This is the creation system for my home game - I have not gotten to the elves/dwarves/Hobits yet, but I thought I would see what others thougt.

Races:
The predominate area of game play is a region of Cerillia called Anuire.

Most of the citizens of Anuire descend from a tribe of humans called the Andu. Time has blended this warrior race with the other tribes and the few remaining colonies of the elvish people. Once the Andu had distinct racial features but that has diminished over the last several centuries. Like their features, the Andu have changed over time, until now even the name of the people no longer remains the same. They call themselves Anuirean for the region of the continent that they inhabit.

Anuire is comprised of many regions separated by geography and history. Though all call themselves Anuirean, there are distinct differences in the people, differences that are common enough to become traits for most of the people who originate or spend a great amount of time in a specific region.

Humans no longer have the same characteristics as designated in the 3E PHB. They do not receive a bonus skill point at each level and they do not get a free feat, instead each character has a specific background that qualifies them for selected feats and skills that are associated with their homeland. All characters receive a starting background feat that must come from the list of Regional Feats. All characters receive 4 bonus skill points at first level, they must spend these 4 Skill points on the skills that are designated as background skills. These skill points may be spent on one skill, or they may be divided amongst all 4-background skills. The Background skill points do not count toward the normal character maximum. If a characters initial class provides redundant class skills, they receive a +1 to the skill.

Background Feats:
Each character has access to the feats that are common to their region. Players may choose as many of these feats as they desire if they have the slots available and that those slots are not pre-designated by class stipulations (i.e. you cannot spend fighter feats on a background feat, unless it is also on the fighter list.). Some of these feats are only available to first level characters.

Players can learn feats from regions other than their own if they possess the a Knowledge skill of the local area.

Background Skills:
These are the skills that are common to the inhabitants of the region. These skills are considered class skills for all characters from the region, irrespective of their class list. If a character has a starting class that has one of these skills listed as a class skill then they receive a +1 to that score.

Eastern March
The Eastern March is the crossroads of Anuire, containing the only land routes into Khinasi and Brechtur. The people here are accustomed to dealing with strangers and tend to be more diplomatic than other regions of Anuire. However, their lands are sparsely populated and the people are individualists. Additionally, The East has long produced fine artisans and men skilled in husbandry.

Feats:
Horseman
Land Runner
Low Key
Master Craftsman

Skills:
Craft
Listen
Ride
Spot

Heartlands
The Heartlands have been the center of power in Anuire for longer than any can remember. In these lands, dull years are to be treasured as a break from the coup attempts, takeovers, invasions and intrigues. The men and women are hard working but suspicious of things that appear too good. The constant political turmoil leads a man to keep his own confidence and care for his own, family and tradition remain one of the few strong points.

Feats:
Cosmopolitan
Glib Tongue
Merchant
Street Talk

Skills:
Bluff
Gather Information
Knowledge: Any One
Profession: Any One

Northern March
The Northern March is a land besieged with enemies. Even within their own lands humans are accustomed to seeing goblins, elves, or worse walking among the civilized folk. But, these lands are the gateway to the northern lands of the Rjuvik and many trade goods pass through on their trip. It is through these same passes that an attack on Anuire could occur. The people are skilled with ax, bow, and spear. The constant danger has bred a people who do not rely on others for defense but instead trust in their own skill at arms.

Feats:
Blooded
Hatred
Martial Weapons
Merchant
Track

Skills:
Handle Animal
Heal
Intuit Direction
Wilderness Lore

Southern Coast
The southern tip of Anuire has been inhabited for as long as men have lived here. This is the cradle of civilization. Its bones are ancient but the region still supports some of the most powerful kingdoms in all of Cerrila. Old fortress’s dot the mountainous landscape and defying age much like the rugged men and women who live here.

Feats:
Alertness
Cosmopolitan
Pig Headed
Stout Heart

Skills:
Profession (Any one)
Craft (Any one)
Ride
Sense Motive

West Coast
The winds and storms batter the lands and the people reminding them of their duty to stand fast against nature lest they be taken. Thinly populated, the rugged men and women of the Westcoast are self-reliant. They rarely ask another for aid, instead they take from the land what they need to survive and prosper.

Feats:
Blooded
Intimidating
Martial Weapons
Pig Headed
Survivor


Skills:
Craft (Any One)
Heal
Spot
Wilderness Lore


Some may complain about the loss of a skill point each level - In general I add 2 skill points to each class. BR is far more skills intensive than other settings.

Eosin