REMOVA OS ANÚNCIOS!
Apoiando através de https://apoia.se/arddhu a partir do tier de Apoiador, você pode navegar na wiki sem anúncios e ainda colabora com o projeto!
Human
Members of human origin are among the most numerous in Runeterra, the world's major city-states are teeming with them and often controlled by members of this species.
With a major distribution among the world, they can be found everywhere from Demacia to Noxus, Freljord, Ionia, Bilgewater or even Shurima, which has been rising from the sands.
Although they all have very similar characteristics, some minor nuances exist due to their birthplace.
Diversity
Humans are known for their diversity among their many members, with heights ranging from 1.6 m to 1.9 m, but with some individuals exceeding these averages.
Their adaptability makes them present in virtually every corner of Runeterra, having already explored almost every territory, even if much of that has been lost over time.
Their nature is not magical but, again, diversity encompasses the species as a whole and it is possible that a human being is already born with the mark of magic or even that, without this gift from birth, they can exercise it through effort and hardwork.
Social creatures, as much as some examples of this origin seek to isolate themselves or have lives completely disconnected from others, they usually organize themselves into societies that can vary from a simple romantic (or business) couples to even an empire.
Human Names and Ethnicities
Human diversity has caused many cultures to flourish, many of them connecting to the land they live in and adapting in amazing ways to it. In other cases, the vicissitudes of life and confrontations made this adaptation happen. Although if undressed and placed side by side, many humans are indistinguishable as to their origin, the colors they wear and the values they carry with them make all the difference.
Bilgewater
In the region of the Blue Flames Isles Archipelago, there is a port-city like no other, Bilgewater. With the biggest variety between folk and origins, the city is always ready to empty the pockets of the unwary.
Languages: Bilgewatrian and Buhru
Bilgewatrian Names: Sarah, Illaoi, Malcolm, Tobias, Tahm, Lars, Gralha, John, Rafen, Byrne, Van Gallar, Travyn, Piet, Bragg, Petyr, Crow, Jakmunt, Zyglos, Nautilus
Demacia
Demacians are a people proud of its history and military Their culture values the ideals of justice, honor, and duty.
Languages: Demacian
Demacian Names: Garen, Luxanna, Lucian, Jarvan, Taric, Sylas, Fiora, Quinn, Shauna, Galio
Freljord
The frozen and ruthless land produces people with natural strength and individuals that are born fighting against the weather and having to resist it.
Languages: Freljordian and one of the four regional dialects.
Freljordian Names: Ashe, Anivia, Tryndamere, Sejuani, Lissandra, Gragas, Braum, Nunu, Olaf, Udyr, Ornn, Ivern, Svarfell
Ionia
Being Ionian means living with the magic that emanates from the earth on a daily basis. A spiritualist people who seek balance and pursue ideals of neutrality and balance.
Languages: Ionian
Ionian Names: Karma, Irelia, Yi, Yasuo, Shieda, Akali, Khada, Shen Syndra, Zed, Valmar, Kai
Ixtal
Ixtal is a region that was isolated and unknown until recently, when the emperor's daughter, Qiyana, decided to attack a Piltovan exploration group all by herself. Qyiana left only one survivor who could tell the others of the strength of the Ixtali people.
Languages: Ixtali
Ixtali Names: Amoxtli, Centehua, Eleuia, Etalpalli, Itotia, Ilhicamina, Izel, Necalli, Papan, Tenoch, Qyiana
Noxus
Natives of Noxus are seasoned by the rules of strength. A warlike nation that has an inclusive society where anyone who proves their strength is worthy of being a Noxian.
Language: Noxian
Noxian Names: Annie, Darius, Katarina, Jericho, Cassiopeia, Draven, Riven, Sion, Talon, Urgot, Elise
Piltover
The region of tomorrow, Piltover is considered the capital of prosperity and progress.
Languages: Zaunite with Piltover dialect
Piltovan Names: Caitlyn, Jayce, Camille, Ezreal, Orianna, Jago
Shurima
Once the largest Empire in Runeterra, the Shurimans became nomadic peoples and spread across the desert sands in tribes. With the Emperor's return, all that could change.
Languages: Shuriman and Noxian
Shuriman Names: Azir, Aatrox, Taliyah, Renekton, Sivir, Varus, Nasus, Kassadin, Malzahar
Targon
Targonians are a people divided between the Rakkor, brave warriors who follow the Solari, and the Lunari, ancient priests who hid in the shadows in fear of being decimated by the Solari.
Languages: Targonian and Rakkor
Targonian Names: Leona, Diana, Atreus, Zoe, Kayle, Morgana
Zaun
Though once a twin city of Piltover, time has greatly distanced its societies and inhabitants. The Zaunites live with toxic fumes and pollution, the result of a disorderly and chaotic evolution.
Languages: Zaunite with Zaunite dialect
Zaunite Names: Ekko, Jinx, Singed, Edmundo, Janna, Viktor, Warwick
Human Origin Traits
Attributes: You can add 2 points to an attribute and 1 to a second attribute.
Heritage: You have 3 Origin Heritage points, see Chapter 5: Customization - Heritages for the list of Heritages available. You gain 1 Origin Heritage point at level 5, 9, 13 and 17.
Age: Humans reach adulthood at the end of their adolescence and live less than a century.
Size: Humans vary a lot in height and weight, from 1.5 meters to more than 1.8 meters. You can choose to be Small or Medium sized.
Speed: Your base walking speed is 30 feet.
Past: Choose a Past. See Chapter 4: Detailing - Pasts for the list of Pasts available.
Skill: You have proficiency with a Skill of your choice.
Craft: You have proficiency with a Craft of your choice.
Region: You have 2 Region Heritage points and 1 language from that region; you must choose your Region which will define where you grew up and much of how you see the world. You can see more about this in Chapter 11: Runeterra.
Inspiration | |
---|---|
Proficiency | Dice |
2-3 | 1d4 |
4-5 | 1d6 |
6 | 1d8 |
Inspiration: Humans can extract more from their willpower to surpass their limits. You have half your Proficiency bonus as inspiration dice per long rest, unused dice do not remain. An Inspiration dice can be used as a reaction when making an ability check, saving throw or attack. You must roll the dice corresponding to your Proficiency bonus and add the rolled value to that roll. You can roll the Inspiration dice after rolling the d20 and seeing the result, but you must decide this before the Master says whether the roll was successful or not. You can only use one Inspiration dice at a time.