Homebrew Tyrian Human Species Details


"Though in battle we fight for our homes, our gods, and our queen, nothing can break our spirit."

— Logan Thackeray, Guild Wars 2

In the looming threats that can engulf the world, only a few can withstand the barrage of nature and evil. The humans of Tyria, abandonded by their gods and under constant risk of extinction, have withstood as a beacon of hope. They shall do so forevermore with unwavering spirit.

Enduring Diversity

The other races view the humans as a traditional and conservative race, dying out and doomed to disappear. But the humans struggle on, their spirit still strong, refusing to give up where others might walk away. Despite being seen as the most conservative of the races, humans are willing to use new technologies and attempt to adapt and compete with the other races. Humans are tinkerers and craftsmen, which help to expand the human's technical knowledge. Of all the races, they retain the greatest expertise in history and agriculture, which may be attributed to humanity's patience and attention to detailed record-keeping.

Human society is filled with examples of great social inequality; the homeless struggle on the streets each day while the rich dine on fine food in opulent homes. But this doesn't mean people are stuck with the lives they have. Every human has the opportunity to take life and make something more of it - to make a difference to not only their life but the lives of those around them.

The Last Kingdom

The last functioning human government is the monarchy of Kryta, with its current capital and seat of power at Divinity's Reach. As the last standing human government, Kryta has effectively taken on the role of sole human government, though it still recognizes representatives of the other human nations in its body of ministers. It is governed by a hereditary monarch and the Ministry.

As a result of time and distance, humans, more so than other species in Tyria, have developed a variety of different cultures. As human refugees flood into Kryta from the crumbling edges of human civilization many stay together in an attempt to retain aspects of their history and culture which connect them to the homelands from which they fled. This is most evident in Divinity's Reach. There, many districts are named for and filled with the architecture and the peoples of non-Krytan origin, namely Ascalon, Cantha, and Elona.

Kryta's government does have troubles, either because of or despite the current arrangement. Many in the noble class often disagree with the decisions of the current monarch Queen Jennah. The Ministry itself is filled with intrigues and plots orchestrated by those whose interests may not always be on the level. Even Kryta's sanctioned and unsanctioned armed forces are caught up in the power plays of the various members of the Krytan government, and this often plays out in disputes regarding who has jurisdiction in which series of events or circumstances.

The Silent Six

Most humans are very dedicated to the worship of the Six Human Gods: Balthazar, Dwayna, Grenth, Kormir, Lyssa, and Melandru. These gods are credited with bringing the humans to the world of Tyria and had historically taken a large part in the development of the human race, often using their powers to guide and intervene in events. However, for the past 200 years or so the Six Gods have stepped back and while they still answer the prayers of their followers, they are much more distant than before, letting humanity stand on its own feet.

Human culture is saturated with references to religion, with many common greetings invoking one or more (or all) of the six gods. While to a certain extent the prevalent belief systems of every species in Tyria has become somewhat ingrained into their respective cultures, the human relationship to the pantheon of the six is almost impossible to miss.

The Human Pantheon

The Six Gods are a small group of extremely powerful divine beings from beyond the veil, with powers rivaling those of the Elder Dragons. They are worshiped by the humans of Tyria and have a central position in human culture, but have retreated from worldly affairs in the last 200 years. The six gods are:

Balthazar: the god of war, fire, and courage.
Dwayna: the goddess of healing, air, warmth and life.
Grenth: the god of darkness, death, and ice.
Kormir: the goddess of order, spirit, and truth.
Lyssa: twin goddesses (Lyss and Ilya) of beauty, water and illusion.
Melandru: goddess of nature, earth, and growth.

Tyrian Human Names

Human names vary from culture to culture. Most follow real-world cultures' names.

Ascalonian names typically resemble Western European and English naming style. Northern Canthans' names follow a mixture of Western and Chinese (as well as other Asian) naming practices. Elonian names, on the other hand, often bear resemblance to African, South Asian and Middle-eastern names. Historically, Krytan names have been similar to those of Southern Europe, with the addition of some Western European-style borrowings—though due to the merging of Elonian, Ascalonian and Canthan names, Krytan names have integrated those similarities as well. Finally, Orrians have Persian- and Mesopotamian-styled names. For a list of fitting tyrian human names, refer to the Human Names columns in Xanathar's Guide to Everything, appendix B, p. 181.

Tyrian Human Traits

As a tyrian human, you have certain traits that have allowed you to survive in the face of overwhelming adversity.

Ability Score Increase

One ability score of your choice increases by 2, or two different ability scores increase by 1.

Age

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

Alignment

Humans can't be generalized into any particular alignment. The most heroic, villainous, and apathetic are found among them.

Size

Human sizes vary widely starting from 5 to over 6 feet tall. Regardless, your size is Medium.

Speed

Your base walking speed is 30 feet.

Member of Society

Every human in Tyria has a craft, regardless of social standing. You have proficiency in any one tool of your choice.

Will of Humanity

Whenever you are forced to roll a saving throw, you can choose to roll with advantage. After using this trait once, you can do so again after a long rest.

Languages

You can speak, read, and write Common.

Blessing of the Six

The gods watch over you, and one has blessed you since birth. When creating your character, you can choose or roll a 1d6 to receive an ASI of +1 and a blessing corresponding to one of the six gods of the human pantheon. A god's blessing can be called upon  as a bonus action before a skill check is attempted, and applies to one skill check. After using this trait once, you can do so again after a long rest. The trait options are described as follows:

  1. Balthazar | STR  | Athletics
  2. Dwayna    | CON | Medicine
  3. Grenth      | DEX  | Stealth
  4. Kormir      | INT   | Insight, Investigation
  5. Lyssa        | CHA | Deception, Persuasion
  6. Melandru | WIS  | Nature, Survival
 

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