Human

Humans

The many human invaders of the Flanaess have intermixed over the centuries; few pure racial groups are found there now. On the fringes, however, there are still some lands where the inhabitants are almost unchanged from the racial stock of their milennium-old ancestors.

Six major races of humanity share the vast Flanaess with numerous nonhumans. Unmixed human races exist in several enclaves, but for the most part the Suel, Flan, Oeridians, and Baklunish have mixed to form a variety of blended types.

Race is given little importance by intelligent folk, particularly in the central lands, though some royal courts promote particular racial types. Each race appears to have developed ages ago in isolation from all others, with its own pantheon of deities, language, and culture. In practical matters of exploration, trade, adventure, and war, color and race have little meaning.

The Suloise are the most jealous of their purebloodedness, perhaps reflecting their distinct differences from all other races and their history of being driven out of the main Flanaess lands (by the Oeridians, in particular).

The Scarlet Brotherhood are Suloise racists, but such racism is rare. Although other groups may take strong pride in being much like their original ancestors, as the Tenhas do, those around them often do not react favorably to this (as reflected in the fall of Tenh).

In the central Flanaess in particular, little attention is paid to skin color or racial ancestry, although there is a growing tendency to regard Suel folk with suspicion (not least because of the rise of the Scarlet Brotherhood). There are more important divisions within the lands to worry about in these times. Who cares whether the pikeman standing next to you is Oeridian or Baklunish, if the enemy is a hobgoblin or a fiend in the service of Iuz?

Baklunish

The Baklunish have skin of golden tones, and straight, fine-textured hair that is universally dark, ranging from dusky brown to bluish black. Their eyes are usually green or gray-green; hazel and gray eyes are rare. They tend to be long of limb and facial feature, with high cheekbones.

The Baklunish once held a great empire on the west ern side of the Crystalmists and Barrier Peaks. The Invoked Devastation ruined their empire, for which the Baklunish retaliated with the Rain of Colorless Fire, burning the Suel Imperium to ash. Most surviv ing Baklunish moved north or west, to the borders of the old empire and beyond. The inhabitants of Ekbir, Zeif, Ull, and the Tiger Nomads typify the straight Baklunish strain, while the Tusmites and the Paynims show mixed ancestry. The Wolf Nomads are often darker from intermarriage with the Rovers of the Bar rens. The Ketites are the least typical Baklunish, having pale yellow, golden-brown, or tan complexions as a result of Suloise and Oeridian ancestry.

The Baklunish, unlike the Suloise, retained much of their culture after the fall of their empire. Honor, family, generosity, and piety are fundamental virtues. Use of their classical language, Ancient Bak lunish, in religious observances, higher learning, and the fine arts has preserved their ancestral tradi tions. The Baklunish have many customs and taboos derived from their great knowledge of astrology, and their dependence on horses adds many beliefs and traditions regarding their honored steeds, particu larly among the nomads. Singing and dancing are widespread in their culture, and trade and explo ration are major pursuits.

Settled Baklunish favor bright patterns and gaudy colors in clothes, typically with gowns and robes or else long coats with short breeches. Lower classes use the same colors with a long one-piece garment supplemented with other garb. Nomadic Baklunish prefer clothes with several pastel colors, enjoying fancy garments enhanced with puffs, slashes on sleeves to show contrasting colors underneath, and superfluous trim. When traveling or making war, the nomads instead wear rough items of leather, hide, or cloth, bearing shields or banners indicating clan allegiance.

Many skilled wizards are Baklunish, including experts in elemental magic, divination, and summon ing and binding spells (used on extraplanar beings). Cooperative spellcasting is practiced by many of the clergy, particularly among the desert mystics.

The lands of Ekbir, the Tiger Nomads, Ull, and Zeif around the Drawmij Ocean are home to this pure Baklunish strain. Farther east, racial mixing results in modified appearances: the Wolf Nomads are Bakiunish mixed with Flan (from the Rovers of the Barrens), and have correspondingly darker features. In Ket, mixing with both Oeridian and Suloise folk gave rise to folk with pale yellow or golden-brown/tan skin.

Flan

Pure Flan have bronze skin, varying from a light copper hue to a dark, deep brown. Flan eyes are usually dark brown, black, brown, or amber. Hair is wavy or curly and typically black or brown (or any shade between). The Flan have broad, strong faces and sturdy builds.

The Flan were the first known humans to live in eastern Oerik, and it is from them that the Flanaess gets its name. Although evidence exists that they once had settled nations, those vanished long ago. The Flan had been a nomadic people for many centuries when they were displaced by Suloise and Oerid ian invaders. Large pockets of Flan live in what are now Geoff, Tenh, and the Barrens. The Tenha are pure Flan, and the coppery Rovers of the Barrens nearly so. The people of Geoff and Sterich also show strong Flan heritage, as do the Stoneholders, Palish, and certain Perrender clans.

The Flan have always been strongly tied to the nat ural world, as they were nomadic hunter-gatherers for so long. They see nature as an entity to be respected but not controlled, and this is reflected in their myths, legends, and culture. Many Flan believe the season of a child's birth affects later life, and certain customs and taboos must be observed annually. Modern Flan still have a preference for the outdoors, and those who live in cities usually raise gardens and flower beds. A tree is planted at the door of a Flan home, and the health of that tree is believed related to the welfare of the family. Storytelling is a favorite pastime, and most families have ancient oral folklore and legends to pass on.

The ancient, nomadic Flan wore simple clothing of animal skins: belts, breechcloths, capes, robes, and footwear (boots and hard-soled slippers). Body paint ing and tattoos were common methods of personal decoration, and these traditions are still practiced by the Rovers of the Barrens (who prefer yellows and reds). Modern Flan tend to dress in what is currently fashionable, but they favor bright primary colors in solid arrangements.

Flan wizards normally work in harmony with nature, avoiding destructive magic. A few delve into the necromantic arts of the ancient Ur-Flan, but such practices are shunned by respectable folk. Many prefer protective and divinatory spells, a practice that stems from their traditional roles of guarding nomadic tribes and helping them survive. Flan clerics are often druids, who are more accepting of agri culture than they once were. Like the sun god, Pelor, many Flan deities have strong "natural" aspects.

The Flan are now scattered to the winds. The Rovers of the Barrens have no land to call their own; the Tenhas, pure Flan and proud of it, are enslaved by Iuz or have fled to the south; the Flan folk of Geoff and Sterich have likewise fled south and east from their homes.

In the Theocracy of the Pale, Flan/Oerid de- scendants are lighter of skin and hair than pure Flan, and are a handsome people. Perhaps with- in a handful of generations, almost all Flan blood will be found only in such blends.

Oeridians

Oeridian skin tones range from tan to olive; brown and auburn hair are common, though some individu als have hair as light as honey or as dark as coal. Like wise, eye coloration is highly variable; brown and gray are seen most often. Oeridians tend to have square or oval faces and strong jaw lines.

After inhabiting what is now Ull for generations, barbaric Oeridians were driven east by orcs and gob lins employed as mercenaries by the Baklunish and Suel. The migrating Oeridians were able fighters and battled their way across the Flanaess, driving the Suel before them and allying with the Flan, elves, dwarves, and other peoples. Nearly pure Oeridians are seen in Perrenland, Furyondy, North Kingdom, Sunndi, and Onnwal.

The most powerful empire in the modern Flanaess was created by a conquering tribe of Oeridians, the Aerdi, who subjugated and assimilated all who opposed them. Ancient Oeridians were fierce warriors, yet they also were self-sacrificing and loyal. These traits are not as evident today, bur many Oeridians do remain tem peramental and prone to violence. They have a prefer ence for strict social order, usually fitting themselves at the top, and their military traditions are strong. Aggres sion is often channeled into political conflict and sub terfuge. The Oeridian skill at warfare is unsurpassed, and many folk have a hard-learned respect for it. In peacetime, they are practical, hard working, and not inclined to intellectual pursuits.

Oeridian dress normally consists of a short tunic and close-fitting trousers with a cape or cloak, tai lored for ease of movement. Aerdi and Nyrondal Oeridians favor plaids and checks, with ovals or dia monds in the south and west Colors and patterns once showed clan allegiance, but this practice is fading in favor of personal color preference.

Following their warlike tendencies, magic-using Oeridians focus on battle-oriented spells, as well as the enchantment of magic items useful in combat. Spellcasters have a hard-nosed, practical attitude, and they are generally hawkish and outgoing. Many strive to be leaders or masters. Magic is often used for pragmatic purposes, too, such as construction, irriga tion, and iron-forging.

Olman

The Olman have skin of a rich red-brown or dark brown color. Their hair is always straight and black, and their eyes are dark, from medium brown to nearly black. Olman have high cheekbones and high-bridged noses, a trait less strong in those of common birth. Some nobles still flatten the foreheads of their young, for a high, sloping shape is considered beautiful.

The Olman originated on Hepmonaland, raising a number of city-states from the jungles of that land. Through centuries of warfare, they built an empire that spanned northern Hepmonaland and reached across the Densac Gulf to include the Amedio Jungle. Internal strife and wars with another human race, the dark Touv, caused them to abandon their old cities. Many Olman migrated to the Amedio, where they maintained their civilization for several more centuries. Ultimately, these cities also fell to the curses of civil war and supernatural upheaval, until most Olman reverted to barbarism.

The Olman are now concentrated in the jungles of Hepmonaland, the Amedio, and their namesake Olman Isles. Many are enslaved in lands held by the Scarlet Brotherhood. Others have escaped to otherwise uncon trolled regions such as the western end of the Sea Princes' lands, which they now control and defend.

What sort of culture the Olman originally had is obscured by their early adoption of the ways of alien gods. These beings made the primitive Olman their followers, encouraging them on the bloody path of ritual warfare and human sacrifice. The Olman Empire was a hybrid of monarchy and theocracy, with hereditary emperors and warlords ruling alongside clerics and astrologers. Modern Olman have a tribal culture, with a cleric or hereditary chief leading each tribe. Many still practice annual human sacrifice to the dimly remembered Sky Gods, while lesser ceremonies require simple bloodletting and the offering of ani mals and plants. Their warlike nature is persistent but unrefined, colored by their harsh jungle environment. They still practice ritualized warfare, often collecting heads or animating corpses, but they prefer to use stealthy raids and ambushes against their enemies.

While Olman clothing tends to be simple and monocolor, such as a split skirt, loincloth, or shawl like upper garment, they have fantastic methods of decoration, using beads, stones, feathers, bones, metal, and wood. These items decorate their clothes, weapons, and especially ceremonial items such as elaborate headdresses.

The Olman favor magic that damages many opponents in visibly graphic ways. They also choose divination spells that allow them to understand the world around them and perhaps comprehend the omens of their distant gods. Magic that protects or heals others is very rare.

Rhennee

The complexion of Rhenn-folk ranges from olive to tan; their hair is usually curly and tends to be black or dark brown. Most have eyes of gray, blue, or hazel, but green is known in some families. The Rhennee are generally short but strong and wiry, with men averaging 5 ft. 6 in. and women less.

The Rhennee are not native to Oerth; rather, they are accidental travelers from another plane or world, citizens of a lost homeland they call Rhop. Their legends say that they appeared first in the Great Kingdom, in or near the Adri Forest. Pursued by monsters and hostile Aerdi, they fled west to the shores of the Lake of Unknown Depths, where they took to life on the water. They now expertly ply the great rivers that cross the Flanaess and migrate between the three great lakes (though Whyestil Lake is lately unsafe for travel). Rhennee are fairly common on the waterways of the central Flanaess and near inland shores and banks. A few secret, inland encampments are said to exist, and here may also be encountered their rare, land-dwelling cousins, whom they derogacively refer to as the Attloi. The mutual distrust and antagonism between the Rhenn-folk and other peoples of the Flanaess have kept the Rhennee relatively unmixed with other races, though the Rhennee do bring children of other human races into their families.

Little is known of the original culture of the Rhen nee, as they were absent from the Flanaess before 450 years ago and entered their current lifestyle to escape persecution. The Rhenn-folk are masters of inland sailing and navigation, and they love their nomadic and adventurous life. Music and gambling are beloved amusements. Certain Rhennee say they are nobles and have great authority among their kind. Men nearly always become warriors; some women become sorcerers, "wise women" whose skills and knowledge make them the subtle masters of Rhen nee society. Rhennee men can be quite chauvinistic, and their women manipulative.

Rhennee have a wide reputation as thieves, and most do learn roguish skills as children, practicing them primarily upon outsiders. Their secrecy and bad reputation cause most people to dislike the Rhennee, and the feeling is mutual. They survive by ferrying goods and passengers, fishing, hunting, sell ing their crafts, and illegal means (theft and smug gling), although they put forth the least amount of work needed to accomplish their goals. They follow a code of conduct that has different restrictions for dealing with others of their kind versus non-Rhen nee outsiders, who may be lied to and cheated.

These people dress in muted colors, and each adult male has a set of homemade leather armor of good quality. The cut and style of their clothing is simple and functional, eschewing the fashion-minded con cerns of other races. Their leatherwork is exceptional.

Of the Rhennee, only the female students of "wise women" become spellcasters. (Clerics are unknown among them.) Wise women prefer charms and illusions, practicing divination as well. They like spells that deceive or confuse people, especially enchantments like love potions or (very) minor pro tective charms that can be sold to the foolish, unwary, or greedy.

Suloise

The Suel have the lightest coloration of any known human race of the Flanaess. Their skin is fair, with an atypical proportion of albinos. Eye color is pale blue or violet, sometimes deep blue or gray. Suel hair is wiry, often curly or kinky, with fair colors such as yellow, light red, blond, and platinum blond. The Suel tend to be lean, with narrow facial features.

The Suel Imperium was located in what is now the Sea of Dust. Wicked and decadent, this empire was destroyed during a war with the Baklunish when the latter brought down the Rain of Colorless Fire, Suloise survivors fled in all directions, many cross ing the Hellfurnaces into the Flanaess, where they met other Suel who had fled the long war much ear lier. Some evil Suel were forced into the extreme corners of the Flanaess by invading Oeridians. The barbarians of the Thillonrian peninsula are pure Suel, as are the elite of the Scarlet Brotherhood. The people of the Duchy of Urnst and places in the Lord ship of the Isles are nearly so.

The Suel Imperium was governed by contesting noble houses, and the fleeing bands that entered the Flanaess were often led by nobles with their families and many retainers. The modern Suel retain this affinity for family, although they often use a very narrow definition of the word to include only siblings, parents, and children. A few Suel can trace their lineage all the way back to the days of their empire.

The ancient Suel Imperium was exceedingly cruel, This trait surfaces in the modern day, for more than one Suel organization openly plots against other people of the Flanaess. Fortunately, most Suel have avoided this dark legacy, having inherited the rela tively minor flaws of being opinionated, selfish, and blunt. Many also tend to be prideful and unwilling to admit flaws or personal hardships. They have a pas sion for study, especially in regard to magic, and many Suel wizards become incredibly powerful.

Traditional Suel dress includes wide-legged pan taloons and loose blouses (vests in the south), both in solid colors. Most individuals use one color only, with nobles using two or more as appropriate to their House. The style of clothing is adapted to the cli mate; Suel in the far north wear furs or thick wool, with capes, mittens, and furred boots. The Suel like large pins, brooches, emblems, and other adorn ments, a few of which are ancient heirlooms.

Heirs of a highly magical society, the Suel still have an aptitude for most types of spellcasting. Suel wizards often become masters of spells that involve transmutation. They also perfected a number of bind ing spells and created many items used for control ling and dominating other beings. For instance, it is thought that a long-dead Suel emperor made the ancient and terrible orbs of dragonkind.

The Suel were scattered to the margins of the Flanaess in the distant past, so it is small wonder that most Suel blood has been intermixed with other racial groups. The Suel are fairskinned, some being almost albino, with red or blond (even platinum blond) hair and blue, gray, or violet eyes. The barbarian peoples of the northeast are the purest example of original Suel stock, but the Suel also dominate the Scarlet Brotherhood and the eastern islands of the Aerdi Sea.

On the main continent, the Duchy of Urnst has the largest (proportionately) enclave of Suloise. Anomalous populations of Suloise are found in Hepmonaland and the Almedio Jungle; while many have developed tanned skins with heavy freckling, pale and albino faces that look utterly incongruous in the steaming jungles can still be seen.

Feats specific to Human

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

At certain levels, your class gives you the Ability Score Improvement feature. Using the optional feats rule, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Grappler feat until your Strength is restored.


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