• Ability Score Increase: Two ability scores of your choice each increase by 1.
  • Age: Humans reach adulthood in their mid to late teens, and usually live less than a century.
  • Alignment: Humans tend towards no particular alignment, as their rapid expansion and short lives cause rapid shifts in culture. However, an individual human is likely to be the same alignment as the nation, tribe, or clan they call home.
  • Size: Humans vary wildly in height and build, from barely 5 feet to well over 6 feet tall. Regardless, your size is Medium.
  • Speed: Your base walking speed is 30 feet.
  • Languages: You can read, write, and speak Common and one language of your choice. Humans typically learn the languages of whomever they deal with, including obscure dialects. They are fond of sprinkling words from other languages into their speech, be it Ocrish curses, Elven musical expressions, or Dwarven military phrases.
  • Skills: You gain proficiency in one skill of your choice.
  • Feat: You gain one feat of your choice.

Humans in Eberron:
Humans are native to the continent of Sarlona, but emigrated to Khorvaire roughly 4000 years ago. Within a century, they expanded to cover most of the continent, forming the basis of what would eventually become the Five Nations.

Aundair is a nation best known for its beautiful and fertile land, as well large institutions of higher learning. Aundarians tend to be arrogant, believing that all success comes from a strong will. As a result, many conflicts are resolved via public duels. They are also very fashion conscious; the current trend is bright colors, feathered hats, long skirts, capes, and cloaks, and ruffled or puffy sleeves. Like most nations, the majority worship the Sovereign Host, but the Puritan sect of the Church of the Silver Flame in Aundair are remarkably fanatical. Aundair holds a great rivalry with Thrane, after they lost Thaliost to them in the Last War.

Breland is a mix of farmland, woodland, and sprawling metropolises, the most famous of which is Sharn. The people pride themselves on their policies of free speech, diversity and acceptance; though technically Breland is ruled by King Boranel, most legislative power is held by an elected parliament. Though the strongest nation (in every sense), they are very much interested in maintaining the peace. Brelish citizens tend to be outgoing and welcoming to all.

Cyre was once a great nation, but during the Last War it was destroyed in a terrible incident known as The Mourning. Little is known of what happened, but it left the land uninhabitable. Cyran refugees fled to Breland, due to proximity and a shared desire for peace. The survivors of that day tend to either try and blend in with their new-found home, or desperately cling to their culture. Most are resentful of the Last War, as even before the Day of Mourning their lands (one a lush and green land of plenty) had been burnt and razed in the fighting.

Karrnath is a ruthless military dictatorship, and one of the oldest human nations. Every Karrnathi citizen must serve at least two years of military service, which many turn into a career. Interestingly, the nation has a very positive view of necromancy, even using large amounts of undead troops during the Last War. As a result of their training and the harsh climate, the people are very hearty and robust.

Thrane is a nation defined by its theocracy. Unlike other nations, the dominant faith is The Silver Flame, and the capital of Flamekeep is built around the most sacred of sites to the faith. Citizens of Thrane are very open with their attempts to spread their faith, and tend to view other religions with suspicion and scorn at best.

Humans are exclusives members of 4 Houses out of the 13, and share a 5th with half-orcs, making them a very significant people despite their relative youth. These are House Deneith (Mark of Sentinel, known for its mercenary corps), House Orien (Mark of Passage; specialized in courier services and operating the lightning rails), House Cannith (Mark of Making; famed for their magical creations, including the warforged), House Vadalis (Mark of Handling; skilled with animal handling and breeding), and House Tharashk (Mark of Finding; masters of tracking and dowsing; also includes half-orcs).

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