Human

## The Mantle-Bearers

The human race is young (in terms of relative age), but already has assumed the mantle of Steward (or conqueror) of the world. Appearing on Refuge shortly before the Seal itself was formed, the race learned much from the elder races - the dwarves and elves in particular. It was mankind that overcame the Pact. It was mankind that held fast against the Bone Lords. And it was mankind that now forges ahead, in the twilight of the world.

Mankind was united under the Undying Emperor many centuries ago, though that unity was fractured under the Fall of the Thorns. Now mankind is divided between the Thousand Kingdoms (a poetic overestimate, even if one includes the domains of each distinct tribe, city-state, minor warlord turned holy king, and sorcerer-tyrant). Across the diaspora of humanity, there is one important source of unity - the Mandate.

The Mandate is a complex religion involving reincarnation and the spirits of the blessed. Rather than worshiping many gods, those who follow the Mandate revere the Four (or Five) Divine Spirits, lesser spiritual beings tasked with stewardship, and oversight of the world, reserving the highest place, the Empty Throne, for the One whom Time Will Reveal. The Sun in its track across the sky, dying and being reborn each day, is the prime figure for the Empty Throne.

Even among the followers of the Mandate, there is division. Some assert that the Divine Four were mortals, others that they were lesser gods. Some assert that the Undying Emperor has ascended to an equality of stature with those four, others deny this as a grave blasphemy. Still others assert that the Emperor has succeeded the Four, and that he himself is the One Whom Time Will Reveal. Despite these doctrinal differences (which sometimes give way to crusading warfare), the overall belief in the Mandate gives commonality to mankind (with some notable exceptions).

## Racial Features

**Grand Diversity**: The sheer variety of human cultures is reflected in those that come from each. Humans must choose one of the following racial variations, which replace the standard Ability Scores and features given in the PHB

* **Magocracy** - *You were born into a society where magic flourished and mages ruled*: +2 Intelligence, +1 Wisdom, +1 Charisma; You know one cantrip of your choice from the Wizard spell list; Intelligence is your spellcasting ability for that cantrip. You know one additional language. You also gain proficiency with Arcana or Investigation.
* **Martial Kingdom** - *You were born into a society dominated by constant warfare*: +2 Strength, +1 Constitution, +1 Intelligence; You gain proficiency with any two weapons, and either light armor or shields. While using these weapons, you receive a +2 bonus to damage. You also gain proficiency with Athletics or History.
* **Enlightened Republic** - *You were born into a society were debate and political engagement was the order of the day*: +1 Dexterity, +1 Intelligence, +2 Charisma; You gain the Inspiring Leader Feat. You also gain proficiency with any one tool kit of your choice, as well as with Insight or Persuasion.
* **Theocracy** - *You were born into a society where the church managed political affairs, and where devotion to the Mandate was primary*: +2 Wisdom, +1 Intelligence, +1 Charisma; You know either one cantrip from the Cleric spell list, or one 1st level spell from the Cleric spell list. If you choose one 1st level spell, you may cast this spell once per long rest as if you used a 1st level spell slot. Wisdom is your spellcasting ability score for these spells. You also gain proficiency with Religion or Persuasion.
* **Free City-State** - *Your society was open and individualistic*: +1 to two Ability Scores of your choice. You gain one feat of your choice. You gain proficiency in one skill of your choice.

Note: Human characters begin with Rosarran (Common) and one other language of your choice.