Race and Cultures: Human in Aertrea | World Anvil
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Race and Cultures: Human

Race: Human:

Humans are one of the more dominant life form of Aertrea at this time. They live just about every where, they are almost as fierce as the orcs, as adaptable as the goblins, as magically adept as the elves and as stout and resilient as the dwarves. As such, they prosper. Capable of both greatness as shining beacons of law and good, they are as likely to be tyrants of evil and enslavement.
There are a number of regions across Aertrea with distinct human cultural traits. The northern Continent has both highly structured human civilizations with European-like civilizations such as Arcadia, Marble and Timbal. It also has a large number of tribal societies, ranging from peaceful hunters and gatherers to aggressive raiders. The Southern Continent is made up of a group of desert-based cultures, the Senpat and Dartar, as well as some inward looking peoples such as the Ashalan and Shai. The largely unexplored western continent has the remnants of an ancient and now all but forgotten human empire, the Olmans.  

Human General

Physical Appearance: Humans are a very varied group. They range in size from 5 to 7 feet tall and weigh between 100 and 350 lbs usually. They vary greatly in color, hair, eye, and build.
Aging: Humans live between 200 and 400 years old, although magical intervention can increase this to nearly a 1000 years.
Location: Any
Religious Tendencies: any
Ability Modifiers: +1 to any, -1 to any.
Racial Templates Available: Aasimir, Half Elf, Half Giant, Half Dragon, Half Ogre, Tiefling,
Cultures available: Arcadian Empire, Ashalan, Beast Tribes of Imbrifel, Ben Sarid, Cirdonia, , Haradrim, Jeweled Cities, Icy Holds of the Mammoth Lords, Marble, Meckros City, Nis, Olman, Senpat Empire, Shai River Valley, Tanuhk, Thune, Timbal Noble, Timbal Peasant,
Special Abilities: +4 skill points at 1st level, +1 skill point per level, Bonus human feat at 1st level, 30 movement, medium,
Favored Classes: any one (highest class level does not count towards favored class.
Bonus Class Skill: None
Bonus Languages: None
Cultural Feats:
Starting Gold Adjustment: 0%
 

Human: Arcadian Empire Culture

General Description; Arcadians are the citizens of the Arcadian Empire. The Empire has faded somewhat but is still a powerful and influential force in the world. Its citizens are well educated and well traveled. Arcadians found in other lands are likely merchants, a merchant’s routine, or legionnaires. In times past, every citizen in Arcadia served in the legions in some capacity. Recent trends see the Arcadians becoming more reliant on mercenaries and foreigners to fill the ranks of their still expertly trained and equipped legions
  Physical Appearance: The Arcadians are short, stocky and olive complexioned people with dark colored hair and eyes. The tribal groups in the northern reaches of the empire tend to be taller, broader, and often have blonde or red hair. The Arcadians prefer simple robes of white linen for civilians and strictly regimented uniforms and arms for its legions. Jewelry tends towards large and showy and is mostly reserved for females.
Location: Arcadian Empire, Jeweled Cities, many other areas in small numbers.
Religious Tendencies: Arcadian Emperor.
Additional Special Abilities: Weapon proficiency shortsword, +2 racial bonus to knowledge history and geography, Medium armor proficiency,
Additional Favored Classes: Marshal
Replacement Bonus Class Skill: Knowledge History
Cultural Feat Additions: Phalanx FightingRules-Feat: Combat Feats
Bonus Languages: Arcadian (common Dialect)
Starting Gold Adjustment: +15%
 

Human Culture: Ashalan (Human)

General Description: The Ashalan are a relatively small nation of hill and mountain dwelling humans. They are mainly farmers and traders. Their nation has a long history of mysticism. Men and women, when they come of age, take a year or more journey out into the world as a rite of passage. The Ashalan decorate themselves in intricate blue tattoos. The Ashalan are physically and cultural similar to what is known about the more ancient cultures of Rokugan (pre-Empire) giving an indication that the Ashalan probably emigrated from those lands to settle in the highlands of their current home.
  Physical Appearance: Ashalaners are tall and slim with little facial hair. They are tan skinned with dark eyes and hair. The prefer woolen clothes suited to the higher altitudes. They are not overly found of jewelry but their bluish tattoos are important cultural facet.
Location: Ashalan, Shai, any other while on journey
Racial Traits/Special Abilities additions:,
  • weapon familiarity (martial): kama and sai,
  • +2 racial bonus to knowledge mysticism and climb,
Replacement Favored Classes: Psion, Monk
Replacement Bonus Class Skill: Knowledge Mysticism
Cultural Feat Additions: Cultural Feat Additions: Wild Feats, Scout Feats, Mountain, Terrain Feats,
Starting Gold Adjustment: -10%
Role Playing Hooks:
The Ashalan are a spiritual and patient people. They embrace discipline of self, while understanding the ebbs and flows of the natural world, of which they are part. The Ashalan are not judgmental, seeking to learn something from all other peoples. This is not say they are naïve and are quick to defend themselves or others from outward aggression or evil intentions. Ashalaners are quietly confident and do possess a stubborn streak. They seldom admit defeat but are open to many different avenues of effort. If there was one word to describe the Ashalan it would be Spiritual.  

Human Culture: Beast Tribes of Fallen Imbrifel (Human, Northern Tribes)

General Description: Imbrifel was once a powerful and stable nation of the eastern Northern Continent. As the north slowly fell to the growing tides of anarchy and tribes of orc and human barbarians, Imbrifel was one of the last bastions of the “old north”. No one knows how it really ended, cut off from the rest of the world by thousands of miles of wilderness, the last ships out of its ports told stories of heroic stands and great magics as Imbrifel’s defenders turned back armies of raiders and invaders time and time again. And then, nothing. No more ships, no teleporting casters, no divinations could reveal what had befallen the once great state. It remains a mystery to this day.
  Today, Imbrifel is the home of fierce human tribes. They live in the shadows of Imbrifels fallen towers and cities. Each tribe has adopted a ferocious animal totem. There are six such tribes known but there could well be more. Those known include the Wolverine Tribe, Peregrine Tribe, Puma Tribe, Worg Tribe, and Grizzly Tribe. Each tribe apparently has its own territory which it defends from the other tribes and any other interloper
  Physical Appearance: The human remnants of the Kingdom of Imbrifel tend towards medium heights and builds. They have reddish-brown skin tones with brown and black hair and eyes predominating. Clothing tends towards well cured hides and skin although some groups raise sheep and make use of wools. Jewelry tends towards fetishes of bone and feathers.
Location: Far North
Religious Tendencies: Druidic
Additional Special Abilities:
  • +2 racial bonus on handle animal and knowledge nature checks,
  • Racial enemy: +1 on attack rolls against orcs and giants.
Replacement Favored Classes: Barbarian, druid
Replacement for Cultural Feats:
Replacement Bonus Class Skill: knowledge nature
Bonus Languages: None
Starting Gold Adjustment: -10%
Role Playing Hooks:
The Beast Tribes of Imbrifel are embodying the paradoxical nature of the natural world. They are violent, aggressive and unpredictable like wild animals or severe weather. They are also structured, respectful and at peace with their environments. The Imbrifelians are generally a proud and almost noble people. They are emotional, quick to laugh and quick to cry. Their families (and their extended families, the tribes themselves) are the most important thing to them and they would go to great ends to protect them. They do possess a strong jealous streak and at times are impulsive. The Imbrifelians consider themselves one with the natural world, not above it, but also not necessary the protectors of nature. If you had to describe them with a single world, it would be Naturalistic.
 

Human Culture: Ben’Sarid (Human, Dartar)

General Description: The Ben'Sarid are the oldest and most secretive Dartar Tribe. They maintain extended family groups who roam the central and southern Burning Sands. There are few permanent settlements and those that exist are well hidden (built into the sides of a ravine, buried in an ancient ruin etc). The lands of the Ben'Sarid are some of the most harsh and unforgiving. Much of their lands are rocked by tremors and earthquakes. Lava, poisonous gases and acid pools bubble to the surface in other areas. And yet the Ben'Sarid thrive here. They are master mystics with many druids amongst them. They are also renowned for their gifts of prophecy. The other Dartar Tribes tend to be respectful of the 'Sarid and go to great ends to protect and avoid insulting their mystics for fear of the dire curses they could call down upon them.
  Physical Appearance: The Ben’Sarid like other Dartar Tribes have slight, wiry frames with olive skin and dark wiry hair and beards. Women tend to be full of hip and often have striking eyes of green or blue. They prefer simple robes and desert garb with little or know jewelry.
Aging: Humans live between 200 and 400 years old, although magical intervention can increase this to nearly a 1000 years.
Location: Land of Burning Sands
Religious Tendencies: Druidism, Azuth, Istus
Additional Special Abilities: +2 racial bonus on survival, ride and knowledge mysticism,
Replacement Favored Classes: Druid, Scout
Bonus Class Skill: Knowledge nature
Bonus Languages: Dartar
Cultural Feat Additions: Starting Gold Adjustment: -10%
Role Playing Hooks:
The Ben’Sarid are an ancient people whose years weigh heavily upon them. They are a spiritual people, well aware of the cost of failure, which is extinction. They depend only upon themselves and each other to serve in one the harshest environments on Aertrea. Even so, they know that they, and all their kind, will be joining the dusts of the deserts. The Ben’Sarid tend to be quiet but quick to act. If you had to describe the Ben’Sarid with a single phrase it would be, “Mysticism married with Fatalism”.    

Human Culture: Cirdonia (Human)

General Description: Cirdonia is the name of a lose confederation of Lords in the Far North. Once a collection of warring tribes, the Cirdonians were conquered by the expanding Arcadian Empire some three hundred years ago. One hundred years ago, the Cirdonians, routed the faltering Arcadians in a revolution mostly free of mass bloodshed. Since then the Cirdonians, now culturally a mix of traditional tribal, Middle Kingdom, and Arcadian traditions, have ruled their lands in a feudal system. The eleven Lords of Cirdonia each have their traditional lands, somewhat based on tribal territories from the pre-Arcadian era. The title is passed down the oldest son. Commoners are allowed to own land and pay taxes to the Lord of their area and receive varying degrees of justice, protection and infrastructure. Cirdonia still makes use of some ancient tribal traditions including animal sacrifices, burning of criminals in “wickerman”, mixed with Middle Kingdom feudalism, each Lord is served by his appointed “knights”, and Arcadian facets, commoners are allowed to meet, debate, and then democratically vote on many important issues to be carried out by the Lord.
  Physical Appearance: The Cirdonians are tall and broad with light skin tones with brown, blonde and reddish hair, often with luxurious curls. They enjoy functionally clothing, usually tunics and leggings but enjoy richly embroidered garb for social occasions. They Cirdonians enjoy their colors and some dress in loud and clashing fashions.
Location: Far North
Cultural Touchstone: Scotland, Ireland, post-roman barbarians.
Religious Tendencies: mix of druidic, traditional Middle Kingdoms and Arcadian,
Additional Special Abilities:
  • weapon familiarity (martial) bastard sword,
  • +2 racial bonus knowledge nobility and royalty and history,
Replacement Favored Classes: Ranger, fighter
Bonus Class Skill: Survival
Bonus Languages: Arcadian
Starting Gold Adjustment: -
Cultural Feat Additions: Forest Terrain, Mountainous Terrain, Rules- Feats: Terrain Feats

Role Playing Hooks: Cirdonian culture is split between the Olde Ways and the ways that the Arcadian occupation brought. Some individuals are a majority of one or the others, and some appear evenly split. Sometimes this leads to great tension or conflict between individuals or even within individuals. Cirdonians are a passionate people, they wear their emotions on their sleeves. Honor and family are very important things to them. Self sacrifice, especially for love or country, is held in the greatest of regards. Cirdonians tend to relative open minded. They love to fight and they love to dance. If you had to sum them up with a single phrase it would be, “Olde ways vs New Ways”.    

Human Culture: Haradrim (Human)

General Description: Harad is rocky and arid realm located south of Senpat. The two have been locked in a perpetual war for hundreds of years. The Senpat are slowly grinding the Haradrim resistance down but at great cost. The Harad civilization was once a mighty one. The Harad were tribal in nature but sported several large cities on the coast from which they based lucrative trading ventures. They raised great herds of cattle, goats, and elephants upon their dry savannahs and harvest vast fields of wheat. When their neighbors to the north became aggressive they put forth a staunch defense. In the years since, both sides have descended down a slippery slope of power, making use of darker and darker magics and strategies. Both sides now make use of demon summoning, infernal pacts and mass necromancy in the name of their war. The Haradrim major cities are pits of corruption, blasted beyond recognition and the only life they can support undead and outsiders. The Haradrim have retreated into their ancient tribal holds and from there wage unceasing war against the Senpat. Although fewer in number and without the resources of the Empire, they are dedicated and skilled and exact a great price for each life and foot of territory they yield
  Physical Appearance: The Haradrim are a short and stocky people with tan complexions and brown hair tending towards tight curls. They care little for fashion and jewelry, prefer the utility of a design over its appearance. That said, some prefer to display grisly tokens of combat.
Location: Southern Continent, Central West region.
Religious Tendencies: Asmodeus, Tiamat, Mask,
Additional Special Abilities: weapon familiarity (martial) whip and spiked chain, +2 racial bonus to hide and move silently
Replacement Favored Classes: Warlock, Rogue
Replacement Bonus Class Skill: Arcana
Replacement Bonus Languages: Senpat
Cultural Feat Replacements: Role Playing Hooks:
The Haradrim have given in to the temptation that power, no matter the source, is better then defeat. To stop the incursion of the Senpat, who make use of undead and demons. The Haradrim have gone a step further. There is no means that they will not justify to meet their ends. They have, as a people, given up their souls. The Haradrim have burnt out their ability to feel much beyond rage and hate. They tend to have blank expressions and lifeless eyes. They tend to care for each other, but not much else. Some seem to long for the release of death. Remorse and regrets are not something they have room for. To sum up the Haradrim in a word, “Remorseless”.  

Human Culture: Jeweled Cities (Human)

General Description: The Jeweled Cities are a group of independent wealthy ports along the north coast of the Southern Continent. Their location along the axes of a number of major trade routes have in the last few centuries brought them great wealth. Outside of the imperial fortunes and capitals of the Shai River Valley Empire, the Arcadian Empire, and the Jade Empire, they are the greatest concentration of wealth, magic, and power in the world.
  The Jeweled Cities are filled with a diverse group of humans and nonhumans from around the world. They are also extremely dangerous places. They include opulent villas and mansions and the lowliest slums where life is worth very little. Fortunes are gain and lost on a daily basis in these locations. There are five Jeweled Cities, from west to east they are:
  Onyx: The smallest of the Jeweled City is ruled by a High Prince, has the largest dwarf population of the cities, threatened by the encroachment of the Senpat Empire from the West. Extracts great wealth from the Dustwall Mountains. Slavery is legal.
Beryl: A strangely dark and forbodding city, its ruled by the Grim, an ancient title that once meant “King” amongst some forgotten tribe. This mysterious figure is not seen often, appears to be hundreds of years old,he or she rules through an army of blue robed beaurocrats. Slavery is legal in Beryl.
Ruby: Ruled by a democratically elected Lord Major, who rules for a decade at a time. All landed families are allowed to vote. Slavery is legal in Ruby but regulated.
Pearl: Has the largest navy and the grandest port of any of the cities, it also trades a great deal with the Sea Elves of the surrounding seas. Rules by the Council of Five, each representing one of the five great ancient Trade Houses of Pearl.
Opal: The Largest of the jeweled Cities, ruled by a mysterious group of Merchant Lords, apparently immortal beings of great personal power and wealth
  Physical Appearance: The jeweled cities have long been a melting pot of diverse people, as such, its natives vary greatly from individual to individual. Dress depends upon social class and ranges from rags of the beggars to the finest garb of the social elite.
Location: Northern coast of the Southern Continent.
Additional Special Abilities: choose any single exotic weapon to gain weapon familiarity (martial) with, +2 racial bonus on knowledge geography and diplomacy,
Replacement Bonus Class Skill: Sense Motive
Replacement Bonus Languages: Pick any one
Starting Gold Adjustment: +5%
Cultural Feat Additions: Role Playing Hooks:
Jeweled city citizens are a diverse lot they may include parts of cultures, peoples, and ideas from across the globe. They tend to be worldly, suspicious, and crafty. To some up the Jeweled Cities in a phrase, “Diversity ranging from decadent to the dregs”.  

Human Culture: Mammoth Lords, The Icy Holds of the

  General Description
The mammoth Lords refer to a group of human tribes that exist in the Far North. The Holds are home mostly to human tribesmen but also a number of ogres, giants, and orcs. The area has some the highest percentage of half orcs, half ogres and half giants. The humans found there tend to be some of the largest specimens found anywhere, given rise to the rumor that blood of giants runs through all of their veins. Its unclear how many Mammoth Lords exist, for their names and territories change with each year.
  There are two main cultural powers within the holds, the Mammoth Lords and the Rimefire Witches. Males find power and influence through strength and skill at arms. The strongest become Lords and rule over his ‘knights’. The Mammoth Lord is the military leader of the hold. More subtle and more dangerous are the rimefire witches, the mostly female group act as religious and magical force for the hold. The battle of wills between the Mammoth Lord and the First Witch is the driving force in a hold’s leadership.
  Individuals of the Icy Holds tend to be self sufficient, strong willed, independent and emotional. “Holders” wear their emotions on their sleeves. They are quick to love, quick to fight, and quick to forgive. They value their honesty, hard work, and bravery. They are also a people who value their freedom. Holders understand, more then others, that to survive takes teamwork and cooperation. They are willing to follow a leader(s) who show themselves to be strong and capable and able to help everyone survive and prosper. Leaders who show weakness or ineffectiveness quickly lose their followers.
  Holders are, unfortunately a war-like people. Raids are seen as a way to test one’s skill and bravery against others and acquire food, wealth, and fame (and sometimes wives) at the expense of their neighbors. However, even hated rivals will sometimes come together to face a greater threat.
  Physical Appearance: “Holders” are very tall and broad shouldered. Eye coloring, skin tone, and hair types vary greatly. Customs keeps hair long, braided when necessary and men usually have beards.
Location: Far North Arctic Region
Religious Tendencies: Thyrm, Mare, Druidic
Additional Special Abilities:
  • +2 racial bonus on survival and handle animal checks,
  • bonus feat: cold endurance.

Replacement Favored Classes: barbarian, ranger
Replacement Bonus Class Skill: survival
Starting Gold Adjustment: -10%
Additional Cultural Feats: Role Playing Hooks:  

Human Culture: Marble, Kingdom of (Human)

  General Description:
Marble is one of the most stable nations of the North. While not a large land, its rich in resources and tradition. Marble is run by the Council, known as the Twenty Chairs, a represented by a member from each of the 6 cities of Marble, a member from each major guild and temple, and the heads of each Martial Order. The Council of Twenty rotates through the six cities on a yearly basis.
  Daily life in Marble is similar to many of the wealthier nations of the north. The majority of people are either farmers, craftsmen, or merchants. A large supply of spell casters has eased the life of many of the common folk, making resources easier to acquire, transportation faster, and disasters easier to overcome (droughts, disease, vermin). Its traditional for the eldest child (for the orders take both men and women) of any family to give his life to surface in the order of his city (or the nearest city). Younger children will often serve in the orders for a few years but then return home to inherit the family livelihood. The Orders are paid for by what many would find as excessive taxation of the people. But the people have long since grown accustomed of this and take great pride in both the effectiveness and the pomp and ceremony of their military. While it occasionally makes things hard on them, they take great pride in their sacrifice.
  The single most well known aspect of the nation of Marble are its military Orders. These orders are longstanding institutions of magic and military who educate and train citizens who show promise in one or both areas or who pay the tuition. Serving as a combination of competing college meets mercenary company, the Orders also provide Marble with a small but highly trained and very powerful military force. With no nearby enemies the Orders have taken to sending cohorts and sometimes entire armies to serve in foreign conflicts. The last few generations has seen this be the case along the Barrier Peaks where the Orders have been instrumental in holding the mountain passes and fortresses. The Martial Orders of Marble are the Order of the White Rose, Order of the Last Shield, Order of the Golden Gryphon, Order of the Silver Serpent, Order of the Adamantine Fist, and the Order of the Last Arrow
  Physical Appearance: Coming from rather nondescript stock, the Kingdom of Marble boosts many average looking individuals. Most are pale skinned with brown hair and eyes. Older men tend to sport beards while younger individuals are clean shaven. Clothing and such tend to indicate family, order, and rank.
Location: Northern Continent
Religious Tendencies: Tyr, Pelor, (secretive cults of Asmodeus). .
Additional Special Abilities:
  • pick anyone martial weapon to gain for proficiency,
  • +2 racial bonus on knowledge arcana and knowledge nobility and royalty checks,
Replacement Favored Classes: warblade, duskblade
Replacement Bonus Class Skill: Knowledge arcana
Replacement Bonus Languages: Pick anyone
Additional Cultural Feat: Starting Gold Adjustment: +5%
Role Playing Hooks:
People from Marble are very comfortable with both magic and soldiers. Most have served the nation as one or the other. Almost everyone in Marble who might become an adventurer was connected at least at one time with one of the Orders. Marblians tend to make good soldiers, obiediant, efficient, and effective. They tend to think like a military commander even when faced with a mundane problem. There use of magic gives them some innate flexibility. Marblians tend to be very sure of themselves in a quiet manner. Unless in a leadership position they tend to be quiet, unless they feel they need to act or speak, which they do as needed. They are very proud of their traditions. They are also appreciative of beauty, man made or otherwise. To sum them up in a word, think, “militaristic”.  

Human Culture: Meckros City (Human)

General Description:
Meckros city was once a generic term for a group of magically supportive “floating Cities” made of buoyant stone and wood. Home to both humans and halflings these cities floated along the currents of the world’s oceans and were centers of trade, knowledge and naval power.
  For the last few hundred years, only one Meckros city has been sighted. The term has now come to refer to that single entity, whose actual name is forgotten by all but the actual inhabitants. This single city, the size of a small land city continues to travel the western seas, trading extensively with all the known world (and likely some unknown parts as well). The city supports itself with trade and also gathers vast resources from the sea itself. Its fishing fleet is large and extremely advanced.
  Meckros supports a maritime culture. Residents, both male and female, human and halfling are at ease with the sea as land bound persons are comfortable walking and breathing. Visitors to hundreds of ports around the world, almost any good be found there. Similarly, the culture of Meckros city is equally as diverse. Mare, Queen of the Sea, is the primary deity but gods from around the world are represented here. Fighting styles, weapons, forms of magic, and arts of a huge array are present. The People of Meckros are open and friendly to a degree. They are also very worldly and rarely tricked or taken in. They are very protective of their home and to each other. There is an unwritten code of honor and behavior that exists between the residents of Meckros. For example, while dueling is a favorite pass time and a form of law and justice, among residents they would never fight to the death. Nor would one swindle another (although driving a hard bargain is also a cultural norm). The City itself it made up of a semi-globe of magical and buoyant stone that rests in the water and rises up 30 above the surface. Attacked to it are a variety of stone and wooden piers, warehouses and dry-docks. Beyond them are a crowded small city of mostly wooden buildings, some towering over the shaded streets five or more stories high. Two central stone spires poke above the skyline, the shining turquoise Tower of the Sea, Temple of Mare, and the gray Tower of the Sky. From the latter, the Sea Queen rules the city. There are rumored to be many chambers build into the stone beneath the city but this is unconfirmed. Equally mysterious is the manner the city moves about. At times, it appears to simply be moving with the prevalent sea currents. Other times it moves considerable fast then the currents or even against them.
  The Sea Queen runs a small but effective government. Residents are those who own buildings in the city. Non-residents are allowed to travel with the city, if they purchase a room somewhere aboard. The Queen must approve any changing of hands of such property in Meckros.
  Working closely with the Queen are a number of powerful Meckros families who control the majority of the trade. The city has a small but deadly defense force made up of both small but fast warships, aerial troops and marines who operate under the sea.
Physical Appearance: The citizens of Meckros City are of mixed stock from around the world and are very diverse. Dress tends towards maritime with a mishmash of styles tending towards the flamboyant and the over the top.
Location: Varies
Religious Tendencies: Mare, any
Additional Special Abilities: weapon familiarity (simple) scimitar, shortsword, +2 racial bonus on swim, climb, and knowledge nature,
Replacement Favored Classes: Fighter, cleric
Replacement Bonus Class Skill: Swim
Additional Cultural Feats: Replacement Bonus Languages: Aquan,
Starting Gold Adjustment: +10%
  Role Playing Hooks
Meckros is first and foremost a trade and fishing port, its just a mobile one. No culture is more at peace with the sea, its treasures, mysteries, and dangers then one surround by it at all times. Meckrosers are at home at sea and feel oddly adrift with land beneath their feat. Meckros identity is tied to their city and the sea, and not to any particular location. They highly value family and friends as well as all the small things of life. The worship of the Goddess of the Sea, Mare, is also a very important part of the city and its people. Meckrosers tend to be relatively open minded. They are proud and boastful and many of the younger males are known for hot headed dueling, although seldom to the death. People from Meckros tend to be flambouyant, colorful, and joyful. To sum them up in a phrase think of Meckros City as a “floating city of swashbucklers and gypsies”
 

Human Culture: The Nis (Human, Northern Tribes)

  General Description: The Nis are a matriarchal tribal group ruled by female witches and defended by shape shifting male warriors. The Nis is actually the term for a tribal culture in the Far North. They are actually a number of tribes. They are well known, feared and hated throughout the area. The Nis are extremely violent and brutal. They would have long ago annihilated themselves in intertribal warfare if not for an elaborate tradition of nonlethal contests and fights that the groups undertake to create a “pecking order” determine territory and settle disputes. These contests happen every time two groups meet. They are honor bound to live by the results and would die before doing otherwise. The exact way the Nis determine what the contest will be or who enters is unclear to outsiders. The Nis themselves have an memorized and internalized not only what should take place, who should participate but also a culture memory of who defeated who in what contest and why, that many can recite from memory for hundreds of years. Outsiders are not usually able to observe these contests but those who have, have noted a number of different forms. There have been different forms of combat including armed and unarmed. They are never to the death (although maiming seems ok). Other more interesting forms of contest including a race between to women to braid rib bones into ropes of human hair they cut from the scalps of prisoners, another noted a screaming contest between two men which ended when the first bloody froth was visible. One of the most detailed accounts had two you warriors who first nailed their own feat to a stump, facing each other and fifty feet apart, who were given a array of javelins and other thrown weapons, the first drop of blood that touched the snow around them indicated the winner.
  For non-Nis, the reception is much worse. They start with a violent reception that seeks to kill or capture all present, regardless of race or nationality. Captives are either sold into slavery or eaten. When faced with stiff resistance, the Nis, as a group will withdrawal, to return again with more numbers. Only those who show themselves stronger then the Nis as a tribe, though bloody their noses, are they open to any form of parley. If you can reach an agreement with the Nis, they are known to be honorable and keep whatever bargain they agree to.
  The Nis also have the tradition of cannibalism. They do not eat their enemies for sustenance but rather out of the belief that they take in part of their enemies strength. Particularly fierce enemies are shared with the tribe, to bolster the strength of the entire tribe. This is consider a great honor and the tribe will make gestures and tributes to the memory of such a defeated foe. The Nis appear on the surface to be very primitive and warlike. This is in part due to their cultural connection with nature and predatory animals. They wear many animal furs and fetishes of claws and teeth. Both males and females file there teeth to sharp points. They are accomplished woodsmen and hunters as well as raiders. Its unclear if the metal weapons and bits of armor they possess come solely from raiding or if they are also trading with other peoples. It does not appear that they are themselves working metal.
  The Nis also despise gods, whom they feel are “pretenders” and that only weak mortals need the help of mewing deities. Truly strong peoples are part of nature, and nature demands strength and ability to survive. If you are not strong enough to survive on you own, then you deserve death.
  Physical Appearance: The Nis, unlike many of the northern tribes, are not a particularly big people. They are tanned skinned with dark hair, often matted into dreadlocks. Clothing is hides, furs, and cloth stolen or captured. Bones, feathers, and trophies of war are commonly worn. Facial Tattoos have great significance to them.
Location: North Continent, North central area of the West.
Religious Tendencies: Druidic only
Additional Special Abilities: +2 racial bonus to knowledge nature and survival, weapon familiarity (simple) battle axe
Replacement Favored Classes: Sorcerer, barbarian
Replacement Bonus Class Skill: survival
Replacement Bonus Languages: orc
Starting Gold Adjustment: -10%
Additional Cultural Feats: Role Playing Hooks
The Nis are a very powerful tribe. They grow up learning that the most powerful rule the weak and that this is the natural order of all things. They represent the fierceness of the natural world without much thought for its other aspects. Underneath this violent exterior is a complex and nuanced people that few get to see. There is a dynamic tension between the roles of the genders amongst the Nis. Still the word that best describes the Nis to outsiders is “Brutal”.  

Human Culture: Olman (Human)

General Description: The Olmans were an ancient human Empire that existed for many hundreds of years on the islands and far shores across the Western Ocean. The empire eventually crumbles and fell, leaving impressive jungle choked ruins and small tribes of isolated and primitive survivors.
  The Olmans retain some portions of their culture, sometimes age old traditions and sometimes arcane or divine magics from bygone ages. For the most part they are an unfriendly and often hostile culture who are largely hunters and gatherers. Because each group has usually existed in isolation for many generations they can be quite distinct in their culture and level of culture. The Olmans recently took another blow, as one of the largest concentrations of Olmans were all but wide out after a series of volcanic eruptions and other mishaps on the Isle of Dread.
  Olmans are mostly druidic although a few still remember and prayer to ancient gods. They favor classes that are versatile and can survive in the harsh environments they dwell in, such as scouts, rangers and barbarians. There is a strong supply of Sorcerous talent among the Olman, given their history of trafficcng with outsiders, dragons, and other highly magical creatures.
  Physical Appearance: The Olman are a shortish people with dark brown skin and black curly hair. Clothing and jewelry depends upon the heights of the groups cultures. Most include animal hides and skins and bones, while a few have wool from sheep or even silk from silkworms.
Location: Western Islands, Isle of Dread, Serpent Shores,
Religious Tendencies: Druidic or ancient Olman Gods,
Additional Special Abilities:
  • +2 racial bonus on knowledge mysticism, knowledge nature,
  • weapon familiarity (martial) blow gun, bola,
Replacement Favored Classes: spirit shaman, ranger
Replacement Bonus Class Skill: Survival
Replacement Bonus Languages: Ancient Olman
Starting Gold Adjustment: -10%
Additional Cultural Feats: The Olmans are a somewhat sad people, they know, to some extent, how far they have fallen. They wish more then anything to rise their people back up towards the heights they once had. But few have the knowledge and the ambition to know where to start. They are very isolated, even from each other, and live in very dangerous locales. The Olmans tend to be superstitious and primitive with strange pockets of advanced knowledge form their ancesters. They are brave and have excellent survival skills. They know little of the outside world and tend to be cautious around others. To sum them up in a world, “Primitive”          

Human Culture: The Senpat Empire

General Description: The Senpat are an expanding nation on the western most tip of the southern continent. Living in an area of many desert and rocky hills, the Senpat’s civilization is based around the Great Senpeshet-Tu River. All of its major cities and agriculture are somewhere along the river or one of its tributaries. The Senpat culture is an old one, dating well back before the last Dark Age. Like most of the world, the Senpat crawled out of that age with few remnants of their society intact. They were ruled by a series of Pharaohs, these self serving tyrants enslaved most of the tribes of the area, they and a few select families lived in decadent luxury while the vast majority of people worked and died in sun. The Pharaohs were overthrown in a blood civil war won by the lands former slaves with the help the Gnoll tribes in the surrounding deserts. Taking the place of the Pharaohs were the leaders of the revolution, known initially as the Circle of Twelve, they quickly anointed themselves as Godkings. Already powerful beings, the natural and coerced worship of the new land of Senpat soon did elevate these beings to the status of demi-gods. Eleven of such Godkings now rule the Empire of Senpat (none know who the twelfth was or what happened to him or her) with an iron fist. Unlike the Pharaohs who bled the nation for their own wealth and enjoyment. The Godkings have spent the people blood on expansion and power. They are now in control of the majority of the northwestern peninsula. They have captured and enslaved a number of human, halfling, and elven settlements and nations. The growth has slowed as of late due to a protracted and bloody war with their long time enemies the Haradrim.
  The new Senpat, having gained greatly in wealth and power, is a far superior place for its citizens. Despite a lack of freedoms under the Godkings, citizens have plenty of to eat and increasing wealth and influence. They no longer are forced into the armies, instead many choose to join as a means for advancement. The majority of Senpat military strength are now tribes of Gnolls, slaves, undead, and evil outsiders. These forces are backed up with the considerable magical and psionic talents of the Godkings chosen.
  Physical Appearance: The Senpat are a tall but slim people with dark tanned skinned, dark piercing eyes, and long dark hair. Men often sport neatly trimmed facial hair. Jewelry is rich and ornate but usually religious in nature. Location: Northwestern section of the Southern Continent
Religious Tendencies: worship the Godkings as demi-gods
Additional Special Abilities:
  • weapon familiarity (martial) khopesh and whip,
  • +2 racial bonus on knowledge religion and intimidate,
Replacement Favored Classes: Wizard, dread necromancer
Replacement Bonus Class Skill: Knowledge Religion
Replacement Bonus Languages: Senpat
Additional Cultural Feat: Starting Gold Adjustment: +10% Role Playing Hooks
Role Playing: The Senpat are mostly arrogant and domineering. They see other cultures as inferior and just waiting for their eventual domination. Senpat tend to be charming and smooth talkers but the venom and disdain is just under the surface.  

Human Culture: Shai River Valley

General Description:
The Shai River Valley Empire is a huge expanse of land located at the southern end of the continent. The Shai River is actually an entire system of rivers that drains out of range of huge peaks, into areas of diverse terrain and eventually into the Holy Shai River.
  Religion is the central unifying element in the entire empire which covers a truly impressive amount of ground, cultures, and total population. The Twice Crowned Emperor of Shai, The God-touched Rajii, is not only the leader of the Empire but also a unifying figure in its labyrinthine religion. The Shai recognized the Twenty Gods of Aertrea in some form or another (sometimes differently from one village to the next). They also recognize hundreds (if not thousands) of other divine beings. They have names for every spirit, demi-god, and saint each of which has its own province. Every person in Shai is constantly offering blessings, prayers, and sacrifices for a host of beings on a daily basis. Everyday in Shai is a holy day for someone, and likely, multiple ‘somethings’. The Shai have turned just about every daily activity into a religious tradition. There is a prayer to be said when tossing grain to the chickens, a prayer when for collecting the chicken eggs, and another for when a chicken is killed for the soup pot. This culture and the extreme faith that backs up, makes Shai the culture most connected to the divine. Those prayers and offerings and the unwaivering belief behind them, has empowered hundreds of divine beings to be active in Shai. Who or what these beings are is not always clear. Some are truly major Gods, others appear to be once-mortal demi-gods who have ascended to the heavens (or elsewhere). Others appear to be mischevious fey, djinn or elementals. Still others are pretenders and corruptors, from the lower planes.
  Physical Appearance: Natives of the Shai River Valley are slightly shorter then other cultures and also more often round of body. Skin coloration ranges from light tan to a very dark mahogany. Eyes are slightly slanted and usually brown or golden brown. Hair is usually dark but includes very wiry and curly to long and silken. Wardrobe in Shai varies greatly from area and terrain. Those with few resources in warm climates may wear little more then a loin cloth. In the mountains woolen robes and coats are necessary. Fine silk robes and clothing are an important social statements and such finery is worn whenever appropriate. Jewelry is large and gaudy. Bright colors and bold prints are also very popular.
Location: Southern region of the Southern Continent
Religious Tendencies: polytheistic
Additional Special Abilities:
  • +2 racial bonus on knowledge religion, knowledge mysticism,
  • choose any skill focus feat at 1st level
Replacement Favored Classes: favored soul, psion
Replacement Bonus Class Skill: Knowledge Religion
Cultural Feat addition: Replacement Bonus Languages: Shai
Starting Gold Adjustment: -
Role Playing Hooks:
Shai River Valley Empire is a huge and diverse land, having individuals of all types. What they have in common is being intimiately familiar with divine magic, spirituality, and the supernatural. They tend to take such things for granted and go about their everyday business. They are also used to authority figures, often corrupt ones, negatively influencing their lives. They tend to be difficult to rouse to anger.  

Human Culture: Tanuhk (Human, Dartar)

The Tanuhk are a wild and spirit desert tribe found in the north west section of the Burning Sands. In those areas there are less sandy wastes and more rolling hills and dry savannahs, as such they have access to herds of lithe desert horses and herds of hardy sheep and goats.
A group of desert wanders recently touched the hearts and souls of the Tanuhk. The Veyden, seeking asylum from the pursuing Senpat Empire, spent a few short decades with the Dartar Tribe. The Tanuhk were outraged that the sad but proud people were being hunted by the Empire’s agents with such cruel intent for no reason. They were willing to stand with the high elves and fight the empire. The Veyden move on, so as to save their new found friends the enmity of the Senpat and avoid unnecessary bloodshed.
  The Tanuhk are a male dominated culture. The men are busy riding, fighting, and generally being important, while the women remain at home and do all the work. Or so it appears to an outsider. In fact, behind every war-loving man is an equally strong wife. Tanuhk women are strong spirited, excellent riders and a force to be reckoned with.
  Physical Appearance: The Tanuhk are the tallest of the Dartar, although even then tend to be almost as wide as they are tall. Stocky its surprising they are such accomplished horsemen. They prefer hides and armor the color of the earth and sand. Left over from their time with the Unicorn Clan, they prefer robes similar to the kimono when not traveling. Jewelry is almost nonexistent, although trophies of war are common.
Location: Burning Sands
Religious Tendencies: Mostly druidic and ancestor worship.
Additional Special Abilities:
  • +2 racial bonus on intimidate and ride,
Replacement Favored Classes: Ranger, fighter
Replacement Bonus Class Skill: Ride
Replacement Bonus Languages: Dartar,
Additional Cultural Feats: Starting Gold Adjustment: -5%
Role Playing Hooks
The Tanuhk are a very proud, boisterous, who at times can be cruel and violent. Each Tanuhk is in a competition with every other being in every way. They are always looking to out do others. That said they are open to new ideas, new things, and new people, though they are quick to try to best whatever it is that is “new”. And if they can’t best it, they assimilate it and make it their own. They have been strangely influenced by the High elven Veyden. Form the Veyden they have taken a longer and more philosophical view of the world and their lives. This has made them both more intense, for they know their lives are fleeting and to be cherished, but also more understanding, for they know a ripple in the sand now may become a sandstorm later. If you had to sum up the Tanuhk in a single phrase it would be, “a fiery competitiveness edged in honor”.  

Human Culture: Thune (Human, Dartar)

General Description: The Thune are a closed people. They hold very conservative beliefs, they follow the traditional Dartar costumes of Hospitality, Salt, and Blood feuds but carry them to an extreme. The Thune believe they are a chosen people, appointed by the Gods to protect the most holy lands, the Burning Sands. They hold that the ruins that predate the Cataclysm are holy sites that must not be disturbed. To do so is punishable by death. They look upon outsiders with suspicion and hostility. Even other Dartar are considered wayward people who have lost the true purpose of their existence. Most Thune live in poverty, they tithe most of their wealth to the Temple of the Al’Harran, where the priests of the Temple of the Sun (Pelor) and the Eye (Asmodeus) rule through the divine hand of the Psah. The Thune do worship the other Dartar Deities but most of their attention is paid to their divine ruler. Most Thune live lives of quiet prayer and work. They the work land, raise herds of goats and camels, and work as craftsmen creating fine pottery, woven rugs, and passable metal work. The undeniable religious faith and sacrifice allows the Thune to support a large and powerful military force grounded in their zealotry. These fanatics seek to guard their homeland from invaders and infidels looking to pilfer religious items from the many ruins dotting their lands. They include a formidable group of assassins known as the Heartseekers.
  Physical Appearance: The Thune are a slight people, quick of foot and tongue but seldom physically powerful. They are very conservative in all facets, wearing only the most traditional Dartar garb and displaying only holy symbols or family insignia. Women are not allowed to show their faces outside the home. The Thune are relatively dark, with beak like noses and piercing eyes. Beards are traditional and most never cut their hair.
Location: Burning Sands
Religious Tendencies: Pelor and Asmodeus together, ancestor worship- Thune Al’Harran as demi-god.
Additional Special Abilities:
  • weapon familiarity (simple) scimitar, shortbow, +2 racial bonus on knowledge religion, sense motive,
Replacement Favored Classes: cleric, ninja
Replacement Bonus Class Skill: Ride
Replacement Bonus Languages: Dartar
Additional Cultural Feat: Desert Terrain Rules- Feats: Terrain Feats Role Playing Hooks:
The Thune are a very serious people. They are xenophobic, judgmental, and arrogant in their own supremacy to the extreme. They see only one way and to challenge that way is to invite violence. To die a Thune is better to live as anyone else. They are quiet and intense without much sense of humor or joy. They live to serve. Diversions such as music or art are a waste, only those relics of the past are valuable, and for them to be despoiled by outsiders is a great crime. To sum up the Thune in a phrase they are “Religious Zealots”.  

Human Culture: Timbal Noble (Human, Timbal)

General Description: Timbal is a large and very populated feudal nation in the center of the Northern continent. Timbal is largely a stable land because it’s very rigid in its traditions. The vast majority of Timbalese are peasants, who work and live upon the lands of some noble. Those of noble born, though less then 10% of the total population are very powerful and usually very rich individuals. The nation is ruled by the king who governs from the throne at Kingsford. He, however, leaves the everyday governing of the people and the land to a dizzying array of Dukes and Lords. Freed from the toils of everyday work, the Timbalese nobles are free to pursue other avenues and their two favorites are religion and chivalry.
  Timbalese, both nobles and peasants are very religious. Priests and clergy are the second most powerful group after the noble families. Nobles believe everything they do should be for the gods, and sanctioned by the gods. Pelor, Madriel, and Tyr are the most popular amongst the nobles but all but the most evil or chaotic gods are revered. Noblemen (and women) seek to show their prowess in arms under the eyes of their gods and seek to bring them glory, both at home and abroad. Adventuring classes common to the noble families include cleric, paladin, fighter, knight, crusader, and marshal. Prestige classes follow similar patterns. Arcane spell casters are rare, although bards are common. Mystical arts such as soulmelding and psionics are view with great suspicion.
  Timbalese nobles all receive some manner of education, usually through tutors. Such education stresses the practical skills of feudal management plus extensive work in royal lineages and religious studies. Timbalese nobles tend to be very rigid and self confident people. They are used to understanding the world and their place in it (near the top).
  Physical Appearances: Timbalese are talk, distinguished looking humans with sharp features and pale skin. Hair runs from light brown, to blonde and includes more then a few redheads. Noble Timbalese wear simple but fine garments. Ornamentation is saved for their armor, which sometimes boarders on the ridiculous. Females favor long gowns and expensive jewels and perfumes at all times during the day.
Location: Central North Continent.
Religious Tendencies: Tyr, Pelor,
Additional Special Abilities: 
  • weapon familiarity (simple): lance, longsword, 
  • +2 racial bonus to knowledge nobility and royalty, 
  • +2 knowledge religion,

Replacement Favored Classes: Knight Marshal, Paladin
Replacement Bonus Class Skill: Knowledge nobility and royalty
Cultural Feats additions: Mounted combatRules-Feat: Combat Feats
Starting Gold Adjustment: +15%
Role Playing Hooks:
Timbalese Nobles embody some very strong and some very negative extremes. They are very brave, very pious and faithful, and devoted to many worthwhile causes. They are also close minded, arrogant, and rigid. Such Nobles know they were born into wealth and power because of their superiority. They know it is their mission to serve the Gods, the King, and their families (in that order). They most protect the slow minded peasants from the outside world and from their selves. Peasants, like cattle, are valuable. You could sum up the Timbalese Nobles with the phrase, “Arrogant but heroic”.  

Human Culture: Timbal Peasant (Human, Timbal)

General Description: Timbalese peasants live and work on the land owned by the noble families of the sprawling but very conservative feudal nation. Such peasants seldom get opportunities other then the drudgery of everyday work in the fields. Some few, particularly talented find ways to escape such fates. Some becomes rogues or thieves, others become priests and clerics, and a few set out on their own and forge a destiny despite the long odds.
  Timbalese peasants receive almost no education. Most can’t read or write. A few lucky ones learn a trade other then break backing work in the fields or forests. Because of this Timbalese peasants tend to have narrow views of the world around them. They are, from a young age, inundated with religion and the gods. Most are very devote in their worship of several different deities, most often Pelor, Yondalla, Madriel, and Tyr. Many also receive limited training to serve in the militia, usually fundamental drilling with the short bow and spear. Timbalese warfare tends to include peasant militia dying in droves while the heavily armored noble cavalry cuts through the enemy Physical Appearance: The peasants of Timbal look much like the nobles, just less well fed. Garb is simple, usually wool or linen tunics and leggings, leather boats, a hooded cloak, and little else.
Location: Northern Continent
Religious Tendencies: Pelor, Yondalla, Madriel, Tyr,
Additional Special Abilities:
  • Illiteracy,
  • weapon familiarity (simple), short sword, shortbow,
  • +2 racial bonus on profession farmer, profession merchant, knowledge religion,
  • bonus feat: skill focus any single craft or profession,
Replacement Favored Classes: cleric, fighter
Replacement Bonus Class Skill: Knowledge nobility and royalty
Starting Gold Adjustment: -5%
Role Playing Hooks: The Peasants of Timbal tend who live that kingdom tend to be the most ambitious or the most desperate. They have likely lived relatively sheltered lives up until that point. Having done little other then learn about the gods, drilled with the militia and done whatever labors the noble class appoints them. A few become men-at-arms for a noble or enters a priesthood. Most have trouble thinking outside the box and adapting to change. It takes a long while to get the beaten down peasant out of the Timbalese. But if you can, they can be surprisingly effective in a number of professions. They are very hard working, pious, and brave. They tend to be very conservative. To sum them up in a phrases, “Sheltered but surprisingly resilient folk”.

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