Race: Human

Last updated: 04/05/2018 – Updated the “Reclusive” human trait to include a duration after playtesting revealed not having a duration/concentration was pretty problematic!

Humans were the first mortal race upon the world, born of the Fool and Compassion’s love. Spreading far and wide, humans are possibly the most plentiful race in Falleron. While humans are often seen as weak in some fashion by the other races of the world, it should be remembered that each of the other races were born out of rivalry from humanity itself and humans frequently can become as strong, fast, wise, or clever as the other races through practice and upbringing.

A Broad Spectrum

With their penchant for migration and conquest, humans are more physically diverse than all but the Werefolk. Standing between four and seven feet tall, and boasting of a wide range of skin and hair colors, there is a great deal of variation between human appearances depending upon where they have settled over time. Humans frequently have the blood of their closest cousin races, and many have a dash of Clont, Fae, Werefolk, or Vampire blood in them, gaining a small amount of the traits of those races.

Realms of Humanity

Humanity in ancient times spread across Falleron, and to this day is largely defined by these diverse regions. Due to the vast distances between their cultures, humans have a wide range of social structures, though they frequently tend to congregate into large, structured societies fixed around specific political ideals. Revalians, for instance, value personal liberty over all else and have a loose clan society that gathers together only at the greatest need, while the Orlandian Empire boasts a powerful state law system that influences nearly all aspects of life within its borders. Human families tend to vary just as much, with regional variations of kinship and courtship rituals. A handful of similarities encompass all human cultures, such as the giving of rings to loved ones in honor of the Fool and Compassion, worship of the eight gods, veneration of the Fool and Compassion, and respect for the high goddess Peace. While there are regional variations in the genders, identities, and natures of their progenitors, Humans venerate the gods of the Fool and Compassion over all other deities.

The Realms of Ovid

Once the Kingdom of Ovid, the now fractured and leaderless Realms of Ovid are a vast and diverse realm, and one of the only places in the world where humans and other folk of every kind are jumbled together in war, conquest, love, and friendship. Ovidian humans tend to be a hearty folk, hundreds of years of fighting and surviving much of the worst of what every race has to offer, humanity included, tends to toughen up even the slightest of humans. Ovidians don’t tend to venerate any god or goddess over any of the others, having more pressing matters at hand such as survival. Language: Players from the Realms of Ovid start the game with one Ancient Heartlandic in addition to Ovidic (Common).

Avalonian Republic

The southern realms of the Avalonian Republic are known for their unique and egalitarian rule of government. Every man and woman in the realm gets to earn their right to vote for the rule of the realm, and so long as they are strong enough to fight for their desires, can prove their worth as citizens through trial by combat in either protecting their borders or fighting for glory within their vast network of arenas. Avalonians value strength above all else: Strength of Body. Strength of Mind. Strength of Will. They admire these traits above even the gods, and tend to be an agnostic realm with little interest in the divinities. Regardless of their original creation, Avalonians prize their strength in themselves and confidence in their skills over relying upon divine intervention or assistance. Equal parts prideful and capable, many humans find them a great benefit to their cause, even if they can be a bit full of themselves at times. Language: Players from the Avalonian Republic start the game with Avalonian in addition to Ovidic (Common).

Far Brevardrim

No human realm has seen the suffering and destruction that the Brevardrim know and live. Once a stable, prosperous empire, the Brevardrim people were decimated in a series of wars filled with terrors both magical and technological. Much of their homeland remains an unlivable wasteland, with only the cities and villages on the farthest edges of the wastes remaining untouched by the malevolent spirits of death and destruction that wander their abandoned cities. Venerating Morrigan and Samhain as much as their progenitors, the Brevardrim embrace the terrors they face on a regular basis with an acceptance and uncanny courage that many other humans find bizarre. One minute a Brevardim might accept the wholesale destruction of their homeland as inherently beautiful, yet the next they might fight tooth and nail against a minor slight against their character. A volatile people indeed. Language: Players from the Brevardrim start the game with Brevardrim in addition to Ovidic (Common).


The peoples of Crealocheli are secretive and few in most realms. In their own lore, they are the descendants of those who sheltered the Fool when the world was lost to Compassion, being the only people to remain true to their original natures. On their island is the Hall of the First Men, where Compassion and the Fool brought humanity to the world. Kind and compassionate over all else, only the secretive nature of their hidden homeland prevents crueler beings from overwhelming them. Crealocheli are known for their innate healing abilities, and those with their blood in their veins are frequently found in hospitals and temples throughout the land spreading the word of compassion. They are also known for their self-depreciating humor, a trait they retain from the Fool. Unlike many other humans, they venerate none but the Fool and Compassion. Leaving Crealochel is not done lightly, as once they leave the wandering island it is impossible to return. Language: Players from the Crealochel start the game with Crealocheli in addition to Ovidic (Common).


Jemai is a realm perched at the tops of the massive trees of the vast jungle of the same name. The Jemaian people are reclusive and suspicious, and with good reason. Ovidian trade cities like Waterford and Grandmill have pillaged their shores for resources on more than one occasion. Their neighbors across the sea in Meridian have made attempts to colonize and conquer the independent communities that manage to survive in the jungle time and again. However, despite the ambitions of neighboring realms, Jemai remains free. The jungle itself is their greatest weapon, and they treat the trees and rivers with the greatest respect. Plantfolk frequent Jemaian villages, and frequently have a hand in their construction as they wind their way around the towering trees that often rise hundreds of feet into the air. Respect for nature comes first with the Jemaian culture. And with that respect comes shelter, prosperity, and a quiet power that has withstood all threats. Language: Players from the Jemai start the game with Arborkin in addition to Ovidic (Common).


Kendredai, the Dark Island. Few humans indeed live in that accursed land. The only settlement of note, Daytown, looms in the damp mists as a modern township amongst the unknowable evils that haunt the inner depths of the island. One must not see this city as safe, for in basements and on balconies, creeping amongst the rooftops and swimming along the canals are terrors too horrifying to mention. While constructs are plentiful in Kendredai, programmed to ignore or restrain the horrors of the isle, the humans of the realm manage to ignore the intense gloom and growing dread that haunts their footsteps. Language: Players from the Kendredai start the game with B.A.S.I.C. in addition to Ovidic (Common).

Holy Dominion of Kernaugh

Kernaugh was once a tiny village, home to a young woman named Amalas who, in time, became known as the physical manifestation of Compassion upon the world. This fact was highly contested by nearly everyone but her followers, which led said followers to defend her life with a resolve and skill that bordered upon the fanatical. Long after her death, the Faith Militant of the Church of Amalas remained and her town grew into a holy city by many from around the world. What is now known as the Holy Dominion of Kernaugh was once a number of Orland provinces (Gauferid, the Zephyr Isles, and Syvantos), all conquered and held by the Faith Militant. With bordering Orlandian, Winderi, and Meridian interests all nervous at the rate of this nation’s expansion, the people of Kernaugh remain faithful to their martial tradition and see enemies on all fronts. Language: Players from the Kernaugh start the game with Orlandian in addition to Ovidic (Common).

The Prefecture of Tarchay

The Prefecture of Tarchay was once a minor corner of the Brevardrim Empire, one city of many dominated by that ancient and glorious culture. When the breach was opened in the Brevardrim capital, the nation was torn apart by the magics and monsters unleashed from the deep places of the earth and Tarchay became isolated from the rest of their kin. Over time the Prefecture gained defacto, and then overt independence and now stands as a powerful city-state with influence across the world. A good portion of this influence comes from the construct-based mail and parcel delivery service based in the capital of Tarchay that many nations of the world have come to rely upon. Language: Players from the Tarchay start the game with Brevardrim in addition to Ovidic (Common).

The Meridian Islands

The peoples of the Meridian Islands tend to be the smallest of humanity, yet often the most energetic. Venerating the gods Gein and Tamberlain as much as their progenitors, they have a powerful fire within them to bring joy to those around them and protect those they love. Yet they also can be prone to greed and excess when they take their passions to the extreme. Many of the most generous in history, along with some of the most dreaded pirates, come from Meridian heritage. Language: Players from Meridia start the game with Meridian in addition to Ovidic (Common).

The Orlandian Empire

The Orlandian Empire marched across the western continent in a conquest dominated by innovation and cunning as great generals and tacticians commanded vast armies in inspired conquest. After centuries of eternal war, the realm was unified under a single Empress and under her divine rule the realm remains eternally peaceful and orderly, or so they will claim. In reality, there is much to fear within the realms of Orland and the Imperial Legion, with all of their gold-armored glory, is only the face for a much more sinister network of informants and assassins that keep the order in this most serene empire. There is a madness within the gold filigree of high society in Orland, one that demands honor must be upheld for a brush in the gilded hallways of the nobility even while peasants starve in the squalid slums but a block away. Still there is a beauty in all they create, and even with the vast inequities of the empire many of the greatest bards, artists, and courtesans hail from its shores. Venerating Mab and Auberon as their progenitors, Orlandians tend to seek the beautiful, even if it is only skin deep. Language: Players from the Orlandian Empire start the game with Orlandian in addition to Ovidic (Common).

Freeholds of Revalia

The peoples of Revalia are known for their fortitude in drinking, fighting, and enduring the bitter cold and harsh wilderness of their northern homeland. Venerating Alethia and Selnoir as much as their progenitors, they fight a constant battle against the nature of their homeland and the perils that would thwart their independent way of life. Revalians tend to be single-minded in their pursuits, be they protecting the weak or vengeance, making them both fast and reliable friends and implacable enemies. Language: Players from the the Freeholds of Revalia start the game with Revalian in addition to Ovidic (Common).

The Winderwood

The southern forests of the Orland Continent are a dense realm of giant redwoods. In the Winderwood, it can be difficult to see the sky upon the ground, leading the inhabitants to live amongst the trees as often as not. When the Orlandian Empire came to the forest, they found a peaceful people that were easily cowed. But once the Empress demanded more and more of the forest to be cut down for her palaces, the people rebelled. Over a hundred years later, the forest remains in a state of open rebellion, constantly fighting at its borders to keep out the Imperial Legions. Criminals, dissidents, and disenfranchised nobles from across the empire have flocked to this new bastion of freedom and continue the fight to this day.  Language: Players from the The Winderwood start the game with Orlandian in addition to Ovidic (Common).

Magic and Technology

Humans have a moderate magical affinity and many humans learn the magical arts. Several large schools of magic exist around the world, with the Versity Magic College being the largest and most prestigious (though far from the only such place of learning). While magical use is not uncommon in larger cities, small human communities generally only have one or two learned magicians of various calibur and more pragmatic solutions to problems are generally preferred over magical.

Humans are inherently clever with machinery and devices and have drive the development of technology across the world. From firearms to engines to airships, Humans have made their mark on the world by harnessing what is naturally occurring in the waking world rather than trying to alter it by tapping the Faewild for magics. While combinations of these arts are uncommon, a few danger-seeking individuals attempt to harness both technology and magic together to often disastrous results.

Traits: Human

While it is hard to make generalizations about humans, some things tend to be true across all of them.

  • Ability Score Increase. Humans tend to be raised to have some physical traits be more important than others. Humans start with +2 to one ability score and +1 to a second ability score of their choosing.
  • Age. Humans reach adulthood in their late teens and live less than a century in most cases.
  • Alignment. While outliers of humanity can be found of all alignments, most humans trend towards neutral, focusing on what is directly in front of them.
  • Size. Humans vary from 4 to 7 feet in height, and from 90 to several hundred pounds depending on the individual. They are always considered Medium in range.
  • Speed. Your base walking speed is 30 feet.
  • Human Curiosity. Humans have a curiosity about them and gain proficiency in one skill of their choice.
  • Human Languages. Select a nation from the Realms of Humanity above. You begin with the languages available to those of that nation.
  • Human Diversity. Humans frequently surprise the other races with their diversity, and gain two human traits from the table below:

Human Traits (Pick Two):

  • Adaptable: Many humans seek to build communities in most extreme places of the world. From deep caves, burning deserts, dank swamps, and frozen wastes, humanity proves more adaptable to their environments over all other mortal races. Your time in hostile environments has granted you one of the following: immunity to poisons and diseases, fire resistance, cold resistance, or darkvision. In addition, you gain proficiency in Survival. (Adaptable may be selected twice, with different benefits. If you select it twice, you treat your Survival skill as having expertise).
  • Communal: Residents of the human communities tend to believe in the mantra “sharing is caring.” After all, when everyone gives to others, we are all enriched. Whenever you take a short rest, you may sacrifice a hit die to take care of your allies. Roll the hit die as normal, you may heal all party members but yourself for this total. In addition, you may share the burdens of others. Whenever an adjacent ally takes damage, you may spend your reaction to split the damage (rounded up) between you and the original target.
  • Compassionate. While many humans choose to ignore their heritage, their natures often encourage them to be compassionate to the weak and suffering. Those of this background may, as a bonus action, touch another creature and cause it to regain a number of hit points equal to your level. You may not use this on yourself. You may use this ability a number of times equal to your proficiency bonus. Upon completing a long rest your pool of uses refreshes.
  • Curious. Humans are naturally curious and tend to reach out and try things differently. Whatever traditions exist, there are always humans that want to challenge the norms and make things their own. Humans of this background choose Intelligence, Wisdom, or Charisma. If you choose intelligence, gain one additional spell slot at your lowest level. If you choose Wisdom, your words of wisdom are powerful and you may always consider Persuasion as a Wisdom-based skill. If you choose Charisma, you are adept at getting people to reveal their intentions and may always use Insight as a Charisma-based skill. Whenever spellcasting or a class feature you obtain uses Intelligence, Wisdom, or Charisma, you may switch any of these three with the chosen ability score. Finally, you may treat all multi-class ability requirements as requiring a base of 10. (Curious counts as two human traits and may not be selected by Half-Clont, Vampire, or other cross-race builds as their Human Trait without GM approval).
  • Faithful. Many humans are devoted to their faith and rely upon it to get them through both good times and bad. The Goddesses and Gods smile upon these faithful few, and they live uncommonly charmed lives. Faithful humans may, once per long rest, call upon divine intervention to avoid a single attack, pass a single save or skill check, or stabilize at 1 health when reduced to below 0.
  • Foolish. Humans are foolish creatures, willing to gamble everything on the slightest of hopes. Whenever you make a roll, be it attack, damage, skill, save, or check (but not a death saving throw), you may choose to reroll the result by spending a death saving throw and take the second roll. If that roll is under 10, you take a failed death saving throw regardless of your hit points. Death saving throws do not reset upon successful stabilizing for you, and instead only reset after a short or long rest. Should you reach three and your health is at 1hp or above, you take no ill effects, however if your health is then reduced to 0, you immediately take fatal damage and die.
  • Innovative: Humanity’s tendency to create technological marvels has changed the realms of Falleron in the last few decades. Wonders once thought only achievable through arcane magics have become commonplace. Inventive communities are always seeking new and wondrous devices, and yours is no exception. You have created a piece of human technology (see the Human Technology List for details). You gain this item at character creation. You gain an additional item from this list at level 8 and level 16. These items do not count towards your attuned items limit. You also gain proficiency in tinkers tools.
  • Militant. An uncommonly large amount of human societies develop a military tradition. Born from a desire to conquer as often as a desire to defend from invasion, human martial societies train rigorously to prepare for conflict. You gain proficiency in martial weapons, shields, light, medium, and heavy armors and, once per short rest, may draw upon your training to gain advantage on a single attack roll with a weapon you are proficient in.
  • Provincial: In rural human communities one mostly struggles with the day to day needs of farming, ranching, and local cottage industries that define the daily life. With travel from your home to village and back being a lengthy affair, you have come to appreciate the need of a trusty and loyal mount to see your chores fulfilled and to flee from any harmful trouble that comes your way. You gain the ability to cast the Find Steed spell as a ritual and access to a single mount through the spell. Your steed summoned this way is a beast, and upon being reduced to 0, is injured and retreats from the battlefield rather than dies. Should the mount retreat, it may not be summoned again until after a long rest. You may purchase or tame another mount to replace yours, but may only summon one mount in this fashion.
  • Reactionary: Humanity often faces circumstances where their peaceful lives are snatched away at a moment’s notice. Humanity faces rapid change well, and can react quickly to changing circumstances, even in the worst of situations. Humans of this background may make two reactions each round.
  • Reclusive: Many humans find a life of quiet and peace, far from the great realms, to be the best way to ignore the troubles of the world. From peaceful valleys and hidden glades, these humans find shelter in places that are hidden in plain sight, ignored by the wider world. As a bonus action you may avoid notice of those around you, gaining the effects of the invisibility spell. Once used, you may not use this ability again until after a long rest.
  • Resilient. Humanity often faces horrors beyond belief, more often than not caused by other humans. Those who face the crucible of war and hardship either break under the strain or gain uncommon resilience. Humans of this background can focus their will to occasionally shrug off injury. Whenever you take damage or make a death saving throw, you can use your reaction to roll one of your hit die. Add your Constitution modifier to the number rolled. If used when you take damage, reduce the damage by that total. If used during a deaths ave, you may add this amount to the total of your death saving throw.
  • Valiant. Humans tend to face horrific odds against the terrible demons, monsters, giants, and other horrors out in the wilds. Those that do, often seem to have unshakable courage that can become inspiring to others. Once per short rest you may, as an action, shout your war cry, prayer, or other form of inspiration to gain the effects of the heroism spell. You may choose either Charisma or Constitution as your spellcasting ability for this spell. This spell is cast as if it were a 2nd level spell once you reach level 8, 3rd once you reach level 12, 4th once you reach level 16, and 5th once you reach level 20.