People of Slumbering Aruth

The People of Aruth

Esterlings

Grey Striders

Bear Men

Suthmen



Aruthan Humans



Esterlings

The Estermen originate in Dakkah and Martrune in the East, though the Esterling Corsair of the Free Isles can be found across the Eastern Coasts of Aruth.

Esterling Traits

The Esterlings are a seafaring people, your human has these traits.

  • Ability Score Increase. Your choice of three different ability scores from Strength, Dexterity, Constitution and Charisma increase by 1. Your Dexterity or Charisma score increases by 1.
  • Age. Esterlings reach adulthood in their early teens and live less than a century.
  • Alignment. While the best and the worst are found among them, life aboard a ship is a life of rules and law. Esterlings tend toward Lawful alignments.
  • Size. Esterlings vary widely in height and build, from barely 5 feet to just under 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Mercantile. You have advantage on Charisma (Persuasion) checks when negotiating with non-hostile creatures.
  • Sea Legs. You have the Vehicle (Water) proficiency, and gain advantage on ability checks and saving throws against being knocked prone by a non-magical source.
  • Natural Swimmer. You have a swim speed equal to your walking speed.
  • Languages. You can speak, read, and write Markah (the tongue of your ancestors) and one language of your choice. Estermen are avid traders and fond of learning the languages of those they trade with.

Grey Striders

The Dalan, more colloquially known as “Grey Striders” originate in the plains and rolling hills of Dalan, though the Caravans and Hunters of the Grey plains often travel throughout the Seven States.

Dalan Traits

It’s hard to make generalizations about the Grey Striders, but your human character has these traits.

  • Ability Score Increase. One ability score of your choice increases by 2, and another ability score of your choice increases by 1.
  • Age. Dalan reach adulthood in their mid-teens and live less than a century.
  • Alignment. Dalan have a culture that emphasizes personal accountability over the rule of law. They tend to be Chaotic Good.
  • Size. Like other humans, Dalan vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 35 feet.
  • Versatility. You gain proficiency in one skill or tool of your choice.
  • Dalan Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Languages. You can speak, read, and write Dalan and one extra language of your choice. Dalan typically learn Common or the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Ursal curses, Esterling musical expressions, Southern military phrases, and so on.

Bear Men

The barbaric Bear Men of the Great Barrier Range refer to their mountainous homeland as “the Ursal.” The nomadic tribes of Ursal emulate the bears they train and – to an extent – have domesticated, hiding out in their cavern homes during the winter, and traveling and trading during the warmer months (the Bear Men call this their Hibernation, but they do not sleep as their beasts do).

Ursal Traits

  • Ability Score Increase. The ability score of your choice increases by 1, and your Dexterity, Constitution and Wisdom scores increase by 1.
  • Age. Humans reach adulthood in their late teens and live less than a century.
  • Alignment. The Bear Men have almost no concept of Law or Chaos, and know only the way of nature. They tend toward neutral alignments, but the best and the worst are among them.
  • Size. Bear Men tend to be shorter and stockier than their cousins from other lands, they range in height from just under 4 and a half feet to 5 and a half feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Affable. You have advantage on Charisma (Persuasion) checks to influence friendly humans you have known for at least 24 hours.
  • Tireless. You have advantage on Constitution saving throws against exhaustion.
  • Live off the Land. You gain proficiency with the herbalism kit. Additionally, your attempts to gather nearby flora are considered light activity for the purposes of resting.
  • Folklore. You gain proficiency in your choice of either History, Medicine, Nature or Religion.
  • Languages. You can speak, read, and write Bearic and one other language. Bear Men who understand other languages, however, tend to dislike the way they feel in the mouth, and rarely speak in anything but their own tongue.

Suthmen

The Suthmen of the Kempeleweh have settled into grand City States in the Great Desert, where the High Emirates control the trade of spices and other goods from the Free Isles and Andan with the Seven States.

Suthmen

It’s hard to make generalizations about humans, but your human character has these traits.

  • Ability Score Increase. One ability score of your choice increases by 2, and another ability score of your choice increase by 1.
  • Age. Suthmen reach adulthood in their late teens and live less than a century.
  • Alignment. The rigid caste system and the rules and laws of the High Emerites are ever-present in Kempeleweh. Suthmen tend towards Lawful alignments.
  • Size. Suthmen vary widely in height and build but tend to be taller than the other peoples of Aruth, from 5 and a half feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Kempeleh and one extra language of your choice. Suthmen typically learn the languages of other peoples they deal with, including obscure dialects.
  • Caste. Your position in the Social Structure of Kempeleweh is reflected in your racial traits. Choose a caste from the list below.
  • Noble Caste.
    • Skills. You gain proficiency in two skills of your choice.
    • Animus. You have a familiar as per find familiar spell, with several key differences. You can choose one of the normal forms for your familiar or one of the following special forms: faerie dragon, homonculus, sprite, tressym or velociraptor. You can’t dismiss it temporarily or permanently. You share your hit points with your familiar, and it adds your proficiency bonus to its AC, as weIl as to any saving throws and skills it is proficient in. If both of you take damage from the same source, the damage reduces your amount of hit points only once. The familiar can speak and read any languages you know even if it wouldn’t normally be capable of speech.
  • Merchant Caste.
    • Skills. You gain proficiency in two skills of your choice.
    • Mercantile. You have advantage on Charisma (Persuasion) checks when negotiating with non-hostile creatures.
  • Warrior Caste.
    • Versatility. You gain proficiency in one skill or tool of your choice.
    • Warmonger. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can’t use it again until you finish a short or long rest.
  • Outcast.
    • Ability Score Increase. Three additional ability scores of your choice increase by 1.
    • Servitude. You gain proficiency in the tool or instrument of your choice.

People of Slumbering Aruth

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