Humans

Introduction & Description

Tall and short. Civilized and barbaric. Meek and mighty. Humans exist across all of Toril, and hold an extremely wide array of cultures, systems of government, and ways of life. If you walk a hundred miles without meeting a human, you're probably in the Hordelands.


Many consider humans to be the new masters of the world, because of how rapidly they've conquered niches for themselves throughout the whole of Toril. Once, it was dragons; then it was elves; but with the rise of the ancient Netherese empire, humans rose to a position of prominence they've never truly declined from, sometimes through diplomacy and co-existence but most often through warfare.


It could be said that the most defining feature of humanity is its diversity. While dwarves, elves, and hin hold ancient customs and tend towards preferring certain ways of life, humans pride their individuality, and any sense of belonging to a greater whole is usually regional or by profession, rather than some sort of racial unity. No race has killed as many humans as other humans.


Of the primary surface races, they're the most numerous, and among the most short-lived. Only the mistrusted half-orcs have shorter lifespans. Despite this shortcoming, they've created countless countries and empires, and are approaching the greatness once wrought by the elves in their time of domination. Other races tend to see humanity as short-sighted, but with their ever-rising power, this belief will soon be tested.

Personality & Outlook

The one uniting factor in humanity is a general belief in individuality- which could also be its most dividing factor. Humans have short lives, and they live in a dangerous world, and most live in poverty. This weakness has given humanity a drive to succeed in spite of the odds, and among adventurers they are by far the most numerous.


Humans that aspire to greatness have many avenues to achieve it. Some seek economic power, becoming merchants. Others seek political power, becoming leaders and generals. Others seek martial power, and these humans tend to either join a military or mercenary outfit, or become the adventurers that are so common across the realm.


Humans that aspire to greatness tend to also work as quickly as they can to achieve it. They only have about thirty or forty years after reaching maturity before their bodies start to fail, and this impatience tends to make them less risk-averse than other races, and also more prone to cheating.

Society & Culture

Humans couldn't be said to have a culture that unites them, because local custom and history forms them differently throughout the entirety of Toril.


Cultural origins are:


The Sword Coast - The western coast of the western continent of Faerun, near where Arelith is located. It's a land of great adventure, as it is still being settled to this day. From desert Calimshan to oligarchial Amn to the schemes of Baldur's Gate to the opulence of Waterdeep to the snow-beleaguered Neverwinter, this land produces a great number of humans seeking fame and fortune.


The Dalelands - Centrally located in Faerun, the Dalelands are a place of ancient history and lurking dangers. It was here that elves and humans came together to make a compact of peace and co-existence called the Dalelands Reckoning, from which calendars were derived until the local Arelith Reckoning calendar came into vogue. The ancient city of Myth Drannor is long destroyed, but the ruin's danger still harries local humans.


Thay - Located in the Unapproachable East, Thay is an empire on the rise. Ruled by a ruthless magocracy, Thay seeks to expand its influence to the far corners of Toril and one day take hold of everything. Its Red Wizards are unwelcome guests in many corners of the world, but their trade in magic items isn't one that can be turned away.


Icewind Dale - At the northwest corner of Faerun, near the orc-infested mountain range called the Spine of the World, lies a frozen tundra inhabited by tribal and hearty peoples. Barbarian tribes hunt wild game, snowy beasts stalk the snows, and the industrious people of the Ten Towns find what solace they can from nearby icy lakes. People are brought together by harsh winters. Kara-Tur - East of the Unapproachable East, at the other end of the boundless Hordelands, lies Kara-Tur. It is a place of propriety and savagery, ancient custom and sudden betrayal. Being on what seems like the opposite end of the world, few venture to Arelith from this place, but it's not unheard of.


Religion & Deities


Human deities are like humans: Diverse and ambitious. They worship the most deities of any race, and often take time to make prayers and sacrifices to evil deities to avoid their wrath.

Notable deities:


Tyr - the God of Justice, the Even-Handed. He inspires humans to heroism in the name of good.


Bane - the God of Fear and Tyranny. He inspires humans to conquer and control.


Chauntea - Goddess of the Earth and Agriculture. She inspires humans to tend for the world around them.


Shar - Goddess of Night and Loss. She inspires humans to take vengeance against those who wrong them, but also offers comfort for those who have lost.


Selune - Goddess of the Moon. She inspires humans to hold fast against the darkness and shine light where there is none.


Lathander - God of the Sun. He inspires humans to care for one another.


Cyric - God of Madness and Murder. He inspires humans to destroy.


Mystra - Goddess of Magic. She inspires humans to seek knowledge of the world and the magic that makes it up.

Relations with Other Races


Human relations vary greatly depending on the current political climate and local ambitions, but the dichotomy of this can be expressed in a few words.


Elves: Elves are suspicious of humans, who once betrayed them after elves taught them magic. They see humans as impatient, somewhat crude, and fleeting. But elves will respect humans who prove themselves reliable, and who do not overconsume the land's bounty.


Dwarves: Dwarves and humans tend to get along well, because both have economic pursuits. In many areas, humans provide food while dwarves provide tools; humans provide lumber while dwarves provide weapons and armor; humans provide knowledge from far-off places while dwarves defend the local region vigorously. They could be described as rivals, and sometimes war with one another.


Hin: Hin fit in well in human societies, being able to blend in well because of similar outlooks. Hin keep their closest secrets to themselves, however, and are quite used to being mistreated by humans- and surreptitiously seeking vengeance, be it in coin or blood.


Half-Orcs: Many humans see half-orcs as misbred abominations, reminders of something terrible happening to someone else, a curse. Humans often mistrust these souls, and often drive them away with prejudice. A few are more welcoming, however.

Half-Elves: Half-elves fit in better in human society than their orcish cousins, mostly because of their more pleasant appearance. Half-elves outlive humans, and tend to be a little more patient- but humans also don't treat them quite like any ordinary, and this sense of alienation tends to grate on half-elves.

NWN Creation (Mechanical Notes)

Humans receive an additional feat for free at level one, starting with a total of two feats in addition to any granted by class.

Humans receive four extra skill points at level one, and an additional skill point at each higher level, as if their intelligence were two points higher.