Humanity in all of its forms
Humans, They have been around in one form or another throughout Orden’s many Epochs. Some sages say they were brought here (or created here) by the plane-hopping Alanthians while others say the Old Gods spawned them. Regardless of their actual origins humans are the most populous race on Orden. As such there are many variations of humans. While some are simply different skin color or height others are as different as Dwarves and Elf-marked.
While we are not going to catalog the minuscule differences between every cultural or regional group (There are no mechanical differences between a Khitanese Desert Nomad and a Crowns land farmer) We will list those offshoots that do have significant traits.
Humans (Edain ‘First Men’)
Generally thought of as the first rise of humanity, the Edain stand out for many reasons. Many lines of kings, heroes and villains can trace their lineage to the blood of the Edain. Their origins trace to the first age of the Alanthian cycle.Ability Score Increase: Two different ability scores of your choice increase by 1.
Age: Edain regularly live into their second century.
Strength of the Edain: You have advantage on all Death Saves.
The Gift: Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. Your spell-casting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock: Wisdom for cleric or druid: or Intelligence for wizard.
A rugged and hearty offshoot of humanity, the Northmen live in the Utter North. Here over the generations the environment and the occasional mixing of Giant blood into the lines have produced the behemoth and powerful Northmen.
Ability Score Increase: Plus 2 to constitution, Plus 1 to Strength.
Hearty: You are resistant to poison damage and are immune to the poisoned condition.
Powerful Build: You are treated as one size larger in consideration to what weight you can carry.
Prodigious Grip: Strength of thew and practice allows you to choose one two-handed weapon and weld it one-handed. You can change what weapon this is after a long rest.
Weight: 137+ (height rollx2d6)
Heldane (See Heldannic Skyholds in the Orden Lexicon)
Originally of Northmen stock, the Heldane has seen great changes since their relocation to the Cloud Isles. The elemental resonance of the isles has had a pronounced effect on the Heldane effectively making them a variant race.
Ability Score Increase: While they retain the heartiness of their forebears their musculature has veered to speed over power. Their constitution increases by two and their dexterity by one.
Hearty: They retain the Hearty trait of their ancestors with resistance to poison damage and immunity to the poisoned condition.
Mingled with Cloud and Wind: All Heldane have innate magic born of their homeland. Constitution is your spellcasting ability for these spells and require no material components. At 1st level you can cast the levitate spell as an action once per long rest. At 3rd level you can cast Blur as an action once per long rest. At 5th level you can cast Fly as an action once per long rest.