Human Species in Iskatel: Fortunebound | World Anvil

Human

The Humans of Iskatel are a dynamic and varied people. During the Great Migration and the immediate years that followed, the various races of human were forced to intermingle and cooperate. As time went on, many of these people again separated and went to found their own lands and kingdoms, but many of once separate and sometimes conflicting races also stayed together. The result is that no matter where one may be within the 9 Kingdoms they are likely to find humans of all sizes, shapes, and colors. When any land or kingdom is described as being made up of a certain people, it means only that the majority of that area are of this people. Unless specifically stated otherwise, all other races of human are also in residence there, sometimes in great numbers. Naturally industrious, Humans have spread their territories far and wide. Within them, they build great cities and massive castles. Smaller towns and villages dot the land between cities, with merchant caravans traveling the roads and rivers throughout the kingdoms. Most Human lands in the 9 Kingdoms follow a feudal system of government, with long established noble families holding domain over the population. The Outlands are the most visible exception to this rule; its territories dotted with independent towns and villages and populated by a rugged people who do not take well to being called subjects to anyone. While the races of Humankind have mixed extensively since the Founding, there remain several unique and identifiable variations of Human. They are as follows:  

Ambari


The Ambari are the dominant race along the Trade Rivers of the 9 Kingdoms. They are a hardy people with a naturally serious and orderly manner. The Ambari have a reputation for being cold and suspicious of travelers, but once someone becomes their friend they are warm, inviting, and fiercely loyal. Ambari commoners are generally farmers and live in small, self-sustaining, rural villages. Those who populate larger towns and cities will specialize in a variety of trades. Other than those who take occupation as merchants or mercenaries, very few Ambari ever travel further than a day’s ride from their place of birth. The Ambari have pinkish-white skin and a wide variety of hair colors, though most members of the population range from sandy to dark brown. Their eyes are usually brown, with a scattering of green, blue, and grey.  

Burkit


(Horselords of the steppe)  

Catore


A short, limber people with red-tan skin and mostly brown or auburn hair, the Catore are a people accustomed to the coastlands and the sea. They are renown the world over for their ship-building and sailing skills. The Catore are also an intensely passionate and expressive people; given to art, poetry, music, and acts of bravado. Their clothing tends to reflect this passion and is almost always of rich color with stylistic cuts and flourish. The majority of Catore live along the coastlines of Farasha and Sardenis, as well as in the City-State of Seapoint. A good number of Catore populate the Pirate Coast as well, and pockets of Catore people can be found in the cities of Zaribar, Firsthome, and anywhere else civilization meets the sea.  

Hayim


The Hayim are a tan, olive-skinned people closely related to Ireans. Natural horsemen, many Hayim live in nomadic horse tribes that traverse the great desert south of Zaribar. These horse tribes double as large merchant caravans, trading goods across the dunes with the Sikari, the Burkit, and more. Along these trade routes sit small desert villages and oases, some occupied year round and some no more than temporary shelter for those who are passing through. There is an unwritten desert law that governs these tribal caravans, their interactions with other travelers of the desert, and their territorial claims over trade routes. Most tribes are comprised not just of Hayim, but also contain a smattering of Burkit, Sikari, Earthwalkers, Half-Orcs, and others from the various disparate places to which the caravan travels. Further, each tribal caravan tends to carry with it at least one oracle or seer as a protection against the unknown. The Hayim tend to be a superstitious people and, in addition to always keeping an oracle with them, carry tokens of warding against bad luck or evil spirits. Rather than roaming the deserts, some Hayim make their homes in Zaribar, filling out many of the roles that the Ireans believe to be beneath them; roles such as blacksmith, tailor, or innkeep. Further, as natural merchants, some Hayim have put away their horses for boats and sail the seas of Iskatel, trading their wares throughout the realms.  

Irean


Claiming descent from the founders of the Ireacht Empire, Ireans are an intensely proud race and place great import on ones family line or heritage. Each knows their own family history back for many generations, at least back to their ancestors who fled the ruined Ireacht Empire to Zaribar, if not farther. Ireans have a very pale skin color that turns olive when tanned, and deep black hair. Their eyes are purple, blue, gold, and silver in color. They stand at an average height. Most Ireans make their home in Zaribar and cities or towns nearby, where they make up the majority of the noble-born population. Common-born Ireans are looked down upon by others of the race — unless they are from a wealthy merchant house or have similarly gained alternate entry into high society. Status, etiquette, and appearance are all of great importance to most Ireans.  

Negovki


(Survivors of the cold tundra)  

Nifyrr


The Nifyrr are a somewhat reclusive, yet fiery, woods people with a love for music and frivolity. They tend to live in or near great forests and along the borders of civilization where they can be close to the wilds. Nifyrr are rarely, if ever, found in great cities like Firsthome or Zaribar, but are found in large numbers throughout the Outlands. Nifyrr are a fiercely independent people who chafe against any attempts to control or corral them. As such, there have been more than a few storied Nifyrr leaders of rebellions against rulers of the 9 Kingdoms. Those loyal to their crowns therefore tend to treat the Nifyrr with a deal of suspicion. The people are naturally musical, often with a song on their lips and a flute or harp in their pack. They work hard, and enjoy the opportunity to let loose in the evening with drink, dancing, and song. Nifyrr generally have a milky-white skin and all must have one of the following hair/eye color combinations ( hair color mentioned first, followed by eye ): gold/green, copper/blue, brass/red, bronze/black, silver/white, green/gold, blue/copper, red/brass, black/bronze, white/silver. These colors are always vibrant and pure - a fiery red, a leafy green, a glittering silver, etc.  

Sikari


The Sikari are a tall, lean, dark skinned people with high cheekbones and flat noses. Their hair is naturally dark-colored and tightly-curled. Most Sikari keep very short hair, some even shave their heads bald. The majority of Sikari live in sprawling villages on a great grass and jungle island across the Sea of Splendor from Zaribar, called Hakaba. Among the residents of Hakaba, the hunt is considered both a great sport and a demonstration of skill and prowess. In particular, hunting predatory animals such as the lion or the tiger, and returning successfully, can bring a man or woman prestige and honor within Sikari culture. Naturally then, Sikari adorn themselves with trophies from their hunting — tiger hide cloaks, lion-tooth necklaces, alligator skin belts, etc. Wealthy merchants and nobles from Hakaba have been known to travel to distant lands in order to take down great beasts not native to the island, such as polar bears, giant scorpions, and wolves.  

Utforsk


The Utforsk are a tall, broad, pale-skinned people from the far north. They make their homeland among a string of islands in the north of Iskatel, but are a far-ranging race of sailors and explorers who can be found almost anywhere on the continent; especially near water. The Utforsk travel the open sea and many larger rivers with their shallow-drafted, yet seaworthy vessels, sometimes bringing with them trade goods and news of far off lands. Other times, they bring blood and death as they raid and pillage along the coastline. Whether an Utforsk vessel brings life or death seems almost random, based on the whims of those who travel on a particular ship. Because of their wandering nature, Utforsk settlements and communities can be found most anywhere, though their largest settlements are among the islands of the Hvitingbrek. Here, great wooden longhouses stand among villages of warrior-farmers and craftsmen. The winters are brutal, and summers short, but the people are not so cold as their environment. Many are brash and carefree in the face of danger, others brooding and quick to anger. Whatever their demeanor, however, the Utforsk wear their emotions on their sleeves. They rarely flinch when faced with death, as death comes often among the cold, among the sea, and during raids or wars that are not only fought against other civilizations, but amongst themselves. The Utforsk are a unique people in that it is not at all unusual to see their women join men in both sailing and battle.  

Relations


As a race that shares many appearances and cultures within itself, Humans are naturally accepting of ( and accepted by ) other races. At worst, Humans will have a neutral relationship with other races; at best another race may fully integrate into Human culture. Of the other races of Iskatel, the Dwarves and Seakin are most integrated with Humans. Asarlai and Halflings both are considered as Human, and live among Human society.  

Religion


Humans are a varied people, so have no single alignment that best defines them. Most humans follow the Twelve, though druids and some rangers and barbarians follow the Great Wyrms.  

Adventurers


Human adventurers are plentiful and of all classes. The motivations of a Human adventurer are many and varied, but often revolve around the seeking of fame, fortune, and a better life. Humans have a natural desire to leave a mark on the world, and adventuring is a natural means to accomplish this end.

Ability Score Increase

+1 To Each Ability Score

Age

Reach adulthood in late teens, with a natural lifespan of roughly 80 years

Alignment

No particular alignment. Varied.

Size

Varied height and build, from 5 to 6 feet tall and 100 to 200 pounds. Size: Medium

Speed

30 feet

Languages

Common, +1 Language of Choice

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