Verosian is a term for the races of humans that descended from the ancient peoples of Verosia after they had become the Ronans. The Ronans conquered much of the continent of Verosia and almost every culture they encountered was absorbed into their own. The blood of the races mingled and in the age of a millennium they became one people, the Verosians. They share many common features. They are of moderate height, and strong in build. Their skin is fair or somewhat tanned and their hair is soft and thick. Their eyes are wide and rounded. Their lips are thin and their cheekbones high. Still, they do recognize the differences in their ancestries and most associate themselves with one of these six peoples.
The Ronans are the descendants of the original settlers from Old Camus. The Moarik are the descendants of the Ronans and the ancient people of the lands of Moar. The Ganiards are the descendants of the Ronans and those people who lived in the rocky lands on the South East corner of Verosia. The J’mir are the descendants of the Ronans and the people of the peninsula of J’admir. The Parthans are the descendants of the Ronans and that ancient race that ruled the City States on the South and Western coasts of Verosia. The Sorans are the most recent, and descend from the Ronans who repopulated Old Camus and mingled with the Skarrels.
Verosian civilization is one that was once in an era of high art and knowledge. They were great architects and engineers, historians and musicians, artisans and academicians. In the Age of Darkness most of this civilization has collapsed and only the elite now have access to the wealth needed to purvey such culturing. However, knowledge has remained an important aspect of their societies and thanks to organizations like the Lorekeepers of Chionanthus Verosians have remained a highly civilized people.
Verosians rule much of the human world. They are spread wide and far and they are diverse amongst their own cultures as well as those of other humans. Due to this their language, a mixture of the language passed from Old Camus and a mingling of all those others that became part of their race, has become the common language of the world. Verosian is spoken all over the world, by humans and by gelvani, duervar and many other races.
The following is the description of each of the six cultures within the Verosian race of humans.

Verosian Ethnic Groups



Along the eastern and southern coasts of Verosia the land is narrow and rocky before the great mountains of Mordraduum. It is an arid and hostile country, though it boasts some verdant forests and fields. Most of the land is barely farmable. Fishing and the herding of sheep and cattle are the mainstays of life. In this hard corner of the world is where the Parthans came to be. They are a stern, proud, and passionate people with a drive to succeed.
In the early days of their culture they were weak and easily conquered. The great Empire of Kal-Kamora ruled them from afar by way of wealth and control of sea trade. When that empire fell, the Parthans rose up in their place. A new god came to them, Memnos, and he united the city-states into a great kingdom. The Parthans spread their control and eventually conquered many of their smaller neighbors. The City States of Parthus ruled all of southern Verosia for many centuries before the Great Kingdom of Rona came to be. When the Ronans first encountered the Parthans there was immediate distrust. Trade was soon replaced with conflict and eventually Rona invaded and conquered Parthus during a great war that lasted decades and has dominated both myth and history.
During that long occupation, the false Ronan god, Thamor, used lies to convince his people that the evil they did in his name would ensure them a place in paradise. When the Ronans occupied Parthus, they spread their religion and taught the children that Memnos was a tyrannical and murderous deity. The Ronans would dominate the Parthans for centuries and eventually they became one of the Verosian races.
Since then, much of what makes Parthans distinctive has been lost. However, there are some unique features that, when present, are markedly Parthan in origin. Those with the greatest number of these features can easily claim themselves to be “true” Parthans.
Parthans have olive skin complexions, a ruddy tan. Their eyes are almost always dark, and their hair varies from brown to dark black. Fair hair is not a Parthan feature, though as Verosians they often have blonde or light brown hair. Parthans are slightly shorter than other Verosians, but they also don’t seem to get as hefty either. They are very distinctive for their long, sloping, or hawked noses and slanted eyes. Some have decided that Parthans and Ryoshans have some common ancestry, and this could very well be true, but thus far it has not been proven.
The Parthan people are known for their keen eyes and sharp reflexes. They seem to be more agile and dexterous than most. Perhaps this is why, individually, they prefer lighter, faster weapons.
Parthans are the dominant culture throughout southern and western Verosia. They are most prominent in all the City States and Keir. They are also found commonly in Kamora and Gand. Some still live in parts of Moar, Rona and even Sora, but they are very uncommon and are often there through generations of population. The enmity between these peoples is still strong.
The Parthan culture is an ancient one. They have long been wealthy in knowledge and art and pride themselves in their distinctive architecture of columned palaces and temples. Much of this has been adopted and duplicated by the Ronans. They have a long history of public scholastics and have a great interest in philosophy, history and theatre. Despite this level of enlightenment, they still take enjoyment in brutal sports and their religious beliefs often call for live sacrifices, though usually of lambs and calves. Men and women of Parthan culture are equal in most respects; however, men are more likely to appear in politics and women in religion. Their gods seem to prefer female priestesses, especially virgins.
Parthan adornment is a cross between Ronan design and the patterns of the ancient kingdom. Men usually wear sleeveless tunics that are often adorned in tassels or beautiful weaves. Sometimes these are long enough to extend to the knees, in which case men do not have to wear the breeches they commonly do. Men wear boots and sandals that are made with leather straps to leave open spaces from toe to knee. This allows them to tolerate the incredible heat and yet have sturdy foot wear. Parthan women do not try to hide their bodies, but believe clothing should instead accentuate their sexuality. Their dresses often are slightly diaphanous, and any trimming or embroidery is designed to accentuate their feminine endowments. Jewelry and facial paints are particularly important to women. Rings, amulets, necklaces, broaches, bracelets and all other sorts of jewelry are commonly worn. Though they prefer gold; those who have less wealth will often wear silver, brass, bronze, and copper. Men will wear some jewelry but this is more of a tradition taken up from the Ronan cultures.
In the coldest weather Parthans will wear heavy cloaks and robes. Most of their clothing is wool or fleece, although they often trade with the Ganiards for cotton and silk is often purchased from Ryoshan traders. They never leave clothing unadorned though, and everyone uses dyes. Commoners often dye their clothes with Luridel, a light crimson wild flower that grows abundantly in the fields throughout Parthus. The wealthy prefer colors of dark blue or purple, and sometimes black. These dyes are much harder to come by and often much more expensive. There is a sea urchin, called Keshin, which can be found off the eastern coasts. It produces a deep radiant purple, nearly black, that shimmers in the sunlight. It is a prized color and usually worn by the Primi and other royalty.
When it comes to personal appearance, bathing is considered a daily routine. Men prefer to wear their hair very short. Women prefer long hair, but usually wear it up. When a woman lets down her hair it is often interpreted as a sexual innuendo. Women also prefer facial paints, to highlight their features and perfect a vision of beauty. Tattoos are not uncommon amongst Parthan men and women alike. This art form was taken up from the Kamorans, who practice it ritually.
While the Age of Darkness reduced the power of the Ronan Church, it also marked the rebirth of the Parthan Order. This religion had almost completely vanished over the centuries of occupation, but they have regained control of the city-states through war with Rona. The Primi rule with an iron fist, and do so with the blessing of the Parthan Order. This is Memnos’ will. For this, most Primi serve the deity, though some will serve others and are not considered blasphemous for doing so. As long as they assert the will of the Parthan Order, Memnos is satisfied. The Order serves as a liaison between the Gods and Men, not the Primi and Men.
Magic is greatly feared in Parthan cultures. Wizards and Sorcerers have a long history of betrayal and murder in their society. They are believed to be tricksters, who will use their powers to take from you all that you possess and leave you stranded in some strange and foreign land of terrible beasts. It is these ancient enemies of men that created the horrible monsters that plague the land and sea. Not all of the gods hold to this belief, but it is strongly supported by the Parthan Order. Couple this with the powerful influence of the Ronan wizards and it makes sense that Parthus has outlawed wizardry.
When it comes to war, the Parthans are even more experienced than the Ronans. It is deeply embedded in their society, and before the Ronans came every man was expected to serve five years in the military. Despite a huge army, well-organized formations and an amazing tactical genius, the Ronans defeated the Parthans. This has been attributed to the technological advantages enjoyed by the Knights of Thamor. The Parthans gave most of their common soldiers bronze weapons, because steel was so difficult for them to forge. Full plate was unheard of, and plate armor was the suits of only the greatest of the Knights of Memnik. The Parthans learned from their mistakes, and used their time under Ronan control to perfect the construction of new armors and weapons. Trade alliances with a few clans of Duervar have given them access to the raw materials needed to equip their entire army. When the Parthans finally turned against Rona again, it was with the entire force of their Southern Host. This war machine was a perfection of both Parthan tactics and Ronan ingenuity. Though the war was brutal, the Parthans were victorious. Now that Parthus is reestablished, this “Service of Citizenship” has been reinstated. All men from age 15 to 20 are expected to serve in the army. Parthans have also developed new armor specific to their culture. They have streamlined full plate to be more form fitting and easier to move in. This Centurion Plate is just as sturdy as its predecessor, but less cumbersome. Joints are more exposed, but dexterity is retained. Parthans have also learned many techniques from the Ryoshan Wars. They have begun folding steel repeatedly, and have picked up some of the Ryoshan characteristics in their own designs. Parthan armor and tunics are often adorned with legends from their past. Ancient monstrosities such as the Krakens, Hydras, Gorgons and Harpies are usually part of their designs.
Parthans prefer narrow and fast vessels to the heavy War Galleons of the Ronan Armada. Despite this they still use some of these greater ships to transport Royals. Parthans were navigating the sea long before the Ronans, but their vessels were not designed for ship-to-ship combat. The Ronans brought this concept to war, and with it they brought the ship building skills of the Bamorians. Much of this has been lost since Parthus succeeded, as the Bamorians have chosen to keep allegiances with their closest neighbors. Despite this, they have learned a lot from the Ryoshans who they have spent more time at war with than any other culture. They have captured many vessels and started using their unique solutions to old problems. One such invention is the use of the forward keel, to turn a boat quickly in the water.
Though Parthans are very populous in the southern parts of Verosia they hold great racial tensions with the Ronans, Sorans and Moarik. The Kamorans and the Ganiards are their closest allies. They trade with Ryoshans and some live within the City-States, but they have no contact with the Empire across the Sea. The Mikanians, Veldessans, Azurians, Skarrels, and Valdar rarely encounter them and are thus indifferent.
Parthans are an ancient and powerful people, with a strong sense of culture and an even stronger sense of pride. They are quick to anger and have often waged war for reasons more personal than politics or economics. Tensions still exist amongst the City States and hardly a year goes by without some sort of skirmish occurring within their own regions. Despite this, the Parthans consider themselves one united people and will band together when threatened. Parthans have had a long dark past filled with war and violence. Whether their future is as dark is only known by Isati, goddess of Fate.

The Atalatheans are a sub-culture of the greater Parthan people found almost exclusively in the eastern foothills of the mountains called Atalathus by the locals, and Duraduum throughout the rest of Verosia. Unlike most Parthans, they eschew a city-state based society for a more clannish existence. They are not nomadic per se, but their hunter-gatherer ways force them to range over vast areas, following the herds they depend on for sustenance. Unlike most Parthans, they wear their hair long, and often affect beards. They favor traditional tunics and sandals, but combine them with fur cloaks and leathers.
The Atalathean people fight primarily as foot-skirmishers—a direct evolution of the way they hunt. Their favored weapon is the javelin, and they enter battle with as many as a dozen such weapons. The greatest of these weapons are generational ones, with the sagas of a skirmisher’s ancestors carved on them. As one might guess, these warriors go through great pains to retrieve such weapons, and go through even greater efforts to ensure their javelins can be used for many a battle.
Atalatheans rarely enter pitched battle on their own, preferring instead to fight as guerillas or as hunters, striking from the distant shadows before melting away to another ambush point. But though they cannot be coaxed into fighting straightforward battles on their own, their city-living cousins (who disdain any formation outside of the phalanx) have long used coin to add such masterful missile troops to their battle roster. Atalatheans generally gather in companies of 50-100 skirmishers, composed of men from allied clans and the odd renegade.
The Pyrrhae are another splinter-group related to the greater Parthan society. They are a horse-riding people found in the hills and sparse forests of central Parthus. Much like the Atalatheans, they eschew the great city-states of their cousins in favor of a clannish existence. Unlike the Atalatheans, the Pyrrhae are a fiercely warlike people who often engage in internecine warfare or in raids against Keir and even Moar or Kamora.
The Pyrrhan folk are intensely proud of their heritage, and in fact view themselves as the “true” Parthans. In their history, before Parthus clashed with Rona in their war of ages, the Pyrrhae fought the rest of their cousins in a quest to become the masters of their nation. Modern Parthans believe that this battle also had its parallel amongst their gods, as Castorius, represented by the city-states’ phalanx, fought against Craetis, the Pyrrhae’s patron deity. Needless to say, the Pyrrhae still see themselves as the better, stronger people.
Nevertheless, Pyrrhae fight both amongst themselves, for Parthan city states against other Parthan city states, and, especially, against “weaker” foreigners. They do so for love of plunder (notably, they accept no coin up front, preferring instead a guarantee of booty, which they often exact brutally) and for love of the fight.
The Pyrrhae ride into battle as highly effective light or medium cavalry. Their tactics would sicken a Knight of Thamor as much as a proud Parthan hoplite. They favor riding about and around slower foot or heavy cavalry formations, hurling javelins, arrows, and hand-axes from a safe distance until their foe’s numbers are whittled and exhausted.
Pyrrhan warriors wear breastplates or lighter armor, and favor elaborately detailed helmets resembling lions’ heads. Their mounts are most often unarmored, though they sometimes carry a breastplate and faceplate of sorts.

Human Racial Traits

All humans have the following standard abilities:

  • Medium Size: As Medium-size creatures, humans have no special bonuses or penalties due to their size.
  • Human base speed is 30 feet.
  • 1 extra feat at 1st level, because humans are quick to master specialized tasks and varied in their talents.
  • Attribute Bonus: Humans are quick to adapt to their environment. Due to this each sub-race of humans has a list of special, “human only” attribute modifiers from which they may choose one. These traits may only be taken at character creation and only those that are listed for that sub-race may be chosen. The characters may also optionally use their bonus human feat to buy another one of the attribute modifiers for their sub-race (though not two of the same modifier).
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level, since humans are versatile and capable. (The 4 skill points at first level are added on as a bonus, not multiplied in; see PHB Chapter 4: Skills).
  • Racial Feats: Each race of humans has a list of feats specific to their race that they and they alone have access to. Some are restricted to be being bought using the free human feat upon character creation, while others may be bought with later feats.
  • Racial Skills: Each sub-race of humans has a list of skills specific to their race that they may take as “class-skills” despite whatever class the character takes. If a character did not develop in his own culture he may still take these skills as if they are “class-skills” when he is exposed to them, as it is part of his natural tendencies.
  • Automatic Languages: See PHB P. 12.

Each individual sub-race of humans also has its own special abilities


  • Verosian Attribute Modifiers: The following attribute modifiers are specific to Verosians and one may be taken for free at character creation. The free feat gained for being human may also be used to buy another modifier (though not the same one), but only with this free feat:

Ronans: Knowledged (+1 to Intelligence)
Worldly (+1 Charisma)
Healthy (+1 to Constitution)
Moariks: Knowledged (+1 to Intelligence)
Strong-Willed (+1 to Wisdom)
Ganiards: Attractive (+1 Charisma),
Strong-Willed (+1 to Wisdom)
J’mir: Agile (+1 Dexterity)
Worldly (+1 Charisma)
Parthans: Agile (+1 Dexterity)
Strong-Willed (+1 Wisdom)
Sorans: Healthy (+1 Constitution)
Worldly (+1 Charisma)
Strong-Willed (+1 Wisdom)

  • Racial Feats: The following is a list of feats from which characters of this sub-race may purchase with feat. Those that are marked with a * can only be bought with the free human feat at character creation:

Ronans: none
Moariks: Master Horseman (+4 racial bonus
with riding and animal handling of horses)
Ganniards: “Child of Amal” (+4 moral saving throw bonus when faith is relevant).
J’mir: *Brother/Sister of the Sea (+4 racial bonus with skill checks with swimming, boatmanship or other skills related to the sea)
Parthans: *Keen Eyed (+1 to hit with all ranged attacks)
Soran: Master Horseman (+4 racial bonus
with riding and animal handling of horses)
Highlander (+4 to Wilderness Lore checks in Highlands, moores, mountains, hills and fields.)

  • Racial Skills: All Verosians have access to the following racial skills: Knowledge (Religions and Histories), Profession
  • Automatic Languages: Verosian. Bonus Languages based on culture:

Ronans: The Gods’ Tongue, Bamorian, Lojar, Duervan, Gelvan, Folkish & Darktongue.
Moariks: The Gods’ Tongue, Gelvan, Duervan, Bamorian & Darktongue.
Ganiards: The Gods’ Tongue, Kamoran, Mikanian, Bamorian, Old Parthan, Folkish & Darktongue.
J’mir: Gelvan, Veldessan, Old Parthan, The Gods’ Tongue.
Parthans: Old Parthan, The God’s Tongue, Duervan, Kamoran, Mikanian, Orcish & Darktongue.
Soran: The Gods’ Tongue, Lojar, Duervan, Sylvan, Bamorian & Darktongue.
Verosians commonly know the languages of those they trade or war with and those they are closest to geographically.

  • Favored Class: A Verosian’s favored class can be any with the only limitations being set by their culture:

Ronans: Any except Barbarian, Monk or Druid. Ronans consider themselves to be “civilized” and those classes that seem to revert to a more “primitive” culture do not come naturally to them.
Moarik: Any except Barbarian. Moarik are civilized but are also very open minded. The religions of Druidism and the beliefs of Monks are welcome in their culture.
Ganiards: Any except Druid. Ganniards are not particularly better at or prejudiced against any one class; however, they have never been exposed to the Druidic Religion and their ancient beliefs do not make it likely they would associate with this religion.
J’mir: Any except Barbarian and Druid. The J’mir have never really encountered any barbaric cultures. Druidism did not reach their lands until well after the Ronan Church was established.
Parthans: Any except Wizard, Barbarian or Druid. Parthans despise wizardry, considering it a blasphemy and an attempt to usurp the power of the deities. They also do not have a strong belief in the balance of nature, and have never followed druidism. Last of all, their long history of war has led them to a more refined way of battle, thus barbarians have no place in their society.
Sorans: Any except Monk. Sorans have made room for all casts of people in their culture, but the philosophies of the Monks have never taken root in their culture. The land is far too barbaric and the Knights of Thamor are far too influential for such a new and unique perspective of the world to take hold.
When determining if a multi-class human suffers an XP penalty, his highest-level class (that is not one of the above) does not count (see PHB P.56).

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