Human
Humans, also called the devout kindred, are among the most common of the peoples of Noefra. Created by the gwerin from goblinoids and gwerin blood during the interregnum between the Second and Third Ages, they dominated the Third Age with their devotion to the gods that arose with the dawn of the Third Age.
Physically, humans are the standard against which others are measured. They have wide variance in hair and eye color, stature (although few are as short as dwarves or as tall as jazuu), and facial features. But an observer from the outside will see them as recognizably “human” (despite the significant internal differences necessary for a magical world). They occupy the middle ground of the lineages: not as strong as orcs, not as aetherically gifted as gwerin, not as connected to the spirits as the ihmisi, nor as durable as dwarves. Instead, they have faith and community. Unique among the lineages, they willingly and gracefully include others, even strangers, into their kin-esque groups. They lean on the gods and Powers, using whatever sources of power and help they can. Where ihmisi and orcs and dwarves have clans and gwerin have families, humans build nations on ideas and shared history.
There are three main human cultures in western Noefra. Wall-builders are the most widespread, with Night’s Children dominating Byssia, and Fang-kin dwelling in the Jungle of Fangs.
Lineage Traits
- Ability Score Increase. +1 Intelligence OR Wisdom
- Age. Adult at 16, live until 80-ish
- Size. Medium. 5′ - 6′6″, 100-300 lbs
- Speed. 30 feet.
- Status. Core
- Languages. You know Common.
- Additional Proficiencies. You gain proficiency in one skill and language of your choice.
- Desperate Plea (+). As a reaction when you make an attack roll, an ability check, or a saving throw, you can choose to reroll the check and take the second result. If you had advantage or disadvantage, the reroll does as well. You can use this trait a number of times equal to half your proficiency bonus, regaining expended uses when you finish a long rest.
Fang-kin
The fang-kin of the Jungle of Fangs are the shortest and slightest ethnic group of humans in Noefra. They rarely display any notable musculature or fat; both males and females are slender. Fang-kin are seen as somewhat androgynous by the other human cultures as they show only minimal secondary sexual characteristics and their features are delicate. Their notable feature is that they have visible patches that are reminiscent of snake scales scattered across their bodies; these flush and become more visible when they are experiencing strong emotions.
Their culture prizes snakes as symbols of royalty, and nimble dancing is part of the worship of the Queen Ascendant. Music and dancing are key skill most fang-kin are taught early on.
- Ability Score Increase. +2 Dexterity
- Additional Proficiencies. You are proficient in poisoner’s kits, Medicine, and Iath Neidr (the ancient Fanged Kingdom language).
- Tumbling Dance. You can move through an opponent’s space, counting it as difficult terrain. This provokes opportunity attacks.
When an opponent misses you with an opportunity attack, you can use your reaction to make a melee weapon attack with an equipped weapon against them. You do so at advantage.
Night’s Children
Visually the most distinct, the Night’s Children of Byssia are generally tall and statuesque, with visible musculature. With very pale skin (that rarely tans or burns) and pure-black, straight hair, they have the least internal variation. Descended from the ancient Nocthians, who were an isolated people, the Night’s Children stand out from the rest.
Culturally, they are dedicated to the worship of Nocthis, Lady of Mystery and thus are inveterate delvers into secrets. This is asymmetric; they delve into other peoples’ secrets while keeping their own closely guarded.
- Ability Score Increase. +1 Strength, +1 Intelligence
- Additional Proficiencies. You are proficient in Investigation and Insight.
- Darkvision. The Lady of Mystery, Queen of Night, has gifted you with darkvision out to 60 ft.
- Intuitive Detective. When you make an Investigation check to discover a hidden door, trap, or concealed lever, you add twice your proficiency bonus. When you make an Insight check to figure out what secrets someone is keeping or detect a hidden motive, you gain one additional insight on a success.
Wall-Builder
The wall-builders, native to the Sea of Grass, are a mixed group who can trace their heritage back to the confusion around the Cataclysm about 250 years ago. Physically, they are have medium-brown skin, stand shorter and rounder than most, and have wide variation in hair. The median wall-builder has curly brown hair, but red, blonde, and even more exotic hair colors are known.
Culturally, wall-builders are the most god-bound, worshiping the Seasonal Four. They’re also the most community-oriented by far. Their name comes from a tradition that the first thing built in a new settlement is a wall, at least a palisade. This stems from the days when the Kaelthians who became the wall-builders thought they were alone in the world besides the monsters.
- Ability Score Increase . +1 Constitution, +1 Wisdom
- Linguist. Wall-builders live in the most melting-pot areas linguistically. This gives many of them a knack for picking up languages. When you listen to conversation in a language you don’t speak for at least 10 minutes, you can pick up the rudiments; enough to be understood, but not enough to convey subtle details.
Additionally, you can make out the basic sense of any text written in a script for which you are fluent in at least one language. This does not help you decipher intentionally obfuscated or encoded messages.
- Diplomat. When you attempt to persuade someone to bypass procedures or to stop hostilities, you always interact as if the opponent is at worst indifferent to you.