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Human

Among the youngest of the races in the world, humans spread farther than their elder kin despite their brief lifespans. Driven by the urgency of their mortality, humans became compelled to leave their mark upon the world in whatever time they had. The old empires and civilizations of humanity were built upon the tenets of conquest, dominance, and glory, expanding rapidly across vast territories until they grew too large to sustain themselves and began to fracture from within. Thus ended the silver era of humanity, a civilization divided by its own ambitions and ultimately finished off by the Orphidian warlords.

Isleseeker

When the silver era collapsed and humanity scattered, those who would become the Isleseekers fled to the coasts and islands, finding refuge where land meets sea. Born of necessity and shaped by the endless horizons, the Isleseekers developed an unbreakable bond with the maritime world that sustained them through their darkest hours. They typically populate coastal and tropical regions, establishing communities that range from bustling port cities to remote island settlements, with most becoming expert sailors and fishers by birthright. Their mastery of the seas has led them to innovations that land-dwellers can scarcely imagine - some construct entire floating cities and markets that drift across lakes and bays, following seasonal currents and favorable trade winds.

Age:
Isleseekers typically reach maturity around 20 and live to around 90
Size:
Isleseekers are medium sized. Their average height is around 5'6" (168 cm).
Appearance:
Isleseekers possess builds perfectly adapted to a life spent on and around water, with lean, weather-tested frames that speak to countless hours working ship rigging and diving beneath waves. Their skin ranges from deep bronze to warm olive tones, darkened and toughened by constant exposure to sun and salt spray. Their hair comes in rich shades of black and brown, often streaked lighter by the bleaching effects of sea air and sunlight. Their hands bear the distinctive calluses of rope work, while their eyes often hold the distant look of those who have spent years scanning endless horizons for favorable winds and safe harbors.

Languages: Common (Fluent), Aquarid (Limited)

Traits

  • Luck of the Sea (per rest): Once per rest if you roll a success you can choose to treat it as an overwhelming success.
  • Full Sails (per rest): Once per rest you may choose to either double your movement speed for an hour or double the party's travel speed for 1 day.
  • Seafarer: In any coastal or port area, you can always find someone you have a positive rapport with - an old shipmate, a fellow sailor, a harbor contact, or someone who remembers a favor you once did. You determine the specific relationship, but the GM determines the extent of help they can provide based on the location and circumstances. This person will provide basic assistance such as information, temporary shelter, minor supplies, or introductions to others.
  • Navigator: You have an innate ability to navigate using natural signs and never get lost when traveling. You can read currents, wind patterns, star positions, terrain features, and other natural signs to determine direction, weather changes, and safe passage routes. Even in unfamiliar territory, you can find the most efficient path to any destination.

Kelbrean

The heralds of the new golden age of humanity, the Kelbreans emerged from the harsh deserts where they forged themselves into something harder and more determined than their ancestors ever were. When the silver era collapsed, those who would become the Kelbreans fled into the most unforgiving wastelands, believing that only through surviving the worst could they build something better. The burning sands and merciless sun became their crucible, transforming refugees into survivors, survivors into fighters, and fighters into conquerors.

Age:
Kelbreans typically reach maturity around 20 and live to around 90.
Size:
Kelbreans are medium sized. Their average height is around 6'2" (188 cm).
Appearance:
Kelbreans possess tall, lean builds hardened by desert life. Their skin ranges from deep bronze to rich copper tones, weathered by constant exposure to sand and sun. Their hair is typically dark brown or black, while their eyes are usually brown or hazel, often appearing fierce and determined.

Languages: Common (Fluent), Imperial (Fluent)

Traits

  • Hardy Survivor (per day): You have enhanced resilience from surviving harsh conditions. You require half the normal amount of food and water per day, have 1 degree of advantage on resistance checks against disease and poison, and can function normally in extreme environments without penalty.
  • Imperial Ambition (per rest): Once per rest, you can inspire and organize a group effort. When leading a project, construction, or group task, you reduce the time required by half and improve the quality of the result. All participants gain 1 degree of advantage on related skill checks while under your direction.
  • Warrior's Discipline (per rest): Once per rest, you can enter a disciplined combat stance for up to 3 turns in combat. While in this stance, you gain 1 degree of advantage on melee attack checks until you achieve a critical success or 3 turns elapse, whichever comes first.
  • Unyielding Will (per rest): You are immune to fear effects and have 2 degrees of advantage on resistance checks against mental effects. Once per rest, when you would be reduced to 0 hit points, you can choose to remain at 1 hit point instead, driven by sheer determination.

Ridge-Hunter

The Ridge-Hunters have carved out their existence in the harsh mountains, where they built their small settlements on precarious ledges and hidden valleys that others would consider uninhabitable. Life in these unforgiving peaks has forged them into people who value family bonds above all else, as survival in such terrain requires absolute trust and cooperation. They are typically close-knit within their families and clans, bound together by shared hardships and the knowledge that in the mountains, your kin are often the only thing standing between you and death.

Age:
Ridge-Hunters typically reach maturity around 16 and live to around 110.
Size:
Ridge-Hunters are medium sized. Their average height is around 5'10" (177 cm).
Appearance:
Ridge-Hunters display a diverse range of features reflecting their scattered mountain origins. Some possess fair skin, blonde or red hair, and blue or green eyes, while others have darker hair, bronze skin, and brown eyes. They share stocky builds adapted for climbing and endurance, weathered faces marked by high altitude winds, and wide cheekbones that help them withstand mountain cold. All Ridge-Hunters possess the lean muscle and sure-footed grace of those born to navigate treacherous peaks.

Languages: Common (Fluent), Old Imperial (Elementary), Imperial (Limited)

Traits

  • Sure Grip: You have exceptional climbing abilities and grip strength developed from a lifetime in the mountains. You gain 2 degrees of advantage on all climbing checks and can climb surfaces that would normally be impossible to grip. Your enhanced grip strength allows you to hold onto ledges, ropes, or weapons even when injured or under duress, and you can support additional weight while climbing without penalty.
  • Keeper of Tales (per rest): You are a repository of clan stories, mountain lore, and historical knowledge passed down through generations. You have extensive knowledge of local history, legends, and genealogies. Once per rest, you can recall a relevant story or piece of historical knowledge that provides crucial information about a person, place, or situation. Additionally, your storytelling abilities allow you to captivate audiences, improve morale during rest periods, and preserve important events for future generations.
  • Clan's Bond (per rest): Once per rest, if an ally fails a resistance check you may make the resistance check yourself with 2 degrees of advantage. If you succeed, your ally will be safe and not be affected by the original effect.
  • Mountain Spirits (per rest): Once per rest, you may channel the spirits of your ancestors and temporarily gain their knowledge. For 1 hour, you may temporarily increase 2 skills by 1 level or increase 1 skill by 2 levels.

Frost Strayed

The Frost Strayed are not merely the oldest of the surviving human subsets - they predate even the silver era of humanity itself. For thousands of years, they lived in complete isolation among the ice and storms of distant glacial floes, cut off from the world by an impenetrable barrier of frozen sea and perpetual winter. This isolation was so absolute that they remained untouched by the rise and fall of human empires, the wars with the Orphidians, and all the great events that shaped the modern world. They are living relics of a humanity that existed before cities, before conquest, before the ambitions that would eventually lead to both glory and ruin.

Age:
The Frost Strayed typically reach maturity around 20 and live to around 160.
Size:
Frost Strayed are medium sized. Their average height is around 6'2" (188 cm).
Appearance:
The Frost Strayed possess tall, lean builds adapted to harsh glacial environments. Their skin is pale or grey-toned, taking on an almost translucent quality from generations under perpetual winter skies. Their hair ranges from pale blonde to stark white, while their eyes are typically light blue, grey, or pale green, reflecting the endless ice of their homeland. They move with deliberate, measured grace that speaks to their ancient heritage.

Languages: Old Imperial (Fluent), Common (Elementary)

Traits

  • Ancient Wisdom (per rest): You possess knowledge that predates the silver era of humanity. Once per rest, you can recall forgotten lore, ancient techniques, or historical events that others have lost to time. This knowledge can provide crucial insights about artifacts, locations, or customs from the distant past. Additionally, you can understand and interpret archaic texts, symbols, or languages that predate modern civilization.
  • Unbroken (per rest): Your people have endured millennia of hardship in isolation, granting you exceptional resilience. Once per rest, when you fail any resistance check, you may choose to succeed instead. Additionally, you have 1 degree of advantage on resistance checks against effects that would cause despair, madness, or breaking of will, as your ancient heritage has taught you to endure any adversity with stoic determination.
  • Primordial Heritage (per rest): You retain techniques and abilities that other humans have forgotten. Once per rest, you can perform a task using ancient methods that are more effective than modern approaches, gaining 2 degrees of advantage on the check. This might involve tracking using pre-civilized techniques, crafting tools with primitive but superior methods, or understanding natural phenomena through archaic wisdom. These ancient approaches often yield better results than contemporary methods.
  • Ancestral Communion (per rest): You can commune with the spirits of your ancient lineage. Once per rest, you can enter a trance for 10 minutes to seek guidance from ancestral spirits. They may provide warnings about danger, advice about difficult decisions, or knowledge about people and places. The spirits speak in cryptic terms and their guidance reflects the wisdom of a people who predate recorded history.lets re