Dungeons & Primos
Seja o que for que os guia, humanos são inovadores, empreendedores e os desbravadores dos mundos.
Nos cômputos de muitos mundos, os humanos são as raças comuns mais jovens, tardaram a chegar ao cenário mundial e vivem pouco comparados aos anões, elfos e dragões. Talvez por causa de viverem tão pouco, que eles se esforçam para alcançar o máximo que puderem nos anos que lhes foram dados. Pode ser também que eles sintam que devem provar algo às raças mais antigas, este sendo o porque de construírem seus poderosos impérios, fundados em conquistas e comércio.
Humanos são os que melhor se adaptam e também os mais ambiciosos entre as raças comuns. Eles tem gostos, moral e costumes amplamente variados, nas muitas terras diferentes onde se estabeleceram. Quando eles se firmam, permanecem: constroem cidades para durar e grandes impérios que podem persistir por longos séculos. Um humano pode ter relativamente uma vida curta, mas uma nação ou cultura humana preservam a tradição com origens além do alcance de qualquer memória humana. Eles vivem integralmente o presente – fazendo-os perfeitos para uma vida de aventuras – mas também planejam o futuro, esforçando-se pra deixar um último legado. Individualmente ou como um grupo, humanos são oportunistas de plantão e estão sempre alerta às dinâmicas mudanças políticas e sociais.
Humanos que buscam aventurar-se são os mais ousados e ambiciosos membros de uma raça ousada e ambiciosa. Eles buscam conquistar glórias ao redor de seus companheiros, acumulando poder, riqueza e fama. Mais do que outros povos, os seres humanos defendem causas em vez de territórios ou grupos.
Humans dwell in every corner of Toril and encompass a full range of cultures and ethnicities. Along the Sword Coast and across the North, humans are the most pervasive of the races and in many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage throughout the Savage Frontier.
Humans are famous for their adaptability. No other race lives in so many diverse lands or environments, from lush jungles to burning deserts, from the eternal cold of the Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build anew alongside or on top of an earlier community.
It follows, then, that the most common feature of humans is their lack of commonality. This diversity has enabled human civilizations to grow faster than those of other races, making humans one of the dominant races in much of the world today. It has also led to conflicts between communities of humans because of their cultural and political differences. If not for their penchant for infighting, humans would be even more populous and predominant than they already are.
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. A lot of humans have a dash of nonhuman blood, revealing hints of elf, orc, or other lineages. 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.
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 halfling 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.
Human Names and Ethnicities
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 the Forgotten Realms, for example, the clothing, architecture, cuisine, music, and literature are different in the northwestern lands of the Silver Marches than in distant Turmish or Impiltur to the east—and even more distinctive in far-off Kara-Tur. Human physical characteristics, though, vary according to the ancient migrations of the earliest humans, so that the humans of the Silver Marches have every possible variation of coloration and features.
In the Forgotten Realms, nine human ethnic groups are widely recognized, though over a dozen others are found in more localized areas of Faerûn. These groups, and the typical names of their members, can be used as inspiration no matter which world your human is in.
Illuskans 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.
(Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth;
(female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra;
(surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver
Widespread along the entire Sword Coast at the western edge of Faerûn, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.
(Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd;
(female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele;
(surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag
The breadth and variety of the human race in Faerûn is never more evident than in the diverse collection of deities that humans worship. The Faerûnian pantheon includes gods of every stripe, and a number of deities whose spheres of influence overlap and compete, which seems to be just how humans like it.
Along the Sword Coast, most human communities have temples and shrines tended by priests who are devoted to various Faerûnian gods. In some of these places, the faithful of deities revered by rulers and other powerful individuals play a greater role in local politics than those not so favored. In the extreme, worship that is deemed heretical or dangerous is outlawed – for example, in a region where followers of Shar hold authority and power, the worship of her good twin and nemesis Selûne might be against the law.
It’s hard to make generalizations about humans, but your human character has these traits.
- 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. Medium. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall.
- 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.
- Subtype. Choose one of the following subtypes:
Humans are able to learn and adapt quickly. Most humans won’t be comparable to a member of another race in its specialty, but their strengths lies in the fact, that they have some innate talent in everything.
- Ability Score Increase. Your ability scores each increase by 1.
Other humans are able to concentrate their talents to a single task and be the master of few, instead the jack-of-all trades. These humans are few and often they’ll destined to greatness.
- Ability Score Increase. Two different ability scores of your choice increase by 1.
- Skills. You gain proficiency in one skill of your choice.
- Feat. You gain one feat of your choice.
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