Khorvairan Amalgam
Descendants of refugees from Sarlona some 4,000 years ago, there were once several distinct groups of people. Some regions still retain commonalities in appearance with the dominant cultural group that composed their ancestors, however with the passing of centuries and mingling of those peoples they are much harder to tell apart.
Naming Traditions
Feminine names
Aafki, Aanna, Adalgisa, Agate, Alike, Alinda, Asta, Avaliah, Baltia, Batrax, Bauin, Beaf, Beleth, Beref, Channa, Chantal, Chantalyn, Clotrila, Dabren, Delru, Demuth, Draci, Ebba, Elazti, Ermena, Fientia, Flerentia, Forsindh, Fromm, Gersi, Gisaul, Ghanji, Glenas, Gwen, Habra, Haedrun, Hariel, Harika, Heeson, Heken, Hjeltia, Imperi, Irulan, Isti, Itlani, Jahanah, Joherra, Juliona, Kahlia, Karola, Ket, Khaal, Levini, Lorelea, Lorsanna, Lycia, Maradal, Margana, Margil, Margu, Maril, Marloes, Mauriana, Melindri, Menelda, Morgana, Monesti, Narvala, Narcy, Nebra, Norah, Nyllestra, Oydelis, Penti, Renilda, Riki, Sanne, Sede, Sien, Soranda, Suspiria, Syardis, Syele, Tabin, Tanneken, Taris, Theda, Thradi, Tolri, Valpaea, Varikah, Vaunn, Vilina, Wroaan, Wroenna
Masculine names
Adalstan, Alain, Alarich, Alestair, Andri, Arend, Ari, Arrun, Bokk, Breyten, Beren, Berend, Brenius, Calemi, Cord, Curlot, Daen, Destir, Duran, Dover, Egen, Erben, Erix, Evetius, Falko, Fluin, Fraedus, Garrick, Gavrin, Geroldt, Gertan, Gustavus, Hagro, Halden, Herschem, Huys, Javi, Jeffin, Jovi, Jurian, Kaine, Kaith, Kamiel, Killian, Kleris, Kuven, Laren, Leonus, Leodegar, Lis, Lukar, Maal, Maenrad, Minyu, Mizar, Nelt, Norn, Oarsen, Ossul, Pater, Pentar, Pol, Rand, Rave, Reesir, Reng, Retief, Riaan, Rochus, Rolund, Saal, Sarelo, Sercyl, Sigor, Sithov, Stend, Sudro, Suthar, Syro, Tak, Taran, Tars, Teesen, Theoban, Tokorin, Tyman, Urdan, Urik, Uthar, Valtar, Vedim, Vencyl, Verden, Verodin, Vorik, Vorj, Werem, Wrogarr, Wultram, Yelfis, Zoder.
Family names
Aarland, Acker, Adriansen, Aeyliros, Aggan, Altaner, Alyea, Arendt, Argland, Askarda, Atrelioth, Bacher, Bakker, Balich, Banekert, Bartell, Barthus, Bateu, Brand, Cerfas, Crudaker, Caldamus, Colworn, Corleis, Corliostor, Corus, Dekker, Denka, Desekane, Devir, Dorn, Drosin, Ebinor, Ennes, Entarro, Eskeliendro, Erdei, Eschus, Faldren, Furnau, Gaebler, Gerlach, Gergus, Ghastor, Graccen, Grogloth, Haldron, Hellekanus, Helmworth, Hetrion, Hintram, Hugrin, Imaradi, Irvallo, Jaranus, Jonz, Jurians, Karavastar, Karch, Karlach, Kessler, Kemble, Kendig, Kraal, Krayci, Lanner, Lassinus, Lerendazi, Lonn, Losho, Maartel, Maerer, Makker, Mantanye, Marktaros, Merchiot, Morrus, Nagel, Nelview, Neskus, Ochem, Ostren, Ovion, Perryn, Petilom, Rangoth, Ravadanci, Redeker, Rhuli, Riston, Roerith, Romhaar, Roole, Sarhain, Sattler, Senglin, Serontain, Shreve, Smyth, Snarik, Sykes, Taggert, Talandro, Tarravan, Taumen, Teskelyndros, Thiel, Thorn, Thul, Toppe, Toriun, Trothut, Tullier, Valleau, Vanalan, Vanatar, Vasiraghi, Vedenin, Veseur, Wrighten, Yanger, Zecklin, Zenden.
Other names
humans who bear a dragonmark often apply the name of the House to the very end of their full name (following the surname), immediately preceded by a " d' " affix.
House names include
d'Cannith, d'Deneith, d'Orien, d'Tharashk, d'Vadalis
Culture
Major language groups and dialects
All of the human tongues of Khorvaire share one of two common ancestors some 4000 years back. It is currently unknown what they sounded or what the written form was.
Major organizations
- Arcane Congress
- the Argentum
- the Church of the Silver Flame
- House Cannith
- House Deneith
- House Orien
- House Tharashk
- House Vadalis
- Morgrave University
- Order of the Emerald Claw
- Order of Rekkenmark
- Royal Families of Galifar
- Swords of Liberty
Diverged ethnicities
Encompassed species
Related Organizations
Related Locations
Common Alternate Racial Traits
- Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
- Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
- Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
- Heart of the Fields: Humans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. This racial trait replaces skilled.
- Heart of the Sea: Humans born near the sea are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. This racial trait replaces skilled.
- Heart of the Slums: Humans who eke out a life in a city’s teeming slums must be quick and clever. They gain a +2 racial bonus on Sleight of Hand and Stealth checks, and a +4 racial bonus on Survival checks in urban and underground settings. In addition, they may roll twice when saving against disease, taking the better roll. This racial trait replaces skilled.
- Heart of the Streets: Humans from bustling cities are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them. This racial trait replaces skilled.
- Heart of the Wilderness: Humans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. This racial trait replaces skilled.
- Heroic: Some humans are born heroes. In campaigns that use the optional hero point system, each time these humans gain a level, they gain 2 hero points instead of 1. If they take the Blood of Heroes feat, they gain 3 hero points each level instead of 2. This racial trait replaces the bonus feat trait.
- Innovative: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled.
- Military Tradition: Several human cultures raise all children (or all children of a certain social class) to serve in the military or defend themselves with force of arms. They gain proficiency with up to two martial or exotic weapons appropriate to their culture. This racial trait replaces the bonus feat trait.
- One of the Multitudes: City-dwelling humans are skilled at blending in with the busy multitudes of the city. They gain a +1 racial bonus on Bluff, Diplomacy, Disguise, Sleight of Hand, and Stealth checks when within 10 feet of at least two other humanoids. They gain a +1 racial bonus on attacks of opportunity made while flanking. This racial trait replaces skilled.
- Piety: Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. This racial trait replaces the bonus feat racial trait.
- Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
- Social Ties: Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled.
- Unstoppable Magic: Humans from civilizations built upon advanced magic are educated in a variety of ways to accomplish their magical goals. They gain a +2 racial bonus on caster level checks against spell resistance. This racial trait replaces the bonus feat
- Wayfarer: Humans maintain the largest trade networks and the farthest-reaching civilizations, putting them in contact with a huge number of cultures. Humans with this racial trait gain a +2 racial bonus on Survival checks to avoid becoming lost, Knowledge (geography) checks, and Knowledge (local) checks. Whenever these humans gain a rank in Linguistics, they learn two languages rather than one. This racial trait replaces skilled.
Comments