Human, Koltani
"The highland peoples of the Koltani, one of the three major ethnic groups of humankind. Hardy, strong, athletic folk, fierce warriors. That is what they are known as to most across Valerick and for good reason. Koltani mercenaries are famed across the continent of Durol, and even well known and spoken of in such circles as would hire such services across the rest of the world. They are one of Raechin's most notable exports. But to boil down their culture to that stereotype is to do the Koltani peoples a great disservice and a massive injustice. For that is but one facet of Koltani culture and heritage."
Juli'vani Tolvon'isa, Skye elven scholar and historian
Basic Information
Anatomy
Note:All three human cultures and groups share much in common, as they are all human of course. They can and do mish mash and mix, and therefore, you will get a fairly large portion of the human population that perhaps mixes and matches traits from two or even all three cultures and groups. Unlike most of the other races, where a lot of it is a matter of genetics, and only some culture, in humans the split might be half and half, or even less about genetics. However, for the sake of things, each group is presented as their own playable species. If one were to wish to make a 'mix' or 'generic human' (so not identifable as of any one particular group), merely mix and match racial traits via basically drafting one from each of the three ethnic groups, and taking the Bonus Talent. Then you would just assign 2 bonus points and a single -1 spread out amongst your three stats as you feel fits, of course insuring that your GM approves. You can simply nullify the -1 by assigning 1 of the bonus stat points to the same stat you reduce, that choice is open to you if you are wishing to play a 'generic human'.
The Koltani are some of the biggest amongst human kind, averaging a little over six feet in height, and about two hundred and ten pounds. They are quite strong, hardy and athletic folk, generally of a fairer or paler complexion. Amongst the Koltani, tattoos and woad markings are used quite extensively in day to day life as well as amongst the warrior class. These intricate markings and designs, everyhing from the color, shape, style, design and even the intensity of the pigmentation, tells someone whom understands the social structure of the Koltani intimately, something about a person. These designs are generally on the hands, forearms, neck, and in certain portions of society, the face.
Size: All humans count as 'Average' or 'Medium' if you so prefer.
Common Hair Colors: Red Blond, Golden Brown, Black, Dark Brown, Auburn, Red
Common Eye Colors: Green, Pale Blue, Pale Grey, Amber, Hazel
Racial Starting Wounds: 8
Stat Adjustments: +1 Power, +1 Toughness, -1 Persona. The Koltani are a strong, hardy and athletic folk, made so by the highlands of Raechin that they call home. However they are also an abrasive lot, oft described as having a porcupine personality.
Movement Score: All humans have a movement score of 30 feet
Basic Training: The Koltani are a fierce and proud people, a culture that embraces the battle hardened nature of the continent of Durol with a fierce love for it. Koltani Human characters are culturally familiar and comfortable with up to Medium Armors.
Starting Skills: The Koltani racially start play with the following skillsets at the noted levels of training beyond Untrained, which is where everyone naturally sits in every skill until they acquire ranks in it.
Skillset | Training Tier (Name of Tier |
---|---|
Animal Caretaking | Tier II (Well-Trained) |
Awareness | Tier I (Trained) |
Consume Alcohol | Tier I (Trained) |
Language (Koltish) | Tier III (Journeyman Training) |
Language (Valarian) | Tier II (Well-Trained) |
Melee (Two-Handed) | Tier I (Trained) |
Ranged (Bows and Crossbows) | Tier II (Well-Trained) |
Survival | Tier II (Well-Trained) |
Racial Traits
Hardy: The Koltani people, like their Mogol cousins, were forged by the harsh northern highlands, and so they share this trait with the Mogol. They start play with the Hardy Talent. This would be a heritage trait they just inherit in Pathfinder 2nd Edition automatically
Relentless: The Koltani peoples have learned a lot in their close relationship with their dwarven neighbors, and culturally, even those living in foreign lands, embrace a great deal of the same philosophies and approaches to facets of their lives. So too is it for battle and war. The Koltani have a very similar philosophy to battle as the dwarves, embracing the approach of an avalanche. If you attack a target that you dealt damage to within the previous round, you have the Momentum. This would be a 1st level Ancestry Feature that would grant +2 to attack and damage rolls against any creature you dealt damage in the previous round. Requires Koltani Heritage to have been chosen.
Strong-Willed: The Koltani peoples are a strong minded, stubborn, willful bunch. Koltani characters always have the Momentum on any Defensive Tests to shake off any sort of mind influencing or charm type effects. This would be a 5th level Ancestry Feat that grants Koltani Humans a bonus to their Mental Saves (all three of them) equal to +1/5 character levels. Requires Koltani Heritage.
Bonus Talent: Humans are a wide ranging and varied lot, with a grand, wide and staggeringly varied range of skill, ability, and passions. Koltani players can select one General Talent they meet prerequisites for upon selecting this species for character creation.
Growth Rate & Stages
Humans in general don't live past a century, and over the broad spectrum of humanity, the average age is about 70 years old. The Renarii have the shortest life expectancy, the Mogol peoples the longest. The Koltani fall right in between. The oldest Koltani any records are aware of lived to be 102 years old, a shockingly long life. Their age table is below.
Childhood | Youth | Middle Age | Old Age | Ancient |
---|---|---|---|---|
0-12 years old | 13-18 years old | 19-45 years old | 46-69 years old | 70+ years old |
Additional Information
Geographic Origin and Distribution
The Koltani as a people are heavily concentrated in the more northern reaches of Valerick, with their homeland of Raechin being the center of their distribution. However like all races in this new modern age, they can be found in some number in every nation across all three continents.
Cultural Perks (optional)
Raechin City Born Born and raised in the one of the large cities of the Koltani homeland, you were raised amongst a very tight knit and honest community, a community that despises secrecy and treachery, and from a young age were taught to read people, to deal with foreigners and merchants. Intuition is always a profession skill for you, even if it is not otherwise on the list.
Raechin Rural Upbringing Born and raised amongst the villages and wilderness, the frontier lands of Raechin, you had to learn fast about the region, what was safe to eat or not, about the beasts and wildlife, what plants could help with ailments, and more. Lore (Nature) is always a profession skill for you, even if it is otherwise not on the list.
Raechin Underworld You were raised on the dark side of the cities of your homeland, involved in all manner of criminal activity. Be it hired muscle, a sand pit fighter, smuggling, or worse, you did what you had to. This didn't come without coping mechanisms though. Be it drink, or something stronger, you found a way to dull your way through the distasteful life. Consume Alcohol is always a profession skill for you, even if it otherwise wouldn't be.
Foreign Raised You weren't born and raised in Raechin, but abroad, perhaps having never been to your people's ancestral homeland. You may pick a Perk from another Race's list of options.
Cultural Perks (optional)
Raechin City Born Born and raised in the one of the large cities of the Koltani homeland, you were raised amongst a very tight knit and honest community, a community that despises secrecy and treachery, and from a young age were taught to read people, to deal with foreigners and merchants. Intuition is always a profession skill for you, even if it is not otherwise on the list.
Raechin Rural Upbringing Born and raised amongst the villages and wilderness, the frontier lands of Raechin, you had to learn fast about the region, what was safe to eat or not, about the beasts and wildlife, what plants could help with ailments, and more. Lore (Nature) is always a profession skill for you, even if it is otherwise not on the list.
Raechin Underworld You were raised on the dark side of the cities of your homeland, involved in all manner of criminal activity. Be it hired muscle, a sand pit fighter, smuggling, or worse, you did what you had to. This didn't come without coping mechanisms though. Be it drink, or something stronger, you found a way to dull your way through the distasteful life. Consume Alcohol is always a profession skill for you, even if it otherwise wouldn't be.
Foreign Raised You weren't born and raised in Raechin, but abroad, perhaps having never been to your people's ancestral homeland. You may pick a Perk from another Race's list of options.
Civilization and Culture
Naming Traditions
Human names are greatly varied, notably more so than any race. However amongst each of the three major human groups in Valerick, there are still one or two naming conventions and traditions that lean towards each group in particular. Amongst the Koltani, one notable tradition, though unknown as to its origin, is that you will never meet someone who's first name ends in a vowel if their last name begins with one. This is true of consonants as well. This is one of the most notable rules, though one of the hardest to identify. But combine this with the fact that you will never start and end a name on the same sort of alphabetic (so no names that both start and end with a vowel), and it can help one identify those of Koltani heritage.
Example First Names: Brenna, Friya, Vanni, Oleg, Aron, Ewan
Example Last Names: O'brien, Vale, Hawthorne, Gray, Alwick, Ostamore
Example First Names: Brenna, Friya, Vanni, Oleg, Aron, Ewan
Example Last Names: O'brien, Vale, Hawthorne, Gray, Alwick, Ostamore
Interspecies Relations and Assumptions
Opinion on Woad Elves: The fair folk of the woad and wylde, one does well to respect them, as they can teach the hunter many secrets of the world around them. They can also, if one refuses to show the land around them proper respect it deserves, be the teachers of a most valuable, if often terminal, lesson. Respect the woods, and the woad elves will respect you.
Opinion on Skye Elves: Bold and brave, elves whom even Boran would respect. They do not shy away from challenge or threat, and are strong, and swift folk. Worthy allies, if one is lucky enough to stand shoulder to shoulder with them.
Opinion on Dwarves: A sturdy, strong and good willed folk. They don't mess about, tell you exactly what they mean, honest and straightforward. Great friends, wonderful allies, and grand neighbors.
Opinion on Halfmen: A funny lot, have a great sense of showmanship and performance, generally a wonderful sense of humor, and often a wit as sharp as a blade. Perhaps a bit to aloof and free with their hands however.
Opinion on Gnomes: None can deny their brilliance, and that they are some of the most ingenius folk on all of Valerick. However they are an obnoxious and rude bunch as well.
Opinon on Tanturs: Friendly giants, too friendly sometimes. They are strong and good natured folk, fine traveling companions, and more useful with their hands than one might expect. An oddly peaceful bunch too, for though they hold such an obvious physical advantage, they are loathe to resort to physical altercation. A strange thing.
Opinion on Mogols (Humans): They are good folk, skilled horsemen and great partners and neighbors. You can learn all you would ever need to know about raising livestock from spending but a week with a Mogul farm hand, and I find this hard to disagree with. They make some damn good rye as well.
Opinion on Renarii (Humans): Some would call them cowards. But that word isn't entirely fair. They aren't cowards, they can fight, no one can take that away from them. One doesn't grow up in that sort of culture without learning their way around violence. No, not cowards, but they are bastards and rogues however. No sense of honor to them.
Opinion on Skye Elves: Bold and brave, elves whom even Boran would respect. They do not shy away from challenge or threat, and are strong, and swift folk. Worthy allies, if one is lucky enough to stand shoulder to shoulder with them.
Opinion on Dwarves: A sturdy, strong and good willed folk. They don't mess about, tell you exactly what they mean, honest and straightforward. Great friends, wonderful allies, and grand neighbors.
Opinion on Halfmen: A funny lot, have a great sense of showmanship and performance, generally a wonderful sense of humor, and often a wit as sharp as a blade. Perhaps a bit to aloof and free with their hands however.
Opinion on Gnomes: None can deny their brilliance, and that they are some of the most ingenius folk on all of Valerick. However they are an obnoxious and rude bunch as well.
Opinon on Tanturs: Friendly giants, too friendly sometimes. They are strong and good natured folk, fine traveling companions, and more useful with their hands than one might expect. An oddly peaceful bunch too, for though they hold such an obvious physical advantage, they are loathe to resort to physical altercation. A strange thing.
Opinion on Mogols (Humans): They are good folk, skilled horsemen and great partners and neighbors. You can learn all you would ever need to know about raising livestock from spending but a week with a Mogul farm hand, and I find this hard to disagree with. They make some damn good rye as well.
Opinion on Renarii (Humans): Some would call them cowards. But that word isn't entirely fair. They aren't cowards, they can fight, no one can take that away from them. One doesn't grow up in that sort of culture without learning their way around violence. No, not cowards, but they are bastards and rogues however. No sense of honor to them.
Lifespan
Average lifespan is about the average. Randomizer for starting age = 13+2d6 years
Average Height
The Koltani are the tallest and largest of their human kindred, averaging a height of 6', or around 1.8 meters. Randomizer for starting height = 5'9"+1d6 inches or 1.7m+3d6 centimeters if you prefer
Average Weight
The Koltani on average weigh around two hundred and ten pounds, or about 95 kgs. Randomizer for starting weight = 180lbs+8d10lbs, or if you prefer, 78 kgs+4d10 kgs.
Related Organizations
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