sverting, Harek; (Female) Asleif, Estrid, Thorballa, Helga, Yelizaveta, Geirhild, Svanhild, Dariya; (Surnames) Ysgrove, Kozlov, Volda, Snowva, Petrov, Adamsen, Danielsen, Eirson.

Human Traits

Human Traits

As a human, you have the following traits.   Ability Score Increase. Increase one ability score by 2, and increase a different one by 1, or increase three different scores by 1.
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.
Birthright. You may choose 2 out of the 4 traits from the nation or land of your lineage. Alternatively, you may choose one skill proficiency and one feat.
Languages. You can speak, read, and write Trade-tongue and two extra languages of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Halfling musical expressions, Dwarven military phrases, and so on.

Karthan Commonwealth

Having lineage from territories within the Karthan Commonwealth, you also have two of the following traits as per the Birthright trait.   Angelic Whisper. You may invoke an angelic voice to aid you. When any sentient creature you can see or hear, including yourself, rolls a skill check or saving throw, you may spend a reaction to roll a d4, and add or subtract to the d20 roll. You can’t use this trait again until you finish a short or long rest.
Heavenly Legacy. You know the light cantrip. When you reach 3rd level, you can cast the command spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the spiritual weapon spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Monastery Militia. You have proficiency with spears and halberds, and proficiency with either the Religion or Investigation skill.

Kiteshi Empire

Having lineage from territories within the Kiteshi Empire, you also have two of the following traits as per the Birthright trait.   Al'sham's Blessing. When taking fire or radiant damage, you can use your reaction to gain resistance to the damage taken. After you use this trait, you can’t use it again until you finish a short or long rest.
Dunechild. You are naturally acclimated to hot weather and do not suffer exhaustion because of it. When in desert regions, you can find food and water if the land will yield it (as in the Wanderer feat).
Spear Training. You have proficiency with javelins and spears. In addition, you are no longer at disadvantage when throwing javelins and spears at long range.

Tahosian Dynasty

Having lineage from territories within the Tahosian Dynasty, you also have two of the following traits as per the Birthright trait.   Combat Assessment. You may spend an action to analyzed a creature's possible strengths and weaknesses. Roll a Wisdom (Insight) check. The DC is 5 + the CR of the creature (rounded to the nearest 1). On a success, you know one of its immunities, resistances, or vulnerabilities, and you gain advantage on the next attack against the creature. You may share any knowledge gained to any allies that can hear you as a free action.
Lore of Ancient Beasts. You gain proficiency with the Animal Handling, History, or Nature skill.
Hand of the Living Gods. You have one of the following traits, depending on the spirit you revere.
  • Banzala. You gain access to the Chill Touch cantrip. Charisma is your spellcasting ability for this spell.
  • Quetzali. You gain access to the Mage Hand cantrip.
  • Tahos. You gain access to the Sword Burst cantrip. Strength is your spellcasting ability for this spell.
  • Takanda. You gain access to the Primal Savagery cantrip. Wisdom is your spellcasting ability for this spell.
  • Xalaxos. You gain access to the Control Flame cantrip.

Vaskarr

Having lineage from the Vaskarr, you also have two of the following traits as per the Birthright trait.   Northlander. You are naturally acclimated to cold weather and do not suffer exhaustion because of it. When in snowy regions, you can find food and water if the land will yield it (as in the Wanderer feat)
Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
Pantheon's Presence. You gain proficiency in a skill of your choice depending on the spirit of the Pantheon of the Wild you revere.
  • Bear Spirit. You gain proficiency in the Intimidation skill.
  • Eagle Spirit. You gain proficiency in the Acrobatics skill.
  • Leopard Spirit. You gain proficiency in the Stealth skill.
  • Wolf Spirit. You gain proficiency in the Persuasion skill.
  • Ox Spirit. You gain proficiency in the Athletics skill.
  • Owl Spirit. You gain proficiency in the Insight skill.
  • Raven Spirit. You gain proficiency in the History skill.

Genetic Ancestor(s)
Genetic Descendants
Lifespan
80 years
Average Height
5' 7"
Average Weight
110 lb.
Notable Humans
  • Abigail Leyissa
  • Arator
  • Cairn
  • Darion Rainsley
  • Haiden Shawn
  • Hephsut (Became a Lich)
  • Kusatta
  • Sarrus Talenwood
  • Vauldis (Became a Lich

Notable Human Civilizations

Karthan Commonwealth
Organization | Jun 20, 2021
Kiteshi Empire
Organization | Jun 1, 2021
Nidea
Organization | Apr 26, 2023
Eternal Domain of Hephsut
Organization | Feb 2, 2025
Tahosian Dynasty
Organization | Sep 28, 2024
Vaskarr
Organization | Jun 1, 2021

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