Olman

The Olman have skin of a rich red-brown or dark brown color. Their hair is always straight and black, and their eyes are dark, from medium brown to nearly black. Olman have high cheekbones and high-bridged noses, a trait less strong in those of common birth. Some nobles still flatten the foreheads of their young, for a high, sloping shape is considered beautiful.

The Olman originated on Hepmonaland, raising a number of city-states from the jungles of that land. Through centuries of warfare, they built an empire that spanned northern Hepmonaland and reached across the Densac Gulf to include the Amedio Jungle. Internal strife and wars with another human race, the dark Touv, caused them to abandon their old cities. Many Olman migrated to the Amedio, where they maintained their civilization for several more centuries. Ultimately, these cities also fell to the curses of civil war and supernatural upheaval, until most Olman reverted to barbarism.

The Olman are now concentrated in the jungles of Hepmonaland, the Amedio, and their namesake Olman Isles. Many are enslaved in lands held by the Scarlet Brotherhood. Others have escaped to otherwise uncontrolled regions such as the western end of the Sea Princes' lands, which they now control and defend.

What sort of culture the Olman originally had is obscured by their early adoption of the ways of alien gods. These beings made the early Olman their followers, encouraging them on the bloody path of ritual warfare and human sacrifice. The Olman Empire was a hybrid of monarchy and theocracy, with hereditary emperors and warlords ruling alongside clerics and astrologers. Modern Olman have a tribal culture, with a cleric or hereditary chief leading each tribe. Many still practice annual human sacrifice to the dimly remembered Sky Gods, while lesser ceremonies require simple bloodletting and the offering of animals and plants. Their warlike nature is persistent but unrefined, colored by their harsh jungle environment. They still practice ritualized warfare, often collecting heads or animating corpses, but they prefer to use stealthy raids and ambushes against their enemies.

While Olman clothing tends to be simple and monocolor, such as a split skirt, loincloth, or shawl-like upper garment, they have fantastic methods of decoration, using beads, stones, feathers, bones, metal, and wood. These items decorate their clothes, weapons, and especially ceremonial items such as elaborate headdresses.

The Olman favor magic that damages many opponents in visibly graphic ways. They also choose divination spells that allow them to understand the world around them and perhaps comprehend the omens of their distant gods. Magic that protects or heals others is very rare.

## Common Olman Regional Feats

**Atlan's Mark** *Olman Region--* Every inch of your skin is covered in an elaborate tattoo, a ritualistic marker of your status as chosen of the underworld, granting you a bonus on saving throws against death and a better chance of stabilizing while dying.

**Badge of Bondage** *Olman, Sea Princes--* Your experiences as a slave have made you more resistant to torture and mental manipulation, granting you a bonus on Fortitude and Will saves, as well Bluff checks.

**Blooded** *Sea Princes--* You know what it means to fight for your life, and the value of quick wits and quicker reactions when blades are bared and deadly spells chanted. Enemies find it difficult to catch you off guard, granting you a bonus to Initiative and Spot checks.

**Jungle Fighter** *Olman, Sea Princes*-- You know how to make the most of terrain-inspired advantages when fighting in a jungle, granting you a dodge bonus to AC when fighting in such terrain.

**Raider's Spirit** *Olman--* You're a fearless raider, granting you a bonus on Intimidation check and saves against fear effects.

**Spirit of the Sea** *Sea Princes--* You're most alive on the deck of a ship at sea and know all too well the dangers of open waters, granting you a bonus to Balance checks made on unstable footing and survival checks at sea.

**Wastri's Blessing** *Sea Princes--* You are a "servant" of Wastri, the hopping prophet, meaning you can hold your breath longer than normal, and do not leave a trail in swampy terrain unless you choose to.

**World Weary** *Sea Princes--* Your crushed spirit makes you difficult to scare or intimidate, granting you a bonus on saves against fear, and allowing you to treat fear conditions as one rank lower.