Humans

Humans, of various colors, heights, builds and cultures are (probably) the most numerous of the sentient races. Humans can be found on all three of Titans (known) continents. According to Elven Sages, humans first began making themselves known, in a primitive and animalistic way, about 75,000 years ago. Only achieving any type of ‘civilization’ about 15,000 years ago.
Though humans today are found in the standard variety of colors and types, racism and ethnic hostility within many Human populations is largely replaced by Speciesism, mostly directed towards the ‘Humanoids’ (Goblinoids) and ‘Others’ (Reptiles) and to a much lesser extent the ‘Demi-Humans’ as Elves, Dwarves and Halflings are commonly characterized.

Human ‘Types’

Natives of Solista

The Barbarians
This term is ascribed to virtually any human from  Gallenna or north of the Barrier Peaks.  They are more properly called ‘Gallenics.’  Although the tribes in these areas have distinct differences, the nomadic Rovers, the Upland Clans and the Sea Lords, all are similar in general appearance and share a common language (though there are distinct accents and dialects.) 
Gallenics are generally blond or red heads with blue or green eye color and ruddy complexions.  With long hair and beards being nearly universal. Often taller and bigger then people of the south (When rolling Height and Weight they are NEVER under height or weight.  Any such roll is treated as Over.)
Gallenic human PCs can be Fighter, Rangers, Clerics, Druids or Thieves.
They always start with less money then is normal for their class. Fighters and Rangers = 3d4  Clerics and Druids = 2d6  Thieves 1d6  However, they also start (at no monetary cost) with one weapon OR a shield&helm combination (as permitted by their class) that is ‘inherited’ or gifted from their family or clan.
All Gallenics, regardless of class, are +1 to Strength (or +10% for exceptional, max of 18:00)
Fighters are able to acquire Berserk Rage at a cost of one weapon proficiency rather then two.  See Weapon Proficiency page for details.
Only Gallenic Clerics are literate, and they read and write Gallenic.  Despite the common belief of ‘civilized’ Solistans, there IS a written form that employs a variation of the Dwarven Runic Alphabet of A-Rhuk. Spellings and vocabulary does vary amongst the different clans, and very few of the common barbarians can read or write more then their name in Gallenic.
As a result of centuries of invasions, sea raids and general mayhem, along with the widely held belief (mostly justified) that all barbarians are Beserkers, barbarians are viewed with suspicion and fear by just about everyone except other barbarians!  Reaction rolls are always at a minus, from -1 to -3 depending on who is involved and their past experiences, directly or indirectly, with other barbarians and how big and scary looking the individual barbarian is.

Naracks
The ethnicity of most humans dwelling in south and central Solista.  Naracks can be considered the ‘average’ human through most of Solista and are what most people elsewhere on Titan picture when discussing people from Solista.  They are of average height, usually black or brown hair that they generally keep short.  Beards are very common for men and their complexion is often described as ‘nut brown.’
All classes are available and starting money is normal.
Historically, most light and medium cavalry has been raised from Narack populations and there is a long tradition of Narack horse soldiers.  Narack Fighters (only) may take Mounted Combat at 1st level WITHOUT expending a weapon proficiency.  NOTE: If it is NOT taken at creation and the player seeks to add it later, it WILL require a weapon proficiency to learn.
Narian is the common language, though most commoners are illiterate, there is a sketchy written version.  

Parthians
The dominant population  of western and south western Solista.  Parthians are similar to Naracks in build, complexion and hair and eye color, but facial hair is very rare and both men and women keep their hair long and usually braided.
All classes are available and starting money is normal.
Parthians have a reputation as exceptional archers, even the Wood Elves will grudgingly admit that ‘some Parthians are good shots.’  The Longbow is the weapon of choice for Parthians and Parthian PCs are +1 to hit with the Longbow (only.)
Parthians speak Parthian (naturally!) and many also speak Ilsharan.  There is no written version of Parthian and either Shahla or Ilsharan is used in business and government.

Rhunar
The Rhunar are the people dwelling south of Gallena and east of the Naraks.  Most sages consider the Rhunar to be a blend of Gallenics and Naraks.  They are of similar build to Naraks, but are somewhat lighter in complexion and hair color ranges from dark blond, ginger and light to dark brown.  Eye colors vary from blue, greens to light (hazel) brown. 
All classes are available and starting money is normal.
Rhunar infantry is regarded as the most reliable and steady Heavy Infantry and the Rhunar train from an early age in local militias.  Rhunar fighters (only) are +1 to hit AND damage with spears, both in melee and as missile weapons.
Rhun  is the primary language, though many Rhunar also speak either Gallenic or Narian,  it shares many root words with Gallenic and, after Narian, is the second most widely spoken human language of Solista. It employs the Gallenic alphabet for its written form but most commoners are illiterate. 

Natives of Palador

The people along the northern coast of Palador, are, ethnically speaking, one of three groups.  The Yttral, the Zamorans and the Ilsharans.

Ilsharans
The population of the Empire of Ilshar and the Caliphate of Trusk are ethnically, culturally the same.  They even share variants of a common religion and speak the same language, but they are still hostile to each other.
Ilsharans are generally a bit shorter then Solistans, (Average height for males is 67″ for females 61″)  Black hair and dark brown, almost black, eye color is common though infusions of Yttral bloodlines gives some Ilsharans startlingly green eyes. 
Ilsharan Light Infantry is renown for its slingers and its use of War Darts.  Ilsharan characters are +1 to hit with slings OR staff slings and darts.
All classes are available and starting money is normal.
Ilshar, a simplified version of the older Balagha language is commonly spoken.  Most people are illiterate though there is a written version of Ilshar.  Balagha remains as the language of poets, sages and the well educated.

Yttralians
The nomadic horse people of the ‘Sea of Grass’ that dominates central, northern Palador.
A short, wiry, dark skinned, green eyed people who spend almost their entire lives in the saddle.  Average height and weight, for males, is 62″ and a 130lbs.  For females it is 60″ and 105lbs.
Famed as Light Cavalry and Horse Archers, all Yttral characters have Mounted Combat as a starting proficiency at no cost.  They are also +1 to hit with a Short Bow (only) AND a Lance from horseback.
All classes are available and starting money is normal.
Note: PCs DO NOT automatically start with a composite bow!  The preferred Yttral melee weapon is 
a single edged, slightly curved sword, called a ‘Yatagan.’
The Yttral language is unrelated to any of the (known) languages of Titan and ALL Yttralians absolutely refuse to learn ANY other language! 

Zamorans (NOTE: Zamorans PCs are not available in a Solistan centered campaign.)
Rarely found outside of their homeland of Zamora, these people are almost immediately recognized by their height, (Average males are 75″ and females are 70″) dark skin and golden, straw colored hair. 
The history of the Zamoran Empire, its aggressive conquests, iron fisted rule and xenophobic tendencies has left an indelible mark on the peoples of Palador and Solista, such that ALL Zamorans are -1 on reaction rolls with Solistans and -2 with Paladorans. They are generally considered to be violent, evil, Demon worshiping, baby eating monsters!
The reputation of Zamoran Wizardry is such that Zamorans, even the common laborers, are regarded by outsiders as (potentially) magic users and are treated as such until shown otherwise.  At birth, Zamoran infants are tattooed with a protective charm on their chest that gives them a degree of protection against magic (+1 on saves vs Spells) cast by Non Zamoran mages and clerics only.  Spells cast by Zamoran Magic Users are not impacted by this protection and spells cast by Zamoran Clerics are actually at -2 to saving throws!
Zamora is unknown outside of the homeland except by a handful of sages.  Anyone visting Zamora, or any Zamoran traveling outside of Zamora, uses Goblin as the ‘common tongue’ to get by.  The Zamoran language is ancient and has several variations. ‘High’ used by the Priests, Rulers and Wizards. ‘Middle’ which is a written hieroglyphic form and ‘Low’ which is the language of the common Zamoran. That has its own written form! A cuneiform style found nowhere else