
Trace Coburn |

Hey, folks. I’m roughing out a relatively low-powered Greek-flavoured campaign, possibly even stretching into the first three installments of the Rise of the Runelords AP, which would basically be a conversion of the campaign-setting of Mythika, from Oliver Legrand’s ‘revised’ Mazes and Minotaurs, with large helpings of support-material cadged from canon Pathfinder/Golarion and things like Sean K Reynolds’ New Argonauts and Little Red Goblin Games’ ODYSSEY: A Greek Source Book, not to mention old Harryhausen movies like Jason and the Argonauts. Non-human races are still in an earlier stage of development, but I was hoping to get some feedback and additional brain-storming on the major human ethnic groups I’ve sketched in for now.
(For those who may care, Varisia gets a layer of medieval-Russian trappings before being dropped onto the map where Amazonia/Sicania are on the ‘canonical’ maps of Mythika, with Irrisen to its north. Thassilon rose and fell millennia before the ‘autarchs’ of M&M’s history ever learned to walk.)
Baseline human race
Racial Qualities:
* Humanoid (human) 0 RP
* Medium Size 0 RP
* Normal speed (30ft) 0 RP
* Human (+2 to any one ability score) 0 RP
* Languages: Linguist 1 RP
Racial Traits:
* Flexible bonus feat 4 RP
* Skilled 4 RP
CAMPAIGN RULE: CULTURAL WEAPONS
These are the weapons and equipment most favoured by the culture in question. A character proficient with the weapon in question and wielding it in combat enjoys a critical-threat range with that weapon one better than normal, applied after the effects of the Improved Critical feat or keen weapon property. The item before the semi-colon enjoys this benefit from first level onwards; at BAB +3/+6/+9/+12/+15/+18, the character may choose another weapon or item from the list after the semi-colon which will also enjoy that benefit. Once made, each choice cannot be changed. If the item in question is a shield, rather than a weapon, the character may choose whether the benefit applies to using the shield as a weapon, improving the threat-range as normal, or using it as a shield, in which case the shield in question reduces its Armour Check Penalty by one (minimum 0). A character may choose the same kind of shield twice to gain both benefits.
Generally-available Race Trait:
Child of Two Peoples (half-elf or human): Your parents come from two visibly different cultures that maintain distinct identities regardless of their physical proximity (such as Tians and Midgard). The tug of conflicting expectations has strengthened your sense of individuality and given you a gift for languages. You receive a +2 trait bonus on Will saves against charm and compulsion effects, and you automatically know the racial or ethnic languages of both your parents.
Generally-available Magic Trait:
Illiteracy: Formal education is expensive and time-consuming, and so literacy is very rare among the lower classes. You do not know how to read and write in any language, not even those you can speak. You automatically fail any Linguistics skill check involving writing. However, you gain a +2 trait bonus on saving throws against spells and effects based on writing, such as glyphs, sigils, and symbols. (Special: This trait can only be taken at 1st level. You lose this trait if you ever learn to read and write — represented by 1 or more ranks in Linguistics — but may replace it with a new one, subject to GM approval. In this campaign, all human characters with no ranks in Linguistics automatically gain this as a bonus trait.) [Wayfinder #2]
AKAMEN (‘Land of the Sun’/‘Oromedon Province’) — Minotaur Quarterly #8
Racial Traits
- +2 to One Ability Score: Akamen characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Akamen humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Akamen humans have a base speed of 30 feet.
- Eye for Talent: Akamen have great intuition for hidden potential. They gain a +2 racial bonus on Sense Motive checks. In addition, when they acquire an animal companion, bonded mount, cohort, or familiar, that creature gains a +2 bonus to one ability score of the character’s choice. [This racial trait replaces the bonus feat trait.]
- Silver Tongued: Adept at subtle manipulation and putting even sworn foes at ease, Akamen gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. [This racial trait replaces skilled.]
- Languages: Akamens begin play speaking Akamen, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Akamen characters automatically gain have the Illiteracy trait described above.
Akamen Race Traits:
??? Suggestions welcome. FWIW, the Akamen have recently copied the scimitar/tulwar from their Vudran neighbours, and it’s rapidly becoming the #1 military fad.
???
Appropriate characters/archetypes:
??? Suggestions welcome
Cultural weapons:
Shortspear; shortsword (‘akinakes’), scimitar, javelin, hand-axe, large shield (‘gerron’), composite shortbow.
AMAZONS (‘Daughters of Themyscira’/‘Tigresses of Negara’) — Minotaur Quarterly #3
A race of warrior women who are as fierce as they are beautiful. They are daunting in their height but possess a natural grace and poise that few other mortals possess.
It is worth noting that while all female ethnic Amazons are trained warriors, not all trained female warriors are ethnic Amazons; although unusual, female warriors are more common amongst other cultures than most (male) sages and community-leaders would prefer to acknowledge. Gallean, Midgard, and Rusyn women are even expected to take up arms to defend their homes and families, as an extension of their domestic/maternal duties, and the fact that women are often warband-captains and outright queens amongst the light- and dark-elven nations is especially galling to Mineans.
Racial Traits
[ELEDED — PLEASE SEE ODYSSEY: A GREEK SOURCEBOOK FOR FULL DETAILS]
- Languages: Amazons begin play speaking the language(s) of their native land (Minean for Themysciran Amazons, Charybdian and Negari for Negaran Amazons). Amazons with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. Additionally, the Amazons place as high a priority on preparing a girl’s mind for adult life as preparing her body for war: unlike characters from other cultures around the Middle Sea, all Amazon women are literate and cannot start play with the Illiteracy trait.
Amazon Race Traits:
Negaran Amazons may take the Heart of Darkness race trait (q.v.), while Themysciran Amazons may take the Blood of Heroes race trait (q.v.).
Appropriate Characters/Archetypes:
Amazonian Fighter (Fighter), ??? Suggestions welcome
Cultural weapons:
By background (Minean for Themysciran Amazons, Charybdian for Negaran Amazons).
Racial Traits
- +2 to One Ability Score: Charybdian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Charybdian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Charybdian humans have a base speed of 30 feet.
- Bonus Feat: Charybdian humans select one extra feat at 1st level.
- Heart of the Sun: Charybdians are born in tropical climates and are well accustomed to high temperatures. They treat hot climates as one category less severe. They also gain a +2 racial bonus on Fortitude saving throws against the effects of a hot climate, as well as against the poison and distraction ability of swarms and vermin. [This racial trait replaces skilled.]
- Languages: Charybdians begin play speaking Charybdian and their tribal language (if they are Opari, Negaran Amazon, or Indwa). Those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Charybdian characters automatically gain have the Illiteracy trait described above.
Charybdian Race Traits:
Heart of Darkness: Charybdia has a wondrous, untamed beauty, but no mercy for those who do not respect its wildness. You gain a +1 trait bonus on Survival checks, and a +1 trait bonus on Perception checks made in areas of either jungle or plains terrain (pick one at character creation; this choice cannot be altered).
Appropriate characters/archetypes:
??? Suggestions welcome
Cultural weapons:
Shortspear (‘assegai’); spear (‘umkhonto’), dagger, javelin, club, large shield (‘ishlangu’), blowgun.
Racial Traits
- +2 to One Ability Score: Cimbrian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Cimbrian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Cimbrian humans have a base speed of 30 feet.
- Bonus Feat: Cimbrian humans select one extra feat at 1st level.
OPTIONAL: Heart of the Mountains: Cimbrians born in the mountains are skilled at negotiating heights and precipices. They gain a +2 racial bonus on Climb checks and Acrobatics checks to move on narrow surfaces and uneven ground. Furthermore, they are considered acclimated to the effects of high altitude (Core Rulebook 430). [If accepted, this racial trait replaces skilled.]
OR - Heart of the Snows: Cimbrians born in chilly climes treat cold climates as one category less severe. They gain a +2 racial bonus on Fortitude saving throws against the effects of cold climates, on any check or saving throw to avoid slipping and falling, and to CMD against trip combat maneuvers. This bonus applies on Acrobatics and Climb checks made in slippery conditions. [If accepted, this racial trait replaces skilled.]
- Languages: Cimbrians begin play speaking Cimbrian, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Cimbrian characters automatically gain have the Illiteracy trait described above.
Cimbrian Race Traits:
Storied Scars: You proudly bear the numerous scars of your life on your body, and each one tells a tale of your experiences. You gain a +1 trait bonus on Diplomacy checks made to interact with other Cimbrians, and a +1 trait bonus on Intimidate checks when dealing with non-Cimbrian peoples.
Wary of Danger: Your people are beset on all sides by threats, and you have developed a keen sense for danger. You gain a +2 trait bonus on initiative checks.
Appropriate characters/archetypes:
??? Suggestions welcome
Cultural weapons:
Greataxe; spear, hand-axe, dagger, javelin, medium shield, shortbow.
Racial Traits
- +2 to One Ability Score: Gallean characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Gallean humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Gallean humans have a base speed of 30 feet.
- Bonus Feat: Gallean humans select one extra feat at 1st level.
OPTIONAL: Heart of the Fields: Galleans born in rural areas are used to hard labor. They gain a racial bonus equal to half their character level to any one Craft or Profession skill, and once per day they may ignore an effect that would cause them to become fatigued or exhausted. [If accepted, this racial trait replaces skilled.]
OR: Heart of the Wilderness: Galleans raised in the wild learn the hard way that only the strong survive. They gain a racial bonus equal to half their character level on Survival checks. They also gain a +5 racial bonus on Constitution checks to stabilize when dying and add half their character level to their Constitution score when determining the negative hit point total necessary to kill them. [If accepted, this racial trait replaces skilled.]
- Languages: Galleans begin play speaking Gallean, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Gallean characters automatically gain have the Illiteracy trait described above.
Gallean Race Traits:
Wanderer Tattoo: You bear the elaborate tattoos of your people, marking you as a free son or daughter of the road. You gain a +1 trait bonus on saving throws against charm and compulsion effects. Additionally, you are proficient with bladed scarves and starknives.
??? Going for a Celtic-meets-Varisian feel, suggestions welcome
Appropriate characters/archetypes:
??? Going for a Celtic-meets-Varisian feel, suggestions welcome
Cultural weapons:
Battleaxe; spear, arming sword, starknife, medium shield, large shield, shortbow.
Racial Traits
- +2 to One Ability Score: Khemi characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Khemi humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Khemi humans have a base speed of 30 feet.
- Heart of the Sun: Khemi are conditioned to function in the shattering heat of their desert home, and the strange funerary practices of their royalty and priesthood anchor their souls to life (and death) in a fundamental way. They receive a +4 racial bonus on Constitution checks and Fortitude saves to avoid fatigue and exhaustion, as well as any other ill effects from running, forced marches, starvation, thirst, and hot or cold environments; they also gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. [These traits replace skilled.]
- Skilled: Khemi humans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level.
- Languages: Khemi begin play speaking Low Khemi, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Khemi characters automatically gain have the Illiteracy trait described above.
Khemi Race Traits:
Pyramid Delver: You have studied the history of ancient Osirion, and may have even ventured inside one of the great pyramids. You gain a +1 trait bonus on Knowledge (engineering) and Knowledge (history) checks, and one of them is always a class skill for you. In addition, you may choose Ancient Osiriani as one of your bonus languages. Special: You may not possess the Illiteracy trait if you have this trait.
Warrior of the Desert Kingdom: Training in the shadows of the mighty Pyramids gives Khemi soldiers a deep understanding of the traditional weapons of their ancestors. They may treat the khopesh and throwing-stick (boomerang) as martial weapons.
Appropriate characters/archetypes:
??? Suggestions welcome — classic pseudo-Egypt feel preferred
Cultural weapons:
Spear; khopesh, dagger, light mace, large shield, boomerang (‘throwing stick’), composite shortbow.
Racial Traits
- +2 to One Ability Score: Midgard characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Midgard humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Midgard humans have a base speed of 30 feet.
- Bonus Feat: Midgard humans select one extra feat at 1st level.
OPTIONAL: Heart of the Sea: Midgard are born near the sea and are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. [If accepted, this racial trait replaces skilled.]
- Languages: Midgard begin play speaking Skald, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Midgard characters automatically gain have the Illiteracy trait described above.
Midgard Race Traits:
Glint-Tongued: You have a gift for poetic turns of phrase and vicious streams of insults. You gain a +1 trait bonus on Charisma-based skill checks made to impress or persuade other Midgard (or, at the GM’s option, other poetically-minded people), and a +2 trait bonus on Intimidate checks.
Honor-Driven: Your honor is such a part of you that you can sense it (or its lack) in others. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you.
Appropriate Characters/Archetypes:
Viking (fighter), ??? suggestions welcome
Cultural weapons:
Spear; arming sword, battleaxe, dagger, medium shield, large shield, shortbow.
Racial Traits
- +2 to One Ability Score: Midian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Midian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Midian humans have a base speed of 30 feet.
- Bonus Feat: Midian humans select one extra feat at 1st level.
- Heritage: Midian characters tend to come from Midia’s seafarers or its cities; depending they may choose either the heart of the sea or heart of the streets racial trait.
--> Heart of the Sea: Some Midians are born near the sea and are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater.
--> Heart of the Streets: Some Midians come from bustling cities and are skilled with crowds. They gain a +1 racial bonus on Reflex saves and a +1 dodge bonus to Armor Class when adjacent to at least two other allies. Crowds do not count as difficult terrain for them.
[In either case, this racial trait replaces skilled.]
- Languages: Midians begin play speaking Midian, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Midian characters automatically gain have the Illiteracy trait described above.
Midian Race Traits:
Cosmopolitan: Your exposure to the many peoples intersecting in Solus and the tongues spoken there has given you a particular facility for speech. You gain a +1 trait bonus on Linguistics checks, and Linguistics becomes a class skill for you.
Gnoll Slayer: As a native of the Great Desert, you’ve had frequent encounters with gnolls and learned how to fight against these jackal-headed slave-taking savages. You gain a +1 trait bonus to AC against attacks made with thrown weapons.
Wharf Rat: You may never have been on a boat larger than a garbage scow, but you’ve been helping them dock all your life. You gain a +2 trait bonus on skill checks involving climbing and rope use, and a +4 trait bonus on Appraise checks to determine the value of large quantities of bulk goods without opening their containers.
Appropriate characters/archetypes:
??? suggestions welcome — Greek/Carthaginian/Libyan feel sought
Cultural weapons:
Spear; falcata (‘kopis’/‘makhaira’), dagger, javelin, light mace, large shield, sling.
Racial Traits
- +2 to One Ability Score: Minean characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Minean humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Minean humans have a base speed of 30 feet.
- Bonus Feat: Minean humans select one extra feat at 1st level.
OPTIONAL: Heart of the Sea: Mineans are born near the sea and are always drawn to it. They gain a +2 racial bonus on Profession (sailor) and Swim checks, and these are always class skills for them. They can hold their breath twice as long as normal, and spellcasters gain a +4 racial bonus on concentration checks when attempting to cast spells underwater. [If accepted, this racial trait replaces skilled.]
- Languages: Mineans begin play speaking Minean, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Minean characters automatically gain have the Illiteracy trait described above.
Minean Race Traits:
Blood of Heroes: You have been steeped in tales and skills passed down from your heroic forebears, preparing you for your own life of great deeds. You gain a +1 trait bonus on saving throws against fear effects. Additionally, you are proficient with the xiphos and makhaira (falcata), and may treat the sarissa as a martial weapon.
Elemental Endowment: You see the interactions between elementals as the epitome of balance; you’ve studied the traditional elemental bindings of Minean magic and can draw upon their power. As an immediate action, once per day when you cast a spell with the air, earth, fire, or water descriptor, you can gain a number of temporary hit points equal to the spell’s level. This effect lasts for 1 minute.
Appropriate Characters/Archetypes:
Phalanx Fighter (fighter), Elementalist*, ??? more suggestions welcome
* custom arcane-casting class (still WIP, but hopefully quite low-power compared to baseline casters)
Cultural weapons:
Spear (‘doru’); xiphos, falcata (‘kopis’/‘makhaira’)*, javelin, sling, pelte, hoplon.
* Characters from Seriphos may not choose the falcata, but may choose the double-bitted battleaxe (‘labrys’) instead.
Racial Traits
- +2 to One Ability Score: Rusyn characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Rusyn humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Rusyn humans have a base speed of 30 feet.
- Bonus Feat: Rusyn humans select one extra feat at 1st level.
OPTIONAL: Steppes Rider: Those Rusyns not under the thumb of the Jadwiga are horsemen almost born to the saddle. They receive a +1 racial bonus to Handle Animal and Ride checks, and these are always class skills for them. They also have a long and bitter history of clashes with the giants and wolf-riding Orkoi that plague the steppes, and gain a +1 racial bonus on attack rolls against humanoids of the giant or goblinoid subtypes. [If accepted, this racial trait replaces skilled.]
- Languages: Rusyns begin play speaking Rusyn, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Rusyn characters automatically gain have the Illiteracy trait described above.
Rusyn Race Traits:
Jadwiga Scion: You come from an Irriseni noble family, one that commands respect. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you. In addition, you gain a +1 trait bonus on Knowledge (nobility) checks related to the Irrisen aristocracy.
Winter Warrior: You grew up in the icy lands of Irrisen, and surviving in the cold snows of winter is second nature to you. You gain a +1 trait bonus on Stealth and Survival checks in ice- or snow-covered terrain.
??? more suggestions welcome
Appropriate Characters/Archetypes:
Thundercaller (bard), Tattooed Sorcerer (sorcerer), Oracle (Winter patron), White Witch (witch), ??? Suggestions welcome — desired flavour is Shoanti-meets-Kievan Rus’/Cossacks
Cultural weapons:
Arming sword (‘shpaga’); sabre (‘sablya’), spear (‘kop’ye’), heavy mace (‘shestopyor’), large shield, starknife, composite shortbow.
Racial Traits
- +2 to One Ability Score: Tian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Tian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Tian humans have a base speed of 30 feet.
- Bonus Feat: Tian humans select one extra feat at 1st level.
OPTIONAL: XXXXXXXXXXXXXX
- Languages: Tians begin play speaking Tien and their ethnic language (Draconic for Tian-Dan, Dtang for Tian-Dtang, Hwan for Tian-Hwan, Hon-La for Tian-La, Minkaian for Tian-Min and Tian-Sing), and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Tian characters automatically gain have the Illiteracy trait described above.
Tian Race Traits:
??? Suggestions welcome. FWIW, the Tian-Shu are the only power to have invented the crossbow, and their armies make wide use of the light crossbow.
Appropriate Characters/Archetypes:
TIAN-DAN:
TIAN-DTANG:
TIAN-HWAN:
TIAN-LA:
TIAN-SHU:
TIAN-MIN: Ninja, Samurai, Geisha (bard)
TIAN-SING:
Cultural weapons:
TIAN-DAN
Spear; arming sword, shortbow, ???
TIAN-DTANG:
Spear; arming sword, xiphos (kris), ???
TIAN-HWAN:
???
TIAN-LA:
Sabre; spear, dagger, lance, javelin, medium shield, composite shortbow.
TIAN-SHU
Spear (‘qiang’); arming sword (‘jian’), shortsword (‘duan jian’), light mace (‘suan tou fung’), halberd (‘yue’), glaive (‘da-dao’), light crossbow.
TIAN-SING:
???
TIAN-MIN
Spear (‘yari’); longsword (bastard sword/‘katana’)*, shortsword (‘ninja-to’/‘wakizashi’), sai, tonfa, shuriken, composite shortbow (‘hankyu’).
* Female characters are usually trained with the glaive (‘naginata’) instead of the katana.
Racial Traits
- +2 to One Ability Score: Umbrian characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Umbrian humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Umbrians have a base speed of 30 feet.
- Bonus Feat: Umbrian humans select one extra feat at 1st level.
- Blasphemous Covenant: Since the rise of the Thrice-Damned Thrune, Umbrian magicians have eagerly consorted with fiends. Some have strong ties with these creatures and may call upon ancient and obscene associations to sway diabolic cooperation. Umbrians with this racial trait gain a +2 bonus on Diplomacy checks made against unbound creatures with the demon subtype. Furthermore, demons conjured with any summon spell gain +2 hit points per Hit Die. Lastly, the cost of bribes or offerings for any planar ally spell cast by these Umbrians to summon a demon is reduced by 20%. Umbrians also gain a +1 bonus on attack rolls and a +2 dodge bonus to AC and on saving throws against the extraordinary, supernatural, and spell-like abilities of outsiders; in addition, they gain a +2 racial bonus on Knowledge (arcana) checks to identify outsiders and can make such checks untrained. On the other hand, the Umbrian racial affinity for dealing with fiends comes with at a price. By so binding fiends to themselves (or vice versa), they have come to share some of their weaknesses: Umbrians also gain vulnerability to silver, taking +1d6 damage from any hit from silver weapons. [These racial traits replace skilled.]
- Languages: Umbrians begin play speaking Umbrian, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Umbrian characters automatically gain have the Illiteracy trait described above.
Umbrian Race Traits:
Masterful Demeanor: As a proud Umbrian, you are confident that members of other, inferior races will obey you, and quickly. You gain a +3 trait bonus on Intimidate checks against members of non-human humanoid races.
??? I’m looking for a ‘Cheliax meets Roman Empire’ feel, so suggestions are welcome
Appropriate Characters:
??? ‘Cheliax meets Roman Empire’, suggestions welcome
Cultural weapons:
Shortsword (‘gladius’); spear (‘verutum’), dagger (‘pugio’), pilum, dart (‘plumbatum’), large shield (‘scutum’), light flail.
Other notes:
Umbria is hemmed in by the Mineans/Three Cities/not-Greeks to its east, the Amazon island of Themyscira to its south-east, the jungles of Charybdia directly across the sea to its south, and to its north the Elven nation of Sybaris. In particular, the elven border sees near-constant skirmishing and raiding, with elven griffin-riding sky-cavalry keeping the borders fixed. (FWIW, Sybaris itself has the fractious pseudo-Nordic lands of Midgard/‘The Lands of the Linnorm Kings’ on its own northern border, and much of their gear/culture has a Norse feel.)
Racial Traits
- +2 to One Ability Score: Vudran characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
- Medium: Vudran humans are Medium creatures and receive no bonuses or penalties due to their size.
- Normal Speed: Vudrans have a base speed of 30 feet.
- Bonus Feat: Vudran humans select one extra feat at 1st level.
- ??? 4 RP available, suggestions welcome
- Languages: Vudrans begin play speaking Vudran, and those with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic); Minean is strongly recommended in this campaign. However, formal education is expensive and generally affordable only to the upper classes: unless they invest a skill-rank in Linguistics, Vudran characters automatically gain have the Illiteracy trait described above.
Vudran Race Traits:
??? Suggestions welcome
Appropriate Characters:
??? Suggestions welcome — I know almost zero about India’s martial history/traditions
Cultural weapons:
Scimitar (‘tulwar’); punching-dagger (‘katar’), pata, arming sword, spear, medium shield, composite shortbow.
For those who didn’t TL;DR this whole thing: please, I’d love to hear your thoughts. Suggestions and possible corrections are actively sought. ;)