HUMAN
Humans are the most common of the races that exist.  Although humans do not have any
particular specialties like other races, humans tend to learn skills more quickly than other
races.  Humans tend to be the most adventuresome of the races.  Humans have no specific
racial attitudes toward the other races as a whole.  It is the cultural background that usually
determines their racial attitudes.  Humans tend to live about 80 years.
1. Humans may choose one weapon at ½ the required exp.
2. Humans may use one non-professional skill at ½ the required exp. cost.
3.  Humans make three rolls on the bogey table.
  Humans are the most adventuresome of the races that inhabit ARENAS.  They have established the largest centers of civilization and have produced some
of the greatest Heroes of ARENAS.   Humanity claims a common heritage, yet is now divided into six different subgroups based on culture and physical traits.  
Humans more than any other race have benefited from the blessing that the Ancients bestowed up Areanas in their demise.
  Men of the south tend to be shorter than other humans and more inclined to magic or pursuits that are not related to strength or direct combat.  
Southerners tend to worship the elemental forces of nature, and will often have an abundance of fire and earth mages within their ranks. Southerners are also
the most likely of the races of man to dabble in the dark arts and to consort with the dark powers of the Barrens.
  Most common of the races of man are the mid-landers.  They are scattered throughout the mid-section of Arenas and tend to be the most varied in terms of
ability or pursuits.  Mid-landers value their independence and freedom and have little desire to be part of a bigger nation or empire.   Mid-landers tend to be a
cautious group and prefer to test others before entrusting their well being to those who would otherwise exploit or manipulate them. Two groups of mid-
landers have become separate ‘races” with the passage of time and other influences.
  Tarjans are by far the most cosmopolitan and varied of all humans, their city of Tarja-Hakor is a mirror of the activities and intrigues of ARENAS.  Within its
massive walls can be found all manner of things and experiences.  If you are looking for something in particular, if it can be found anywhere it will be found in
Tarja-Hakor. Residents of the great metropolis take little notice of the strange or unusual, and the city has become a gathering point for the most famous and
notorious persons.  
  The Naggians are the exact opposite of the Tarjans.  Little is known of their city of Ghashnag in the Smoking Wastes.   They tend to be very secretive and
cautious when dealing with other humans or any race for that matter. Few tomes are written about them, and even less reports from visitors are available
about the secretive people of the Wastelands.  Who do they worship?  How have they managed to build a city and develop a culture in the harsh environs of
the Wastelands?
  Imperials are almost as common as mid-landers, but are found on the eastern shore of Arenas.    The Imperials have managed to raise the mightiest
empires among humans and tend to value development in the arts and culture.  The Imperials boast the highest number of half elves in their populations and
have benefited from good relations with elven nations.    The Imperials are also respected by dwarves, and have acted as negotiators between the dwarven
and elven nations.   Humans in the Imperial kingdoms tend to have the best living conditions and benefit from a strong centralized government that focuses on
the strength of the nation.
  In the cold mountains of the North dwell the fair hair and skinned Northerners.  They are fearsome opponents and live in a clan society.   They do not tend
to specialize in magic as much as other humans and place a greater emphasis upon physical abilities and feats of endurance & courage.   Northerners value
loyalty to the individual and to one’s immediate clan. Northerners have a respect for the powers of winter and the sea.   Northerners act as contacts for
avians, and have a high respect for  them.    Since they favor sailing and exploring (raiding) Northerners have also made numerous contacts with aquarians
and will often hire them as captains or guides in their voyages.  Northerners enjoy the company of dwarves and gnomes, but tend to look down on elves and
hobbits.  
If you decide to use these various distinction among humans here are the modifiers
Northerner: +2 PS -5 MA +3 EN  
Southerner: -2 PS +5 MA -2WP -1 EN
Midlander-Imperial-Tarjan: No modifiers
Noggian: +2 PS -2MD -2 AG +2 EN
SOCIAL STATUS
Social status represents the characters family status and profession in the society of origin.
 Social status will determine the characters wealth and may influence his starting
experience.
Roll
Status
Starting Money
Bastard
Legitimate
First Born
Birth Order
01-09
Poortrash
200
01-30
31-89
90-100
Roll D10
10-25
Gentle Folk
300
01-10
11-85
86-100
1-3: 2nd
26-44
Farmer
450
01-17
18-91
92-100
4-5: 3rd
45-54
Merchant
1000
01-20
21-86
87-100
6-7: 4th
54-59
Merchant Prince
2000
01-24
25-87
88-100
8: 5th
60-77
Craftsmen
700
01-13
14-92
93-100
9: 6th
78-91
Bandit
850
01-06
07-68
69-100
10: 7th
92-96
Lesser Noble
1000
01-27
28-90
91-100
 
97-99
Greater Noble
1500
01-35
36-95
96-100
100
Royalty
2000
01-80
81-100
-----------
FATHER'S PROFESSION
Poor Trash: 01-30: Town drunk 31-80: Homeless beggar 81-100: Escaped Slave
Gentle Folk: 01-10: Beggar 11-40: Unskilled laborer 41-70: Rat Catcher 71-90: Servant
91-95: Field hand 96-100: Stable hand
Farmer: 01-10: Farmer 11-20: Fisherman 21-30: Herdsman 31-40: Tanner 41-50: Peddler
51-60: Woodsman 61-70: Sailor 71-80: Mule-skinner 81-90: Miner 91-100: Miller
Merchant: 01-10: Excise man 11-20: Gambler 21-30: Grave robber 31-40: Pilot 41-50: Smuggler        
51-60: Prospector 61-70: Fur-trapper 71-80: Racketeer 81-85: Outfitter 86-90: Fence                          
91-95: Troubadour 96-100: Tavern Operator
Merchant Prince: 01-10: Alchemist 11-20: Navigator 21-30 Lawyer 31-40: Banker 41-50: Cleric
51-60: Silversmith 61-70: Goldsmith 71-80: Sage 81-90: Judge 91-95: Retired Adventurer
96-98: Diplomat 99-100: Wizard
Craftsman:  01-05: Barber 06-10: Bleacher 11-15: Bowyer 16-20: Carpenter 21-25: Tinker
26-30: Cobbler 31-35: Cooper 36-40: Cutler 41-45: Wood carver 46-50: Distiller 51-55:
Draper  56-60: Dye Maker 61-65: Engraver 66-70: Fletcher 71-75: Weaver
76-80: Blacksmith 81-85 Mason 86-90: Mercenary 91-95: Toll keeper 96-100: Undertaker
Bandit: 01-10: Highway man 11-20: Outlaw Chief 21-30: Pirate Captain 31-40: Racketeer Chief
41-50: Thief Guild Master 51-60: Assassin Guild Master 61-70: Bounty Hunter
71-80: Warlord 81-90: Slaver 91-100: Brothel Master
Lesser Noble: 01-50: Earl 51-100: Baron
Greater Noble:  01-50 Marquis 51-90: Duke 91-100: Archduke
Beginning characters start with a certain amount of
experience as they start their adventuring career.  
How much experience they have depends upon their
social status and birth.  Bastards start with 50% more
experience than characters with legitimate birthright.  
First born characters start with 50% less experience
because of their sheltered life.  Bastards receive only
half of their starting money.  First born receive
double their starting money.
Poor Trash:1200 starting experience points
Gentlefolk: 1000 starting experience points
Farmer:1100 starting experience points
Merchant: 800 starting experience point
Merchant Prince: 900 starting experience points
Craftsman:1100 starting experience points
Bandit: 1200 starting experience points
Lesser Noble: 900 starting experience points
Greater Noble: 800 starting experience points
Royalty: 800 starting experience points
 
Weight for the Various Races of Humanity
ROLL
Southerner
Mid-lander
Imperial
Northerner
Tarjan
Noggian
2
130
135
140
200
130
160
3
135
140
140
205
135
165
4
140
145
145
210
140
170
5
145
150
145
215
145
175
6
150
155
150
220
150
180
7
155
160
155
225
155
185
8
160
165
160
230
160
190
9
165
170
165
235
165
195
10
170
170
165
240
170
200
11
175
170
165
245
175
205
12
180
175
170
250
180
210
13
185
180
175
255
185
215
14
190
185
180
260
190
220
15
195
190
185
265
195
225
16
200
195
190
270
200
230
17
205
200
195
275
205
235
18
210
205
200
280
210
240
19
215
210
205
285
215
245
20
220
215
205
290
220
250
Roll 2 D10 &
add them
together
Height for the Various Races of Humanity
ROLL
Southerner
Mid-lander
Imperial
Northerner
Tarjan
Noggian
2
4' 10"
5' 2"
5'
6' 1"
4' 10"
5' 6"
3
4' 10"
5' 2"
5'
6' 2"
4' 11"
5' 8"
4
4' 11"
5' 3"
5' 2"
6' 4"
5'
5' 8"
5
4' 11"
5' 4"
5' 3"
6' 5"
5' 2"
5' 10"
6
5'
5' 5"
5' 4"
6' 6"
5' 4"
5' 10'
7
5'
5' 6"
5' 5"
6' 7"
5' 6"
6'
8
5' 1"
5' 7"
5' 6"
6' 8"
5' 8"
6'
9
5' 2"
5' 8"
5' 7"
6' 9"
5' 10"
6' 2"
10
5' 3"
5' 10
5' 9"
6' 9"
6'
6' 4"
11
5' 3"
5' 10"
5' 9"
6' 9"
6'
6' 4"
12
5' 3"
5' 10"
5' 9"
6' 10"
6'
6' 4"
13
5' 4"
5' 11"
5' 10"
6' 11"
6' 2"
6' 6"
14
5' 5"
5' 11"
5' 10"
7'
6' 3"
6' 8"
15
5' 6"
5' 11"
5' 11"
7' 1"
6' 4"
6' 8"
16
5' 7"
5' 11"
5' 11"
7' 2"
6' 5"
6' 10"
17
5' 8"
6'
6'
7' 3"
6' 6"
6' 10"
18
5' 9"
6'
6'
7' 4"
6' 7"
7'
19
5' 10"
6' 1"
6' 2"
7' 5"
6' 8"
7'
20
5' 11"
6' 2"
6' 2"
7' 6"
6' 9"
7'
 
Hair for the Various Races of Humanity
ROLL
Southerner
Mid-lander
Imperial
Northerner
Tarjan
Noggian
2
bald
bald
bald
short, thin
and grey blond
black, curly afro
bald
3
bald, grey ring
on sides
blond-brown, long
and straight
red, straight,
long
silver blond,
straight & very long
bald, on the side
of head, grey
bald, long. grey
hair on sides
4
balding, black
ring
light brown, long
and curly
red-brown,
straight long
sandy blond,
straight long
wavy, silver blond
ash-grey
straight hair
5
black, thin and
short
light brown, long
and straight
red-brown,
straight short
sandy blond, curly
long
light blond
grey-brown,
wavy hair
6
black, long
straight
light brown,
medium & straight
red-brown,
curly long
golden blond, curly
and long
short blond
hair, wavy
grey-brown,
straight hair
7
black, medium
straight
light brown, short
and curly
red-brown,
curly medium
golden blond,
straight very long
curly black
short
black, wavy and
thin
8
black short,
straight
dark brown, short.
straight
red-brown,
curly short
platinum blond,
straight very long
black short
black, straight
and thin
9
black short,
straight
dark brown, short.
straight
red-brown,
curly short
platinum blond,
straight very long
black short
black, straight
and thin
10
black short,
straight
dark brown, short.
straight
red-brown,
curly short
platinum blond,
straight very long
black short
black, straight
and thin
11
black short,
straight
dark brown, short.
straight
red-brown,
curly short
platinum blond,
straight very long
black short
black, straight
and thin
12
medium,
straight black
dark brown, short
and curly
red-brown,
curly medium
golden blond,
straight very long
curly, black long
black, wavy and
thin
13
long, straight
black
dark brown,
medium & straight
red-brown,
curly long
golden blond, curly
and long
brown short
mottled, brown-black
and thin
14
long, straight
black
dark brown,
medium & curly
red-brown,
straight short
sandy blond, curly
long
brown long
mottled brown-rusty,
thin
15
curled on the
end, long
dark brown, long
and straight
red-brown,
straight, med
sandy blond,
straight long
wavy brown
short
rusty-grey thick
16
curled on the
end, long
dark brown, long
and curly
red-brown,
straight, long
silver blond,
straight & very long
curly brown,
shoulder length
dark grey hair
long
17
short & thin
black
blond-brown long
and straight
red, straight,
short
silver blond, curly
and lon
curly brown
short
dark grey hair,
thin, short
18
balding, black
ring
blond-brown long
and straight
red, straight,
medium
silver blond, curly
and medium
wavy, bright red
short
bald, short grey
on the sides
19
bald, grey ring
on sides
grey-brown,
straight & short
red, straight,
long
silver blond,
straight & medium
curly, red brown
short
bald, long grey
hair on sides
20
bald
bald
bald
long, thin, grey
blond
very curly, afro
black
bald
 
Eye Color for the Various Races of Humanity
ROLL
Southerner
Mid-lander
Imperial
Northerner
Tarjan
Noggian
1
dark brown
light brown
grey-green
dark blue
light blue
light red
2
dark brown
light brown
hazel
dark blue
light blue
light red
3
dark brown
light brown
hazel
dark blue
light blue
light red
4
dark brown
light grey
hazel
dark blue
light blue
dark red
5
black-brown
light grey
blue-green
light blue
hazel
dark red
6
black-brown
dark grey
blue-green
light blue
hazel
light yellow
7
black-brown
dark grey
blue-green
ice blue
grey-blue
light yellow
8
copper
dark grey
deep-green
ice blue
grey-blue
dark yellow
9
copper
silver
deep green
grey-blue
grey-blue
dark yellow
10
special
special
special
special
special
special
ROLL
Special Eye Colors
2-3
Eyes change color depending on mood *
4-5
Eye glow, roll again on the color chart ignoring special
6-7
Unusual color: sapphire, eyes sparkle like the gem
8-9
Unusual color: emerald, eyes sparkle like the gem
10-12
Eyes of two different colors, roll twice on chart ignoring special
13-14
Unusual color: ruby, eyes sparkle like the gem
15-16
Unusual color: diamond, eyes sparkle like the gem
17-18
Unusual color: opal, eyes sparkle like the gem
19
Eyes appear all white, no iris or pupil
20
Eyes appear entirely black
Southerner: 1-8: dark yellowish tan 9: yellowish tan 10: light yellowish tan
Mid-lander: 1-6: dark coppery tan 7-9: Coppery tan 10: golden brown tan
Imperial:       1-5: light tan 6-9: light tan with freckles 10: light reddish “sunburn” hue to skin
Northerner: 1-6: light peach 7-9: fair and pale white 10: pale almost albino
Tarjan:          1-4: dark brown tan 5-8: light brown tan 9-10: light golden tan
Noggian:      1-8: reddish-brown tan 9 -10: reddish sunburned tan
Skin Coloration
Although a person's aspect does not greatly effect his life it can make the difference
between success and failure in some instances.  Seasonal aspected characters add 5% to
all their percentages during their season of birth. They add 10% to all their percentages an
hour before and after high noon and midnight. These bonuses are applied negatively during
the opposite season in which the character was born.  Solar aspected characters add 5%
during the day in any season, and add 10% one hour before and after high noon.  At night
the modifiers are applied negatively.  Lunar aspected characters apply their bonuses in a
opposite manner.  Death aspected characters receive a 10% bonus to percentages anytime
a human or semi-human dies within 50 feet of them.  This duration last for one minute and
are not applied in a cumulative manner.
 
 01-20: Winter 21-40: Spring 41-60: Summer 61-80: Autumn
                  81-87: Solar 88-95: Lunar 96-100: Death.
Aspects
AGILITY & TMR
Agility is . . .
TMR is . . .
3 or 4
2
5 to 8
3
9 to 12
4
13 to 17
5
18 to 21
6
22 to 25
7
26 to 27
8
28 to 30
9
30 or higher
10
 
 
PERCEPTION, PHYSICAL BEAUTY &
HANDEDNESS
Unless stated otherwise, a character's
Perception value is 9
To determine physical beauty, roll 4D5 +3
To determine the handedness of a character,
roll on following chart: Roll two dice
designating one D10 and one D5.
D10 > D5: Right handed, D5 > D10: Left Handed
D5 = D10: Ambidexterous
ENDURANCE & FATIGUE
ENDURANCE is . . .
FATIGUE is . . .
3 or 4
16
5 to 8
17
9 to 12
18
13 to 17
19
18 to 21
20
22 to 25
21
26 to 27
22
28 to 30
23
30 or higher
24
 
 
For the character whose eyes
change color this chart is
available:
Blue: ordinary experience  
Green:  Excited or anticipating  
Red:  Angry or intimidating
Yellow:   Frightened or fearful      
Brown  Tired or injured