Humans

((Mechanically speaking there was nothing wrong with humans, but it was my intention to provide a wide variety of humanity to reflect the difference in cultures across Zenith and beyond.  It helped that the Advanced Races Guide came out around the time I was beginning to truly flesh out my races.  -GM))

Ubiquitous and hardy, humanity’s roots lie in Zenith.  The humans presented in the Core Rulebook represent a typical specimen of humanity, however certain populations have been given to distinct local trends based on their surroundings and history.  Below is a list of human variants based on their place of origin.

  • Al-Hasier: Rugged and clever, the humans of Al-Hasier have spent generations adapting to the harsh sands of their homeland.  They have adapted out of necessity brought on by the sometimes relentless hardships that can beleaguer their cities.  They value independence and ingenuity above all else, and tend to be brusque and pragmatic.  The natives of Al-Hasier have complexions ranging from moderately tan to dark brown, with either jet black, or sun-bleached blond hair.
    • +2 Constitution, +2 Intelligence. Al-Hasierians are universally clever and hardy, as even the most well-to-do people learn the hardships of the desert to assure their survival.  This replaces the standard human statistic modification.
    • Desert Runner – Al-Hasierians receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments. This replaces the bonus feat normally gained at first level.
  • Arna: A colorful, diverse people, the Arnans live simple existences either subsisting off the savannas and jungles of their home, or selling their skills in the sprawling Jambayana cities of the north.  They are a simple, introspective people who still worship many old gods who have long-since fallen silent.  Honor and trust is important to most Arnans.  Except for the rare albino, most Arnans are exceptionally dark in complexion and have short, similarly dark hair.
    • +2 Strength, +2 Wisdom. Arnans are quite accustomed to the rigors of life and are exceptionally philosophical.  This replaces the standard human statistic modification.
    • Focused Study – At 1st, 8th, and 16th level, Arnans gain Skill Focus in a skill of their choice as a bonus feat. This replaces the bonus feat normally gained at first level.
    • Spiritual – Arnans receive a +1 racial bonus on knowledge (nature) and knowledge (religion) checks. This replaces the skilled racial trait.
  • Avalon: The Avalonians are well-educated and erudite, boasting the most sophisticated system of universities and academia of all human empires.  They are somewhat less robust than other humans, but they have by no means forsaken any of their martial heritage.  Avalonians are intelligent and charismatic, well suited to the affairs of political life and academia.  Avalonians are tall, with complexions ranging from fair to olive-tan and light-colored hairs.  Psionically active Avalonians have naturally occurring strange-colored highlights in their hair, and this has become something of a fashion trend among even the non-psionic youth.
    • +2 Intelligence, +2 Charisma. Avalonian school places a focus on higher education and public oration, and is mandatory for all citizens.  This replaces the standard human statistic modification.
    • Cosmopolitan – Avalonians receive the Cosmopolitan feat for free at first level. This replaces the bonus feat normally gained at first level.
  • Empire of Shang Fuo (Imperials): The people of the empire are a strong lot, forged through generations of constant internal and external strife.  They are much more adept at warfare than anything else, and the ever-present threat of the United Hordes to the south have given them a healthy regard for their own mortality and the need for constant ingenuity in battle.  Imperial citizens are typically tall and lean with dark hair.  They favor simple, practical clothes and the men often have neatly groomed beards and moustaches.
    • +2 Strength, +2 Intelligence. Imperials have honed their might and minds to a fine point in order to survive against the machinations of the United Hordes, and usurpers from within the empire.
    • Hatred – Imperials receive a +1 racial bonus on attack rolls against humanoids of the goblin and giant subtype. These races (particularly hobgoblins and ogres) are the mainstay of the United Horde army.
    • Defensive Training – Imperials receive a +4 dodge bonus to Armor Class against attacks from humanoids with the giant subtype. This replaces the bonus feat normally gained at first level.
  • Mortannia: It takes a durable sort to eke out a living in Mortannia, and the native humans are just that.  Even in more prosperous times the Mortannians have always been especially hardy and world-wise.  In rosier times this was attributed to the legacy of Aleksandr Mortav.  These days it seems merely to be a reflection of the hardships they face on a daily basis.  Mortannians are typically short and stocky, with pale skin and dark-colored hair.
    • +2 Constitution, +2 Wisdom. Mortannians are uniquely adapted to the land they live in, their bodies and minds hardened against the plagues and horrors that befall them.  This replaces the standard human statistic modification.
    • Resilience against Dread – Mortannians receive a +2 bonus on saving throws against disease and mind-affecting effects. This replaces the skilled racial trait.
    • Undead Hunter – All Mortannians learn from an early age how to spot the weaknesses of their most common aggressor.  Mortannians gain a +1 bonus on attack rolls against undead.
  • Kentaku: Born into a rich culture centered around honor, duty, and respect for the land around them, Kentakans are a naturally introspective and refined people.  Though they are somewhat more reclusive than most humans, they have a tolerant view of most outsiders, provided they are polite people.  Kentakans tend to be tall and slender, with pale skin and short, styled dark hair.  A large minority of the human population has developed psionic abilities, resulting in more outlandish hair colors which are recognized, but never spoken of.
    • +2 Wisdom, +2 Charisma. Even the most base of Kentakans are elegant and deeply spiritual.  This replaces the standard human statistic modification.
    • Sociable – When a Kentakan attempts to change a creature’s attitude with a Diplomacy check and fails by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
    • Blessed – Kentakans receive a +1 racial bonus on all saving throws. This replaces the bonus feat normally gained at first level.
    • Languages – Kentakans are somewhat more insular than other humans. They begin play speaking Common and Kentakan.  Those with high intelligence scores may select from the following list of bonus languages: Aquan, Auran, Elven, Hebi-Jin, Orlish, Terran, Ignan, or Sylvan.
  • Schattenburg: The natives of Schattenburg are distant cousins of Mortannians, though generations of separation have resulted in a distinctly separate genome.  Nearly all Schattenburgians are involved in the day-to-day toils of their city or village, resulting in strong physiques even amongst the women (and especially in the highland villages of the northern steppes).  Schattenburgians have waged nearly constant scuffles with the dwarves of the mountains and the native gnoll tribes, infusing the population with a healthy unease knowing that full-scale war could always be around the corner.  Schattenburgians are of average height and have a wide variety of hair colors and stylings.
    • +2 Strength, +2 Constitution. Schattenburgians are tough and rugged, well suited for war and hard labor.  This replaces the standard human statistic modification.
    • Favored Foes – Though not borne of inherent hatred for the races, Schattenburgians have spent generations in a state of semi-constant war with the native gnoll tribes and neighboring dwarf clans. They receive a +1 bonus on attack rolls against humanoids with the gnoll or dwarf subtype.
    • Hunter – Much of Schattenburg is still considered to be a frontier, as such most natives teach their children how to hunt and survive off the land if need be. Survival is a class skill for all Schattenburgians.  This replaces the skilled racial trait.
  • Orlind: The Orlish are a proud, noble people who value personal strength and strong leadership.  Accustomed to the long winters of their homeland, they are a hardy people unbroken by their surroundings.  Orlish folk tend to be jovial if a bit rowdy, and are a naturally courageous sort.  Cowardice is considered a crime in many city-states of Orlind.  The Orlish tend to be tall and barrel-chested with unkempt manes of hair ranging from auburn to golden blonde.  Many men wear long facial hair in the winters.
    • +2 Constitution, +2 Charisma. The Orlish are hale and handsome people, just as comfortable telling stories around the fire as they are anywhere else.  This replaces the standard human statistic modification.
    • Fearless – All Orlish receive a +2 racial bonus on saves against fear effects.
    • Crusader – The tradition of battle and crusading is borne deep into the bones of even the most common of Orlish folk. They receive a +1 bonus on attack rolls against humanoids with the giant subtype and outsiders with the evil subtype.  This replaces the skilled racial trait.
  • Far Isles: Though there are multiple human countries scattered around the Far Isles, nearly all Islanders share a common skill set appropriate for their sea-faring lifestyle.  Comfortable around strangers and the ever-changing populations of their islands, Islanders are generally eager to set sail for the distant horizon or trade stories with travelers.  Islanders are naturally fair skinned, though many are tanned by long hours in the sun.  Most have dark colored hair they wear in long braids or ponytails with neatly trimmed matching beards.
    • +2 Dexterity, +2 Charisma. Islanders are a gregarious and agile sort.  This replaces the standard human statistic modification.
    • Hold Breath – Islanders are able to hold their breath for a number of rounds equal to 4 times their constitution score before running the risk of drowning or suffocating.
    • Sailor’s Skill – All Islanders are taught how to swim and climb riggings from an early age.  Climb and Swim are class skills for all Islanders.  This replaces the skilled racial trait.
  • Penumbra: Humanity is not a native species to Penumbra.  Nevertheless, for centuries humans have found their way through portals, emigration, abduction, and more.  Ancient records indicate that the Thissken Empire under the rule of the Kogashi had human servants, and the dead draconic Kingdom of Azul had human parishioners as well.  Regardless of their origins, Penumbrans have become a tight-knit nomadic people, often traveling far and wide and rarely lingering in one place for long.  Most races of Penumbra see them as a nuisance at best, and only the most progressive of societies welcome them openly.  Penumbran humans are a widely varied motley of people, and are prone to tattoos, piercings, body and hair dyes, and even more outlandish manner of self expression.
    • +2 Dexterity, +2 Wisdom. Penumbrans are adroit both in body and in mind.  This replaces the standard human statistic modification.
    • Enclave Protector – Penumbrans are particularly adept at defending themselves and their communities through magic. They add +1 to the caster level of any abjuration spells they cast.  They also gain the following spell-like abilities: constant—nondetection; 1/day—faerie fire, obscure object, sanctuary.  The caster level for these effects is equal to the user’s character level.
    • Gifted Linguist – Penumbrans receive a +4 racial bonus on linguistics checks and they learn one additional language every time they put a rank in the linguistics skill. This replaces the skilled racial trait.
    • Resistant – Penumbrans receive a +2 racial bonus on saves vs. poison and mind-affecting effects. This replaces the bonus feat normally gained at first level.