Master of Horses (Regional-Aeril): Growing up among the horses of the Aerili plains, you have mastered the rearing and riding of horses. You gain a +1 trait bonus on Handle Animal and Ride checks and one of these is always a class skill for you.
Plains Raider (Regional-Aeril): When you charge on a mount, you gain a +1 trait bonus on attack rolls.
Aurelian Perfectionist (Regional-Aurelius): Aurelians consider themselves the epitome of life. As such, you gain a +2 trait bonus on saves against Charm or Compulsion effects. Low-lifes shouldn't control their betters.
Slave Master (Regional-Aurelius): You have owned slaves in the past, and know how to handle inferiors. You gain Exotic Weapon Proficiency (Whip) as a bonus feat.
Ash Raider (Regional-Ash Islands): Having grown up among the volcanoes and longships of the Ash Islands, you are well versed in both the ability to navigate the sea, and the land. You gain a +1 trait bonus on Survival and Profession (Sailor) checks and Survival is always a class skill for you.
Tribe Scion (Regional-Ash Islands): Your parents have come from different tribes, a rarity among the constantly squabbling tribes of the Ash Islands. You have learned to speak well so that you are understood by all. You gain a +1 trait bonus on Diplomacy and Intimidate and one of these is always a class skill for you.
Blessed of the Aged Sun (Regional-Divine Kingdom of Dracutl): You have been personally blessed by the High Priest Sault, and are a conduit for fire. You gain the ability to cast Burning Hands 1/day as a spell-like ability. This ability has a CL equal to your HD and a DC of 10 + 1/2 your HD.
Peasant Tradition (Regional-Divine Kingdom of Dracutl): The Divine Kingdom of Dracutl has a long tradition of peasants working the land, and your family is among them. You know what plants grow well, and are good to eat. You gain a +1 trait bonus to Knowledge (Nature) and Survival and one of these is always a class skill for you.
Delarite (Regional-Coraillan): You have been inspired by Seleran Delar's rejection of Razgrizz. You may have even met him personally before he died and was reborn. His example makes you strong against anyone who would see to dominate you. You gain a +2 trait bonus vs. charm and compulsion effects.
Mixtus (Regional-Coraillan): You are a child of both Xoltian and Khallan heritage, born sometime after the Khallan Empire's initial invasion of Xoltia and the Analadian continent. Your mixed blood has likely caused you persecution and suffering. You have learned that sometimes, discretion is the better part of valour. You base movespeed increases by 10feet when making a full Withdrawl action. In addition, stealth is always a class skill for you.
Desert Traveller (Regional-The Dunic Lands): You know how to survive in the desert, and you are much hardier than others who have lived a softer life. You gain a +4 trait bonus to survive in intense heat, and a +4 trait bonus to survival to find water and food in desert climates (both hot and cold).
Wanderer (Regional-The Dunic Lands): Before the fall of Sehlash, the tribes of the Dunic Lands would trade freely with that kingdom, and still do with the kingdoms of Rethe and the Lowland Trade Confederacy. The tribes in the Dunic Lands have learned how to trade and talk with these myriad peoples. You may choose a bonus language from this list: Sehlashian, Rethan, Basic. In addition, Linguistics is always a class skill for you.
Bump in the Night (Regional-Daigaril): Daigaril is home to many strange and horrible creatures. Your experiences with these creatures has galvanized you. You gain a +2 trait bonus on saves vs. fear.
Border Guard (Regional-Daigaril): You were once posted a guard on Daigaril's southern border, to watch for Aeril raids. You know how to spot danger quickly. You gain a +1 trait bonus to Perception and it is always a class skill for you.
Devotee of the Mad Prophetesses (Regional-Descecrate): You have devoted yourself to the "teachings" of the 39 Mad Prophetesses, once linked to Queen Yama. When you are confused, you may roll twice and select which result you choose. This also applies to effects such as the insanity spell. In addition, when you afflicted with confusion, you gain a +1 trait bonus on attack and damage rolls.
Yamalundi Ex-Guard (Regional-Descecrate): You were once a member of the well organized Yamalundi guard. You know how to fight in a formation with precision. When you are adjacent to 3 or more allies, you gain a +1 shield bonus to AC. If you have a shield equipped, increase the AC bonus it grants by 1 instead.
Vanguard Rebel (Regional-The Divine Kingdom of Gand): You were born as a Vanguard either in Nethys proper or in Gand. The rebellion taught you that magic is a powerful resource, but cannot always be trusted. As such, you gain a +2 trait bonus to saves against all spells, but you must attempt to make your save against all spells, even if they are harmless.
Port City Resident (Regional-The Divine Kingdom of Gand): Gand's capital city Pollyn was the major trade port for the Nethysian empire, which facilitated trade with both the Murian continent, and Daigaril. Life in Pollyn was always colourful and diverse. You gain a +1 trait bonus on Knowledge (Local) and it is always a class skill for you.
Imperial Soldier (Regional-Heldenus): You have received training as part of the former Nethysian imperial army. As such, you may select either Intimidate, Ride or Heal, and you gain a +1 trait bonus to that skill, and it is always considered a class skill.
Warmage (Regional-Heldenus): You are trained in the ways of defending yourself while using magic. You gain a +2 dodge bonus to AC against any attacks of opportunity provoked from spellcasting.
Mercenary (Regional-Hetia): As a mercenary, you have a keen eye for taking advantage of opportunities presented to you. You gain a +1 trait bonus on attacks rolls made for attacks of opportunities.
Formation Breaker (Regional-Hetia): The Hetian military teaches it's soldiers that a charge is the best way to break a line. You may charge an extra 10ft as part of a charge.
Soldier of the Faith (Regional-Khallan Empire): You have served in the Khallan Imperial Army in the past. You have learned their particular style of persuasion, and know of your enemies supposed faith. You gain a +1 trait bonus to Intimidate and Knowledge (Religion), one of these is always a class skill for you.
Acolyte of the Saints (Regional-Khallan Empire): You were raised in the temple of one of the Khallan saints, and learned that Razgriz shares his divine blessing with those who prove themselves worthy. You gain a +1 trait bonus on Will saves.
Casually Brutal (Regional-Lethond): The Lethondians are not known for their mercy. You embody that, and you are so non-chalantly brutal, it scares opponents. You gain a +1 trait bonus on Intimidate checks and it is always a class skill for you. In addition, when using Intimidate to demoralize opponents, this bonus increases to +2.
Saurian Rider (Regional-Lethond): The Lethondians employ dinosaurs often in combat, and you grew up in a culture of reverence to Saurian gods. You are trained to ride both land-based dinosaurs and flying dinosaurs. You gain a +1 trait bonus on Ride and Fly, and one of these always a class skill for you.
Defender of the Lowlands (Regional-The Lowland Trade Confederation): The city-states of the Lowland Trade Confederation have long protected themselves from other interests because of their military alliance. You have grown up to learn that co-operation with your allies is vital to survival. Increase the attack bonus gain by flanking an opponent by an additional 1.
Urchin (Regional-The Lowland Trade Condeferation): The prolific trade between the city-states in the Lowlands leaves some behind. You grew up on the streets and have learned how to fend for yourself through theft, and that people cannot be trusted. You gain a +1 trait bonus on Sleight of Hand and Sense Motive, and one of these is always a class skill for you.
Undead Fighter (Regional-Lyrjian Union): When the Severing of the Cord brought Sehlash's undead upon the world, the survivors quickly discovered ways to defend themselves. You may cast Distrupt Undead 3/day as a spell-like ability.
Lyrjian Bureaucrat (Regional-Lyrjian Union): When the Sehlashian survivors arrived and established the Lyrjian Union, they created a vast network of trade guilds and worker unions. This is benefited some more than others, especially those who know how to work the system. You gain a +1 trait bonus on Knowledge (Local) and Diplomacy, and one of these is always a class skill for you.
Battle Mage (Regional-Nethysia): You have served time in a regiment of other magic-users and have learned to draw upon their residual energies to cast your spells. At the start of your turn, if a spell or spell-like ability has been cast adjacent to you, the DC of your spellcasting increases by 1.
True Focus (Regional-Nethysia): It takes alot to distrupt a Nethysian from casting a spell. As such, you gain a +2 trait bonus on Concentration casts.
Tundra Traveller (Regional-The Nordic Lands): You know how to survive in the tundra, and you are much hardier than others who have lived a softer life. You gain a +4 trait bonus to survive in intense cold, and a +4 trait bonus to survival to find water and food in desert climates (both hot and cold).
Winterborn (Regional-The Nordic Lands): You were born in or near a sacred spring in the mountains. You are a natural leader for the Nordic tribes. You take half-damage from non-magical fire. If you take the Leadership feat, your followers must be of the Nordic tribes, but you gain +1 to your Leadership score.
Freed Slave (Regional-Prythia): The founders of Prythia took it upon themselves to attack Aurelius and free slaves to become residents of their new country. Your life of slavery has toughened you considerably. You gain a +1 trait bonus on Fortitude saves.
Priest of the Dead God (Regional-Prythia): The death of Aegythrax was a shock to many, but none more than his clergy. You are either a priest or your parents were a priest of Aegythrax before his death. You remain faithful that someday he will be reborn. You gain a +1 trait bonus on all saves against divine spells.
Unarmored Raider (Regional-The Divine Kingdom of Pyrrhus): While others may blaspheme and use creations like armor to protect themselves, you need only your wit. You gain a +1 dodge bonus to AC while wearing no armor. This effect does not stack with any other AC bonus that require you to unarmored (such as the Monk AC bonus). This bonus increases to +2 if you have 10 HD.
Acolyte of Fire (Regional-The Divine Kingdom of Pyrrhus): The teachings and trials you have passed while growing have taught you how fire moves and how to shield yourself from it's glorious burning. You gain a +2 trait bonus on Reflex saves against any spell with the Fire descriptor.
Knight of the Rose (Regional-The Divine Kingdom of Rethe): you have come into a noble title, but you do not have a land claim. You have fought in tournaments before to earn land, but have never succeeded. You know how to fight singular opponents. If you are the target of a Challenge, Smite, or similar ability, you gaint a +1 dodge bonus to AC against the user of the ability.
Furious Charger (Regional-The Divine Kingdom of Rethe): Jousting is one of the national pastimes in Rethe, and you have practiced the art. While charging atop a mount, your attacks with a Lance gain a +1 trait bonus to damage.
Tech-wielder (Regional-Sannatus): Those who come from Sannatus are familiar with the technology from there. While making attacking with a firearm, increase it's range by 5'.
Tinker (Regional-Sannatus): The deadened magic field around Sannatus leads to many invetions and discoveries. You have unlocked a surprising power within yourself. Select a cantrip or orison from any spell list. You may cast that as a supernatural ability 2/day.
Low Profile (Regional-The Divine Kingdom of Sehlash): The Severing of the Cord drove many of the vampire nobility of Sehlash insane, and many of undead workers to rampage. You have managed to survive by not drawing attention to yourself, and by resisting Vampiric domination. You gain a +1 trait bonus to Stealth, and it is always a class skill for you. In addition, you gain a +2 trait bonus against any Charm or Compulsion abilities used by Vampires.
Willing Thrall (Regional-The Divine Kingdom of Sehlash): You were or still are a willing servant to a Vampire Lord. He has used you as a mouthpiece in the past. You have learned how to speak properly, and of nobility in his service. You gain a +1 trait bonus on Diplomacy and Knowledge (Nobility), and one of these is always a class skill for you.
Hidden Kingdom (Regional-The Divine Kingdom of Thadania): During it's inception, Thadania was a military encampment in the forest along Talcanthos' border. The encampment has turned into a large town, now the capital. You emigrated to Kontull Glade, the capital, and have learned some of the ways they used to keep themselves secret. You gain a +1 trait bonus to Bluff and Stealth. One of these is always a class skill for you.
The Art of War (Regional-The Divine Kingdom of Thadania): The strategic genius of Silval Thadanar has inspired you to study tactics. As a standard action, you may grant any teamwork feat you have to one ally within 30ft for 2 rounds.
Loyal to the Blood (Regional-Thasia): You are loyal to the Emperor's blood, and follow the bastard prince, even though the other Nethysian factions refuse his claim. You are stoic in your beliefs. You gain a +1 trait bonus to Will saves.
Elemental Study (Regional-Thasia): The Thasian value elemental magic above others. Choose one of the following energy types: acid, cold, electricity, or fire. When casting a spell of 1st level or higher that deals damage of your chosen energy type, the spell deals 1 extra point of damage of this type.
Military Tradition (Regional-The Divine Kingdom of Talcanthos): Talcanthos has a long and rich history, and an extensive military lineage. You are the child of a general or other high-ranking military official. You begin with a single masterwork weapon of your choice.
Lowborn Infiltrator (Regional-The Divine Kingdom of Talcanthos): You were born into a servant family, and have been used by noble families in the past to eavesdrop and learn valuable information. You gain a +1 trait bonus on Stealth and Perception, and one of these is always a class skill.
True Nethysian (Regional-True Nethys): You are potent in magic, and learned to use it well at the University in Nethys. You may choose one spell you are able to cast. You cast that spell as if you were one level higher. You do not need to choose the spell at first level.
Vanguard Loyalist (Regional-True Nethys): When the kingdom of Gand broke away from Nethys, many Vanguard abandoned their responsibilities to their Nethysian masters. You stayed loyal to the tradition and continue to honour the old ways. This dedication defines you, and the Nethysians have rewarded you by teaching you how to use wands properly. You gain a +2 trait bonus on Use Magic Device checks, and it is always a class skill for you.
Swift Marcher (Regional-Volmia): The recent raids into the old Nethysian states had taught many Volmians to move quickly. You gain an extra base speed of 5'.
Jungle Home (Regional-Volmia): The Volmians call the vast Dark Jungle home, and have learned it's ways. You gain a +1 trait bonus to Survival. This bonus doubles in Jungle terrain. Survival is always a class skill for you.
Saurian Sacrifice (Regional-Xoltia): You have participated in many of the brutal rituals to the Xoltian Saurian gods. You know that the gods are pleased by living sacrifice, and how to please the gods. If you have an animal companion, you must select a dinosaur. Your animal companion may count your level as 1 above what it normally is. This cannot exceed your maximum level.
Xoltian Construction (Regional-Xoltia): The Xoltians are experts are using their saurian beasts of burden to construct large edifice. You can bear larger loads than normal. Consider your strength as 4 higher when determining your carrying capacity. In addition you gain a +1 trait bonus on Knowledge (Engineering) and it is always a class skill for you.
Beneath the Girdle Mountains (Regional-Yamalund): The Yamalundi live in a network of tunnels underneath the Girdle mountains. The tunnels are magically ventilated, and well-guarded. Because of the insular nature, Knowledge (Nobility) and Knowledge (Local) are never class skills for you. However, you gain a +3 trait bonus on Knowledge (Dungeoneering) and it always a class skill for you.
Priest of the God-Queen (Regional-Yamalund): You are a priest for the leader of the country, Queen Yama. A good deal of your duties have involved helping to create the cult of personality surrounding the Queen. You are excellent at exaggerating the truth, and making people see things the way you do. You gain a +1 trait bonus to Bluff and Diplomacy, and one of these is always a class skill for you.