Human

Imperial

{{:Imperial (race)}}

Verian

Wanderers of the sea, raiders of the coast, and a perpetual thorn in the side of the Imperial Fleet, the Verians are an unruly sort. Blah blah blah. They're pirates.

Racial Traits
  • Bonus feat at 1st level
  • Bonus skill point at each level (4 points at 1st level)
  • +2 racial bonus to Balance, Profession (Sailor), Knowledge (Geography), and Use Rope checks. Those skills are always class skills for a Verian.
  • Swim speed of 30 ft while wearing no armor, gloves, or footwear.
  • Ability to hold breath for 5 times longer than normal (5 rounds per Con point).

Indigan

The oldest culture of humans, the first great empire, the Indigan people have a rich history and many proud traditions. Today, their throne has been sundered, and the scattered princes and merchant lords hold more loyalty to Imperial gold than to their ancient heritage. Those whose noble blood remains pure are known to be remarkable judges of character, and paragons of honor themselves.

Racial Traits
  • Bonus feat at 1st level
  • Bonus skill point at each level (4 points at 1st level)
  • +2 racial bonus to Appraise, Diplomacy, and Sense Motive checks; -2 to Bluff checks.
  • The ability to discern lies and detect evil on humanoids by passing a Sense Motive check of DC 10, or opposed to a Bluff check, as a 1-minute action.
  • Weapon Familiarity: Warspear. The warspear is treated as a martial weapon, rather than an exotic weapon, for Indigans. Also, Indigan monks gain proficiency in the weapon and may use it as a monk weapon.

Loretanian

Long before the first imperial colonists arrived in the Dragon Isles, savage men held the islands, and their secrets, against all invaders. Overwhelmed by the superior magic and technology of the Imperials, they gave ground at great cost, allowing the settlers to take Lore City and the core islands. Still, those who are not conquered remain bitter toward the invaders, and secretly plot their doom.

Racial Traits
  • Bonus feat at 1st level
  • Bonus skill point at every level (4 at 1st level)
  • +2 to Handle Animal, Intimidate, and Survival.
  • +4 to Knowledge (Dragon Isles).
  • Draconian Soul (Su): Once per day, a Loretanian human may channel the power of the dragons, gaining a +4 to Str and Cha for 1 round per point of Con bonus.
  • Bonus languages: shah, lizard tongue, draconic.

Dacian

Dacia has long resisted Imperial conquest, even as close as they are to the core provinces. Theirs is a culture entirely unlike other Cerosan peoples'. Indeed, they settled their now homeland independently of other ethnic groups of the Imperial Continent. They are a very spiritual people, whose unique religion balances and accounts for the beliefs of the druids, the traditional Zandarist teachings, the Loretanian Islander mythology, and the Dharmic principles. Their land is also the homeland of the Great North Wind, a member of the Circle of Nine who takes an active role in the defense of Dacia.

Racial Traits
  • Bonus feat at 1st level
  • Bonus skill point at each level (4 points at 1st level)
  • +4 racial bonus to Knowledge (religion) and Heal checks. These skills are always class skills for a Dacian.
  • Treat the primary ability score for any and all divine spellcasting classes possessed by a Dacian as if it were 2 points higher for purposes of bonus spells, DC's, and spell knowledge.
  • Any healing spell cast by a Dacian is cast at +2 caster level.
  • Woodland Stride: Dacia is a natural landscape, hardly touched by industrialization. By compact with the spirits of the land, the Dacians find nourishment with minimal environmental impact, and have thus learned to traverse their homeland with less assistance from roads and cleared fields.
  • Bonus language: Sylvan.

Nar

{{:Nar (race)}}

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