Human | Race/Species | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Human

Overview

Humans are tenacious and versatile. Contrary to many of the other races of Aethesia, who generally only can thrive within the bounds of their own biomes, humans are able to thrive just about anywhere. And as a result, the various cultures between them are varied and distinct.  

Cultures (Sub-races)

There are three main human sub-races: Turrimic, Oxulu, and Quartz Quay Humans.  

Turrimic Humans

The Turrimic humans live mainly amidst their own kind. While outsiders aren't prevented from travelling across Turrim, it isn't necessarily encouraged either. Turrim's state policies have long leaned isolationist. And geographically, they are set-up well for that sort of isolationism too.   Turrim is at the leading edge of technological and martial innovation. This is largely due to the ancient artifacts of advanced technology scattered and buried across their coutnry. It has yielded unexpected technology and effects, some of which have been duplicated by their greatest minds and turned into weapons — like the vigor-lance used by the dragoons — or into tools like waterpumps.   Ability Score Increase
+1 to Int   Vigor Knowledge
Gain advantage on insight and skill rolls related to vigor technology.   Vigor Proficiency
If wielding a vigor weapon, add a d6 to damage rolls.  
 

Oxulu Humans

In the northern reaches of Aethesia, just south of the Northdark, lay the country of Oxulu. It is a country of mixed populations — though primarily human. The humans of Oxulu, who live in a semi-feudal land of multiple Jarls, are clever, crafty, and valiant. They are primarily merchants and farmers (though it can be too dark in much of Oxulu for farming) and artisans.   Positioned where they are, as a major trade route, and faced with a country on either side, the Oxulu have been practicing the delicate art of politics for a long, long time. As such they are skilled in that realm. And very successful, often acting as arbiter or mediator between Kasar and Turrim. And as such, their army is less focused on the threat of invasion from below, and more from the threat of incursion from above. The most elite fighters of the Oxulu forces patrol the twilight lands at the edge of the Northdark, fighting back every manner of strange monster that penetrates their borders.   Ability Score Increase
+2 Charisma   Haggle-hero
Gain advantage on persuasion checks with shopkeepers and vendors when seeing if they will sell for less.   Political Saavy
Gain advantage when rolling an insight check about intention (only for non-monster).  
 

Quartz Quay Humans

Far to the south, in the middle of a small channel between towering walls of rock, is the Quartz Quay — a bustling, dangerous, exciting city beyond the reach of law or government. Home to brigands, pirates, smugglers, and other high ambition, low inhibition rapscallions, the humans of Quartz Quay have survived by being scrappy and ruthless. The law of the land is the survival of the fittest and the smartest. Often these humans are outcasts, rebels, or criminals fleeing their homeland, though there are some native Quay humans too.   Ability Score Increase
+1 to DEX and CHR   Grease the Palms
Gain advantage on Intimidation or persuasion checks when bribing or extorting.   Wanted
As a criminal, you can seem suspicious or shifty. You have disadvantage on insight checks against your honesty/persuasion checks that you're telling the truth.
ability score increase: +1 to CON and INT
age: Average human lifespan, 70–80
alignment: Chaotic good
Size: Medium
speed: 20ft
Languages: Imperial

Created by

mmarquis.

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