Nationalities
Many thousands of years ago, Bahamut created a race of beings that would call His beloved Morolia home. Unlike the older dragons who could transverse the planes freely, this race would be bound to Morolia, but have a dual natured existence in Asteria as well. Bahamut created one single race of beings, and was satisfied with His work. While there was only one subset of humans in the Golden Age before the second Dragon Wars caused the destruction of the Morolian sphere, the millenia since then have seen humankind expand and populate the much larger world Bahamut recreated for them. Over the ages, humans have adapted to their surroundings and the continual flux of ether around them, creating a large range of diversity. Heritage and political country have provided the largest amount of diversity of culture and socioeconomic status.
People are grouped according to nationality, sometimes referred to as their race. However, this referrs not to their physical characteristics, like height, skin color, or hair color, but to their culture and upbringing. Choose a race based on where the character spent most of the formative years of their childhood, or at least a place that impacted them significantly enough for them to identify with it.

FELTHESPARI

Easily the most industrial and commercial of countries, Felthespar offers its citizenry a wide array of benefits not found anywhere else in the world. They have the best public education system on Itrius, and the most prestigious university. The Knighthood is also found there, allowing a great degree of employment, be it academic, military, or civil. With all of the opportunities available to the Felthespari, it's no wonder that they are so quick to learn.
  • 1 Extra feat at 1st level
  • 4 extra skill points at 1st level and 1 extra skill point every additional level
  • Favored Class: Any. When determining whether a multiclass Felthespari takes an experience point penalty, his highest level class does not count.

JEGANITE

Jegan is the center of commerce on Itrius, and easily the most cosmopolitan city on the continent. Though ostensibly allies of Felthespar, the city of Jegan is a melting pot of all nationalities, and all are welcome within its borders. People who call Jegan home are resourceful and smooth talkers, at ease around anyone.
  • +2 racial bonus on Diplomacy, Gather Information, and Sense Motive checks
  • +2 racial saving throw bonus against enchantment spells and spell-like effects.
  • Favored Class: Any. When determining whether a multiclass Jeganite takes an experience point penalty, his highest level class does not count.

NOMAD

Whether by birth, by accident, or by choice, certain people end up living the life of a wandering survivalist. These people are often rough and uneducated, but their harsh life often sets them up to be capable, if wild, combatants.
  • +2 Strength, -2 charisma
  • +2 racial bonus to Survival checks.
  • Low-light vision: A nomad can see twice as far as a Felthespari in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • Favored Class: Berserker. A multiclass Nomad's berserker level does not count when determining whether he takes an experience point penalty.

CAINITE

After the war of the Second Arocaen, the Cainite population was relocated to Revian. Some, however, chose to stay behind in the Cainis mountains and build up their civilization there. They now form a small, somewhat prosperous country, and have good relations with both Revian and Felthespar. Though time has weakened the traditional Cainite training and tradition, much of it is still intact, making these darklings masters of stealth and subterfuge.
  • +2 Dexterity, -2 Constitution
  • Darkvision: Cainites can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and Cainites can function just fine with no light at all.
  • Stonecunning: This ability grants a Cainite a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A Cainite who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a Cainite can use the Search skill to find stonework traps as a rogue can. A Cainite can also intuit depth, sensing his approximate depth underground as naturally as a Felthespari can sense which way is up.
  • +2 racial saving throw bonus against spells and spell-like effects.
  • +1 racial bonus on attack rolls against Nightspawn.
  • +2 racial bonus on Appraise checks that are related to stone, gem, or metal items.
  • +2 racial bonus on Craft checks that are related to stone, gems, or metal.
  • Favored Class: Freelancer. A multiclass Cainite's freelancer class does not count when determining whether he takes an experience point penalty for multiclassing

REVIANITE

After the Second Arocaen was resolved, the a large number of Cainites relocated to the decimated region of Revian. With the help of Felthespar, they slowly restored the land to its former natural splendor, and formed their own sovereign nation. Taking what was left of Revian, they combined industrial technology with their Heraldry, swiftly becoming as advanced as Felthespar. After so many years, Cainite traditions are beginning to die out and be replaced with new traditions, and the sudden appearance of the new gods has left Revian searching for a new patron diety.
  • +2 Dexterity, -2 Strength
  • +1 racial saving throw bonus against spells and spell-like effects.
  • Bonus feat at first level
  • Favored Class: Herald. A multiclass Revianite's Herald class does not count when determining whether she takes an experience point penalty for multiclassing.

ARKALENIAN

People from Arkalen are a hardy, rough sort, well accustomed to the harsh life of the southern continent. Cities and human outposts are still few, while demonspawn are still strong and an ever present threat. Magic is only recently introduced to the Arkalenian way of life, and many are still wary of Heraldry, choosing instead to commune directly with the newfound gods, or adopt a more shamanistic approach to white and grey magic.
  • +2 Constitution, -2 Intelligence
  • Low-light vision: An Arkalenian can see twice as far as a Felthespari in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.
  • +2 racial bonus on Listen, Spot, Hide and Move Silently checks
  • Favored Class: Demon hunter. A multiclass Arkalenian's demon hunter class does not count when determining whether she takes an experience point penalty for multiclassing.

MAGI

Once keeping themselves isolated from the rest of the world, the Magi of Itrius's southwestern arid lands have recently begun an exodus from their homeland on command of their returned god, Virtue. Their inborn mysticism is the race's pride, and few Magi neglect their studies, opting instead to become powerful mystic sorcerers. However, the somewhat cushy lifestyle of Babl has left the Magi ill-suited to physical labor.
  • +2 Intelligence, -2 Strength
  • +2 racial bonus on all Knowledge checks.
  • +1 racial bonus on all saving throws.
  • Bonus Feat: Mysticism
  • Favored Class: Mystic. A multiclass Magi's mystic class does not count when determining whether she takes an experience point penalty for multiclassing.