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Humans are the most widespread of the mortal peoples in Eldareth, but not because they endure more than others — rather, because they adapt faster. From the wind-beaten coasts of Celaine to the mountain-locked villages of the Northern Highlands, from the trade empires of Thalmyra’s Reach to the disciplined legions of Shen-Su, humanity reshapes itself to survive. Each generation builds on the ruins of the last — sometimes with reverence, sometimes with fire.

There is no singular human culture, and they do not seek one. Instead, they inherit fragments from the world around them — ideas, traditions, beliefs — and fuse them into something living. Their gods change, their laws shift, their banners rise and fall, but their momentum never slows. To be human in Eldareth is to be unfinished. It is to wake each morning and ask, "What now?"

Identity and Culture

Humans come in all shades of skin and hair, from pale to umber, from flaxen to obsidian. Their features vary widely, as do their accents, customs, and names. They dress according to function, fashion, or faith — armor and robes, silks and homespun, all worn with equal pride. Their lives are short, but lived in sharp focus. They age quickly, love fiercely, and change faster than most races can track.

Culturally, humans are inventors, dreamers, and survivors. Their cities thrive on diplomacy, magic, trade, or conquest — sometimes all at once. They form guilds, temples, empires, and rebellions with equal ease, and rarely hold still for long. Their flaw is impulse. They forget easily, rush often, and are quick to believe that their vision is the only one worth pursuing. Yet it is also their gift — the ability to begin again, to adapt, and to shape the world not in memory, but in motion.

Legacy in Eldareth

Humanity’s legacy is not carved into a single monument, but scattered across a thousand stories. They have brokered peace and started wars, uncovered ancient truths and buried them again. They are the breath of change, for better or worse, and their presence ensures that no age lasts forever.

They are not constant
They are the reason things move

Human Traits

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid.

Size. You are Medium.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. You can expend your Inspiration to reroll any die immediately after rolling it, and you must use the new result.

You can never have more than one instance of Heroic Inspiration. If something gives you Heroic Inspiration and you already have it, you can give it to a player character in your group who lacks it.

Skillful. You gain Proficiency in two Skills of your choice.

Versatile. You gain a Feat of your choice that you and your DM agree is appropriate for the character.

Languages. Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.