Description:  Most humans stand between 5  ft.  to  6  ft.  tall  and  weigh between  100  to  250  lbs.  Hair,  eyes,  skin  tone,  and  other physical  features  vary  between cultures.  Adventuring humans tend to be extremely inquisitive, trading ideas like most trade supplies, and adopting customs  and  terms  from  friends  and  foes  alike.  Wildly  ambitious,  humanity strives to advance itself - sometimes through diplomacy, often through conquest. For all these reasons humanity's demeanor, society, laws, religion, and  even  language  may  be  completely  different  from  on culture to the next. As a relatively short-lived breed, human adventurers tend to view life as a blatant risk - an  undiscovered  country,  to savor the light before darkness arrives.

So call civilized societies tend to enforce social behaviors and limitations. For example, only those humans whose cultures embrace their savage past still maintain skin markings (tattoos or scars) as part of their status within society, specifically Volovik hordes-men, Feverthorn Jungle tribesmen, and the various nomadic cultures.  A few individuals may receive respect from tale worthy scars but this is recognition of individual achievement not social status.

Society: After the Fall, the majority of human society is comprised by nine different style of governments, attitudes, and lifestyles - although dozens of minor variations exist. In general, humans are known for their flexibility, ingenuity, and ambition. Other races sometimes envy humans their seemingly limitless adaptability, not so much biologically speaking but in their willingness to step beyond the known and press on to whatever might await them.

Relations: Although humans may be seen as fecund,  their drive and numbers are more necessary now -after the fall.  Contact with other races during bouts of territorial expansion and colonization are seen as a necessary hazard of re-asserting dominance over the land. In many cases, this behavior has lead to violence and war, yet humans are also swift to forgive and forge alliances with races who do not try to match or exceed them in violence.

Alignment and Religion: Humanity is perhaps the most diverse of all the common races, with a capacity for both great evil and boundless good. Taken as a whole, most humans are neutral, yet they generally tend to congregate in nations and civilizations with specific alignments. Humans predilection is to believe in the New Gods rather than the old, they lacking other races' ties to tradition and are eager to turn to anyone offering them glory or protection.

Adventurers: Ambition alone drives countless humans, and for many, adventuring serves as a means to an end, whether it be wealth, acclaim, social status, or knowledge. A few citizens pursue adventuring as a career but instead as a means to an end. Humans hail from myriad of backgrounds and as such can fill any role within an adventuring party.

Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
    Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
    Base Speed: Humans have a base speed of 30 feet.
    Languages: All humans begin play conversant Taldane (Trade-Tongue) and whichever regional language from which they were raised (Fluency level 5), and one other language at a conversational level (Fluency level 3). Characters with have an amount of bonus fluency ranks as their Intelligence score - 10.
Feat and Skill Racial Traits
    Bonus Feat: Humans select one extra feat at 1st level.
    Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.