Humans

Great adventurers and champions of the great civilizations, humans flourish in all conditions.

Humans are the quintessential: they are adaptable and diverse, though they have a lifespan that elves, dwarves, and gnomes all consider to be brutally short; these short lives, however, make for more quickly passing generations and humans more fit for their living conditions. These short lives also give humans a poetic ultimatum; while others have nearly a hundred and fifty years—if not much longer than that— to leave their mark, humans have less than seventy-five: is that century better spent on glory, or stability?

Seen as foolhardy by some, many humans strive for both, making decisions more quickly and adapting to new situations more swiftly than those they share the world with. Originally hailing from the western regions of Vedita, the humans long ago broke into three major factions: the warlike wizards known as the Falah of Falaharia, the peaceful Aeven of the theocracy Aevendar, and the curious Vaslish of Vasland. The Vaslish first discovered Cartas just over two hundred years ago, and settled quickly as word spread back to Vedita, the Old World and others soon followed. The first Vaslish colonies laid out the foundation for the nation that would break apart to become, eventually, the Democratic Monarchy of Cartas. These four cultures have very different ideas of identity, value, and purpose that effect even the common physical attributes of people from these lands. Settlers in Nadesia and Galen, too, have unique characteristics, far different from their blood brethren elsewhere.

National Identity

The societies of humans are so varied it would be impossible to detail them, but broad generalizations can be made on the four human nations. The Vaslish are a capitalist group at heart, with a representative government but few true “laws,” causing many of them to seem outlaw-like in other countries. The Cartans descend, mainly, directly from the Vaslish, and serve as a type of foil to their libertarian mindset; although the Cartans are very laissez-faire, they emphasize teamwork, cooperation, diversity, and acceptance (an irony lost on them when discussing orcs and, sometimes, elves). The Falah value conquest, and often attempt to claim different lands in Vedita as their own, but were long ago driven from Cartas; a Falah flag on a ship is reason for both elves and humans to put up arms in defense, no questions asked. The Aeven rarely leave the borders of Aevendar, and have no recorded wars in their history save the war for their independence; they value worship to Elea (“the Goddess of All That Is”), though that particular faith has grown less and less popular throughout the Old and New Worlds.

Diverse Morality

Pinpointing any one inclination of humans toward good, evil, law, chaos, or any religion is nearly impossible. Through the passage of time, their world views have become diluted, and while some cling onto traditions more than others, a human is often prone to develop based on their own observations more than any teaching given to them.

Death or Glory, Famine or Prosperity

Humans often seek glory for glory’s sake, or money so that they can raise a family with stability. The life of an adventurer speaks to them in this way, as they have comparatively less time to build up a business empire or to build themselves a new foundation—adventuring is quick, and though it has a high risk, it has a higher reward.

Racial Traits

Ability Score Modifier: Humans gain a +2 bonus to any one ability score.
Size: Humans are Medium creatures.
Speed: Humans have a base land speed of 30 feet.
Languages: Humans begin play speaking Vaslish. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Ancestry: Humans must choose their ancestry.

Mixed Descent

Humans of mixed heritage have parents of multiple origins or no defined origin—these true jacks-of-all-trades have been brought up in very diverse communities, giving them a vast array of tools at their disposal.

Bonus Feat: These humans select one extra feat at 1st level.
Skilled: These humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Vaslish Descent

Vaslish humans have a penchant for getting themselves into trouble in foreign lands, and for being able to take care of themselves in a scrap. They also make grand explorers with a knack for adventure. What they set their minds to, they excel at.

Dual Talent: Vaslish humans are uniquely skilled at maximizing their natural gifts. These humans increase an additional ability score by +2; they may not increase the same ability score twice.
Fast-talker: Always finding themselves in tight spots, Vaslish humans gain advantage on Bluff, Diplomacy, or Intimidate check made to get themselves out of trouble with authority figures.
Weapon Familiarity: Vaslish humans are familiar with all spears and treat any weapon with the word “Vaslish” in the name as a martial weapon.

Cartan Descent

Cartan humans have quickly changed to their new homeland, developing a unique culture and identity. In Cartan society, apprenticeship is very common, and being able to charm those around you is essential to survival, no matter where in Cartas the Human is from. These ideals are often instilled in those born to Cartan parents, no matter where in the world.

Skilled: These humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Silver Tongued: Cartan humans gain a +2 bonus on Diplomacy and Bluff checks against hostile creatures, and advantage on Diplomacy and Bluff checks against neutral and friendly creatures. In addition, when they use Diplomacy to shift a creature’s attitude, they can do so up to three steps up rather than just two.
Emissary: Once per day, Cartan humans can gain advantage when making a Bluff or Diplomacy check and take the better roll; she must declare that she is using this ability before the first die is rolled.

Falah Descent

The Falah are a cutthroat bunch, often with unclear intentions. With their rigid educations, Falah are all brought up in a way to cultivate their natural talents. Some thrive, and others fall through the cracks. Their kill-or-be-killed society is overrun with gigantic, overpopulated cities, where the Falah learn to become comfortable. For a Falah, the vast countryside of Cartas is often jarring and uncomfortable. Even for those of Falah descent raised away from their homeland, their parents are sure to have passed on these rigorous ideas and almost definitely didn’t let their children grow up away from the hustle and bustle of the city.
Heart of the Streets: Falah humans are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.
Focused Study: At 1st, 8th, and 16th level, Falah humans gain Skill Focus in a skill of their choice as a bonus feat.
Challenge: Whenever a Falah is challenged to complete a task by another person, she is obligated to complete the task for Honor’s sake; if she does not, she takes a -1 morale penalty to all rolls for the next 24 hours and to all rolls made in the presence of the challenger until the challenger withdraws the original challenge or the Falah completes it. However, if a Falah accepts a challenge, she gains advantage to all skill check rolls made to fulfill it.
Weapon Familiarity: Falah humans are familiar with longswords and treat any weapon with the word “Falah” in the name as a martial weapon.
Languages: Falah humans gain Torvish, the language of their homeland, as a bonus language.

Aeven Descent

The Aeven are pacifists, living in monasteries and covens, rarely leaving their home of Aevendar. The Aeven have a strong attachment to tradition and an inclination toward holy deeds. The Aeven wear trademark white robes everywhere they go, rarely removing them for any purpose but sleep and bathing; Aeven Paladins and Clerics often wear these robes or similarly colored and adorned tabards over their armor as a symbol of their faith. Those Aeven who have chosen to leave their home (and often with it, their faith) make a very meager living on the streets of other countries, often unable to find real work and treated as second-class citizens.

Blessed: Whether truly by divine grace or simply luck, Aeven humans gain a +1 racial bonus on all saving throws.
Skill Training: Knowledge (Religion) is always a class skill for Aeven, and they receive a +2 racial bonus to all Knowledge (Religion) checks. This bonus increases to +4 for Aeven whose class already grants Knowledge (Religion) as a class skill.
Bonus Feat: Aeven humans select one extra feat at 1st level.
Languages: Aeven humans gain Aeven as a bonus language.

Nadesian Descent

The Nadesians are powerful, winter-forged fighters and nobles, hailing from the coldest regions of Vedita. Although the Nadesian climate varies, it rarely gets warmer than sixty degrees in even its hilly south. Sharing the land with halflings, Nadesia has surprisingly fluid politics, despite still using a system of royalty and nobility, much like Cartas. Inclined toward sociability but trained for war, Nadesians are often the mediators in conflicts between nations—although this doesn’t hold true for the layman, these principles are ingrained into the discipline and education of all Nadesians.

Weapon Focus: A Nadesian human gains Weapon Focus as a bonus feat at first level, even if she does not meet the prerequisites.
Honest: Although great diplomats, Nadesians despise liars; they gain a +2 racial bonus to Diplomacy checks, but always have disadvantage on Bluff checks
Unhindered: Forged in cold and hills, Nadesians treat Cold and Mountain as favored terrains as the Favored Terrain class feature, gaining a +2 bonus to Initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks in this terrain; they do not leave tracks in this terrain unless they choose to do so. A Nadesian human ranger may choose to improve either of these favored terrain bonuses when she gains a new favored terrain, as she could any other favored terrain granted by her class.
Weapon Familiarity: Nadesian humans are familiar with greatswords and treat any weapon with the word “Nadesian” in the name as a martial weapon.
Languages: Nadesian humans gain Nadesian as a bonus language.

Humans

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