Humans are a diverse and multi-cultural species, only united in their adaptability. Each distinct culture has different ideals that they strive for - some value wanderlust, others property, love, or knowledge. The strength of humans does not come from excellence in any single area, instead it comes from their extreme versatility, and their ability to organize themselves and perform great works through cooperation. Humans have spread to every corner of the world from the arid desert to the frozen tundra and the wet jungles, living in communities ranging from tribes with only a handful of individuals to great metropolises with tens of thousands of inhabitants.
Humans come in all shapes and sizes. Most adults stand between 4'8" and 6'6", with men generally taller than women. Their weight can vary between 100 lbs and 250 lbs, depending on gender and body type. Humans become adult at around age 20 and live to around 76 (4d12+50) years of age.
Traditionally in human societies, arcane magic and the study thereof is the purview of women. While men are not unable to learn arcane magic, women seem to have a stronger connection to the Weave - natural-born arcane magi, sorcerers, are about ten times more likely to be female. A man who takes up the wizardly arts, or is born a sorcerer, might have to endure a few snide comments about 'wearing dresses' and the like. About one in fifty humans show some aptitude for arcane magic, but only a few of those have the opportunity to hone their skills much beyond first-level magic - most know only a few cantrips.
This distinction does not hold for divine magic, which is granted by outside forces equally to both genders, as a reward for faith and service. Primal magic-users are rare among humans, with less than one in two hundred being able to grasp its secrets.
Humans are also have a unique affinity to attract extraplanar influence on their being, as a result of direct influence from outside forces, or simply living within a place of such power. Children born under these circumstances can result in tieflings, aasimar, genasi, and other lineages. All of these lineages can further procreate with humans, but most of their traits are recessive, which can lead to them staying dormant for generations.
Cultures
All humans are influenced by the culture they grew up around. This affects their way of thinking, their values, and their goals. Cultures are not necessarily geographically bounded, but they are instead a question of how you were raised. The nobility might raise their children very differently from the regular people, despite living in the same city or village. It is also not a determining factor for your future - nothing says the smith's boy can't become a famous bard, or the fisherman's daughter a devout paladin.
Just because two cultures fall under the same general culture doesn't mean that they are the same. Consider what traditions and customs your specific culture values, and how it expresses itself through clothing, celebrations, art, or other facets. Do they welcome outsiders or do they keep to themselves? What deities are most important to them, and how is this worship expressed? What is the most important occasions throughout the year?
Each different culture is represented by an origin feat that you can take to signify your heritage. These feats are only available to humans. Each culture also presents some common ideals among members of that culture, which are intended to serve as inspiration. You can absolutely use the ideals without taking the associated feat, if that better serves your character's story.
Maritime Culture
Origin feat (Prerequisite: Human)
Members of maritime cultures usually live by rivers, lakes, and oceans, where they make their living from fishing or by trading. Maritime societies value exploration highly, always desiring to find out what lies beyond the horizon. This leads many of them to become adventurers. The most commonly worshipped gods within maritime cultures are Aegir, Thor, or Skadi.
In the Estian Islands, this is the largest culture among humans. Greystone is a mostly maritime society, as are most settlements along the Estian westcoast.
Maritime Features
You grew up near a body of water, where you learned how to handle boats, and to always keep an eye out for dangers.
- Eyes on the Horizon: You cannot be surprised, unless you are Incapacitated.
- Sea Legs: You gain a swim speed equal to your walking speed.
- Born Sailor: You gain proficiency with Water Vehicles.
Maritime Ideals
- Exploration: I want to go everywhere, and see everything. (Any)
- Freedom: I will have no bond laid on me. (Chaotic)
- Watchfulness: One must always keep an eye out. (Lawful)
- Good Story: Who cares if it is true if it is dramatic and well told? (Chaotic)
- Fairness: A fair trade is the ground upon which society is born. (Neutral)
- Money: Whoever has the most money when they die, wins. (Evil)
Martial Culture
Origin feat (Prerequisite: Human)
Martially minded societies value combat prowess and bravery. They train their children from a young age to fight and hunt. The path to the adventuring life lies wide open for these people. Tyr, Sif, and Uller are commonly revered deities in these cultures.
Many nobles in the Estian Islands are raised in a martial culture. It also dominates among the humans of Vanadis, living under the rule of the Pilgrim Knights.
Martial Features
You were trained in combat during your upbringing, which has made you ready to face the challenges of adventuring.
- Trained for War: You become eligible to pick Fighting Style feats, and you learn one such feat of your choice.
Martial Ideals
- Valor: Honor and bravery is the highest virtue. (Any)
- Ancestry: I live in the shadow of my forefathers. (Neutral)
- Achievement: Others will know of my deeds. (Neutral)
- Revenge: I will not forgive those who have wronged me. (Evil)
- Justice: I will only draw my sword when I am backed by the law. (Lawful)
- Conquest: I was born to rule, and I will not be denied. (Evil)
Agrarian Culture
Origin feat (Prerequisite: Human)
An agrarian culture lives for the harvest. Most are farmers, whose efforts in the spring and summer pay off in the fall. Others are artisans, who spend their time and energy to refine what nature provides into useful and valuable objects. Members of these societies value friends and family, as well as the nature that provides them their livelihood. Many of those raised in agrarian societies value the quiet life, but some of them have need for adventure in order to find what lies out there. The goddess Freya is commonly worshipped by agrarian communities, but some turn their faith to Heimdall or Idun instead.
The majority of people who live on Cottenhorn have an agrarian culture, as well as a sizable portion of those living inland on Estia.
Agrarian Features
You grew up in a community which valued its crafters and artisans.
- Master of your Craft: You gain expertise with one tool of your choice, as well as the skill you chose for your Skillful feature.
Agrarian Ideals
- Creation: A person is best measured by the products of their labor. (Any)
- Tranquility: A peaceful life is all I need to be happy. (Lawful)
- Harvest: Good things come to those who work for it. (Good)
- Family: Nothing is more important to me than raising a family. (Lawful)
- Generosity: We have a duty to help those who are in need. (Good)
- Preservation: We should ensure things are left better for those who come after us. (Neutral)
Mystical Culture
Origin feat (Prerequisite: Human)
Some cultures are more drawn to knowledge and the magical arts than others. These cultures usually value scholarly accomplishments and curiosity. People of this culture might follow the teachings of Odin, Balder, or Loki. Perhaps the culture values religious zeal and proselytizes their chosen god with divine fervor?
Pockets of mystical culture can be found all over the Estian Islands, mostly centered around magical facilities, such as an Archive.
Mystical Features
Most knowledge is contained in books, and you have read plenty.
- Well Read: You learn an additional language of your choice.
- Exposed to the Weave: You learn one cantrip and one first-level spell of your choice from the Wizard, Cleric, or Druid spell lists. Intelligence, Wisdom or Charisma as the spellcasting ability for these spells (choose when you select this feat). The first-level spell is always prepared for you, and once per long rest you can cast it without spending a spell slot.
Mystical Ideals
- Knowledge: Scholarly achievement is the best measure of a person. (Any)
- Fervor: Only by remaining true to the cause can we succeed. (Chaotic)
- Patience: Success does not come overnight. (Lawful)
- Secrets: The truth is usually hidden for a reason. I intend to find out anyway. (Chaotic)
- Eloquence: If one cannot make their point in a well-spoken way, why even bother? (Lawful)
- Sacrifice: Following the road to greatness requires leaving things behind. (Evil)
Nomadic Culture
Origin feat (Prerequisite: Human)
Some cultures prefer not to live in permanent settlements, and instead wander the world at large. Perhaps you grew up on the plains, following great herds of animals that you hunted for food. Perhaps you paddled in small canoes from island to island in some far away archipelago. Regardless, your upbringing has left you well prepared for a life in the wilds - you have been an adventurer since the day you were born.
Tribes of nomadic people roam the northern coasts of Estia, herding reindeer in the colder climates. There are also wandering clans on the Turquoise Islands.
Nomadic features
Life on the frontier is tough, but all you can do is push on.
- Will to Survive: When you receive a level of Exhaustion, you can ignore it. Once you do so, you must finish a long rest before you can do so again.
- Hardiness: Your Hit Points are increased by 1, and increase by 1 more every time you gain a level.
- Determined Wanderer: Your walking speed increases by 5 feet.
Nomadic Ideals
- Wanderlust: I always want to see what lies beyond the next hill. (Any)
- Survival: I will never give up, regardless of how grim things look. (Lawful)
- Tribe: The people I travel with are considered family. (Good)
- Solitude: I do not enjoy large gatherings of people. (Neutral)
- Nature: The wilderness is more beautiful than any creation of mortals. (Good)
- Hunting: I live for the rush of stalking one's prey. (Evil)