Average Height: 5’8”-6’6”
Average Weight: 135-235 lbs
Ability Scores: +2 to any 2 stats
Speed: 6 squares
Languages: Common, choice of one other (Lilithai, Garaou, Kurothe, or dwarven)
Bonus At-Will Power: Humans gain an additional At-Will power from their class
Human Resiliency: Humans gain +2 healing surges per day
Skill Bonuses: +2 Heal, +2 Diplomacy, +2 Religion or Nature
Bonus Feat: Gain an additional feat at lvl 1. You must meet the feat’s prerequisites.
Human Defenses: +1 bonuses to Fort, Will, and Reflex defenses, and an additional +1 to either Fort, Will, or Reflex of your choice.
Bold: Humans are resilient little buggers that don’t spook easy. Gain +5 to saving throws vs fear effects. This does not apply to saving throws made against the Garaou’s lahou-inspired Lunacy.
Leading by Example: Whenever a human uses their Second Wind, all allies within burst 5 can spend a healing surge.
Human Reserves: Gain Human Reserves power described below
Inspire Allies: Gain Inspire Allies power described below
Choose an expended Encounter power. Regain one use of that Encounter power. This ability operates independently of other powers granting additional uses of Encounter powers.
“Whatever you just did, do it again!”
Target: One ally
The designated ally regains one additional use of a Daily power they had already expended. This ability operates independently of other powers granting additional uses of Daily powers.
The humans of Oros Milav are a hardy breed, tempered by their gorgeous but harsh environment. Most humans are naturally pale, though they do tan when exposed to high volumes of sun in the summer or continual snow-reflection in the winter. They tend to have blonde or black hair and blue or brown eyes, though brown hair, redheads and green-eyed humans do pop up in the genetic mix.
Only a fool (or a Lilithiul) would dress without regard for the weather in Oros Milav, and any human that makes it past age five is no fool or obviously had (or has) some help. Rich furs are always in demand for both fashion and practicality. Leathers pad and insulate armor from the chill. Wool is woven into thick, heavy fabrics to keep the cold at bay, often dyed in somber tones of green, brown, rust, or grey and bearing old runic designs or some motif of the most popular animals in folklore (wolf, bear, eagle, raven, stag, and vulture).
Humans have been unknowingly interbreeding with the Garaou for centuries. Lilithiul and humans are certainly similar enough to produce viable offspring, but the two cultures have only openly mixed in the past two years, not enough time to produce any significant numbers of half-breeds (especially considering a Lilithiul’s capricious fertility).
Humans of Oros Milav
Prior to the Age of Nations, no written human records existed. Most historians agree that the warring, raiding tribes eventually found niches of territory in which to settle, and the tribes became city-states, which then became one nation upon the arrival of the first Queen. No two historical records, legends, or songs are exactly alike when it comes to describing the arrival of the first Queen, but most tend to agree that a human woman was chosen by the Goddess to be Her conduit to the mortal world and shepherd Her people. The tribal city-states ceased their incessant infighting at this divine revelation and turned their furor to securing their borders. Shortly thereafter, the nation of Oros Milav was born.
Lilithiul claim that human tribes moved into their crashed cities shortly after the Fall. While historians agree that some of the oldest human cities share some topographical and structural similarities, few have their eyes on the past. Five new races have announced themselves within the humans’ borders with no intention of leaving. Humans, on the whole, are far more concerned with the future than what lies behind them.
That being said, there are still strong traditions within human society that many cling to in this time of change. Old runes are often inscribed above doors to homes and businesses along with horseshoes. Festivals are still held at every equinox. Orphans are honored on the first day of spring of every year. The dead in coastal areas are set to sea in burning ships; inland, great cairns mark the sites where the dead were buried with solemn song. The greatest of all festivals and feasts to the Goddess starts on the darkest day of the midwinter and continues for a week in which all manner of revelry is somehow balanced with intense reverence, urging the Goddess to show her golden face once again in the spring.
Playing a human of Oros Milav
Present times are the most exciting the nation has seen in centuries. Humans have taken to the emergence of the other races with equal thrill and pause. They are quick to see the practical aid the other races can offer, even quicker to see that several common enemies lurk within the shadows of the wilds and their cities. Still, if five races could materialize under their very noses, what lies in the unexplored corners, nooks, and crannies of the world? A thirst for adventure has taken the younger generation of humans by storm.
Religion is a defining factor for nearly every human’s life in Oros Milav. The Goddess is not simply an abstract female figure thrust forward to pacify the masses, nor a lingering re-interpretation of older, more superstitious and elemental beliefs. She is a tangible force to be felt and contend with, whether in a temple, in the words of Her believers, or in the presence of the Queen. The Lilithiul confirm this. Her teachings do not lend themselves to zealotry, and therefore many humans divert their efforts to activities other than preaching on street-corners and scripture-thumping. Their rationale is that they don’t need to. Humans may still hold sacred animals in a folklore-type reverence, they may still use runes of power and protection from times immemorial, but in their minds such things are not blasphemy. All serves to glorify the Goddess.
In stark contrast to this is the newest and perhaps most insidious threat ever faced by the nation of Oros Milav – the Death’s Head cultists. Primary comprised of the downtrodden, disillusioned masses who feel unsatisfied with the Goddess’ gentle teachings of patience and self-determination, many have turned to Her enemy for immediate rewards and instant gratification. They do the deceiver’s work in secret, infiltrate orderly establishments and prey on peasant fears. Though publically loathed – and not just by humans – the Cult seems to never run out of fuel or manic zealots. It is said that the whispers of the Tasuh are insidious indeed, and the nation of Oros Milav will need to muster all of its legendary fortitude to survive the coming storm.
Relations with Other Races
Humans cover the spectrum of reactions to their new neighbors, and while the below descriptions comprise the general bulk of the race’s perceptions, there will always be locales and communities that differ – sometimes drastically – from what is written below.
Lilithiul: Ever since the Fall, scattered sightings of stray Lilithiul or rare scouting parties inspired tales of ‘light-winged fairies’ to keep children up at night. After the destruction of the Epoch Gate two years ago, said ‘fairies’ started peeking tentative noses out of their hidey-holes. The two races quickly warmed to each other and humans almost consider Lilithiul silver-haired siblings. The Lilithiul can do a lot of things humans can’t, but humans have a knack for success and an infectious joie de vivre that is slowly but surely bringing many timid Winged Ones out of their guilty shells.
Garaou: Humans have always regarded the wild wolves with a healthy mixture of fear and respect. The howl of a wolf makes children toss uncomfortably in their sleep, and even the bravest of hunters has nightmares of being cornered by a pack. With the Garaou veil of secrecy now so tattered humans can see through it in some areas, the reasons for those fears are starting to take on a whole new light. Fighting alongside the Garaou gives humans a sense of place; it’s not easy to walk side-by-side with your one true predator, but as always, the call of greater concerns stirs greater reserves of courage in humans.
Kurothe: Most scholars didn’t give a lick of credit to the traveler’s tales regarding hill giants. Now said giants walk the streets beneath the scholar’s towers. The Kurothe, in civilized areas, are a huge novelty (no pun intended). Most humans immediately see the wisdom in not actively irritating anything that large, and the Kurothe, for the most part, do their best to comply with the laws of the lands they visit. The two races typically regard one another with an intense curiosity, but their overall relationship is still a burgeoning one.
Gnomes: Humans and gnomes have lived together for years. A household that found a gnome living amongst them was considered a blessed one. Gnomes stick around for generations if those generations are good to them, and might even bond with a particular individual. A human who grew up with a gnome in the house as a child might still find the small one following them around and accompanying them on adventures. The humans who know gnomes know not to cross them. Those that don’t quickly pay the price.
Dwarves: Dwarves are the most recent addition to the human catalog of local species. While the other races were at least mentioned, hinted at, in old legends and hushed tales, dwarves never once made it into the human mythos. That probably had more to do with the dwarves’ tendencies to stay in their mountain fortresses far beyond the reach of all but the most dogged of human explorers. Most dwarves still do prefer the comfort and familiarity of their home territories, but a decent number of them are now out and about, seeking trade and craft. Needless to say, they’ve attracted a good deal of human apprentices seeking to improve upon existing human metalworking techniques. And oh Goddess the beer! The BEER!