Humans are the most populous race in Cerilia and inhabit every part of the continent. Five human nationalities or cultures currently exist: the Anuireans, the Khinasi, the Brechts, the Rjurik and the Vos. If the DM begins the BIRTHRIGHT campaign using the material in the Ruins of the Empire sourcebook human characters are probably of Anuirean descent, especially if they are regents. Obviously, Anuireans rule the Anuirean lands. Characters who are not regents, on the other hand, may have wandered to Anuire from any corner of Cerilia.



Human Traits

  • Ability Score Increase. One ability score of your choice increases by one. Cannot be the same ability score that your subrace grants an increase to.
  • 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.
  • Skill Versatility. You gain proficiency in one skill or tool of your choice.
  • Languages. You can speak, read, and write a language of your choice.
  • Subrace. Five human nationalities or cultures currently exist: the Anuireans, the Khinasi, the Brechts, the Rjurik and the Vos.


Anuireans are native to the southwestern portion of Cerilia. The ancient Anuireans were a fair skinned, red-haired people but over centuries of extensive contact with other cultures, Anuireans have lost most defining physical characteristics. Anuirean society is semifeudal and based on a class of free farmers and craftsmen. Regents (rulers of domains) are usually titled nobles. Anuireans respect nobility and look to their leaders to protect them from the barbarians and savages who surround the states of the old Empire. Commoners identify strongly with their lords and the dealings and alliances of the noble families are topics of continuous discussion throughout Anuirean lands.

  • Ability Score Increase. Your Wisdom score increases by one.
  • Savvy. You gain proficiency in the Insight skill.
  • Brave. You have advantage on saving throws against being frightened.
  • Languages. You can speak, read, and write Anuirean.


The Brechts inhabit north-central Cerilia. They tend to be short and stocky with dark hair and eyes. Early in their history, they were under the rule of Anuirean governors and Brecht nobility declined drastically in power and importance. When the Anuirean Empire fell and the Brechts gained independence, the guilds and merchants came into power. The nobility is weak in Brechtür and several stats have declared themselves republics. The Brechts believe in free enterprise and Brecht society revolves around wealth. The Brechts have a fierce love of independence and a tradition of self-reliance; they don’t wait for their lords or rulers to solve problems for them. Commerce and trade are expressions of this belief and Brecht commoners owe their first loyalty to guilds and companies.

  • Ability Score Increase. Your Dexterity score increases by one.
  • Silver tongue. You gain proficiency in the Diplomacy skill.
  • Lucky. When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
  • Languages. You can speak, read, and write Brecht (low).


Khinasi characters are native to the regionknown as Khinasi. They’re descended from the Basarji and speak the language of the same name. The Basarij arrived in Cerilia from lands across the Sea of Dragons. They are tall and lanky with aquiline features and dark eyes. Their complexions range from a light coffee to a dark brown color. Unlike the other human cultures, the Khinasi have no fear of magic. The study of magic is considered the noblest of callings and the Khinasi universities devoted to magic are the finest in Cerilia. Like the Brechts, Khinasi commoners are traders and merchants but an individual’s decorum hospitality and conduct are far more important than gross wealth.

  • Ability Score Increase. Your Intelligence score increases by one.
  • Loremaster. You gain proficiency in the History skill.
  • Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Languages. You can speak, read, and write Basarji.




The Rjurik inhabit the taiga forest and highlands of northwestern Cerilia. They are a tall, broad-shouldered people with blond or red hair and fair complexions. Men and women most commonly wear their hair in long braids. The Rjurik are stubborn individualists who don’t swear fealty to anyone but their own kin; the family is the most important part ofRjurik life. Most Rjurik follow the god Erik, a druidical power, and druids are revered throughout Rjurik society as teachers, leaders and advisers. All Rjurik have a deep respect and love for Cerilia’s wilds and carefully avoid over-hunting or clearing virgin forest.

  • Ability Score Increase. Your Constitution score increases by one.
  • Pathfinder. You gain proficiency in the Survival skill.
  • Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
  • Languages. You can speak, read, and write Rjuven.


The Vos are barbaric race from the cold mountains and forests of northeastern Cerilia. They are tall, thick-boned people with flat features, light eyes and sallow skin. Male warriors are fond of shaving their heads and wearing long, drooping mustaches. The Vos have a rigid code of face and honor that demands blood for even unintentional insults. Their leaders are war-chieftains known as tsarevos who are advised by the priests of the grim Vos gods. Almost all Vos men are warriors and hunters – other professions are considered unmanly. Vos women are by custom greatly limited in their freedoms, although a few women have succeeded as warriors or tsarevos.

  • Ability Score Increase. Your Strength score increases by one.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
  • Languages. You can speak Vos (Vos do not have a written language).
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