Codex

Human

PeopleRacePlayable

Humans are resilient and abundant.

Type
People
Category
Race
Player Option
Yes

Humans are resilient and abundant. They are far the most prolific across Alaria, and have the greatest breadth of culture. Contributing to their success as a species is their perseverance; just when you think you've knocked one down for good, they're back up for more.

Origin and kinship

Humans are Gaea's work, and they were made in envy. By the time the Earth Mother turned her hand to them, the druids' elves had walked Alaria for close to two million years, skilled at everything they set out to do, and Gaea wanted a people of her own flesh to match them. So in the long stretch the chronicles call the Birth of Man, about five hundred thousand years ago, she shaped humans and beastmen from the same living substance as her earlier creatures, structured through Kethic and held fast by a true name the way every Gaea-creature is held fast. Humans were the part of that work that got away from her. She had meant to answer the elves; instead she made a people more versatile and more grasping than anything she had built before, and inside a few thousand years they had spread across the whole of Alaria.

Because humans are flesh of Gaea's making, they are kin to the rest of her flesh-children: the beastmen, the giants, the trolls. The lines cross where they meet. Giant blood runs in the Qord'ik of the Free Isles, and trollkin are born where human and troll come together. What humans cannot cross is the elves. Elves were cut from wood and stone and river-mud by the druids, not grown from Gaea's flesh, and the two kinds of making do not mix. There are no half-elves, however the stories run.

Vitals

  • Size: Medium
  • Height: 5-6.5 feet
  • Weight: 100-180 pounds

Heritages

  • Drachma — Fierce, boisterous humans of western Alaria's coasts; pirates, merchants, and swindlers who prize valor, instinct, and panache. See Drachma.
  • Tikhaya — Self-certain, contemplative humans of central and northern Alaria; philosophers, mathematicians, and martial warriors valuing strength and truth. See Tikhaya.
  • Neth — Inscrutable, community-oriented humans of the northern tundras who commune with ancestral spirits through the wind. See Neth.
  • Oznak — Proud, fiercely competitive humans of Central North Alaria whose culture revolves around mastery of the blade and earned skill. See Oznak.
  • Vyanoweir — Scattered remnants of a great Deoric civilization whose power to reshape reality with spoken words is nearly lost. See Vyanoweir.
  • Husakas — Nomadic scorpion-riding desert people addicted to a red dust that flows through their veins and awakens mystical power. See Husakas.
  • The Guiltless — Magically created humans incapable of deception or harm; exploited for millennia yet resilient through subtle means. See The Guiltless.
  • Qord'ik — Tall, powerful humans of the Free Isles believed to carry giant blood; feared traders and master sailors of the southern seas. See Qord'ik.
  • Shontobi — Honor-bound samurai people of the great plains who ride griffons and sacred eagles, governed by strict family duty. See Shontobi.
  • Tarnak — Nomadic desert shamans of Ulkevolm who practice blood magic, commune with the dead, and ride great desert tigers. See Tarnak.
  • Nuun — Golden- or ice-eyed desert people of Kura; master traders who blend elemental magic with reverence for beauty and knowledge. See Nuun.
  • Temptari — Mountain-dwelling spiritual humans who read the currents of time and weather; their timemasters advise rulers across Alaria. See Temptari.
  • Kuru — Southern humans who fuse with beast spirits through skull rituals, gaining primal power at the cost of human speech. See Kuru.
  • Shapers — Silver-eyed humans capable of true physical transformation who can mimic any humanoid; their eyes never change form. See Shapers.
  • Bledreon — Dual-lidded desert people of Sheîr who prize water above all else and see clearly through the fiercest sandstorms. See Bledreon.
  • Gezzerin — Scarification-covered humans of the Hills of Gezzeri who hide from giants through guerrilla warfare and cliff-face settlements. See Gezzerin.
  • Inavolin — Bronze-skinned sky knights of Breia who form sacred bonds with griffins from childhood and live in mountain citadels. See Inavolin.
  • Qindo — Blue-skinned, charming sailors with sapphire eyes who run on their own time and blur the line between merchant and pirate. See Qindo.
  • Stone Men — Gray-skinned humans of the Wurn Mountains; stoic, fiercely independent, and deeply wary of lowland authority. See Stone Men.
  • Wendi — Strawberry-blonde drake-riding warriors who hurl lightning spears at giants and hold death-defying sky races. See Wendi.
  • Shyona — Ceremonious, craft-obsessed humans of Ve's northeastern plains who prize family honor, blade-dancing arts, and deliberate provincial governance. See Shyona.
  • Drevaya — Small, austere monastic culture born to the Shogi Monastery on the peaks of northern Erpeus; few among the foreign trainees they teach. See Drevaya.
  • Sylthik — Scar-ranked ruling caste of Kyagos's four city-states, grown rich on slave-worked mines and reeling since the largest, Syvlius, burned beneath them. See Sylthik.
  • Tidewalkers — Islanders of the Aikon shallows whose every day is set by the twice-daily tide, sent onto the drained seabed and back by the Tide-Counters who call the safe windows. See Tidewalkers.
  • Vaelish — Some eight hundred survivors of the dragon-burned Kingdom of Vael, hidden four centuries in the fortress of Mountainveil and guarding the true name of the dragon that hunts them. See Vaelish.
  • Pyrisi — Stocky, stubborn islanders of Pyris blended from human and dwarven stock past any record; dry-stone farmers, fishers, and masons who want only to be left alone. See Pyrisi.
Game mechanics

Human Resilience and Diversity

Passive ability. When you gain this ability, choose one talent. You gain this talent as a racial ability (it does not count towards the number of talents you have).

In addition, whenever you take a wound, you gain a rush point at the start of the next round.

Drachma — Instinctive

Passive ability. When you get a complication on a skill check and choose to re-roll, add 3 to the new result.

Tikhaya — Clear Mind

Passive ability. You are immune to being confused, frightened, aggravated, or charmed. Additionally, you have A2 when making skill checks or saving throws to see through deception.

Neth — Speak with the Wind

Major ability. While outdoors, when the north wind blows, you can hear the voices of your ancestors. Once per day, while not in combat, you may reach out to your ancestors to ask for their guidance. Choose one:

  • Questions and Answers: You may ask them up to three questions. They answer to the best of their ability. Although they only know what they knew during their lifetimes, their knowledge spans nearly a millennium.
  • Guidance: Define a specific type of task or activity. Once, before the end of the day, before making a roll for that task or activity, you may declare that you are using your ancestors' guidance. After rolling, you may replace either die with the maximum result of that die.

This entire ritual takes 1 minute.

Oznak — Technical Master

Passive ability. Choose a weapon or tool. If it is a weapon, you have advantage while wielding it. If it is a tool, you have A2 on all checks requiring the use of this tool.

Husakas — Dust Dependency

Passive ability. You carry a small pouch of red dust that you must consume daily. The dust has been running through your veins since childhood, awakening mystical powers within you. Choose any handmagic talent - you gain it as a racial ability (it does not count towards your total number of talents).

However, you are dependent on the dust. If you go more than a week without consuming it, you gain one level of all mental conditions (confused, frightened, aggravated, charmed) that do not fade until you consume the dust again. Your dust supply must be replenished yearly through trade or pilgrimage to the sacred harvesting grounds.

The Guiltless — Blessed Curse

Passive ability. You are magically incapable of lying, stealing, or intentionally harming others. You automatically fail any attempt to deceive, pickpocket, or make attack rolls against sentient creatures. However, this absolute goodness grants you protection - you have advantage on all saving throws against hostile magic, and creatures attempting to harm you take disadvantage on their attack rolls as the universe itself seems to conspire to protect the innocent.

Additionally, your complete honesty allows you to speak uncomfortable truths that others cannot. Once per day, you may ask any creature a direct question, and they are compelled to answer truthfully if they understand you.

Qord'ik — Strong Bones

Passive ability. Your giant heritage has blessed you with incredibly dense bones and resilient flesh. Increase the damage threshold for taking wounds by 2 - where others would take a wound from 10 or more damage, you require 12 or more damage to suffer a wound.

Additionally, your imposing size grants you advantage on intimidation checks against creatures smaller than you, and you count as one size larger for the purposes of carrying capacity.

Shontobi — Eagle Companion

Passive ability. You have an eagle companion that has grown up alongside you since childhood. You gain the Beast Companion talent targeting this eagle as a racial ability (it does not count towards your total number of talents). Your eagle is particularly intelligent and can deliver simple messages over long distances.

Shontobi — Honor Bound

Passive ability. Any aspects related to honor, duty, or pursuing honorable goals are empowered by your unwavering commitment. Such aspects grant twice as much DP when invoked for penalties and provide double the bonus when used for advantages. Additionally, upgrading honor-related aspects costs 1 less XP, as your dedication makes such growth natural.

Tarnak — Blood Sight

Major ability. Through ancient blood magic rituals, you can divine truth from the patterns of life and death. Once per day, by examining a small amount of blood (your own or willingly given), you can learn one piece of information about the creature it came from: their current emotional state, whether they have told any lies in the past day, if they are suffering from any diseases or curses, or the general direction and distance to their current location.

Nuun — Elemental Heritage

Passive ability. Choose fire or water - you have a basic elemental attunement to that element as a racial ability (this does not count towards talents gained). Your eyes glow faintly with elemental energy when you use this attunement, growing brighter during more powerful applications.

Additionally, your appreciation for beauty and culture grants you advantage on presence checks when dealing with matters of art, architecture, trade negotiations, or academic discussions.

Temptari — Temporal Awareness

Passive ability. You cannot be surprised. Additionally, once per round, when you or an ally within 30 feet would roll a 1 on any die, you may warn them of the impending complication. They may choose to not take that action instead, avoiding both the roll and its consequences entirely.

Kuru — Skull Fusion

Major ability. As an action, you may press the skull of a beast to your forehead, fusing with its spirit. Choose a beast form with your GM's approval (as per the Beastform talent). You transform into this creature, gaining its physical stats while maintaining your mental abilities. While transformed:

  • You cannot speak or cast spells with verbal components
  • You gain the beast's natural weapons, movement modes, and senses
  • You can understand speech but cannot respond verbally
  • The transformation lasts until you take a long rest or spend an action to end it

Unlike the Beastform talent, you may stay in this form indefinitely, but each long rest while transformed requires a might save (CN 10) or gain one level of mental vulnerability as the beast's instincts grow stronger.

Shapers — Perfect Mimicry

Major ability. You can perfectly transform your physical appearance to match any humanoid you have seen, changing height, build, facial features, skin tone, and even voice. This transformation is not an illusion but a true physical change that can fool even magical detection. However, your distinctive silver eyes never change, always remaining as the one identifying feature that cannot be hidden.

The transformation takes one minute and lasts until you choose to change again or revert to your true form. You retain all your abilities and statistics while transformed, but gain no special knowledge or memories of the person you're mimicking.

Bledreon — Dual-Lid Vision

Passive ability. Your second set of translucent eyelids protects your eyes from sand, dust, and intense light. You can see perfectly in sandstorms, blizzards, and similar conditions, and you are immune to being blinded by bright light or particulates. You have A2 on perception checks in harsh weather.

Bledreon — Heat Endurance

Passive ability. You are adapted to extreme heat and dehydration. You require half as much water as other humans and suffer no penalties from environments of extreme heat. You have A2 on survival checks in desert environments.

Gezzerin — Giant-Dodger

Passive ability. You are an expert at hiding from large creatures. You have A2 on stealth checks against creatures larger than you, and you can attempt to hide even when only lightly obscured.

Gezzerin — Arid Endurance

Passive ability. You can survive for weeks with minimal water. You are immune to the effects of dehydration and extreme heat, and you require half the normal amount of water to survive. You have A2 on survival checks in arid environments.

InavolinGriffin Bond

Passive ability. You have a lifelong bond with a griffin mount. The griffin has the statistics of a warhorse but with a fly speed of 80 feet (cannot hover) and a beak attack (1d8 damage). You share a telepathic link with your griffin within 1 mile and can summon it to your side with a whistle (it arrives within 1d4 minutes if within range). If your griffin dies, you may bond with a new one after a month of mourning. You have A2 on all checks related to aerial combat and riding flying creatures.

Inavolin — Death from Above

Major ability. You are trained to fight in three dimensions. When you attack a creature from at least 20 feet above them while mounted on a flying creature, you deal an additional 2d6 damage on a hit. Additionally, ground-based creatures have D2 on attack rolls against you while you are mounted and airborne.

Qindo — Sea Legs

Passive ability. You are at home on a rocking deck. You cannot be knocked prone by ship movement or rough seas, you have A2 on climbing and balance checks aboard ships, and you suffer no penalties for fighting on an unstable surface.

Qindo — Charismatic Bargain

Minor ability. You can talk your way out of almost anything. Spend 1 Rush Point to gain A2 on a presence check to persuade, deceive, or negotiate. If you succeed, the target's attitude toward you improves by one step (hostile to unfriendly, unfriendly to neutral, etc.) for the next hour.

Stone Men — Stone Skin

Passive ability. Your skin provides natural armor, granting you +1 to defense rolls against physical attacks. Your unarmed strikes deal 1d6 bludgeoning damage instead of the normal 1d4, and count as light weapons.

Stone Men — Mountain Stride

Passive ability. You can move across steep cliffs, loose scree, and narrow ledges without slowing down. You ignore difficult terrain caused by rocky or mountainous environments, are immune to altitude sickness and environmental cold, and have A2 on climbing checks.

Wendi — Lightning Resistance

Passive ability. Your exposure to storm magic and high-altitude flights has made you resistant to electricity. You take half damage from lightning attacks and are immune to the stunned condition from electrical sources.

Wendi — Aerial Charge

Major ability. When mounted on a flying creature and you descend at least 30 feet before attacking, your first attack that round deals an additional 3d6 damage. If the attack hits, the target must make a CN 12 Might saving throw or be knocked prone.

The Codex of Alaria