Noth

Noth are a race of large humanoids who originated from the frigid region of Hpora at the ankle of Saulus. Noth societies in this region are composed of loose confederations of neighboring states, which attempt to provide security to one another without actually needing to agree on the same laws or political institutions. As such, Noth are nationalistic and generally stay within their homelands. Noth adventurers are uncommon but may find themselves as mercenaries or guards for traveling caravans. Other Noth may find themselves involved in politics in regions far outside of their race's home, helping provide political structure to growing nations. Still others may pursue various trades, as Noth are highly skilled in a wide-array of things.

Appearance
Noth are similar in composition to humans, albeit notably larger. A typical male Noth stands around 7 and a half feet tall, and weighs around 400 lbs. Females are slightly shorter and slimmer. Both genders have thick hair on their heads and bodies, their brows connecting with their hairlines. Eyelashes are also thick. Noses are wide and do not portrude very far from the face. Skin tones are fair and hair colors are dark earth tones of charcoals and browns. Noth build is stocky and dense. Noth do not like running and tend to move at a steady pace.

Adventurers
Adventuring Noth tend to be bards, clerics, fighters, and rangers. Nothian societies are generally lawful, so Noth barbarians are extremely rare, and are typically outcasts. Wizards in Noth society are usually female. Clerics usually leave society to work with foreign governments to help establish and strengthen them.

Religion
If a Noth is religious, he will usually revere Nomori, god of the Nothian people.

Racial modifiers

 * +2 Strength, +2 Wisdom, -2 Dexterity: Noth are capable of great strength and possess a good amount of sense, but are inflexible and clumsy.
 * Medium: Noth are big, but still counted as medium-sized.
 * Speed: 30 ft. / 6 squares
 * Weathered: Noth receive a +4 bonus to all saves made to avoid negative effects as a result of harsh weather. This does not include dehydration due to being exposed in a hot environment, however.
 * Educated: Noth receive a +2 to Knowledge (History) and Knowledge (Nobility) and can use these knowledges even if untrained. Nothian historical and political education is very emphasized in society.
 * Stubbornness: Noth possess a strong will; They receive a +2 bonus to will saves made to avoid being affected by enchantment spells.
 * Weapon Familiarity: Noth treat any weapon with the word “noth” in its name as a martial weapon.