Friday, December 5, 2014

Races of Teredahar: Humans

Humans are native to Prime but their cultural evolution has been profoundly shaped by the coming of the Elves. The earliest Human kingdoms are Nahydra and Argonia, which are located at opposite ends of the western continent. The lands of the western continent are dotted with old fieldstone castles and hundreds of acres of farmland. For much of their history, these two kingdoms had to contend with the constant threat of Dragons. So much food and wealth concentrated in one place made the Humans' cities irresistible targets, and in this time before magic they were often easily taken.

Jump forward to the Elvish Age of Exploration: sailing ships from Tan'Rar landed on the shores of Argonia and first contact between Elves and Humans was made. Captain Atwood, leader of the expedition, was disturbed how similar Humans were to Elves and ordered his men to capture a dozen Argoni Humans to bring back to Tan'Rar to study. Several more expeditions followed, bringing hundreds of Humans from Argonia to Tan'Rar.

Humans were the second intelligent race the Elves encountered on Prime, after Dragons. Unlike Dragons the Humans proved easy to capture, keep, and study. Humans in Tan'Rar were set up in contained villages far from Elvish settlements where scholars could observe and study their ways. Over time the Elves began to recognize the potential of the Human race and started granting them greater freedoms, up to the point of recognizing Humans as citizens of their empire. They would always be looked down upon, though.

The re-discovery of magic was a turning point for Humans as well as Elves. Scholars discovered that Humans could wield magic just as well as Elves, and despite opposition they began to learn how. This knowledge was eventually transferred back to Argonia and Nahydra where it allowed these kingdoms to stand against the Dragons and expand outward into powerful nations.

When Teredahar was created, Humans went with Elves on the expedition ships. They settled alongside each other and today Humans are a common presence in many Elvish cities on the continent. Some have taken to living among Dwarves and Halflings as well. Humans and Dragons remain bitter enemies.

Pathfinder treats Humans as the "versatile and widespread" race, so instead of different racial stat blocks I'm going to provide cultural/appearance notes and a suggested alternate trait if you wish to RP a character with a particular cultural background.

General change: Elvish is the common tongue of Teredahar, so replace "Common" with a new language called "Human". New characters starting play on Teredahar usually start knowing Elvish for free to make play easier.

The Kingdom of Argonia

Humans from Argonia are called Argoni (same word for singular or plural, like "sheep"). They're taller than Elves and most Humans. They have pale skin and dark hair. Men often have decorated beards. Argonia controls the tropical southern end of the western continent. They have fewer mages than other Human populations and as a result are often more familiar with science and technology. Their culture values gaining supremacy over one's surroundings through co-operation.

Suggested racial trait changes: Replace Skilled with +2 to Diplomacy and Bluff, reflecting Argoni values of teamwork over independence.

The Kingom of Nahydra

Humans from Nahydra are called Nahydrans. They often have dark skin and hair and are of the same height as Elves. Nahydra is located in a colder, dryer region at the northern end of the west continent. Nahydrans have embraced the Elvish style of magic but are also more likely to tap Draconic or even Demonic sources of power as well. Nahydrans believe in self-betterment and recognizing talent. Young Nahydrans are encouraged to learn what they're good at and refine it into a potent skill.

Suggested racial trait changes: Replace Skilled with gaining Skill Focus as a bonus feat at levels 1, 8, and 16.

Descendents of Tan'Rar Settlements

Tan'Rar first took Humans to study but later allowed them to adopt their culture. Descendents of these captives often have more than a little Elvish blood in their heritage. They're more likely to have light-coloured hair and skin tones ranging from Argoni pale to the olive tones of Syldarri Elves. Green and purple eyes are a definite sign of Elvish heritage as these are not found in other Human lines. Generations of living with Elves has caused these Humans to pick up their culture as well.

Suggested racial trait change: Replace the 1st-level Bonus Feat with proficiency in Elvish weapons (See Elf Weapon Familiarity racial trait) and the ability to speak Elvish in addition to Human.

The Wind People

Consider this a bonus race for GMs who want to use psionics. 
A breakaway group of Humans descended from Tan'Rar's settlers living in seclusion amid the peaks of the Torran Spine mountains. These people are shorter than most humans, often no more than 5 and a half feet tall. They have copper skin and black hair, though many shave their heads and wear elaborate face and scalp tatoos instead. These tattoos are extensive and often include geometric shapes and writing in their own secret language. They are called the wind people for the strong winds that often sweep the high passes where they live, and for their ability to sweep down from the mountains, trade what they need, and disappear without a trace. They shun contact with outsiders and have learned a third way to harnass the fundamental cosmic forces that power magic: using the power of thought.

Stat changes (compared to normal Humans):
  • Bonus language: Gish
  • Replace +2 to one ability score with +2 DEX, -2 CON, +2 WIS
  • Replace 1st level bonus feat with Wild Talent as a bonus feat, or Psionic Talent if possessing levels in a psionic class. 

Next Time

I'll be covering The Kingdom of Rime, a Dwarven domain in the north near Syldar.

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