Jump to content

Human

From VeraciaWiki
Revision as of 10:13, 7 April 2024 by DM (talk | contribs) (Created page with "<tabber> |-|Lore= '''Humans''', the youngest among the common races in Veracia, lead short lives that flicker like candles compared to the enduring flames. Yet, what humans lack in longevity, they make up for in their unparalleled adaptability and propensity for innovation. Swift to embrace change, they stand as a testament to the ever-evolving nature of the world they inhabit. == Etymology == == == History == == Ethnicities and Cultures == |-|Game Rules= ==...")
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)

Humans, the youngest among the common races in Veracia, lead short lives that flicker like candles compared to the enduring flames. Yet, what humans lack in longevity, they make up for in their unparalleled adaptability and propensity for innovation. Swift to embrace change, they stand as a testament to the ever-evolving nature of the world they inhabit.

Etymology

==


History

Ethnicities and Cultures

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 serve 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.

Tab content C goes here.

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.