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Human

From VeraciaWiki

Humans, also sometimes known as just men, are the youngest among the common races in Veracia. Known for their perseverance and adaptability, they can be found in every corner of the world. Being one of the more transient races, usually living only just under a century, humans have an insatiable curiosity and thirst for progress, and are often seen as a more chaotic species.

Description

In the spectrum of physical diversity, humans reign supreme. Ranging from heights of 5 to well over 6 feet and weighing between 125 to 250 pounds, their appearances span a vast array. Skin tones vary from the fairest ivory to the deepest ebony, while hair hues cascade from the lightest blond to the darkest charcoal. Such variance is often augmented by the infusion of nonhuman blood, lending unique features to individuals. Despite their diverse physiques, humans share a common trait in their fleeting mortality, a reminder of the brevity of their existence.

Humans embody the essence of adaptability and cultural fluidity. Shaped by their environment and upbringing, rather than biological determinism, they swiftly mold traditions and customs to suit their needs. Natural diplomats and traders, they seamlessly integrate into societies of other races, disregarding the barriers of prejudice that may arise. Their insatiable curiosity and thirst for exploration lead them to the far corners of the world, where they wear many hats - be it ambassador, scholar, soldier, ruler or intrepid adventurer.

Etymology

History

Cultures

As humans are quick to adapt to their environments, new human cultures constantly emerge. With time, some of the more resilient and prominent cultures become ethnicities.

The following are the most prevalent and largest ethnic groups in Veracia.

Noreia

  • Marenthians: A metropolitan melting-pot of light and medium-skinned peoples, the Marenthians are diverse and tolerant, treating any other citizen as an equal. However, they also possess the naïve worldview, that any other human nation should also be a part of the empire.
  • Valcrestians: Shrewd and ambitious, the fair-skinned Valcrestians are an ambitious kind. In Valcrest, anyone can make it big, if not by merit, then by talking their way to the top. The biggest naval power, most Valcrestians have been on a ship before they reach adulthood.
  • Rietenwalians: Industrious, proud and reserved, the fair people of Rietenwal value hard-work over idle chatter. With a propensity for order, their society is a bureaucratic and tangled web of regulations and rules. As such, most Rietenwalians are rather isolationist, as the rest of the world is far too chaotic (though the High Elves are okay).
  • Llandrynn: The pale and tall Llandrynn people are a
  • Orethans: The Orethans are the second-largest ethnic group within the Empire of Marenthia. They are stoic and independent, and most Orethans wouldn't see themselves as Marenthian.

Wiseria

  • Okorthal: The hardy and headstrong Okorthal people are an swarthy people from southern Wiseria. Strength and martial skill are the two most valued virtues of the Okorthal states, who have been warring each other for centuries. Only recently, has an uneasy federation formed, as the Okorthal look past the Umbral Bastion.

Human Traits

Despite being among one of the most diverse, varied and flexible races, there are a few shared traits among all ethnicity and cultures.

Age

Humans reach adulthood in their late teens and live less than a century, however, this can be extended through magical or divine means.

Alignment

Humans tend toward no particular alignment. The best and the worst are found among them. Races leaning towards more lawful alignments, such as High Elves and Dwarves consider humans chaotic and disorderly - while more chaotically inclined races such as Gnomes, Snow Elves, Half-Orcs or -Elves would be more likely to consider humans to be more lawful and rigid.

Size

Regardless of your position within in the range described earlier, your size is Medium.

Speed

Your base walking speed is 30 feet


In Marenthia, every mature adult is expected to have served their country by being conscripted into the Imperial Legion between the ages of 14 and 18. Here, they are trained in combat and discipline. Marenthian conscripts are taught to resist the influences of magic, making them less susceptible to be guiled by its chaotic influence.

Ability Score Increase

Your Strength and Dexterity are increased by 1. Increase either Strength or Dexterity by an additional point.

Skill Proficiency

You gain proficiency in one of these skills: Athletics, Insight, History, Intimidation, Persuation.

Weapon Proficiency

You have proficiency with the Shortsword, Shortbow, Spear and Morningstar.

Armor Proficiency

You have proficiency with Medium armor.

Marenthian Resolve

You have advantage on saving throws against being frightened.

The Red Inquisition

You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Language Barrier

Though most humans are adept at linguistics, and easily pick up new languages and dialects of the people they deal with, Marenthians, as the most powerful dominion, see no practical reason for this. The world revolves around them, and if someone has any business, it's done in Common.

Ability Score Increase

Your Charisma and Wisdom are increased by 1. Increase either Charisma or Wisdom by an additional point.

Skill Proficiency

You gain proficiency in one of these skills: Sleight of Hand, Insight, Perception, Deception or Persuation.

Weapon Proficiency

You gain proficiency with the Light Crossbow, Heavy Crossbow, Glaive and Rapier.

Armor Proficiency

You gain proficiency with either Light or Heavy armor.

Valcrestian Craftsman

You have proficiency with this set of artisan's tools of your choice: Smith's Tools, Jeweler's Tools, Cartographer's Tools or Calligrapher's Tools.

Golden Tongue of Valcrest

You have advantage on Persuasion and Deception checks when there is money involved.

Natural Polyglots

Valcrest truly is a melting pot of people from all over the known world. In addition to your Common mother tongue, you may also have picked up either Elvish or Dwarvish. In addition, you may also learned the remaining option between Dwarvish or Elvish, or picked up a more uncommon, (though no less useful) tongue, such as Gnomish, Halfling, Orcish or Goblin.

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Not all humans are "from somewhere". Many live on the road, or somewhere remote and many simply just don't share the sense of cultural belonging or an allegiance to a ruler. While they may not be quite as good at a particular skill, they are often quite flexible.

Ability Score Increase

Your ability scores each increase by 1.

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.