A race of humans hailing from the far north of Eveynjar, the Nordtmen are a stoic and resilient race found almost exclusively within the land of Indeljar. Though a race that is known for isolationist nation, the Nordtmen are surprisingly accepting of other's beliefs, and often incorporate the beliefs they like into their own belief system. With this in mind, it is no surprise that the worship of all the Progenitors of the Diiv, known as the Craftians, is the primary religion of Indeljar.
As a people hailing from one of the few places in Eveynjar where snow will fall well into spring, the Nordtmen have learned to take advantage of whatever Indeljar throws at them. If there is extra snow this year, pile it up so it melts slower, so you have ample water should it be a dry summer. If a dragon comes, slay it or tame it, and use it to your benefits. With this mentality, nothing is wasted, and most clothing, armor, and weapons use whatever materials are available, giving the overall vibe of the Nordtmen as utilitarian and pragmatic.
With ships made of wood and whale bone, and the entire things waterproofed with Whale-troll fat, Nordtmen ships are surprisingly durable even when compared to the more armored Empyrian and Yllitherian vessels, though often not nearly as large. Instead, the ships are called Dragon Ships, often carrying a crew of 15 or less individuals, and at the bow is generally a dragon's skull, which may or may not use the dragon's spirit to guide them to through the icy fjords that they call home. Combine this with a Nordtman's innate ability to know the direction they are facing, a Nordtman becomes an incredible navigator and potentially dangerous raider.
Nordtman culture shares many tales and ballads, with many Chroniclers and Bards telling tales to not only enthrall their audiences, but also remind them of their past. It is no surprise then that the Nordtmen are one of the few cultures who have an oral history spanning to before the Rise of Valoreum, remembering the fateful day that caused the Diiv Anne to rise in power and fame, as well as the fall of the Demon-worshipping Tiamatus. To this day, the Nordts are reminded that the creatures of the dark are to be remembered and feared, and remembering these dangerous foes keeps Indeljar from defeat.
Nordtman naming conventions are similar to all Scandinavian naming conventions, though most generally go for Swedish or Norwegian Names. Additionally, the Nordtmen of different regions in Indeljar may use different conventions, with those of the Asylum Isles preferring English names.
Your blood grants you a unique connection to Ice magic that most seldom understand.
Once per Long Rest, you unleash a roar that seems reminiscent of a shattering glacier. All targets within earshot (60 ft) must make a Fortitude saving throw (DC = 8 + your Personality + your Intimidation proficiency). On a failed save, the target takes 2d6 sonic damage and is deafened and frightened of you for 1 minute.
At 25th level, this feature can be used a number of times per Long Rest equal to your Wisdom modifier.
Your draconic ancestry grants you access to an ice-related shout when you reach 25th level. You can learn one of the following options:
Fo (Frost)
You exhale a blast of frosted air at all targets within a 30 ft cone. All targets within must make a Reflex saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a failed save, the target takes 2d10 cold damage and has their speed reduced by 10 ft for 1 minute. A target that succeeds the saving throw takes half damage and has no speed reduction.
Recharge: Your voice recharges after 3 turns.
Iiz (Ice)
Your voice instantly crystallizes the moisture in the air, freezing any object or target in a 30 ft cone. All targets within must make a Fortitude saving throw (DC = 8 + your Wisdom modifier + your Thu'um proficiency). On a failed save, the target takes 1d10 cold damage and is restrained in ice for 1 minute. The Ice has an AC equal to the Save DC, has 25 hit points, and is resistant to all damage except bludgeoning and fire damage.
A target that succeeds the save takes half damage and isn't restrained in ice.
Recharge: Your voice recharges after 1 minute.
Fodiiz (Hoar, Hoarfrost)
Your voice commands the moisture in the air to form armor on you, turning your hide into incredibly hard armor that bites its attackers back. For 1 hour, you gain an AC equal to 8 + your Wisdom modifier + your Thu'um proficiency, are immune to cold damage, and the ice that makes up your Armor has 25 hit points. Whenever a target attempts to hit you, it takes 1d8 cold damage, and deals damage to your armor instead of your hit points. Once the Ice Armor's AC reaches 0, the increased AC dissipates and the shout ends.
Recharge: Your voice recharges after 30 minutes; This shout can only be used once per day.
Due to your people's ability to navigate, you are proficient in Navigation tools and have advantage on discerning which direction you are facing at any time of day.
Your people are incredibly adapted for life in Indeljar. As such, you have moderate resistance to cold damage, have resistance to Cold Weather, and have no issue with high elevation.
Nordtmen have the following features:
This species has multiple parents, only the first is displayed below.
All parents: