Human Cultures of Abeir-Toril

by Dargon Black

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Human Cultures of Abeir-Toril

The world where Faerun, Amn and Luskan are located in.

Alpha Version

This document features some variants for the Human Race based on various ethnicities from the main D&D universe.

The purpose of this homebrew is to help me be better at homebrewing races and to make the most common race in D&D feel more dynamic.

Common Human Traits

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.

Languages

You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Calishite

Calishites regard themselves as the rightful rulers of all lands south and west of the Sea of Fallen Stars, a birthright passed down to them by the genies who once ruled the lands between the Marching Mountains and the Shining Sea.

Calishites point with pride to the unbroken line of Calishite empires dating back thousands of years. With the notable exception of the Mulan, whom they consider their equals, Calishites consider themselves culturally superior to the hordes of “unwashed barbarians” that dwell beyond their lands.

Although often perceived by other cultures as avaricious, lazy, and corrupt, in truth most Calishites seek nothing more than a lifestyle of comfort and the respect of their peers.

Calishites hold the circumstances of an individual’s birth as equal in importance to his or her achievements. The class system is strongly ingrained in most Calishites, as is the ideal of a life of pampered luxury. Money is simply the means by which one achieves idleness.

Calishites place great stock in pride—in one’s own achievements, family, city, and culture. Family and the role as host are likewise held in great esteem. Magic use is ubiquitous, rivaled only by the natives of Halruaa, and genies are both highly respected and feared.

Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn.

Calishite Names: (Male) Aseir, Bardeid, Haseid, Khemed, Mehmen, Sudeiman, Zasheir; (female) Atala, Ceidil, Hama, Jasmal, Meilil, Seipora, Yasheira, Zasheida; (surnames) Basha, Dumein, Jassan, Khalid, Mostana, Pashar, Rein

Cultural Benefits

Ability Score Increase:

Your Dexterity and Intellect scores both increase by 1. In addition, one ability score of your choice increases by 1.

Glorious Past:

When making a History or Performance check you may add 1d4 to your roll.

You gain a number of uses of this ability equal to your proficiency modifier. You regain all uses upon finishing a long rest.

Caste System

You gain one of the following features:

  • Slave's Caste: You become proficient with two of the following skills: Acrobatics, Athletics, Deception, Persuasion or Stealth

  • Skilled Labourer: You gain proficiency in 1 artisan's tools of your choice.Your proficiency bonus with this tool is doubled. Additionally when you make an ability check with artisan’s tools, roll 1d4 and add it to the result.

  • Military Caste: You are proficient with Scimitars, Longswords and Light Armour.

  • Calishite Guile: You are proficient in Persuasion. Additionally you can add 1d4 to one Persuasion check. You gain a number of uses of this ability equal to your proficiency modifier. You regain all uses upon finishing a long rest.

Chondathans

Chondathans are slender, tawny-skinned folk with brown hair ranging from almost blond to almost black. Most Chondathans are tall and have green or brown eyes, but all builds and hair and eye hues may be seen.

Those Chondathans who dwell north and west of the Sea of Fallen Stars (except in Sembia) are more likely to have blue eyes and have fairer complexions and darker hair than those born in the South, evidence of a significant Netherese heritage.

In Chondath itself, particularly in the lands bordering Sespech, a significant Shaaran influx in recent centuries has given many natives of Chondath more of an olive-skinned hue.

Chondathans regard themselves as having come to dominate central Faerun almost by accident; they have “conquered” more land through trade and settlement than with armies.

They show little arrogance and only a small amount of pride regarding the predominance of their language and culture. Likewise, Chondathans are more apt to identify themselves by their national origins (such as Cormyrean, Dalesfolk, or Sembian) than by their ethnic group.

If Chondathans do have a common vice, it is perhaps their cultural focus on wealth and its acquisition. Among Chondathans, prestige and influence are often directly tied to wealth, and it is no accident that the merchant nobility plays a strong role in most societies influence by Chondathan culture.

Chondathans are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.

Chondathan Names: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag.

Ability Score Increase:

Your Charisma and Intellect scores both increase by 1. In addition, one ability score of your choice increases by 1.

National Pride

When making a History, Persuasion or, Intimidation check relating to your country of origin you may add 1d4 to your roll.

You gain a number of uses of this ability equal to your proficiency modifier. You regain all uses upon finishing a long rest.

Mercantile Ancestry

You gain proficiency with with 1 artisan tool of your choice and proficiency with Persuasion.

Damaranian

Damarans were of average height and build for humans, with skin tones that ranged from fair to tawny. Their hair was usually brown or black, and their eye color varied widely, though brown was most common. Those who lived south of the Earthfast Mountains tended to more closely resemble Chondathans, while those from Vaasa appeared more like the Sossrim people.

Lawfulness was prominent in nations with large Damaran populations, with the exception of Aglarond, with its significant elven influence, the Vast, whose population leaned on the Chondathan side, and the city of Telflamm, home to its Shadowmasters.

Save for these exceptions, those who were seen as having scrupulous morals were often shunned from Damaran-centric societies. In contrast to their strong morality, or perhaps as a result of it, Damarans were seen as a proud and stubborn folk.

While many individual Damarans have taken up their culture's passion for adventure, hearkening to their generational struggle to reclaim the Easting Reach from the demons of Narfell, they have, as a whole largely stayed put in the same region of Faerûn.Those that stayed in their ancestral home often chose lives as farmers, lumberers or miners.

Found primarily in the northwest of Faerûn, Damarans are of moderate height and build, with skin hues ranging from tawny to fair. Their hair is usually brown or black, and their eye color varies widely, though brown is most common.

Damaran Names: (Male) Bor, Fodel, Glar, Grigor, Igan, Ivor, Kosef, Mival, Orel, Pavel, Sergor; (female) Alethra, Kara, Katernin, Mara, Natali, Olma, Tana, Zora; (surnames) Bersk, Chernin, Dotsk, Kulenov, Marsk, Nemetsk, Shemov, Starag

Cultural Benefits

Ability Score Increase:

Your Charisma and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.

Damaranian Zealousness:

You become proficient in Religion and your proficiency bonus is doubled when using this skill.

Damaranian Valour:

When making a Wisdom saving throw against being Frightened you may add a 1d4. You may only use this feature once and regain the use of it when you finish a long rest.

Illuskan

Illuskans, also known as Northlanders, are the seagoing, warlike people of the Sword Coast North, the Trackless Sea, and the Dessarin river valley.

Although their ancestors founded Illusk, one of the earliest human civilizations in Faerun, as well as the great city of Waterdeep, Illuskans have long been seen as a barbaric people, having barely risen above the status of orcs in the eyes of many southerners.

Illuskans are more than just barbarians, however, as their culture has given rise to powerful runecasters, fearless sailors, and legendary skalds. They also farm, fish, and mine their rugged lands, trading their goods with southern merchants.

However, long-fallen elven empires, barriers of geography, and a cultural emphasis on raiding over trade have conspired to ensure that Illuskan culture and bloodlines have not taken root in other lands.

Illuskans are tall, fair-skinned folk with eyes of blue or steely gray. Those who dwell among the islands of the Trackless Sea and in Icewind Dale are largely fair-haired, with blond hair predominating over red and light brown. Those who dwell on the mainland south of the Spine of the World are more prone to raven-black hair, an indication of significant Netherese heritage.

Illuskans regard themselves as a strong, proud people forged by the harsh environment in which they dwell. They feel they have earned, through strength in battle, the right to claim the lands they have settled.

Illuskans regard most southerners as weak and decadent, two much-despised traits. However, they are fair-minded and always willing to make exceptions for those who have proven otherwise. Illuskans themselves are bold and impetuous, given to proud boasts, the consumption of prodigious amounts of mead and ale, and quick tempers.

Illuskans are tall, fair-skinned folk with blue or steely gray eyes. Most have raven-black hair, but those who inhabit the extreme northwest have blond, red, or light brown hair.

Illuskan Names: (Male) Ander, Blath, Bran, Frath, Geth, Lander, Luth, Malcer, Stor, Taman, Urth; (female) Amafrey, Betha, Cefrey, Kethra, Mara, Olga, Silifrey, Westra; (surnames) Brightwood, Helder, Hornraven, Lackman, Stormwind, Windrivver

Cultural Benefits

Ability Score Increase:

You gain +2 Constitution, +1 in one other ability score of your choice

Illuskan Heritage:

You are proficient with vehicles (water) and with two martial weapons of your choice.

Illuskan Prestige:

Chose one of the following benefits:

  • Rune Lore: You become proficient in either Arcana, History or Religion. Additionally when making an Arcana, History or Religion check regarding runes, add 1d4 to the roll.

You gain a number of uses of this ability equal to your proficiency modifier. You regain all uses upon finishing a long rest.

  • Mighty Illuskan: You become proficient in Athletics and your unarmed attacks deal 1d4 bludgeoning damage.

  • Pride of the Illuskans: - You become proficient in either Performance or Intimidation. Additionally when making a Performance or Intimidation check you may add add 1d4 to the roll.

You gain a number of uses of this ability equal to your proficiency modifier. You regain all uses upon finishing a long rest.

Variant Rule: You gain +1 Constitution, +2 in one other ability score of your choice.

Mulan

Since the fall of ancient Imaskar, the Mulan have dominated the eastern shores of the Sea of Fallen Stars.

Led by two pantheons of deities, the ancient Mulan empires of Mulhorand and Unther conquered at various times Ashanath, Chessenta, the Eastern Shaar, Murghom, Rashemen, Semphar, Thay, Thesk, and the Wizards’ Reach cities that lie south of the Yuirwood.

In their wake, these empires have left ruling elites composed almost exclusively of Mulan. After millennia of rulership, the Mulan have become arrogant, highly resistant to change, and wholly convinced of their cultural superiority.

The Mulan are firmly wedded to the use of magic, with the only major point of disagreement being whether to pursue the arcane or divine tradition.

For many generations the god-lings, powerful avatars of the Mulhorandi and Untheric deities long resident on Toril, ruled both empires as incarnate gods.

The somnolent rule of the god-kinds permitted the development of a powerful priest class in Mulan cultures that has long struggled with practitioners of arcane spellcasting for power.

Their heavy-handed clerical rule prompted repeated rebellions by wizards and sorcerers, leading to the dominance of Thay by Red Wizards of Mulan descent.

The Mulan have a long and proud history, viewing both their society and their culture as eternal.

Rapid change is regarded with suspicion, and the arcane arts either warmly embraced (Thay) or viewed with deep distrust (Mulhorand and Unther).

Mulan believe themselves to be more civilized, more prosperous, more creative, more powerful (should they choose to be), and in all other ways superior to all other ethnic groups. Even in the face of evidence to the contrary, Mulan are dismissive of other cultures’ accomplishments and openly arrogant with respect to their own.

Mulan (arrogant,resistant to change) Dominant in the eastern and southeastern shores of the Inner Sea, the Mulan are generally tall, slim, and amber-skinned, with eyes of hazel or brown. Their hair ranges from black to dark brown, but in the lands where the Mulan are most prominent, nobles and many other Mulan shave off all their hair.

Mulan Names: (Male) Aoth, Bareris, Ehput-Ki, Kethoth, Mumed, Ramas, So-Kehur, Thazar-De, Urhur; (female) Arizima, Chathi, Nephis, Nulara, Murithi, Sefris, Thola, Umara, Zolis; (surnames) Ankhalab, Anskuld, Fezim, Hahpet, Nathandem, Sepret, Uuthrakt.

Subcultures of Mulan society

The Mulan culture has become fractured due to their disagreement on how to develop their magic.

Thayans favour arcane magic while the rest favor divine magic.

Thayan's

Ability Score Increase:

Your Dexterity and Intellect scores both increase by 1. In addition, one ability score of your choice increases by 1.

Errudite Scholar:

You become proficient in Arcana. Additionally chose 1 school of magic. When making Arcana checks relating to that school of magic you may double your proficiency modifier and add a 1d4 to the roll.

Thayan Magecraft

You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

Devotees of the Maharani Pantheon

Ability Score Increase:

Your Dexterity and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.

Bonus Proficiency:

You gain proficiency in Religion and in one skill of your choice. Additionally, when making a Religion check, you may add 1d4 to the roll.

Blessing of Protection:

You know the cantrip blade ward. You can cast shield once with this trait and regain the ability to do so after you finish a short or long rest. Wisdom is your spellcasting modifier.

Rashemite

Concentrated in the harsh and dangerous northeastern reaches of Faerun, the Rashemi are tough and sturdy, undaunted by extremes of weather or human cruelty. Despite their relative isolation from the rest of Faerun, most Rashemi are surprisingly well versed in the affairs of other nations, for many travel extensively as youths as part of a coming-of-age ritual known as a dajemma. Although Rashemi barbarians and rangers are widely known across Faerun, members of this ethic group also make skilled wizards, sorcerers, and clerics.

Descended from the nomadic tribes that fought and won the Orcgate wars and later built the empire of Raumathar, the Rashemi are the most numerous human ethic group on the Priador plateau and in the lands that border Ashanath, the Lake of Tears.

Outside Thay and Rashemen, Rashemi minorities are also found in Aglarond, Damara, the Great Dale, Impiltur, Mulhorand, Narfell, the Wizard’s Reach, Mulhorand, Semphar, Thesk, and Unther. Although not widespread, Rashemi culture has had a significant influence on both Damaran and Tuigan culture, and in its day the Rashemi empire of Raumathar rivaled the power of Mulhorand and Unther.

The Rashemi display little of the cultural arrogance common to other major human ethnic groups whose ancestors once ruled empires. Instead, they see themselves as inhabitants of a harsh but beautiful world ruled by place spirits, and cherish their strong and abiding ties to the land.

Most Rashemi identify themselves by national origins (for example, Rashemmar, Thayan, or Theskan) rather than ethnicity, although centuries of harsh rule by the Mulan of Thay have done much to strength sympathies between the Rashemi of Thay and the inhabitants of Rashemen. Little emphasis is placed on the acquisition of wealth or ancestry, as each child is expected to earn his or her own place in the world.

Rashemi (nomands, mercenaries, klingon) Most often found east of the Inner Sea and often intermingled with the Mulan, Rashemis tend to be short, stout, and muscular. They usually have dusky skin, dark eyes, and thick black hair.

Rashemi Names: (Male) Borivik, Faurgar, Jandar, Kanithar, Madislak, Ralmevik, Shaumar, Vladislak; (female) Fyevarra, Hulmarra, Immith, Imzel, Navarra, Shevarra, Tammith, Yuldra; (surnames) Chergoba, Dyernina, Iltazyara, Murnyethara, Stayanoga, Ulmokina

Cultural Benefits

Ability Score Increase:

Your Strength and Wisdom scores both increase by 1. In addition, one ability score of your choice increases by 1.

Blessing of the Spirits

When you reach 3rd level you gain the ability to cast both locate animals or plants and alarm, but only as a ritual. Wisdom is your spell casting stat for these rituals.

Cultural Affinity

Chose one of the following benefits

  • Warcraft: You are proficient with Light Armour and with two martial weapon of your choice.

  • Witchcraft: You know the Elemental Attunement discipline (see PHB, 4 elements monk). Additionally you become proficient in either History or Religion.

Elemental Attunement is that one discipline that does not cost ki points.

  • Expatriate: You learn 2 languages of your choice and become proficient in either Athletics, Insight, Stealth or Survival.

  • Thayan Commoner: You know the Mending cantrip. Wisdom is your spellcasting. Additionaly you become proficient with either Athletics or 1 artisan tool of your choice.

Tethyrian

Tethyrian culture is a melting pot of Calishite, Chondathan, Illuskan, and Low Netherese, Tethyrians are tolerant of and comfortable with members of other ethnic groups, with the notable exceptions of upper class Calishites and, to a lesser extent, Mulan of Thayan descent.

In Calimshan, Tethyrians compose the bulk of the lower classes and have long been discriminated against by the largely Calishite upper classes. Outside Calimshan, many Tethyrians are craftsmen or caravanners, while others find employment as mercenaries in the employ of other realms.

Tethyrians make skilled fighters and rogues, reflecting the struggle to survive successive waves of conquest and generations of warfare. Tethyrian culture has a long tradition of bard craft, reflecting the absence of a Tethyrian empire at any point in history and the corresponding reliance on itinerant bards to preserve and spread Tethyrian oral history.

Most Tethyrians are proud of their multi-ethnic heritage, seeing their society as having defeated all would-be conquerors through assimilation rather than empire. Tethyrians are suspicious of remote rulers and large realms, a cultural bias reflected in the predominance of city-states over kingdoms and empires in Tethyrian-dominated regions.

If Tethyrians have a common weakness, it is their reluctance to come together in common cause with those who are not their immediate neighbors.

Widespread along the entire Sword Coast at the western edge of Faerûn, Tethyrians are of medium build and height, with dusky skin that tends to grow fairer the farther north they dwell. Their hair and eye color varies widely, but brown hair and blue eyes are the most common. Tethyrians primarily use Chondathan names.

Chondathan Names: (Male) Darvin, Dorn, Evendur, Gorstag, Grim, Helm, Malark, Morn, Randal, Stedd; (female) Arveene, Esvele, Jhessail, Kerri, Lureene, Miri, Rowan, Shandri, Tessele; (surnames) Amblecrown, Buckman, Dundragon, Evenwood, Greycastle, Tallstag.

Cultural Benefits

Ability Score Increase:

You gain +1 to Dexterity & Wisdom. In addition, one ability score of your choice increases by 1.

Guardian’s Intuition

When you make a Wisdom (Perception or Insight) check to notice a threat, you can roll one Intuition die, a d4, and add it to the ability check.

You gain a number of uses of this ability equal to your proficiency modifier. You regain all uses upon finishing a long rest.

Vigilant Guardian

As an action, you can designate an ally you can see as your brother in arms. You have advantage on Wisdom (Insight) and Wisdom (Perception) checks made to spot threats to your brother in arms. In addition, when you are within 5 feet of your brother in arms, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your brother in arms. When you do, you become the target of the attack.

Turami

Native to the southern shore of the Inner Sea, the Turami people are generally tall and muscular, with dark mahogany skin, curly black hair, and dark eyes. Their home city is called Turmish.

Turmish was a republic with the capital of Alaghôn, and was located in the north of the Vilhon Reach. It was a densely populated nation, with bustling cities that were home to many mercenary companies and mercantile organizations that traded across all of Faerûn. As the saying from Starmantle goes: "The hordes of Turmish are as numerous as the waves upon the Inner Sea".

Turami Names: (Male) Anton, Diero, Marcon, Pieron, Rimardo, Romero, Salazar, Umbero; (female) Balama, Dona, Faila, Jalana, Luisa, Marta, Quara, Selise, Vonda; (surnames) Agosto, Astorio, Calabra, Domine, Falone, Marivaldi, Pisacar, Ramondo.

Cultural Benefits

Ability Score Increase:

You gain +1 Strenght, +1 Charisma. In addition, one ability score of your choice increases by 1.

Intuitive Motion

When you make a Strength (Athletics) check or any ability check to operate or maintain a vehicle with which you are considered to be proficient with, you can roll one Intuition die, a d4, and add the number rolled to the ability check.

You gain a number of uses of this ability equal to your proficiency modifier. You regain all uses upon finishing a long rest.

Turami Legacy

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level. You are also proficient with vehicles (water).

 

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