Human

Humans in Kyme have survived through their adaptable nature and indomitable will to thrive in the face of devastation. Early in their history, humans were merely preyed upon by the beings that swarmed in the dark and ignored by the other peoples of Kyme. Yet through ingenuity and ambition, humanity rose to fight alongside the other races and vanquish the dragons that has brought tyranny to the whole of the world. Though, from this arose a greater conflict, the War of Extinction that drew all peoples toward their destruction. Only through the intervention of Arkyme was peace established. The humans hold a founding seat on the Council of Arkyme.

Human Ethnicities

Humanity, a people marked by their multitudes and the myriad of ways they live. By conquest, bondage, migration, and their own ambition, humans have spread across Kyme over the Ages. With a diverse approach to life and variations in appearance, the ethnic groups of Kyme's humans have created cultures and beliefs that differ from region to region. There are six distinct ethnic groups for humans of Kyme. Each group has been influenced by their environment, history, and proximity to the others of Kyme's race.

Gydon

Defined by the ideals of civilization and a vigorous approach to life, the Gydon have thrived in the midst of Kyme's peoples. The Gydon are tawny-skinned humans, with umber to sandy color of hair that call the Aurous Plains and the Unwavering Shore their homeland. Though as the most populous of humanity, they have spread far and wide. Their culture has been profoundly shaped by the Holy Orders of Synstasia, as they seek to spread the Lighted Path. Yet, the tenets and oaths of the gods are not solely what drives them. For the winds across the grasslands and the tides that meet the shore enliven them. With edifying grandeur, the Gydon erect temple spires and marble columns to surround brilliant frescos and courtyards of marble in countless settlements across their lands and any they settle upon.

Gydon Names: Atavia, Aleksander, Caius, Dantes, Desimus, Felix, Hecina, Icarus, Iratian, Kassandra, Leda, Lucan, Marara, Menen, Natalinus, Pherseus, Persella, Secundus, Severa, Thracinia, Titus; (Surnames) Amphoa, Artorius, Constantine, Cyrica, Divinost, Fulcinis, Gravius, Hecava, Iulius, Koimenkos, Leon, Platorius, Septamus, Spartlanos, Stathus, Synnolien, Varian, Venelaus

Hon

Known for their contemplative codes of honor and nomadic way of life, the Hon have proved the most resilient of humans. Hon are of a yellowish-bronze skin tone and sable of hair, long dwelling in the Windward Steppes and Everblades. In the Age of Fire dragons dominated the world. Yet, for the Hon the rule of dragonkind was founded upon the trepidation of the dragons facing them, as they are masters of equine archery and nomadic ways. Dragons and the draconic took to building great cities from where they could claim dominion, yet the steppes still belonged solely to the Hon. This accord with the dragons guided Hon culture: building artful settlements into the cliffs and mountains, with architecture echoing the coils of a dragon, scaled roof tiles, arched pavilions, and walled compounds. As the Hon range over most of the northern reaches of the world, their place amongst humanity is as broad as the horizon.

Hon Names: Akina, Amashi, Aoi, Din-yao, Gennosuke, Hanzou, Hara, Inko, Jin-shan, Katano, Kenji, Laan, Lien, Min-lee, Nanao, Raijen, Rousai, Saito, Sansho, Sen, Shoto, Sung-nam, Tenzhen, Tienlin, Xedek, Xufeng, Yagi, Yeon-sook, Zhen; (Surnames) Aido, Akaguro, Haomen, Hiromi, Itsuma, Kagawa, Kusanagi, Muhbai, Orenaka, Rantenshen, Ruanji, Saemon, Shuohai, Tomura, Tsune, Waen, Xun, Yaanjao, Zhifune

Norfik

Noted for their diligence of craft and stark valor, the Norfik are an intrepid people pushing the very boundaries of where humanity treads. Fair of skin and hair, the Norfik live in the far north of Kyme, calling the Vespered Timberlands and Eldercrown Mountains their home. Led north in their migrations, humans took to living side by side with the Northern Lycan Pack and Dwarven Kingdoms along their river borderlands. Norfik began to adopt the proud sailing traditions of the dwarves in the Northern Rivers, and the tribal teachings of the lycan, creating the cultural heritage of the Norfik. Grand lodges of carved wood and stone, imposing mountain fortresses, and elevated cottages are built by the Norfik to hold against the harshest of icy tempests. The brutal environments of the north have tested the Norfik, and long have they endured.

Norfik Names: Agila, Aitwar, Bjarka, Gaatha, Gustav, Hilderic, Hisarna, Iliana, Johan, Kaethe. Milos, Nevena, Odette, Sigesar, Sinisa, Sören, Svinthia, Theodemer, Vid, Walahmar, Werner, Ziva; (Surnames) Bacall, Brahe, Czerntiev, Drach, Ëgner, Filidmer, Haneke, Hardt, Ilndorf, Jogentach, Köhut, Radegotha, Ramberg, Rothausen, Thorismund, Tomasek, Sigurdsson, Varindottir, Wittigörn

Kagyr

Far-reaching with their eminent trade caravans and fleets, they have wandered where few others have tread, for the Kagyr are a people marked by their hidden depths. Of copper hued skin, with dark wavy hair these are people of the Barrens and the Elder Deeps. In the Age of Water eldritch beings swarmed like a tide over the world, and the Kagyr draw their origins from this epoch. A people inured to the knowledge of the beings beyond the cosmos, the Kagyr have long been estranged from the other peoples of the world. Their cities brimming with near otherworldly mosaics, crystalline minarets, veiled terraces, and spiraling domes. The Kagyr have gained the hard-won wisdom that one must tread madly where horrors worse than death await.

Kagyr Names: Ahmat, Cemai, Dharati, Haedj, Hethulid, Idrami, Khidama, Khohar, Malihe, Mozdhe, Omid, Pramahith, Raha, Royam, Sihtwan, Sharam, Sraesh, Vahid, Usahla, Yaslu, Yeshim, Yuvrani; (Surnames) Ahlsdram, Azhidrath, Dervesha, Eersetha, Ishtavade, Khal, Kharakt, Miiraz, Naran-Syn, Nyarl'ahtep, Oth-Aukur, Qasemi, Rushdi, Satav'lekar, Srivastav, Ul-Bokhari, Ul-Urath, Zarethlu

Kreon

With woesome intuition the Kreon make their way in the world as survivors, shaped by their kinship with death. Kreon people are of ebony skin tone with ruddy to dark curly hair, claiming the Rotmire and Endless Canopy as their lands. Long have the Kreon lived in these unmerciful environs, where death and life seem one in the same. Arising from this belief, Kreon culture embraced the duality, with a mysticism based in necromantic rites. And as the War of Extinction began, the Kreon found their lands and peoples ravaged, and these beliefs only deepened. Entering a Kreon settlement one might witness those "sainted" by a priestesses, as the dead will walk once more with their kin, aiding in the community's survival. Gathering in migratory village flotillas, carving out communes in the jungle canopy, or erecting monumental ziggurats upon the sacred rivers, the Kreon affirm the ever-adaptable nature of humanity. As they are a people who have found solace and strength in their own ways.

Kreon Names: Aǧbe, Ahagwe, Bahr'un, Bo'ijhi, Chyl, Druzu, Dzele, Guedé, Hōtzi Ibasie, Lbeku, Jukali, Kahega, Madukwe, Màwue, Nikiru, Pet'hana, Shango, Somol, Tolrar, Tunloa, Zoumana; (Surnames) Akāfo, Bhatunde, Chĭsa, Dàn'taala, Gbedun, Hal'dami, Ijendu, Juombi, Komango, Ludhe, Mordelé, Obatala, Ongisu, Sàmassa, Samdi, Temadarú, Verdusi, Voduam, Xèbioso, Yobana

Slygish

Proven adept as hunters and keepers of beasts, living in a rare unity with the wilds, the Slygish stand apart from the rest of humanity. Amber-skinned and brown or black of hair, they range across the Green Reach and Shadowed Passes. As the elves retreated into the Depths as the dragons ruled the world in the Age of Fire, the Slygish claimed the forests and mountains of the South as their own. Within the ruins of the elves the Slygish learned the secrets of the lands, and protected them as their own. Yet as the last dragon was slain and the elves returned to the surface, they found part of humanity had taken to their ways. With a stern acceptance the Slygish have continued an accord with the elves. Shaping themselves to the lands, the Slygish have honed their culture where civilization and wilderness are as one. Guiding stone and bending tree, carving roads along the paths of root and mountain, Slygish settlements are made with a deep insight into nature. The ashelk, the wraith eagle, the weald wolf, and all manner of beasts tread in the midst of the Slygish, as they are all kin of the lands.

Slygish Names: Ananq, Chasca, Cheyehma, Dakoya, Etsila, Hopdei, Kylcha, Lohe, Matoskan, Natchue, Okomi, Rontu, Sachat, Seneca, Tsiyi, Wasilpa, Wohali; (Surnames) Apo Neka, Apsisa, Arrohatec, Dyrahontas, Epache, Huitaca, Inti, Ka Ata, Khuno, Lahunacawh, Mysatahn, Nashayoke, Navatol, Osumseh, Rehatan, Saca Kiak, Siouan, Tatontca, Tecuhawnee, Tsenacom, Weninche, Witsatqueh

Human Traits

Ability Score Increase - Your ability scores all increase by 1.

Age - Humans approach adulthood at various ages across the world, but generally are considered grown by their second decade. Humans can live just beyond a century.

Alignment - Humanity is equally capable of good and evil and law and chaos.

Death - The soul of humanity rises to the greatest of heights to the lowest of depths, their souls passing into realms due the lives they lived.

Size - Humans are diverse in their physiques and statures, with some less than 5 feet, to some over 7 feet in height. You are size Medium.

Speed - You have a walking speed of 30 feet.

Institutional Axiom - Reliant on intuition, tradition, or fate. As a human you can add half your level (rounded down) to an ability check before the DM determines the success of the check. You can't use this trait again until you finish a long rest.

Sole Ambition - Whether long dreamed or by fleeting circumstance, an aspiration of your human life is realized. You gain one feat of your choice.

Languages - You can read, write, and speak Common as well as one other language. Humanity's dispersion across the world and their interactions with the other people's of Kyme, have obliged them to adopt the languages of others.

Human Variants

If choosing the Kagyr, Kreon, or Slygish human ethnicity you can replace the Sole Ambition or Institutional Axiom trait for the following:

Southerner's Eyes. You and your ancestors have long lived in the twilight of the southern hemisphere of Kyme. You gain darkvision to a range of 30 feet and can see in dim light as if it were brightly lit, and darkness as if it were dimly lit. You can’t discern color in darkness, only shades of gray.

If choosing the Gydon, Hon, or Norfik human ethnicity you can replace the Sole Ambition or Institutional Axiom trait for the following:

Northerner's Knack. Long have you and your kin called the northern hemisphere of Kyme your homeland, and raised amongst its interconnected peoples. When you make an ability check if your total is below the ability score, the total becomes equal to your ability score. You can use this ability only once per hour.

Human Attitudes

With a singular place amongst the peoples of Kyme, humanity has spread their varying cultures the world over. This has led to humans as a whole having wildly different outlooks on the other peoples of the world, and each other.

Vampires - "They have been a plague upon humanity across the Ages. Yet, many a human has joined them in their immortal thirst. And thanks to Arkyme, that thirst is slated."

Dwarves - "The most steadfast of peoples, but if you want something of a dwarf, you best ask early in your life."

Lycans - "They might look a bit like us when they want, but those eyes. Not one human has eyes as fierce as the most meek of the Lycan."