Humans of Estia

Humans of the Estian League

Better Humans

This version of the human race is available to use in place of the PHB human and variant human, both of which are disallowed.

Humans are a diverse and multi-cultural species, only united in their adaptability. Each culture has different ideals that they strive for - some value wanderlust, others property, love, or hunger for knowledge. The strength of humans does not come from excellence in any single area. Instead it comes from their extreme versatility, and their ability to organize themselves to perform great works.

Humans have spread to every corner of the world from the arid desert to the frozen tundra, living in communities ranging from tribes with only a handful of individuals to great metropolises with tens of thousands of inhabitants.

Traditionally in human societies, arcane magic and the study thereof is the purvey of women. While men are not unable to learn arcane magic, women seem to have a stronger connection to the Weave - natural-born arcane magi, sorcerers, are about ten times more likely to be female. A man who takes up the wizardly arts, or is born a sorcerer, might have to endure a few snide comments about 'wearing dresses' and the like. About one in fifty humans show some aptitude for arcane magic, but only a few of those have the opportunity to hone their skills much beyond first-level magic - most know only a few cantrips.

This distinction does not hold for divine magic, which is granted by outside forces equally to both genders, as a reward for faith and service. Primal magic-users are rare among humans, with less than one in two hundred being able to grasp its secrets.

Human traits

All humans have some traits in common, in addition to those granted by the culture they were raised in.

Size

Humans come in all shapes and sizes. Most stand between 4'8" and 6'6", with men generally taller than women. Their weight can vary between 100 lbs and 250 lbs, depending on gender and body type. Regardless of build, your size is Medium.

Age

Humans become adult at around age 20. Humans live to around 70 years of age, with a few becoming older, but very rarely more than 100.

Speed

Your base walking speed is 30 feet.

Ability Score Increase

You gain a +1 bonus to three different ability scores of your choice.

Human Versatility

Humans can set their mind to anything. You gain proficiency in one skill and one tool of your choice.

Languages

You can speak, read, and write Common, and one language of your choice. This is typically the language of another people you have interacted with growing up.

Cultures

All humans are influenced by the culture they grew up in. This affects your way of thinking, their values, and their goals. Cultures are not necessarily geographically bounded, but instead a question of how you were raised. The nobility might raise their children very differently from the regular people, despite living in the same city or village. It is also not a determining factor for your future - nothing says a farm boy can't become a great wizard, or the fisherman's daughter a paladin.

Consider what traditions and customs your culture has, such as clothing, rituals, or celebrations. Do they welcome outsiders or do they keep to themselves? What deities are most important to them, and how is this worship expressed?

Each culture is also presented with some common ideals among inhabitants of that culture, which are intended to serve as inspiration.

Maritime

These cultures usually live by rivers, lakes, and oceans, where they make their living from fishing or by trading. Maritime societies value exploration highly, always desiring to find out what lies beyond the horizon. This leads many of them to become adventurers. The most commonly worshipped gods within maritime cultures are Aegir, Thor, or Skadi.

In the Estian Islands, this is the largest culture among humans. Greystone is a mostly maritime society, as are most settlements along the Estian westcoast.

Eyes on the Horizon

It is important to always keep an eye out for dangers. You can add your proficiency bonus to Initiative checks, unless you are Incapacitated.

Sea Legs

You gain proficiency with Water Vehicles. Additionally, you gain a swim speed equal to your walking speed.

Maritime Ideals

  • Exploration: I want to go everywhere, and see everything. (Any)
  • Freedom: I will have no bond laid on me. (Chaotic)
  • Watchfulness: One must always keep an eye out. (Lawful)
  • Good Story: Who cares if it is true if it is dramatic and well told? (Chaotic)
  • Fairness: A fair trade is the ground upon which society is born. (Neutral)
  • Money: Whoever has the most money when they die, wins. (Evil)

Martial

Martially minded societies value combat prowess and bravery. They train their children from a young age to fight and hunt. The path to the adventuring life lies wide open for these people. Tyr, Sif, and Uller are commonly revered deities in these cultures.

Many nobles in the Estian Islands are raised in a martial culture. It also dominates among the humans of Vanadis, living under the rule of the Pilgrim Knights.

Trained for War

You have been given martial training during your upbringing. You learn a Fighting Style of your choice from the Fighter class.

Martial Ideals

  • Valor: Honor and bravery is the highest virtue. (Any)
  • Ancestry: I live in the shadow of my forefathers. (Neutral)
  • Achievement: Others will know of my deeds. (Neutral)
  • Revenge: I will not forgive those who have wronged me. (Evil)
  • Justice: I will only draw my sword when I am backed by the law. (Lawful)
  • Conquest: I was born to rule, and I will not be denied. (Evil)

Agrarian

An agrarian culture lives for the harvest. Most are farmers, whose efforts in the spring and summer pay off in the fall. Others are artisans, who spend their time and energy to refine what nature provides into useful and valuable objects. Members of these societies value friends and family, as well as the nature that provides them their livelihood. Many of those raised in agrarian societies value the quiet life, but some of them have need for adventure in order to find what lies out there. The goddess Freya is commonly worshipped by agrarian communities, but some turn their faith to Heimdall or Idun instead.

The majority of people who live on Cottenhorn have an agrarian culture, as well as a sizable portion of those living inland on Estia.

Masters of their Trade

You gain Expertise in the skill and tool you chose for Human Versatility.

Agrarian Ideals

  • Creation: A person is best measured by the products of their labor. (Any)
  • Tranquility: A peaceful life is all I need to be happy. (Lawful)
  • Harvest: Good things come to those who work for it. (Good)
  • Family: Nothing is more important to me than raising a family. (Lawful)
  • Generosity: We have a duty to help those who are in need. (Good)
  • Preservation: We should ensure things are left better for those who come after us. (Neutral)

Mystical

Some cultures are more drawn to knowledge and the magical arts than others. These cultures usually value scholarly accomplishments and curiosity. People of this culture might follow the teachings of Odin, Balder, or Loki. Perhaps the culture values religious zeal and proselytizes their chosen god with divine fervor?

Pockets of mystical culture can be found all over the Estian Islands, mostly centered around magical facilities, such as an Archive.

Well Read

Most knowledge is contained in books, and you have read plenty. You learn an additional language of your choice.

Exposed to the Weave

You learn one cantrip of your choice. You choose either Intelligence, Wisdom or Charisma as the spellcasting ability for it.

Mystical Ideals

  • Knowledge: Scholarly achievement is the best measure of a person. (Any)
  • Fervor: Only by remaining true to the cause can we succeed. (Chaotic)
  • Patience: Success does not come overnight. (Lawful)
  • Secrets: The truth is usually hidden for a reason. I intend to find out anyway. (Chaotic)
  • Eloquence: If one cannot make their point in a well-spoken way, why even bother? (Lawful)
  • Sacrifice: Following the road to greatness requires leaving things behind. (Evil)

Nomadic

Some cultures prefer not to live in permanent settlements, and instead wander the world at large. Perhaps you grew up on the plains, following great herds of animals that you hunted for food. Perhaps you paddled in small canoes from island to island in some far away archipelago. Regardless, your upbringing has left you well prepared for a life in the wilds - you have been an adventurer since the day you were born.

Tribes of nomadic people roam the northern coasts of Estia, herding reindeer in the colder climates. There are also wandering clans on the Turquoise Islands.

Will to Survive

Life on the frontier is tough, but all you can do is push on. When you receive a level of Exhaustion, you can ignore it. Once you do so, you must finish a long rest before you can do so again.

Determined Wanderers

Your walking speed increases by 5 feet.

Nomadic Ideals

  • Wanderlust: I always want to see what lies beyond the next hill. (Any)
  • Survival: I will never give up, regardless of how grim things look. (Lawful)
  • Tribe: The people I travel with are considered family. (Good)
  • Solitude: I do not enjoy large gatherings of people. (Neutral)
  • Nature: The wilderness is more beautiful than any creation of mortals. (Good)
  • Hunting: I live for the rush of stalking one's prey. (Evil)