The Dawn of Time
While playing in this setting you will assume many different roles to help humanity towards its glorious future. The world has existed for only about 300 years. Because of this war is a foreign concept to them. Entropy has not yet set into the human genome either, so the human race is very strong physically. This is a good thing since so few of them exist and the world is harsh. Giant beasts roam the earth, strange species are beginning to build empires and the many gods vie for supremacy.
Because of the danger present in the world, the husband and wife deity duo Mantik and Koa, created humanity and provided a safe haven. Surrounded by mountains to the North, East and West the humans are currently a burgeoning society of two small cities and three tiny villages. These act as meeting places more than constant homes as most humans still live in hunter-gatherer family-based tribes.
The city located furthest north is close to the location where the first two humans emerged from the mists of time. This city is located just to the north of two mountains and near the mouth of the river that runs between them and through the entire valley. This city, named Tayuta, is the holy city where worship of the Patriarch and Matriarch deities of humanity takes place. The elders that are sent to from the tribes to Tayuta have two guards each. These are more ceremonial as crime is all but non-existent, but they are expected to protect their charge specifically during environmental disasters or stampeding dinosaurs.
The Elders are expected to act as judges within their own tribe, and to act on their tribes behalf when making decisions. So far this is mostly a honorary position as little has needed to be done. Usually when someone needed to make a decision that affected all of the tribes, the priests were the ones to make the decisions, and they are always used as judges when mediating troubles between differing tribes.
The other city is located just south of the holy city and is located just north of a massive lake. This lake is a center for trade and many fish are caught here. There are mountains and forests directly east of this city. This city is the main location for harvesting lumber, and is seen as the most resource rich area of the valley.
The southernmost town is based on the coast. The ocean drops slowly and fishing in the ocean is done by wading out, sometimes for miles, before the waves get high enough to be above the fishermen. Humanity has not yet discovered how to make watercraft.
The other two towns are located in the western plains. While one is close to the western mountains and one is not, both are located next to rivers that eventually meet up with the main river that travels the length of the valley. These towns are based around farming. The town close to the mountains also rely on hunting while the one in the center of the plains relies on animal husbandry.
Religion and Worship:
The human religion is not an extremely organized thing at the moment. Even though some ambitious few have tried to gain power by codifying the teachings of Mantik and Koa, the Patriarch and Matriarch of humanity. Little has come of this so far but there are simple forms of worship recognized by pretty much every human. Taking at least one trip to the holy city of Tayuta by the age of sixteen is expected. It is also expected that yo bring an offering of one of your prized possessions. The more meaningful it is to you the more favor you will gain. The priests in the holy city take the offering and present it in the appropriate way, depending on what it is.
Another offering is given, in much the same way, to one of the two patron deities your tribe has adopted. How this offering is given and when is totally dependent on the deity and the traditions of the tribe. Some people deny both of their patron deities instead defecting to another tribe that is more in line with their personal beliefs, or even choosing two new deity combinations and try to start a new tribe. This usually results in a feud between tribes. Though these feuds do not usually manifest in stereotypical ways such as violence, instead challenges will be brought to the festival of Tera where the two combatants try to humiliate the other in both wit and physical trials.
Some few families are so pious to dedicate their children to the priests of Mantik and Koa. The males go into service as acolytes to the priests of Mantik or become the guardians of the priests and elders, while the females become acolytes to Koa or become maids and cooks in service to the priests and elders. There are Special female guardians for the temple to Koa and special cooks and cleaners for the Half of the temple to Koa as only males are allowed on Mantik's side of the temple and only females on Koa's. The central part of the temple is for all to worship and has shrines to Mantik and Koa's sixteen children.
Alternate Racial Traits
Alternate racial traits are used to provide a way to customize your character even more. These abilities do replace some of the standard racial traits.
Comprehensive Education: Humans raised with skilled teachers draw upon vast swathes of knowledge gained over centuries of civilization. They gain all Knowledge skills as class skills, and they gain a +1 racial bonus on skill checks for each Knowledge skill that they gain as a class skill from their class levels. This racial trait replaces skilled.
Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
Eye for Talent: Humans 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.
Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.
Heart of the Fields: Humans 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. This racial trait replaces skilled.
Heart of the Mountains: Humans 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. This racial trait replaces skilled.
Heart of the Sea: Humans born near the sea 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. This racial trait replaces skilled.
Heart of the Sun: Humans born in tropical climates 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.
Heart of the Wilderness: Humans 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. This racial trait replaces skilled.
Industrious: Humans are known for their drive and work ethic. Humans with this racial trait gain a +2 racial bonus on concentration checks and checks with their choice of one Craft or Profession skill. This racial trait replaces skilled
Innovative: Humans have come to shape the world because they are inveterate innovators. Humans with this racial trait gain a +2 racial bonus on Knowledge (arcana) and Spellcraft checks to independently research spells, create magic items they have never encountered before, and identify unique magical effects. They also gain a +2 racial bonus on Charisma-based skill checks to persuade others to adopt a new ideology or further the cause of discovery and progress. This racial trait replaces skilled.
Piety: Humans place great trust in the gods to protect them. Humans with this trait receive a +2 racial bonus on Knowledge (religion) checks and Knowledge (religion) is always a class skill for them. In addition, once per day before attempting an attack roll, saving throw, ability check, or skill check, such a human can call out to his deity in order to receive a +2 racial bonus on that roll; he can use this ability only if he is able to speak. This racial trait replaces the bonus feat racial trait
Practiced Hunter: Members of some human cultures train from youth to find and follow the trails of vital game and at the same time hide the evidence of their own passage. These humans gain a +2 racial bonus on Stealth and Survival checks, and Stealth and Survival are always class skills for them. This racial trait replaces skilled
Self-Made Fate: Some humans build nations that deny the importance of gods and divine magic, and those raised to avoid divine influence develop a knack for defying divine magic. They gain a +2 racial bonus on saving throws against divine spells and spell-like abilities, as well as the spells and spell-like abilities of aeons, psychopomps, and outsiders with an alignment subtype. This racial trait replaces the bonus feat trait
Silver Tongued: Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait 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.
Social Ties: Some human societies run on complex webs of favors and loyalties that canny members can intuitively exploit with relative ease. These humans gain a +2 racial bonus on Diplomacy checks, and on any skill checks to recruit members and teams for an organization. They also add a +1 racial bonus to their Leadership scores (if they gain the Leadership feat). This racial trait replaces skilled
Tribalistic: Many humans naturally form into cliques or tribes, and these humans work exceptionally well with those they view as fellow tribe members. Such humans gain a +2 racial bonus on attack rolls and skill checks to use the aid another action to aid humans of the same ethnicity. Humans with this racial trait must hail from an ethnicity that has its own language other than Common, and they only start with that language; if they have high Intelligence scores, they can select their bonus languages from among Common, Giant, Goblin, and Halfling. This racial trait alters starting and bonus languages.
Racial Subtypes completely replace the Standard Racial Traits. If you choose a Racial Subtype you may not choose any Standard or Alternate Class Options unless they are mentioned in the description.
Country Folk: These humans are suited to life in the countryside. Replace the skilled racial trait with heart of the fields and the bonus feat racial trait with focused study.
Trailblazer: Adaptive and inventive, these humans must have quick wits and a dose of heroic luck to survive in the lands they settle. Replace the skilled racial trait with heart of the wilderness and the bonus feat racial trait with heroic. At the GM's discretion, you can swap out the heart of the wilderness racial trait for either heart of the mountains, heart of the sea, heart of the snows, or heart of the sun, depending on the type of terrain these humans are settling.
Versatile Human: While they lack some of the training of other humans, the natural talents of versatile humans more than make up for this lack. Replace the +2 bonus to any ability score, the skilled racial trait, and the bonus feat racial trait with dual talent.
Favored Class Options
Favored Class Options are available to all characters of this race who choose the listed class as their first class.
Barbarian: Add a +1/2 bonus to trap sense or +1/3 to the bonus from the superstitious rage power.
Bard: Add one spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
Brawler: Gain a +1 bonus to the brawler's CMD when resisting two combat maneuvers of the brawler's choice.
Cleric: Add a +1 bonus on caster level checks made to overcome the spell resistance of outsiders.
Druid: Add a +1/2 bonus on Diplomacy and Intimidate checks to change a creature's attitude.
Fighter: Add +1 to the Fighter's CMD when resisting two combat maneuvers of the character's choice.
Hunter: Add 1 skill rank to the hunter's animal companion. If the hunter replaces his animal companion, the new animal companion gains these bonus skill ranks.
Ranger: Add +1 hit point or +1 skill rank to the ranger's animal companion. If the ranger ever replaces his companion, the new companion gains these bonus hit points or skill ranks.
Rogue: The rogue gains +1/6 of a new rogue talent.
Skald: Add one spell from the skald's spell list to the skald's known spells. This spell must be at least 1 spell level below the highest level the skald can cast.
Slayer: Gain 1/6 of a new slayer talent.
Warpriest: Gain 1/6 of a new bonus combat feat.
Wizard: Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.
The following racial archetype is available to human druids.
The following feats are the Racial Feats I am making available to a human character who meets the prerequisites. For a list of more available feats please navigate to General Feats and Combat Feats. Try to pick feats that would work well with your character and would fit in the setting outlined above.