Competitor Games

We are the Competition


For Admiral Squish's Tryor, a campaign setting shaped by the mutagenic skills of its Illithid overlords.

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Postby AdmiralSquish » Sat Mar 19, 2011 10:52 am


Before the shapers came, the humans were the only intelligent beings in Tryor. They wandered the world in loose tribes and hunted animals. In the days of the shapers, members of the human race became slaves. They were adaptable and bred quickly, making them useful in almost any setting. Though not designed for any specific task their sheer numbers made them useful. When the shapers left, the human race settled wherever they found themselves, building communities out of whatever was on hand and forming the beginnings of nations.

Personality: Humans are flexible, adaptable, ambitious, and driven. Without the shapers looming overhead, the humans have quickly developed extremely varied cultures and customs. Their short lifespan means that several generations have passed since the fall of the shapers, though those being born today may have a grandparent who fought the illithid uprising. Humans generally have outlooks based partially on their community and it's location, as well as local customs.

Physical Description: Humans typically stand between 5 feet and 6-1/2 feet tall and weigh from 100 to 250 pounds, with men noticeably taller and heavier than women. Thanks to their dispersed origins and their short life spans, humans are more physically diverse than other common races. Their skin shades range from nearly black ferrarans to very pale myralian refugees, their hair from black to blond (curly, kinky, or straight), and their facial hair (for men) from sparse to thick. Many humans have a dash of nonhuman blood here or there, and many may demonstrate hints of elven, orcish, or other lineages. Members of this race are often ostentatious or unorthodox in their grooming and dress, sporting unusual hairstyles, fanciful clothes, tattoos, body piercings, and the like. Humans have short life spans, reaching adulthood at about age 15 and rarely living even a single century.

Relations: Just as readily as they mix with each other, humans mix rather well with members of other races, and they are known as “everyone’s second-best friends.” Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds. They are the only race the elves don’t immediately mark as abominations, allowing them exclusive access to elven settlements, though these visits are often rare.

Alignment: Humans tend toward no particular alignment, not even neutrality. The best and the worst are found among them.

Human Lands: Human lands are in flux, with new ideas, social changes, innovations, and new leaders constantly coming to the fore. Members of longer-lived races find human culture exciting but eventually a little wearying or even bewildering. Since humans lead such short lives, their leaders are all young compared to the political, religious, and military leaders among the other races. Even where individual humans are conservative traditionalists, human institutions change with the generations, adapting and evolving faster than parallel institutions among the elves, dwarves, gnomes, and halflings. Individually and as a group, humans are adaptable opportunists, and they stay on top of changing political dynamics. Human lands generally include relatively large numbers of nonhumans (compared, for instance, to the number of non-elves who live in elven communities).

Language: Humans speak Common. They typically learn other languages as well, including obscure ones, and they are fond of sprinkling their speech with words borrowed from other tongues: Elven curses, halfling musical expressions, orc military phrases, and so on.

Names: Human names vary greatly. Without a unifying factor to give them a touchstone for their culture, and with such a fast breeding cycle, humans mutate socially at a fast rate. Human culture, therefore, is more diverse than other cultures, and no human names are truly typical. Some human parents give their children dwarven, elven, or halfling names (pronounced more or less correctly).

Adventurers: Human adventurers are the most audacious, daring, and ambitious members of an audacious, daring, and ambitious race. A human can earn glory in the eyes of her fellows by amassing power, wealth, and fame. Humans, more than other people, champion causes rather than territories or groups.

  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at 1st level are added on as a bonus, not multiplied in.)
  • +2 Racial Bonus to any one type of Profession check. Most humans are raised in the traditions of a specific profession, to follow in their family's footsteps.
  • Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). Humans mingle with all kinds of other folk and thus can learn any language found in an area.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, her highest-level class does not count.
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