Humans

Old Dungeons and Dragons humans were like this…
Humans.png

The D&D 5e variant and Pathfinder humans are more like this…
Humans_2.png

Stone cold bad-asses…

Humanity is the most common civilized race in Isaldor. They are varied and unique in their appearance and styles. Their skills and strengths are varied. In comparison to other civilized races, they live their short lives to the fullest, seeing meaning in even the seemingly mundane exercises of everyday life. They are industrious and hurried, as they all feel the press of time upon them to accomplish the goals of their lives.

Fortunately for my players, humans also have various nations with bonuses they can attain from being a member of society in one of them.

The first group are the Archons. Archon humans are the Aasimar in the PFSRD and new race guide of D&D 5e, though there are some narrative differences in my kind of Aasimar. Mine are more like descendents of Valkyries than of “angels,” though they are still divine-touched. Archon humans are fair in hair and complexion. They are relatively tall, on average 5’8" to 6’6". The ancestry of Archons is quite Nordic. In rural areas, Archons still live that Nordic lifestyle, however they have been sought out for one advantage they have over other humans. The most purely bred Archons live, on average, 150 years, quite a bit longer than the other ethnic human groups. Because of this, their leaders thrive and have longer to exert their influence in government. This is much sought after and the social strain of arranged marriages produces fewer offspring than other ethnic groups and so they are less populace than other ethnic groups. They look a bit like this…
Archon_Humans.png

The second group are called Imperials, who live to the south of the Archons and are much larger in population than them. These are the non-variant, D&D 5e humans. They have more weathered and tanned skin. Their black hair is finer, yet they are more hirsute than Archons. They have an average lifespan. They are the Mediterranean and Middle-Eastern sort of people in this setting. They can be up to 6’ tall and most are shorter than this. They are very industrious, but also very free-spirited and passionate. Imperials gain a +2 bonus on Diplomacy checks. They also receive a +2 natural bonus to any one set of tools; for example, the thieves tools. They are your typical medieval people…
Imperial_Humans.png

The third group are called the Moors. They live predominantly in the southernmost regions of Isaldor. These can be either variant or non-variant humans in the D&D 5e Player’s Handbook. They are very dark-skinned and are North-African in appearance. The Moors are a feudal people who cling to the traditions of their tribal ancestors, being less industrious and more economy-driven. Many of them are known to be nomadic, or at least have several homes that they move to, keeping up with the trade routes. Moors not only make great traders and businessmen, but also superior athletes. They recieve a +4 bonus on constitution checks when facing fatigue, dehydration, exposure, or hunger. They also have a natural greater speed. Moors gain a land speed bonus on flat ground of 10’ and a natural +2 to acrobatics and athletics.
Blackmoor_Humans.png

The last group are called the Wei Yan, who are like our far-easterners. Considering how far they are from all other civilized groups, they are isolated from other human cultures. Their statistics are that of a variant human. Their isolation has made them resistant to cultural subversion and incursion. They do not suffer penalties for using weapons for which they are not proficient. They have a +2 bonus to saves against being grappled. They also are naturally more disciplined, gaining a +2 to Wisdom and Intelligence saves. They look like this…
Wei_Yan_Humans.png

Here is a list of Human-led Social Groups.

Humans

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