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Humans

Humans are often described as ambitious, adaptable, and restless. Ask an elf what they think of humans, and they will likely tell you that humans never seem content to leave well enough alone. Ask a dwarf, and they may tell you that humans are always in a hurry. Although there is some truth to both claims, it is this drive that has allowed humans to spread across nearly every corner of Cerrix.

Humans vary greatly in height, build, complexion, and appearance, more so than most other peoples. Human culture places great value on self-determination, and human societies can differ wildly from one another. Some produce renowned scholars and philosophers, while others are known for soldiers, merchants, farmers, or sailors. Humans tend to value practical knowledge alongside formal education, and they are quick to adopt useful ideas from their neighbors. Because of this, humans produce a wide variety of experts, although they rarely dominate any single field for long.

Human societies range from strict kingdoms and republics to loose tribal confederations. Crime exists in most human settlements, simply because of how large and diverse human populations tend to be. Some communities punish criminals harshly, while others attempt rehabilitation. Human settlements often change rapidly from generation to generation, and laws that seemed sensible fifty years ago may be replaced by entirely new customs today.

Human communities can be found almost anywhere. They build villages along rivers, cities beside trade routes, and settlements in deserts, forests, mountains, and grasslands. Human architecture varies greatly depending on local resources and traditions. One human city may be built entirely of stone while another relies on timber, clay, or brick. Human settlements are often noisy places, filled with markets, workshops, and travelers from distant lands.

Humans take pride in personal accomplishments more than any particular style of dress. Clothing, hairstyles, and jewelry vary greatly from region to region. Some humans shave daily while others wear long beards. Some decorate themselves with fine silks and precious metals, while others wear simple practical garments. Human fashions change frequently, and a style considered fashionable one decade may seem hopelessly outdated the next.

All humans share the following gameplay elements.

As a human, you automatically gain access to all features below.

After selecting your class, you gain access to an additional ancestral feature based on your selected classes keyword. If your class has multiple keywords, or you are a multi-classed character, you can select 1 of the keywords granted to you by your class, and gain the feature with that keyword listed below.

Humans come into strength quickly and spend it just as fast, their best years brief but bright. They grow wiser as they weaken, trading vigor for judgment in a steady, inevitable decline. Few escape the weight of age, and fewer still remain formidable in both body and mind for long.

To randomly roll your starting age, you must first determine your class keywords. If you have 1 class keyword, take the Base Age for the keyword, and add the result of the Roll for the keyword as well. If you have more than 1 class keyword, you use the highest base age for your keywords, but roll all dice in the roll column for each class keyword you have.

Class KeywordBase AgeRoll
Arcanist204d8
Adept132d8
Priest183d8
Soldier132d6

After determining your age, you apply all age factors below for your current age, and every age lower. Thus, an elf who starts in their prime must step through all Young and Prime attribute adjustments. Note that some age requirements are optional.

As a reminder, during character creation, your attributes cannot go above 19, nor below 6 due to aging bonuses and penalties. Simply ignore any bonuses or penalties that would adjust your attributes so.

Some age breakpoints overlap; and when aging a character, once you hit the age breakpoint, you can choose to delay your attribute adjustments for up to 1 year, but must apply the attribute adjustments before you reach the age that doesn’t overlap. For example, 25 is both Young and Prime. Once you reach 25, you can choose to apply the attribute adjustments for being Prime, but you do not have to. During any rest between age 25 and 26 you can decide to apply the attribute adjustments, but it must be done by the time you turn 26, or it is done the first rest you have once you turn 26.

Humans younger than 15 do not adventure. Young humans are not quite fully grown, but since they live so short, they start to be seen as adults around this age. However, they are also expected to prove themselves quickly, or be dismissed just as quick.

As a young human, you have the option to make the following attribute adjustments. If you do, you must apply all of the adjustments listed.

  • Select any attribute. Increase the selected attribute by +1.
  • Select a different attribute that you didn’t select above. Reduce the selected attribute by -1.

Humans in their prime are the backbone of society, making up the bulk of soldiers, laborers, and workers.

As a half-elf in your prime, you have the option to make the following attribute adjustments.

  • Select any two different attributes. Increase the selected attributes by +1.
  • Select a different attribute that you didn’t select above. Reduce the selected attribute by -1.

Mature humans are experienced and respected; often placed in charge or deferred to in disputes. They start to lose some of their physical prowess, but have gained in wisdom.

As a mature human, you must make the following attribute adjustments.

  • Your Logic, Reason, Savvy, and Presence attributes are increased by +1.
  • Select two attributes from the following list: Brawn, Heartiness, Agility, or Precision. Reduce the selected attributes by -1.

Aging humans are seen as slowing; valued for counsel, but rarely for labor or war.

As an aging human, you must make the following attribute adjustments.

  • Your Logic, Reason, Savvy, and Presence attributes are increased by +1.
  • Select two attributes from the following list: Brawn, Heartiness, Agility, or Precision. Reduce the selected attributes by -1.

Upon reaching the Elderly age, roll 2d20 and note the result. Add this result to 70, and you find the age you will die of old age. Elderly humans can be seen as either revered elders or burdens, depending on their means and reputation.

As an elderly human, you must make the following attribute adjustments.

  • Your Logic, Reason, Savvy, and Presence attributes are increased by +1.
  • Your Brawn, Heartiness, Agility, and Presicion attributes are reduced by -1.

Humans have a special provision to them, as they age, they quickly lose some of what once made them so mighty. Upon reaching 80, and every 5 years thereafter (85, 90, 95, 100 etc…), Humans will reduce their Logic, Reason, Savvy, and Presence attribute by 1 point each, and their Brawn, Heartiness, Agility, and Presence by 2 points each. This trend continues until they die of old age, or one of their attributes reaches 0, and they die from that.

To randomly determine your character’s height and weight, start by rolling 2d10, record the total as “extra inches” and then roll a 2d4. Multiple your “extra inches” result by the result of the 2d4 roll to get your “extra weight”.

For males, add your “extra inches” to 58 inches to get how tall you are in inches, additionally, add the “extra weight” to 120 lbs. to get your starting weight. If you are female, add your “extra inches” to 53 inches, and add your “extra weight” to 85 lbs.