Humans

100 HP, 10 MP
Humans, who make up the majority of the population of the central continent, are the original pioneers of Atlas. Unremarkable at best, but capable of feats of greatness, Humans have an unrelenting ability to adapt and survive despite the odds. Their moderately muscular bodies come in all shapes and sizes. Humans have a heavy caste system which ranks from God-King to Nobles [Teyrns, Arls, Banns] to Commoners to Mages to Peasants and ending with Outlaws.

Humans are often led to believe that the world is theirs, due to the arrogance of the leadership placed over them. Their God-Kings are powerful, enough so that the other Races must live subordinate to their rule or go into hiding, though several races refuse to acknowledge this: Doppelgangers and Djinn simply avoid the confrontation, Dragon Thrall live outside the reaches of their claims, and Kadash refuse to acknowledge their power at all, while the Kukris live subservient to their rule.

Starting Attributes and Skill Bonuses
+1 Strength

+1 Magic

+1 Dexterity

-1 Constitution

-1 Willpower

-1 Cunning

+1 Offhand Weapons

Choose: +1 Alteration, Conjuration, Destruction, Illusion, or Restoration

Choose: +1 One-Handed Weapons or Two-Handed Weapons

Skill Powers
APTITUDE, Once per level, you may lower the cost to level up any Skill as long as it has a requirement of 2 or higher.

PRO TECH, Humans gain +1 to all checks inside buildings and an additional +1 to working with technology

UNBOUND, Once per level, a Human may trade out his Skill Rank to that of an associated skill rank (ie, Two-Handed Weapons to One-Handed Weapons or Heavy armor to Light Armor, etc).

HOMELAND DIPLOMAT, Humans who have sworn fealty to a God-King gain +2 Communication while inside their hometown.

STRENGTH in NUMBERS, As long as the Human has at least two allies on the field who are not Knocked Out, he will not be Knocked Out until his HP reaches -9.

Humans and...

 * Djinn, don't consider themselves subservient to God-King rule at all. If nothing else, Humans are to be manipulated into doing their bidding
 * Dopplegangers, the God-King's reign is easy enough to avoid. It is so much better to appear as a Human, living as they do...taking them over one by one
 * Dragon Thrall, Humans can not brave the icy mountains to their homes, so they need not fear the God-Kings. Humans themselves are okay, but they are not born of dragons, so there is no need to linger
 * Gith, once Humans themselves, they miss being "normal". Though their psychic powers make them superiour, they long to be reuinited by those who were not turned.
 * Kadash, the God-Kings have no true power...why should we fear them? Humans gave birth to the Kadash with their limitless dreaming. They credit them for their existence, but little else
 * Kukris, to be served and served well, the Kukris place the God-Kings on a pedastle.
 * Mammet, Humans are tiny and easy to squish...but the treaties with the God-Kings keeps everything peaceful, as long as the villages give their sacrifices.
 * Mul, half-Human, the Mul cling to their heritage.


 * Lucorpans
 * Revenant
 * Satyr
 * Shadar-kai
 * War Machines