The Scattered Isles
The most common race on the Scattered Isles, the humans are a varied and numerous lot. Spread across much of the eastern sea, human civilization often shares its space with other races, mostly gnomes and changelings. Short-lived compared to many other races, humans are often ambitious and willful. Driven to be kings or pirates, paladins or murderers, humans are not easily narrowed to a single description.
Those humans that obey laws obey the law of King Silas Brand. Brand makes his seat in the human capital of Highstone, the largest island and city held by humans. Counts and Countesses govern other islands in his name, though Brand may overrule the decisions of his governors if he sees fit.
Tall or short, fat or thin, weak or muscular, humans come in varied sizes, and take the shape they make themselves. Dark or light skinned, fair or dark hair, bright or dull eyes, humans vary in color the world over.
Human civilization is, for the most part, civilized. Occasional islands of tribesmen and barbarians exist, but most humans live in towns or cities, often with family. Humans are one of the few races that regularly, on an individual basis, change their lot in life. Achievement, reward, and ambition are the hallmarks of human goals.
Humans and gnomes have lived side by side for centuries, and are perhaps the closest two races on the Scattered Isles, sharing a love of advancement and progress. Many humans still hold changelings at arms length, far enough away to keep them from causing trouble, but close enough to keep an eye on them. Though tensions have lessened in recent times, humans are suspicious of the orcs, always keeping an eye out for the rise of the next green-skinned conqueror. Surface elves receive mixed reactions from humans. Those of Highstone still hold a bitter grudge after the razing of their home in the War of the Falling Tide; those of other isles are not yet sure what to make of these former enemies.
Alignment and Religion
Human actions and morals form a broad spectrum. Humans may be knights and paladins of the utmost law and good, or demon-worshippers and pirates of an evil or chaotic sort. As a whole, humans could be taken as Neutral, though different communities (and different members of those communities) can vary greatly. Kyran is a popular deity in many human communities, though many pay homage to a variety of deities based on profession, disposition, time of year, or needs of the day.
Human desire, ambition, and boredom lead them to the path of adventure more often than any other race on the Aegis Sea. Their varied experiences and backgrounds allow humans to take on nearly any role in a group of thrill-seeking adventurers.
Human names are nearly infinite in style, spelling, reasoning, and origin. Using names from other races, or making them up entirely, is not uncommon.
+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and receive no
bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (excepting secret languages, such as Druidic, or elemental languages, such as Terran).
Fast Learner [Racial]
Your progress gains you extra versatility.
Prerequisites: Int 13, human.
Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.
Fearless Curiosity [Racial]
Your desire to see and experience the world overrides healthy caution.
Prerequisites: Cha 13, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.
You can figure out how to do almost anything.
Prerequisites: Int 13, Fast Learner, human.
Benefit: You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.
Surge of Success [Racial]
Your success drives your further actions.
Benefit: When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.