Table of Contents

Human

Stat adjustments +2 to stat of choice*
Innate spells none
Size medium
Standard resonances any
Classes allowed any
Normal adventuring starting age 18-20
Average life span 110

Racial Traits

Extra Feat bonus feat at level 1
Adaptable 4 extra skill points at level 1
Human Heritage Additional bonuses based on ethnicity

Description

Human form is where the term “humanoid” comes from. Humans have two arms, two legs, and stand near two meters high. Their skin comes in varying shades from light tan to dark brown, with visible hair of all normal colors on the top of their heads and occassionally as mustaches or beards in the case of the males who have not shaved.

Planetouched

Creatures referred to as 'planetouched' are human, but have some kind of planar ancestor at some point in their history. These consist of tieflings (fiendish blood), aasimar (celestial blood), feytouched (fey blood), and genasi (elemental blood). These should not be confused with half-bloods, who bear a direct planar parent.

See also: tiefling, dhampir, aasimar, feytouched, genasi, air genasi, earth genasi, fire genasi, water genasi

Human Regional Ethnicities

There are a total of nine broad human ethnic groups recognized across the realm, each with a unique history and heritage. Due to this, some have a slight pre-disposition to skills and other abilities that their human kindred in other areas and of different lineages do not.

Please note: Even though certain half-breeds, such as half-elves, may be prompted to choose a human ethnicity, they do not receive the benefits of that region. The choice is simply a matter of roleplay and fleshing out the character's history. The other part of their heritage muddles the ethnicity, weakening the ties to the bloodline.

Heartlander

Region: Shadow, Tabor, Tharis, Antioch and Dagger region mixed

Short to mid height, a causasian complexion (not as pale as the Aesatri), nearly all shades of hair and eyes due to their mingled stock. A varied people that inhabits the central Shadow region, most commonly farmers and traders.

Modern reference: mixed mid-european

Bonuses adaptation: (+1 saves vs spells), silver palm (+1 influence)

Tsarven

Region: Tsarven empire (Lirremar, Phaederia, Djyaristan, and mingled stock of Sindh)

Short to mid height, swarthy skin, usually dark narrowed eyes and dark hair. The primary human stock of most Tsarven kingdoms, save for Morinnen, and Sindh where they are intermingled with Attayan stock of old. Descended from the original slave stock of the Djinni who ruled the region many millennia before.

Modern reference: arabic

Bonuses: streetwise (+1 stealth/percept in city areas), quick (+1 init)

Morinnen

Region: central steppes of the Tsarven empire (Morinnen and Lirremar)

Mid to tall height, olive skin, usually dark narrowed eyes and dark hair. Insular folk of the central Tsarven steppes, known particularly for their skill in handling and breeding horses.

Modern reference: mongolian steppes-folk

Bonuses: nomad (+1 survival), saddleborn (+1 BAB when mounted)

Aesatri

Region: Dagger region mixed, Asgard

Tall stature, a long head, light skin and hair, and light-colored eyes. From the tribes of the icy northern reaches and the populace of Asgard, as well as the nobility of Torm, and mingled citizens of both Torm and Tonovi.

Modern reference: nordic

Bonuses: survivor (+1 fort saves), wary (+1 dodge bonus to ac)

More on Aesatri

Zin'Charu

Region: Antioch mixed

Short stature, dark hair, dark eyes, narrow shoulders, a caucasian complexion (but not the pallid-white of the Aesatri) and comparatively round head. Very little of this bloodline remains following the disappearance in -549SG of their ruling houses. Presently, only apparent within the nobility of the kingdom of Antioch, and some mingling among their citizenry.

Modern reference: roman

Bonuses: weavetouched (3x detect magic/day), arcane affinity (+1 spellcraft)

Attayan

Region: Seneca, Sindh mixed

Mid height, caucasian skin tone, dark eyes and usually dark, curled hair. The primary stock of Seneca, and a large portion of the populace of the Tsarven kingdom of Sindh, originally as refugees from the Kinnesarudan wars several centuries previous.

Modern reference: spanish

Bonuses: bravery feat, educated (+1 academics)

Maalish

Region: Wildlands (west of Shadow region)

Uncertain translation according to linguists the Maal translate roughly to “us and not you”; this term relates only to the western wildlands tribes, though it is sometimes used in error to refer to other tribal peoples such as those of Tonerra. Tall, wiry black hair, ebon skin and dark eyes, strong jaw and broad brow. They are the dominant inhabitants of the Wildlands, making up many segregated tribal groups. Not a great deal is known about them but that they often engage in hostilities with the Senzokuan.

Modern reference: african

Bonuses: resistant (5SDR), bullheaded (+1 will saves)

Senzokuan

Region: Wildlands (west of Shadow region)

Known among themselves as the Senzoku, “the thousand clans”. Short, olive/yellow skinned, fine-boned and usually with a flattened nose, given to straight black hair and slanted almond-shaped eyes of brown or black. Less prevalent inhabitants of the Wildlands, living in allied family clans and engaged in regular hostilities with Maalish tribes, usually over land disputes. Some intermingling bloodlines found in Lirremar, where the Tsarven empire borders the Wildlands.

Modern reference: asian

Bonuses: slippery (+1 reflex saves), arcane schooling (+1 L1 spell slot)

Tonaz'tlacar

Region: Danger, Tonerra, Dallyh (Saakrune islands, east of Shadow region)

Known among themselves as the Tonaz'Tlacar, “the shining ones”. Mid stature, dark hair, olive or tan skin and eyes from green through hazel and brown. Prominent cheek bones, a rounded face and narrow eyes. Rarely found on the mainland; native stock of the continent of Danger, as well as some islands of the Saakrune Sea.

Modern reference: south american

Bonuses: hunter (+1 stealth/percept in wilderness), dauntless (+10hp)