Requirement: Human or Slave (see below)
You bear the distinctive brand across your face that marks you as a traitor against the dead Empire. Your deeds, whether true or fabricated, worked against the best interest of the Human superiority that had held for generations. Your contributions might have even had some small part in finally bringing the Empire down.
Benefit: You have a -2 penalty on social interactions with humans who don't bear the Traitor's Brand themselves. You have a +2 bonus on social interactions with all of the major nonhuman species, though.
Whether born into it or sold at a young age, you spent your formative years as an unpaid servant for a Human lord.
Benefit: Your time spent doing unforgiving labour has left you resilient in body and mind. You gain a +1 bonus on either Fortitude, Reflex and Will checks, chosen when this trait is picked.
You grew up outside the great walls of the cities, living a nomadic lifestyle and evading the forces of the Empire. Being caught by an armed patrol would mean enslavement or death, and learning ways to outthink, outrun and outsmart the guard was a fact of life.
Benefit: Pick a skill from the following list: Bluff, Disguise, Stealth, Survival. The selected skill is always a class skill for you, and you get a +1 bonus on checks made with it.
You've picked up some bits of the mysticism of the so-called 'savage races', and have learned to use it, despite not knowing how it works. You just know that if you carve the right object the right way, it has a knack for bending fortune to help you when you need it.
Benefit: You can carve minor luck totems. This requires an hour of work, a knife, a bit of wood the size of a thumb and a successful DC 10 Craft (Carving) check. If you have a totem, you can destroy it while making a saving throw to gain a +1 luck bonus on that specific check. Regardless of the outcome of the check, the totem is destroyed after one use. No more than one totem may be used per save.