It's the GHOST OF SOPA PAST!! OooOOooooooOOooo..
Okay, serious time:
Regional Feats
Burned Soldier [Regional]
The incredible heat of the desert has granted you some resistance to similarly hot things.
Regions: Jarrash
Benefit: You gain fire resistance 3.
Frozen Knight [Regional]
You've spent so much time on the ice that you're used to chill temperatures.
Regions: North
Benefit: You gain cold resistance 3.
There's a trio of supplements that most seem to have forgotten, or just outright ignore. Sandstorm, Frostbite, and Stormwrack... Or "How to get lost in the desert", "How to freeze to death", and "How to send your party to a watery grave".
Sandstorm have "Heat Endurance" and Frostbite had "Cold Endurance" that may be applicable in these situations better then granting Fire / Cold resistance.
COLD ENDURANCE [GENERAL]
Either because of growing up in a frostfell or training your body and mind to ignore the biting effect of cold, you can
exist with ease in low-temperature environments.
Prerequisite: Base Fortitude save bonus +2.
Benefi t: You can exist comfortably in conditions between 0° F and 90° F without having to make Fortitude saves (as
described in Cold Dangers, page 8). You also gain a +2 bonus on saving throws against cold effects.
Cold Endurance doesn’t provide any level of resistance to cold damage.
HEAT ENDURANCE [GENERAL]
Either as a result of growing up in the waste, or by training your body and mind to ignore the effects of searing heat, you
can exist with ease in high-temperature environments.
Prerequisite: Base Fortitude save +2.
Benefi t: You gain a +2 bonus on saving throws against fire effects. You can exist comfortably in temperatures up
to 120° F without having to make Fortitude saves (see Heat Dangers, page 12). Your protection against heat is level 1
(see Protection against Heat, page 14
Sandstorm).
Also, Regional Feats. Are those a "You get one free at character creation depending on where you're from"? If so, Well-Connected looks like the winner for Unique.