Human
MediumAttuners — Heirs of the Fallen Empire
We are what remains when the miracles fade.
Appearance
Humans present no single appearance — the most visually diverse species on Onan, with height, build, and skin tone shaped by the specific elevation, diet, and history of their home city. A Corvath highborn tends pale and lean, adapted to thin air. A valley laborer is sun-darkened and heat-hardened. A Shatterds human is salt-worn, built for heat and squall. The one universal marker is the Aetherbinder — the small filtered device worn at jaw or temple that processes atmospheric toxins. The faint impression it leaves at the skin's contact points is visible on any human who has lived below the sanctified altitude line. Among the poor, a worn secondhand device is a fact of life maintained with careful desperation. Humans trust tools. They have survived by trusting tools for three generations. It shows.
Origin & Lore
Humans are the last heirs of a vanished age — scattered remnants of a civilization that burned too bright and broke the world in the process. Once the architects of the first Empire, the first to refine Essa at industrial scale, the species that raised the Godkiln and laid the Wall's foundations, they are now a minority in a world remade by the consequences of their own ambition. When the Pulse Wars came, surviving populations went underground into engineered warrens — filtration systems, stored food, organized governance under pressure. They industrialized Aetherbinder production and emerged from the Long Night holding the infrastructure everyone else needed to survive. The Empire after the Long Night was not built on conquest. It was built on the argument that humans with artifacts and organization could maintain the Wall. That argument proved correct. The Aetherbinder dependency is the most politically loaded fact about humans in the current era — the Oligarch Houses that control production control the breath of every lowland human on the planet.
Baseline Traits
All Human receive these traits at character creation at no cost.
You can attune to 4 magic items simultaneously rather than the standard 3. Your attunement process takes 30 minutes instead of 1 hour.
You gain proficiency in the Arcana skill. When you make an Intelligence (Arcana) check to identify or understand a magical item or Essa artifact, you add double your proficiency bonus instead of your normal proficiency bonus.
You can cast Detect Magic and Identify as rituals without material components. Starting at 3rd level, you can cast Magic Weapon once per Long Rest without material components. Intelligence is your spellcasting ability for these spells.
You require a functioning Aetherbinder device to breathe safely outside sanctified environments, sealed spaces, or naturally high-altitude locations. Without one in unfiltered conditions, you begin taking 1d4 Constitution damage per hour, increasing by 1d4 each subsequent hour. Most experienced human adventurers carry a spare.
You gain proficiency in History and one additional skill of your choice from: Investigation, Persuasion, Medicine, or Insight.
When you roll a death saving throw, add a bonus equal to the number of magic items you are currently attuned to (maximum +6). After each Long Rest, choose one saving throw type — you have advantage on saving throws of that type until your next Long Rest.
Species Advancement Tree
You earn Species Points at levels 1, 3, 5, 7, and 10. Tier 2 requires at least 1 Tier 1 purchase. Tier 3 requires at least 1 Tier 2 purchase.
Tier 1 Available at levels 1 and 3
Tier 2 Available at levels 5 and 7
Tier 3 Available at level 10
Roleplaying a Human
Humans do not think of themselves as the species that kept its toolkit and built walls instead of changing. They think of themselves as the species that paid attention. A human character does not simply enter a room — they assess it. What is here? What is it worth? What could it do? The Aetherbinder is the fact of human existence that most humans have completely normalized. Most do not dwell on it. The ones who do tend toward two responses: resentment of the Houses that profit from the dependency, or quiet determination to accumulate enough artifacts that the dependency becomes, in practice, irrelevant.