Other Humans (Greyhawk)
There are other human races in the World of Greyhawk, living in the main outside Flaness.
Common in all these race descriptions should be read as whatever language is dominant in the campaign. If the campaign takes palce in a race's home region, common is the same as that race's home language, and is replaced with one free trait.
If the campaign takes place in Nippon, common means Nipponese, and Nippon characters start with only one language but one extra trait.
Celestial
The remotest human people known, Celestials live at the center of the world in a land dominated by dragons and Asimaar. Similar to historical China of the late imperial period; unified but ruled by a highly corrupt bureaucracy.
- Languages: Celestial, Common. Celestial is also the language of good outsiders.
Ancestral Teacher (Racial): Pick any one spell - you need not be able to cast this spell when you take this trait. You get a +2 trait bonus to caster level and save DC with this specific spell.
Landlocked (Racial): You are nigh unbeatable when your two feet are on land. You get a +2 trait bonus to CMD when standing on the ground, and a -2 CMD penalty when not (on a deck, flying, swimming, climbing, riding and so on).
Master of Bamboo (Racial): You can use bamboo to create what would normally take on hour to craft using Craft (carpentry), but such creations only last for an hour.
Spunky (Racial): You have an indomitable spunkiness and never quit trying. Add a +1 trait bonus on reflex saving throws.
Superior Man (Racial): You are educated, and Know (all varieties) is a class skill for you.
Chakji
These are the arctic peoples living near Flaness.
Languages: Chakji, Common.
Endure Cold (Racial): Most chakji rely on skill, clothing, and equipment to survive the cold, but some are blessed by the wendigo and can endure very low temperatures unprotected. You gain the benefits of endure elements, but only with respect to cold.
Light Thread (Racial): When you are about to trigger a pitfall or fall trough thin ice or snow, you receive an additional Perception or Survival check (as appropriate) to spot the danger just before you fall to it.
Snow Lord (Racial): You get a +2 trait bonus on Acrobatics and Survival checks in arctic conditions, and one of these skills becomes a class skill for you.
Storm Sense (Racial): You get a +5 trait bonus to Survival checks to predict weather.
Strong Arm (Racial): When you use a throwing weapon, you receive no range penalties at up to two range increments, and take the normal penalty for each range increment beyond that. Your maximum range for throwing weapons is six range increments.
Hwang
A nation largely occupied by Nippon and the Celestial Empire, Hwang has a strong national identity of its own.
- Languages: Hwang, Nipponese or Celestial.
Nipponese
Coming from a land ruled by godlings, the Nipponese do all in their power to live up to their demanding masters. They are similar to Pathfinder's Minkai.
- Languages: Nipponese, Common.
Buke (Regional): As a honorable Nippon noble, you gaim a +2 trait bonus on Diplomacy agaimst non-chaotic creatures, as long as you remain Lawful in alignement
Harmonious Karma (Regional): Select one Craft or Profession skill. You gain a +2 trait bonus to this skill.
Second Sight (Regional): Once per day as a Standard action you can see invisible for one round.
Sword Sage (Regional): You are a lesser noble with scolarly interests. Knowledge is a class skill for you, and you are proficient with the katana and wakizashi an martial weapons (katana in two hands).
Zen Craftsman (Regional): Select one item creation feat and one Craft skill. You can use the selected skill and feat to create magic items with a caster level equal to your level.
Osirians
Native to distant Erypt, these bronze-colored people have an ancient civilization.
- Languages: Osirian, Common.
Paynims
Originally from the far west, these people moved into the Flaness after the invoked devastation, and today dominate among the Tiger and Wolf nomads.
- Languages: Ordai, Common.
Tuov (Hepmonaland)
The black warriors of Hepmonaland are proud and accomplished. The Tuov is actually only one of many human cultures in Heptmonaland, but it is the one outsiders most frequently encounter.
- Languages: Tuov, Common.
Uli
A horse-folk separate from thew Baklunish and the Paynim. Today they live in Ull. They revere no gods, only demons and spirits.
- Languages: Ulagha, Common.
Zindian
Living in the intensely magical land of Zindia, these people are frail of body but great in spirit. They are similar to pathfinder's Vuldrans.
- Languages: Zindian, Common.
Animal Karma: You have a karmic link to a certain animal, ang get a +5 trait bonus on Handle Animal, Ride, and Wild Empathy checks against one specific type of animal.
Past Life: