Homebrew Human (Adyrn) Species Details

In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.

A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than other common races. There is no typical human. An individual can stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250 pounds. Human skin shades range from nearly black to very pale, and hair colors from black to blond (curly, kinky, or straight); males might sport facial hair that is sparse or thick. Humans reach adulthood in their late teens and rarely live even a single century.

Variety in All Things

Humans are the most adaptable and ambitious people among the common races. They have widely varying tastes, morals, and customs in the many different lands where they have settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics

Lasting Institutions

Where a single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and elven elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but (except for those few who seek undeath or divine ascension to escape death’s clutches) they achieve it by ensuring that they will be remembered when they are gone.

Although some humans can be xenophobic, in general their societies are inclusive. Human lands welcome large numbers of nonhumans compared to the proportion of humans who live in nonhuman lands.

Exemplars of Ambition

Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.

Origin

Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents give their children names from other languages, such as Dwarvish or Elvish (pronounced more or less correctly), but most parents give names that are linked to their region’s culture or to the naming traditions of their ancestors.

The material culture and physical characteristics of humans can change wildly from region to region. In Adyrn, for example, the clothing, architecture, cuisine, music, and literature are different in the kingdoms of Midderland than in the southern empire of Dagoska—and even more distinctive in Hokkai to the far east. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans.

Hrimsjord

Hrimsjorders occupy the frozen tundra and pine forests of north. They are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair. Raiders, pillagers, and pirates they harass the kingdoms of Midderland pillaging up and down the Pirate Coast. They have no kings or emperors and instead are governed by warlords known as Jarls and their elite warriors known as Thanes. Occasionally one particularly ambitious Jarl will call himself High King and attempt to unite the disparate clans together and make war on Midderland but their campaigns have never proven successful.  They are some of the finest sailors in Adyrn as well as fierce warriors and their Skalds are renown story tellers, singers, and poets. In fact, they have such a deep love and appreciation of the bardic arts that Skald and Bards are practically guaranteed safe passage through the lands of Hrimsjord.

They are also a deeply religious people who perform many rites of worship and dedicate many festivals to the gods. In particular they worship Muir, goddesses of the seas, storms, and navigation, Vyedr, the god of oaths and sacrifices, Vymm, the goddess of autumn and the harvest, Untan, the god of law and war, and Sicel, the goddess of art and beauty. 

Major cities known as Jarldoms include: Battleheim, Fjordest, Swordhaven, Grimwall, and Iron Town.

Origin Feat: Savage Attacker

Hrimsjorders tend to possess two names: a given name and a patronymic name ending in son or dottir. (e.g. Eilif Jenson or Signe Ullrsdottir)

Hrimsjord Names: (Male) Asbjorn, Birger, Eilif, Herger, Hyglak, Jens, Kjell, Kriger, Niklas, Olaf, Ragnar, Sterk, Storhoi, Tallak, Varg (Female) Asta, Birgit, Dagny, Eva, Gerda, Gunda, Hege, Ingegerd, Ingrid, Jorun, Magda, Nanna, Runa, Signe, Tine

Dagoska

The empire of Dagoska spans nearly the entire width and breadth of the southern continent. From Fort Gaul which guards the land bridge to the north to the Laslang Jungle to the south. Dagoskans tend to have dusky bronze to dark mahogany skin, brown eyes, and curly black hair. They worship and revere the gods more so than perhaps any other human civilization, and worship Auwei, the god of magic and creation above all others. They believe that the bloodline of the imperial family descends from an ancient ancestor named Khalid the half god son of Auwei and his mortal wife Auset. They are distinguishable from other Dagoskans from their lavender or violet eyes. In fact, any child born with violet eyes is taken to the Dagoskan capital of Qadiza to live with the imperial family and are often raised to be devout clerics of Auwei or powerful wizards. The ability to harness the power of the Weave and use magic is considered a great symbol of status among Dagoskans whether the source of the power if arcane or divine.  Their devotion to Auwei inspires all Dagoskans to learn the arcane arts and different schools of magic are a part of the standard curriculum for learning children. As such, nearly all Dagoskan are familiar with at least a handful of spells. (The only exception to this are the barbarians of the Sunder Mountains and the nomads of the Jahara Plains, who are more preoccupied with surviving the harsh climates of their homelands.) They are a matriarchal society, as women tend to have better understanding of the Weave and generally tend to be more powerful spellcasters than men. In the entire history of the Dagoskan empire there have been no more than three male emperors. Men are seen as being too angry and prone to violence, only useful for their strength and for war. And while men make up the bulk of military soldiers they are often under the command of female soldiers as women are deemed more intelligent and posses the empathy and intuition needed to be great leaders. Slavery is common in Dagoska and most slaves are men who are prized for their strength, labor, and virility. But there are female slaves, usually from lowborn families or taken from Jahara nomads or from Sunder Mountain barbarians. Male slaves can be beaten and killed with impunity and with little consequence, but to strike a female slave often means losing a hand or facing a worse punishment. Female slaves are often taught music, painting, and dance and are put on display as living works of art. 

While Dagoskans revere Auwei above all other others, every god is given worship and their temples can be found in every corner of Dagoska.

Major cities include: Qadiza, Kormir, Girka, Katesh, Tahir, Fort Gaul, Hasaan Harbor, Razaar, Port Dagazi, and Makai.

Origin Feat: Magic Initiate (Wizard) or Durable

Dagoskans tend to possess a given name followed by a string of matronymic names denoting their lineage with the prefix ibn (son of) or bint (daughter of) before each name. (e.g. Aḥmad ibn Faḍlān ibn al-ʿAbbās ibn Rāšid ibn Ḥammād)

Dagoskan Names: (Male) Aakif, Akkuya, Arasmes, Bahram, Ik-Teshup, Irizati, Khair, Kobad, Ormizd, Parumartish, Rusmanya, Warezana, and Xoshak. (Female) Amestri, Artazostra, Barezata, Iuni, Izora, Khismia, Kyra, Naadhira, Sahba, Shirin, Utana, Waajida, Xemestra, and Zarishu

 Hokkai

For over a thousand years and more, the people of Hokkai have fought against the demon armies of Ku'Taydan. Driven from their mainland home during the Second Age of Ruin, they now occupy the many islands off the western coast. The Hokkai are generally short of stature, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown though some who occupy the southern islands are known to have red hair. Centuries of fighting demons have made them some of the most capable warriors in all of Adyrn and their militaristic society enforces strict codes of honor, discipline, and tradition. They spend every waking moment perfecting every little aspect of their lives from mastering the sword, to practicing calligraphy. Their society is based on a clan culture with twelve great clans, or daimyos, serving under the Emperor and tasked with maintaining his lands and governing his people. The twelve daimyos each control one of the twelve major islands of Hokkai with the seat of the Emperor occupying the largest island, Ryu'ichi. Each island is dedicated to serving a specific purpose that benefits all the people of Hokkai. Many are completely covered by a vast city such as Ryu'ichi and Toramachi. Others are made up of farmland and small villages like Ushimura and Umimachi. The people of Hokkai have warred for centuries, fighting to take back the mainland from the demon hoards, and every man and woman is expected to do their part. Each child is pressed into service once they reach the age of 16 and serve have minimum of four years in the army. Many decide to become career soldiers devoted to taking back their ancient home, but others only serve their minimum four years before moving on to other careers as traders and merchants or return to their families and farming villages. 

The Hokkai worship many gods but are particularly devoted to Cindr, god of fir and the sun, Yen, the god of wind, Vyedr, the god of oaths and sacrifice, and Untan the god of Law and War.

Major cities include: Ryu'ichi, Ondo'ichi, Nezu'ichi, Saru'ichi, Toramachi, Umimachi, Inumachi, Hebimura, Usagimura, Ushimura, Umamura, and Hitsumura.

Origin Feat: Martial Adept

Hokkai names are preceded by their surname and followed by their given name.

Hokkai Names: (Male)  Akira, Daichi, Hachiro, Hiroki, Katashi, Miyamoto, Rei, Sadao, Satoshi, and Yoshimitsu. (Female) Aiko, Akemi, Chitose, Keiko, Mai, Nami, Ran, Sakuro, Tadame, Usagi. (Surnames) Bayushi, Daidoji, Daigotsu,Fuzake, Hida, Ide, Isawa, Komori, Koshei, Matsu, Mirumoto, Suzume, Tashimi, and Yoritomo.

 Midderland

 The three kingdoms of Midderland have known centuries of peace with each other ever since the signing of the Trivarian Accords. Born out of necessity, the Trivarian Accords were written during the Third Age of Ruin when humans were at war with both dwarves and elves. But together, the three kingdoms were able to fight back against overwhelming numbers and establish their domains. Since that time, they have staved off the raiding berserkers to the north and countless campaigns from imperial Dagoska to the south. Whenever one kingdom finds itself under threat, the other two have always come to their aid. And so it has been that this small region has managed to thrive. Midderlanders are the most diverse of the human civilizations. They can be tall or short, with fair or tawny skin to deep weathered tans, and dark or light hair ranging from brown and blond to fiery red. Their eyes run nearly every spectrum of color and even their cultures are remarkably diverse for being so close to one another. 

The kingdom of Bastion, with occupies most of the northern and central regions of Midderland, is the shield that guards against the savage raiders of the north, colossal giants of the Kor mountains, and the countless monstrosities and undead that creep out of the Silkwood. It is a land of stalwart knights and fair maidens. They are the tamer of dragons and many a heroic tale speaks of the legendary Dragoons, Bastion's elite knights that ride upon the backs of the towering beasts. They maintain a peaceful and prosperous relationship with the elves from Dhoine Tir and the dwarves from the Davish Foothills, which border their northern territories. They are a hearty people that are used to surviving harsh winters and frequent incursions from pillaging Hrimsjorders and monstrous beasts. It's capital is Dragonswall, seat of the king and headquarters of the Dragoons. It rests upon Lake Linore and is a vast metropolis of strong alabaster stone and soaring towers. The Good King Aleksander currently sits upon the thrown, renown for his efforts in abolishing slavery in Midderland and for his compassion and love of the common people.

Caasimar reigns over the eastern plains with its vast grasslands dotted with craggy hills, small farming villages, and silver blue streams. It is known for its herds of wild horses and Caasimarians are often referred to as the Horse Lords. They have the largest and strongest cavalry in Midderland and it's a common saying that Caasimarians learn to ride a horse before they learn how to walk. Caasimar is often referred to as the land of peace, as few monsters reside here and other than infrequent encounters with hill giants and the occasional sheep stealing roc, the people enjoy a tranquil existence. As the kingdom borders the eastern coast they trade frequently with spice merchants from Dagoska, traders from the Garland city of Merileese, and merchants from Hokkai from across the Migrant Sea. Its capital is Eastmarch, nestled between the tall stony hills that lie at the heart of the region. 

 Garland is a nation of inventors, scholars, merchants, and artists. They pride themselves on their ingenuity and talents and the kingdom of Garland has some of the wealthiest people in all of Adyrn. Shrewd merchants trade in precious gems and ore imported from the Kor Mountains as well as cotton, silk, tobacco, and sugar cane grown on plantations in and around the Baygall Wetlands. The greatest schools of knowledge and the arts can be found in Garland, especially in the capital city of Merileese, called the City of Splendors for its dazzling lights, architecture, sculptures, museums, and theaters. Garland is also known for producing some of the finest wines and spirits in Adyrn and dozens of vineyards dot the landscape north of the wetlands. Its people are obsessed with fashion, cuisine, and music and many strive to live a decadent, aristocratic life style. And while there is a lot of wealth to be found in Garland there is also a lot of poverty. Many of the common peasant folk live in wretched conditions working on plantations or living on the streets after failing to achieve their dreams. The juxtaposition between the filthy rich and poverty stricken poor can be very jarring to outsiders. 

Origin Feat: Sentinel (Bastion), Mounted Combatant (Caasimar), and Skilled (Garland)

Bastion Names: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag

Caasimar Names: (Male) Alonzo, Antonio, Diego, Emiliano, Francisco, Javier, Manuel, Ruben, Santino, and Xavier. (Female) Belen, Esmerelda, Esperanza, Hana, Jimena, Mercedes, Ramona, Raquel, Sierra, and Ximena. (Surnames) Alcaldo, Cantor, Fernandez, Garcia, Gomez, Gonzalez, Martinez, Perez, Rodriquez, Santino, Torrero, and Velez.

Garland Names: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Angevine, Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo

Human (Adyrn) Traits

It’s hard to make generalizations about humans, but your human character has these traits.

Origin Feat

At character creation you can choose a feat that corresponds with you place of birth from the following list: Savage Attacker, Magic Initiate, Durable, Martial Adept, Sentinel, Mounted Combatant, or Skilled.

Ability Score Increase

 Your ability scores each increase by 1.

Age

Humans reach adulthood in their late teens and live less than a century.

Alignment

 Humans tend toward no particular alignment. The best and the worst are found among them.

Size

Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Speed

Your base walking speed is 30 feet.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

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