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Customised 5e Glantri Campaign Part 4: Humans

by Caius of Glantri

HUMANS in GLANTRI

Few countries have the range of different human cultures of Glantri. The legendary source of the radience, Glantri attracts magic users from across the Known World and beyond. Seperated by towering mountain ranges, almost every valley of Glantri has its own distinct society and people. Their history is riddled with war and conflict, but Glantrians are united by their respect for magic, by their distrust of the immortals and by their eccentricities.

HUMAN TRAITS
It is hard to make generalisations, but all Glantrian humans share these traits :
Ability Score Increase : You have + 1 Intelligence
Age: Humans reach adulthood in their late teens and live less than a century (though in Glantri, there are many exceptions to these rules)
Size : Glantrians vary widely in height and build, but huge individuals are rarer than in other nations. Unless magically adjusted, all are size Medium.
Speed : Your base walking speed is 30.
Languages : You can speak, read and write common Thyatian. See below for any additional languages.

THE AALBANESE

The Aalbanese cross the Thyatian genius for organisation with Alphatian magical talent. They are an inventive, highly-cultured, rule-abiding people who can boast the multiverse's longest known opera. Aalban has Glantri's cleanest towns and offers such culinary experiences as liver sausage, saurkraut and Tote Grossmutter (« dead grandmother »). Blond hair and blue eyes are common among the Aalbanese. A number of Dragonborn are officers in their military acadamies.
Male Names : Adalbert, Berndt, Brandt, Carl, Conrad, Deiter, Erhardt, Friedrich, Gustav, Hahn, Hermann, Jaggar, Kunz, Leopold, Lothair, Ludwig, Manfreid, Norbert, , Oskar, , Rainor, Rolf, Sigfried, Sigismund, Ulrich, Urkvarth, Valdemar, Wilhelm
Female Names : Ada, Adeline, Antje, Berta, Brunhilde, Dagna, Else, Frida, Gertrude, Griswalda, Gunilla, Heidi, Helga, Hildegard, Ilse, Irma, Isolde, Johanna, Klara, Lovisa, Marlene, Mathilde, Nadine, Odila, Petronilla, Steffi, Ula, Wanda, Wilma, Zelma
Ability Score Increase : You may add 1 to an ability score of your choice.
Aalbanese Feats : Aalbanese characters start with one feat. This is usually Defencive Dueler, Spell Sniper, or War Caster, but the PC can choose any.
Common Backgrounds : The Acolyte (Shepherd of Rad), Entertainer(Instrumentalist, Poet or Singer), Folk Hero, Guild Artisan, Soldier and Student of the Great School are the most common backgrounds for Aalbanese PCs.
Cultured Listeners : The Aalbanese appreciate singing and sometimes host opera festivals lasting many days. This gives them advantage on saving throws against the song attacks of the harpy and other singers.

THE ALPHATIANS

The Alphatians came to conquer Glantri two centuries ago and, though eventually defeated and absorbed into the new land, many haven't accepted their defeat and still plan to rule, They pride themselves on their pure blood and produce a higher proportion of Arcana, (Wizards) than any other race. These are divided between those who play up their heritage, adopting the decadent Imperial fashions of 200 years ago, and those who have become native.
Alphatians have a very pale (almost white) skin tone with bluish tints ; black hair ; eyes may be black, blue or even purple. They are usually tall (6' +) and slender.
Alphatian Names : Alphatian names are created from sylable sounds which suggest the characteristics that the parents want the child to grow into. If the parents want the child to be powerful and dramatic, they'll give a name that sounds that way : Karburan or Trintillia for instance, names which can be boomed across a battlefield.. If they hope the child will be artistic and intellectual, they'll give a name that suggests those qualities : Syndylis or Laurina for example. There really are no typical names for this chaotic, individualistic people.
Ability Score Increase : You may add 1 to Dexterity, Constitution or Charisma.
Alphatian Feats : Alphatian characters start with one feat. This is usually Air Elemental Adept, Magic Initiate, Spell Sniper, or War Caster, but the PC can choose any.
Common Backgrounds : The Acolyte (Shepherd of Rad), Guild Artisan, Noble, Sage and Student of the Great School are the most common backgrounds for Alphatian PCs.
Racial Language : Alphatian characters also speak, read and write Alphatian.
Alphatian Air Magic : Alphatians are the masters of Air. When they cast an air elemental spell, it operates as though they had expended 1 extra spell slot.

THE AVEROIGNESE

While every race in Glantri maintains that they make the finest wizards, most of them agree that the Averoignese are the second best. A great part of this reputation is the influence of one man, Le Grand Magicien who transported them from religious persecution, Etienne D'Amberville. In the past when nobles used to send their heirs to be apprenticed in the home of another wizard, Chateau D'Ambreville became the destination of choice. There, young wizards did not simply learn spells but le société arcane, where in addition to magic, young nobles had to make intersting conversation, flirt with the opposite sex and wash. Graduates of this system, the Arcana, became so popular that Etienne had to construct the Great School of Magic to cope with the demand. Not all his people share Etienne's ideas, but they all are proud Averoignese, disdaining boors and appreciating haut cuisine and a bon mot.
Male Names : Ambroise, Anton, Auguste, Bernard, Charles, Claude, Etienne, Francois, Gaston, Guillaume, Henri, Jacques, Jean, Louis, Luc, Maurice, Mellin, Michel, Philippe, Pierre, Simon, Thibaud.
Female Names : Adelize, Berengaria, Camille, Catherine, Eleanore, Eloise, Isabelle, Isidore, Magdalene, Maud, Marguerite, Petronilla, Sybille.
Averoignese PCs may choose either + 1 on all Ability Scores or + 1 Intelligence and another ability score plus a feat of your choice.
Racial Language : Averoignese characters also speak, read and write Sylaire.
Common Backgrounds : Any background except the sailor is possible for Averoignese.
Averoignese Cuisine : Anyone can enjoy a good meal but few are so inspired by it. If an Averoignese eats a meal where the cook spends 1 gold ducat on ingredients and makes a successful check vs DC 20, that PC gains adavantage on the next roll he/she has to make (or until the next short or long rest).

THE BOLDAVIANS

The Boldavians are dour northern relatives of the Traladarans of Karameikos. They eke out a meager existance on the hills of the Upper Dol-Anur river, smoking salmon, working the salt mines, drinking strong spirits and singing of the old days. Many still furtively cling to their old religions, despite the educative programs of their enlightened ruling classes.
Male Names : Boris, Dmitri, Fyodor, Grygory, Ilya, Ivan, Mikhail, Pyotr, Sergei, Stephan, Yakov, Yuri.
Female Names : Anya, Darya, Ecatrina, Ilyana, Irena, Katrina, Kuzma, Magda, Misha, Petra, Sula, Zandra.
Family Names can be created by adding one of the number of suffixes to given names. Such suffixes indlude: -os, -ov, -ev, -nov, -evich, -escu, etc. Example: Ivan becomes Ivanov; Dmitri becomes Dmitros
Ability Score Increase : Boldavians do not have the standard Glantrian + 1 intelligence but have instead 1 additional Constiution point and 1 other of the player's choice.
Boldavian Feats : Boldavian characters start with one feat. This is usually Alert, Durable, Resilient, Skulker or Tavern Brawler, but the PC can choose any.
Racial Language : Boldavian characters also speak, read and write Traladaran.
Common Backgrounds : The Criminal, Entertainer, Folk Hero, Hermit, Noble, Outlander, Rebel, Soldier and Urchin are the most common backgrounds for Boldavian Pcs.
Boldavian Resistance : Boldavians have advantage on saves against a vampire's Charm Person ability.

THE ETHENGARIANS

The Ethengarians of Krondahar are descended from the proud horse-nomads of the east, but are a breakaway clan of Hokoman wizards who abandoned the warrior way of their people to learn Glantrian magic. They breed horses, herd cattle and produce the finest silks. They are noted for their exquisite hospitality, refined manners and enjoyment of the hunt. They have tanned skin, brown eyes and black hair, which they tend to shave except for their long moustaches and hair behind their ears.
Male Names : Akjin, Atika, Babur, Chagatai, Gazan, Grokat, Hugatai, Jemugu, Jherek, Kabul, Kublai, Mongke, Ogadai, Oktai, Subadai, Tamujin, Vasilas.
Female Names : Abuka, Ari-Ki, Bortai, Burkai, Chog-yan, Com-Jah, Dest-Tai, Hat-Tai, Jamal, Kokachi, Loi-Ta, Mongtai, Nen-Tai, Ni-Jin, Pedgha, Qemur, Ro-An, San-Jin, Una, Yonai.
Ethengarian PCs may choose either + 1 on all Ability Scores or + 1 Intelligence and another ability score plus a feat of your choice.
Racial Language : Ethengarian characters also speak, read and write Ethengaran.
Common Backgrounds : Any background except the sailor is possible for Glantrain Ethengarians.
Born to the Saddle : Ethengarian characters have advantage on any animal handling checks for horses.

THE FLAEM

The Flaem were the first humans to populate Glantri, drawn across the planes of existence by the Radience. Their culture is a web of strange traditions whose origins are lost in the distant past. In their native Bergdhoven, Flaemish gongs chime at obscure hours, families pass down alien titles and meaningless duties and bizarre proverbs are as common as Grynxium Cheese, Teenagers and young adventurers may try to break free from these stifling traditions but by the age of 40 most have accepted them. The Flaems have bronze skin, reddish hair, and unusually colored eyes.
Male Names : Aleksi, Anton, Dima, Elias, Georg, Henric, Julius, Juri, Ketil, Lasse, Leo, Matias, Oliver, Pieter, Rasmus, Vaino, Vanserie.
Female Names : Aada, Aino, Ella, Ema, Helmi, Juliana, Lilia, Minea, Nope, Olivia, Pihla, Sara, Siiri, Sinaria, Venla, Vilma, Wilhelmina.
Noble Families : Vaalia, Vaalandur, Varkselmi, Verlien, Vin, Vin-Veatur, Vlaardoen, Vuruko.
Inherited Title (PartI) : Akond of, Arcane Footman to, Bell-Carrier of, Second Sauce Pourer to, Inner Doorman of, Ekleet to, High Fish Bearer of, Grandmother to, Honorary Juror to, Husband in Absentia to...
Inherited Title (Part II) : The Unholy Meep, The Purple Brotherhood, Jaydis Volnuk, The Sigil, The Sunken Islands, The Obsidian Hilt, The Baron of New Dis, The Githyanki General, The Carrier of the Spell, The Eternal Manacle.
Ability Score Increase : You may add 1 to Dexterity, Constitution or Charisma.
Flaemish Feats : Flaemish characters start with one feat. This is usually Fire Elemental Adept, Magic Initiate, Spell Sniper, or War Caster, but the PC can choose any.
Common Backgrounds : The Acolyte (Shepherd of Rad), Criminal, Guild Artisan, Noble, Sage and Student of the Great School are the most common backgrounds for Flaemish PCs.
Racial Language : Flaemish characters also speak, read and write Flaemish.
Followers of the Flame : Flaems are the masters of Fire Magic. When they cast an fire elemental spell, it operates as though they had expended 1 extra spell slot.

THE KAELS OF KLANTYRE

The Kaels of Klantyre are proud highland warriors by tradition. Few experiences are more intimidating than the wail of their bagpipes through the mists, the glint of the sun on their claymores and the wind blowing at their kilts. They were brought to Glanri by the sorcery of their chieften, Brannart McGregor. Few are happy here, remembering through songs those distant glens where the rain was sweeter, the whiskey was stronger and the orcs (an ugly tribe called the Sassenachs) were softer. Kaelic warrior pride smarts to live under this magocracy. Many believe an uprising is bound to happen...
The Kaels typically have pale, freckled skin, blond or reddish hair, and blue or green eyes. Traditionally they wear tartans, denoting clan and family.
Male Names: Aiden, Angus, Brodie, Callum, Clyde, Dougal, Euan, Finn, Finlay, Gregor, Haemish, Harris, Kieren, Kyle, Lewis, Liam, Murray, Rob, Scott, Sean.
Female Names: Aileen, Annag, Aoife, Blair, Davina, Elspeth, Fiona, Flora, Heather, Isla, Kirstine, Maire, Morag, Niamh, Rhona, Seanaid, Una.
Last Names : Prefix a first name with Mc-
Kealic PCs may choose either + 1 on all Ability Scores or + 1 Intelligence and another ability score plus a feat of your choice.
Racial Language : Kaelic characters also speak, read and write Old Kaelic.
Common Backgrounds : Any background except the sailor is open to a Kaelic character. They are rarely Shepherd of Rad acolytes, but its possible.
Sharp Eye for Coin : Any Deception, Pursuasion, Sleight of Hand, Forgery or Gaming check against a Kael is at disadvantage if coin is at stake.

THE THYATIANS

Thyatians are the most numerous of the settlers of Glantri and are common everywhere except Blackhill, Boldavia, and Erewan. A warrior people, they are not perhaps the most naturally gifted wizards, but what they lack in raw ability they more than make up for with their ruthless ambition and devious minds. The Thyatians to the east have forged a mighty empire, and those of Glantri are no less ambitious. They enjoy the trappings of power too – putting on sumptious feasts and displays, commissioning fine art and architecture and holding gladiatorial games. Thyatians have light olive skin, light to dark brown hair and brown or occasionally blue eyes. They are generally sturdily built, with wide foreheads and prominent noses. Tieflings are more common among Thyatians than other peoples.
Male Names : Agostino, Alfonso, Bartolomeo, Benvenuto, Cosimo, Daniele, Ercole, Fiorentino, Giovani, Giusepi, Innocenti, Leonardo, Lorenzo, Marsilio, Nicolo, Paolo, Prospero, Urbino.
Female Names : Antonia, Catalina, Cecilia, Dolce, Fiora, Francesca, Ippolita, Letizia, Lucrecia, Margharita, Olympia, Paula, Serena, Stella, Veronica.
Family Names : Arcimboldo, Baldovinetti, Bellini, Foscari, Fulvina, di Malapietra, di Tarento, Rosso, Sforza, Visconti.
Thyatian PCs may choose either + 1 on all Ability Scores or have + 1 Intelligence and another ability score plus a feat of your choice.
Common Backgrounds : Any background except the sailor is possible for Thyatians of the land-locked Glantri.
A Heart for Treachery:If a Thyatian Character defeats (reduces to 0 HP) an opponent that trusted him or her, the Thyatian has advantage on his next roll (until the next long or short rest).