The newest race on the continent of Vaemilia, Humans arrived to the continent by ship in the southeastern portion of the land, the island chain of Bitter Coast. Because of this, Humans took naturally to a life at sea and settled the area, calling their new nation Sanctuary. Humans are a very diverse group out of all the races of Vaemilia, with a strong sense of determination and individuality. Their strongest trait is their ambition which often pushes them into situations where great risk is offset by great reward, such as their claiming the Bitter Coast as their home. Up to their colonization of this area, it was largely controlled by warring wildfolk tribes. Despite this however, the Humans quickly developed a strong foot hold and expanded out from there. Humans are the most adaptable of the races on Vaemilia, with no general tendencies to any particular strength or weakness
Humans on the continent of Vaemilia tend to stand between 5’9 and 6’2 at adulthood. They are bipedal and are tan skinned, with hair ranging between black, brown, red and blonde. They tend to wear more sensible clothes to deal with the wind and rain of Sanctuary, however personal style may vary by social class and standing.
Human society is dictated by their life on the sea. In years where fish harvest is bountiful they are a calm and peaceful people, but when the harvest goes bad they tend toward conquest and push to gain more land. For a human to live their life without setting foot on a boat is a very odd thing, and human children are taught from a young age on how to work on a sailing vessel. Because of this, piracy tends to be a problem for humans. Humans have the ability to be good at a wide range of skills and trades, and are expected to have a basic level of competence in most menial tasks. Because of this, humans tend to value hard work and perseverance in each other, and expect their kin to put themselves fully to a task.
Relations with other Races
Humans are both distrustful and fascinated by the other races. They are the first to applaud the inherent strengths of other races, but also quick to note their short-comings. Despite this (or perhaps because of this), humans are more likely to build friendships with other races faster than their counterparts.
Alignment and Religion
Worship of the storm and sea God Pollis is practiced highly by Humans, but they also seem more able to worship the Gods of other races as well, since their diversity leads to a lack of generality being developed. This also extends to their alignment which has no general rule of thumb to follow.
Human adventurers are varied in their focus and disciplines. As a race they are able to take any class with equal skill. Reasons for adventuring are also varied; one human might adventure for personal gain while another might adventure for discoveries to help their families back home.
Humans tend to take names from other races and also invent their own; they do this in order to help integrate themselves into Vaemilian society more readily.
Human Racial Traits
Medium: Humans are Medium creatures and receive no penalties or bonuses due to their size.
+2 to One Ability Score: Humans receive a +2 bonus to one Ability score at character creation to represent their varied nature.
Eternal Hope: Humans gain a +2 racial bonus on saving throws against fear and despair effects. Also, once per day, after a natural roll of 1 on a d20 roll, members of this race may reroll and use the second result.
Skilled: Humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
Flexibility: At first level, Humans may take one bonus feat that they meet the prerequisites for.
Language: Humans begin play speaking Common and Human. Humans with high Intelligence scores can learn Ardarian, Familiari, Ultarian, Sylvan, Orc, Gnoll, and Goblin.
Regional Specialization: Humans are unique in that their flexibility allows them to specialize in the region in which they were born. If a player wishes to modify the Human’s base abilities they may do so using the race builder chapter in the Advanced Races guide. These changes are up to GM’s discretion.