Humans

Restless Explorers
From the dim Halls of Magic in Vaca, to shadowed alleys and taprooms of High-Hearth, humans are always near at hand. They are the most widespread of the civilized races, and you can be sure to find a human settlement or enclave in almost every land. Even in the Orcholds, humans can be found here and there, asking questions and poking their noses where they don't belong. Curiosity and ambition are the call-words of the human race, and many of the worlds greatest villains, and greatest heroes, come from among their number.

There is no denying the fact that the world would be a much less civilized place without the human race. The drive, ambition, ingenuity, and curiosity of the short-lived people is a wonder to behold, and truly is one of the driving forces in the world. From ancient Velia to the current kingdoms of Palagos, humans have held a central place in the world, and their culture, customs, and languages have always been dominant. Now, with the Darrio Accords bringing peace to the lands of the west, human ambition and drive has sought an outlet in the exploration of lost Ardurach, and soon, more and more humans will take the long voyage across the Titanswave Ocean, seeking their own fortune and glory in the wilds.

Variety is another feature of the human races. From martial magocracies, to enlightened theocracies, human societies come in every imaginable configuration. The Darrio Accords have brought peace to these various kingdoms, but each still retains its essential features and differences, and a human who comes from one is often as dissimilar from a human from another as he is from a dwarf, or a halfling.

Racial Features
In addition to the racial features laid out in the PHB, humans receive the following benefits:

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 can speak, read, and write 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 gods 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.