=====
Human
=====

In the reckonings of most worlds, humans are the youngest of the common races,
late to arrive on the world scene and short-lived in comparison to dwarves,
elves, and dragons. Perhaps it is because of their shorter lives that they
strive to achieve as much as they can in the years they are given. Or maybe
they feel they have something to prove to the elder races, and that’s why they
build their mighty empires on the foundation of conquest and trade. Whatever
drives them, humans are the innovators, the achievers, and the pioneers of the
worlds.


A Broad Spectrum
----------------

With their penchant for migration and conquest, humans are more physically
diverse than other common races. There is no typical human. An individual can
stand from 5 feet to a little over 6 feet tall and weigh from 125 to 250
pounds. Human skin shades range from nearly black to very pale, and hair
colors from black to blond (curly, kinky, or straight);
males might sport facial hair that is sparse or thick. A lot of humans have a
dash of nonhuman blood, revealing hints of elf, or c, or other lineages.
Humans reach adulthood in their late teens and rarely live even a single
century.


Variety in All Things
---------------------

Humans are the most adaptable and ambitious people among the common races.
They have widely varying tastes, morals, and custom sin the many different
lands where they have settled. When they settle, though, they stay: they build
cities to last for the ages, and great kingdoms that can persist for long
centuries. An individual human might have a relatively short lifespan, but a
human nation or culture preserves traditions with origins far beyond the reach
of any single hum an’s memory. They live fully in the present—m akin g them
well suited to the adventuring life—but also plan for the future, striving to
leave a lasting legacy. Individually and as a group, humans are adaptable
opportunists, and they stay alert to changing political and social dynamics.


Everyone’s Second-Best Friends
------------------------------

Just as readily as they mix with each other, humans mingle with members of
other races. They get along with almost everyone, though they might not be
close to many. Humans serve as ambassadors, diplomats, magistrates, merchants,
and functionaries of all kinds.

**Dwarves.**
“They’re stout folk,
stalwart friends, and true to their word. Their greed for gold is their
downfall, though.”

**Elves.**
“
It’s best not to wander into elven woods. They don't like intruders, and
you’ll as likely be bewitched as peppered with arrows. Still, if an elf can
get past that damned racial pride and actually treat you like an equal, you
can learn a lot from them.”

**Halflings.**

"It’s hard to beat a meal ina halfling home,
as long as you don’t crack your head on the ceiling— good food and good
stories in front of a nice, warm fire. If halflings had a shred of ambition,
they might really amount to something.”


Lasting Institutions
--------------------

Where a single elf or dwarf might take on the responsibility of guarding a
special location ora powerful secret, humans found sacred orders and
institutions for such purposes. While dwarf clans and halfling elders pass on
the ancient traditions to each new generation, human temples, governments,
libraries, and codes of law fix their traditions in the bedrock of history.
Humans dream of immortality, but (except for those few who seek undeath or
divine ascension to escape death’s clutches) they achieve it by ensuring that
they will be remembered when they are gone.

Although some humans can be xenophobic, in general their societies are
inclusive. Human lands welcome large numbers of nonhuman s compared to the
proportion of humans who live in nonhuman lands.


Exemplars of Ambition
---------------------

Humans who seek adventure are the most daring and ambitious members of a
daring and ambitious race. They seek to earn glory in the eyes of their
fellows by amassing power, wealth, and fame. More than other people, humans
champion causes rather than territories or groups.


Human Names and Ethnicities
---------------------------

Having so much more variety than other cultures, humans as a whole have no
typical names. Some human parents give their children names from other
languages, such as Dwarvish or Elvish (pronounced more or less correctly), but
most parents give names that are linked to their region ’s culture or to the
naming traditions of their ancestors.

The material culture and physical characteristics of humans can change wildly
from region to region. In the Forgotten Realms, for example, the clothing,
architecture, cuisine, music, and literature are different in the northwestern
lands of the Silver Marches than in distant Turmish or Impiltur to the
east—and even more distinctive in far-offKara-Tur. Human physical
characteristics, though, vary according to the ancient migrations of the
earliest humans, so that the humans of the Silver Marches have every possible
variation of coloration and features.

In the Forgotten Realms, nine human ethnic groups are widely recognized,
though over a dozen others are found in more localized areas of Faerun. These
groups, and the typical names of their members, can be used as inspiration no
matter which world your human is in.


Calishite
^^^^^^^^^

Shorter and slighter in build than most other humans, Calishites have dusky
brown skin, hair, and eyes. Th ey’re found primarily in southwest Faerun.

**Calishite Names:**
(Male)
Aseir, Bardeid, Haseid, K hem ed, Mehmen, Sudeim an, Zasheir;
(female)
Atala, Ceidil, Ham a, Jasmal, Meilil, Seipora, Yasheira, Zasheida;
(surnames)
Basha, D um ein, Jassan, Khalid, Mostana, Pashar, Rein


Chondathan
^^^^^^^^^^

Chondathans are slender, tawny-skinned folk with brown hair that ranges from
almost blond to almost black. Most are tall and have green or brown eyes, but
these traits are hardly universal. Humans of Chondathan descent dominate the
central lands of Faerun. around the Inner Sea.

**Chondathan Names:**

(Male)
Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd;
(female)
A rveene, Esvele, Jhessail, Kerri, Lureene, Miri, Row an, Shandri, Tessele;
(surnames)
Am blecrown, Buckm an, Dundragon, Evenwood, Greycastle, Tallstag


Damaran
^^^^^^^

Found primarily in the northwest of Faerun, Damarans are of moderate height
and build, with skin hues ranging from tawny to fair. Their hair is usually
brown or black, and their eye color varies widely, though brown is most
common.

**Damaran Names:**

(Male)
Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor;
(female)
Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora;
(surnames)
Bersk, Chernin, Dotsk, Kulenov, Marsk, N em etsk, Shemov, Starag


Illuskan
^^^^^^^^

Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have
raven-black hair, but those who inhabit the extreme northwest have blond, red,
or light brown hair.

**Illuskan Names:**
(Male)
Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth;
(female)
Am afrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra;
(surnames)
Brightwood, Helder, Hornraven, Lackm an, Storm wind, Windrivver


Mulan
^^^^^

Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan
are generally tall, slim, and am ber-skinned, with eyes of hazel or brown.
Their hair ranges from black to dark brown, but in the lands where theM ulan
are most prominent, nobles and many other Mulan shave off all their hair.

**Mulan Names:**
(Male)
Aoth, Bareris, Ehput-Ki, Kethoth, Mum ed, Ram as, So-Kehur, Thazar-De, Urhur;
(female)
Arizim a, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis;
(surnames)
Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt


Rashemi
^^^^^^^

Most often found east of the Inner Sea and often intermingled with theM ulan,
Rash em is tend to be short, stout, and muscular. They usually have dusky
skin, dark eyes, and thick black hair.

**Rashemi Names:**
(Male)
Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaum ar, Vladislak;
(female)
Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tam mith. Yuldra;
(surnames)
Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina


Shou
^^^^
The Shou are the most numerous and powerful ethnic group in Kara-Tur, far to
the east of Faerun. They are yellowish -bronze in hue, with black hair and
dark eyes. Sh ou surnames are usually presented before the given name.

**Shou Names:**
(Male)
An, Chen, Chi, Fai, Jiang, Jun, Lian, Long, M eng, On, Shan, Shui, Wen;
(female)
Bai, Chao, Jia, Lei, Mei, Qiao, Shui, Tai;
(surnames)
Chien, Huang, Kao, Kung, Lao, Ling, Mei, Pin, Shin, Sum, Tan, Wan


Tethyrian
^^^^^^^^^

Widespread along the entire Sword Coast at the western edge of Faerun,
Tethyrians are of medium build and height, with dusky skin that tends to grow
fairer the farther north they dwell. Their hair and eye color varies widely,
but brown hair and blue eyes are the most common. Tethyrians primarily use
Chondathan names.


Turami
^^^^^^

Native to the southern shore of the Inner Sea, the Turami people are generally
tall and muscular, with dark mahogany skin, curly black hair, and dark eyes.

**Turami Names:**

(Male)
Anton, Diero, Marcon, Pieron, Rim ardo, Romero, Salazar, Um bero;
(female)
Balam a, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda;
(surnames)
A gosto, A storio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo


Human Traits
------------

It’s hard to make generalizations about humans, but your human character has
these traits.

**Ability Score Increase.**
Your ability scores each increase by 1.

**Age.**
Humans reach adulthood in their late teens and live less than a century.

**Alignment.**
Humans tend toward no particular alignment. The best and the worst are found
among them.

**Size.**
Humans vary widely in height and build, from barely 5 feet to well over 6 feet
tall. Regardless of your position in that range, your size is Medium.

**Speed.**
Your base walking speed is 30 feet.

**Languages.**
You can speak, read, and write Common and one extra language of your choice.
Humans typically learn the languages of other peoples they deal with,
including obscure dialects. They are fond of sprinkling their speech with
words borrowed from other tongues: Orc curses, Elvish musical expressions,
Dwarvish military phrases, and so on.


Variant Human Traits
--------------------

If your campaign uses the optional feat rules from chapter 5, your Dungeon
Master might allow these variant traits, all of which replace the human’s
Ability Score Increase trait.

**Ability Score Increase.**
Two different ability scores of your choice increase by 1.

**Skills.**
You gain proficiency in one skill of your choice.

**Feat.**
You gain one feat of your choice.