Humans

Humans are the dominant race in Five Waters, and run most of the major cities. Humans came be found just about anywhere, and they adapt to the climate and terrain that they live in far more quickly. The main difference between types of humans is their appearance.
For example, the humans of the plains in Vaasa tend to be tall and slender, clean shaven, with large eyes and skin that shows their constant exposure to the outdoors. On the other hand, the people of the Nomad Steppes live in colder weather with harsher winters, and are a horse culture. The men grow thick beards, and people tend to be closer to average height. The humans of Sembia usually have a more bronzed skintone, and those of the Souther Frontier are darker, ranging from deep tan to nearly black.

Mechnically, there isn’t much difference between the various human types. Humans are the most adaptable of the races, however, learning and changing quickly. Thus, there are some advantages to being human, as follows;

• Only Humans may Dual-Class.
• All humans can speak common as well as their native local language (if there is one).
• Humans gain one bonus non-weapon proficiency slot at 1st level. This slot must be used on a proficiency that reflects the region in which they were raised. If in doubt about acceptable choices, as the DM.
• As fast learners, humans gain a bonus proficiency slot at 5th level, regardless of class. They acquire another at 10th. These slots are unique in that they may be used for weapon, non-weapon, or language proficiencies, as desired.
• Classes Permitted: Fighter, Ranger, Paladin, Mage, Specialist Wizard, Cleric, Druid, Thief, Bard. May multi-class Fighter/Mage, Fighter/Cleric, Fighter/Thief, Mage/Cleric, Mage/Thief, or Cleric/Thief.

Humans

Curse of the Black Wyrm Thog