The disparate human nations that make up the Icereach States are characterised by certain traits. Whether learned from culture or required by the environment, all adventurers have certain characteristics due to their upbringing.
Choose one of the following races.
Torskaldi
The brutal environment and unnumbered predators of the Torskaldi Wilds ensure only the strongest survive. For all Torskaldi, the good of the tribe comes first. When the nights are dark and food is short, some choose to depart, leaving the remaining resources for the tribe as they fend for themselves. Others are exiled from tribes they harm. Rarely, these individuals live long enough to make it out of the wilds and begin a life in civilisation.
Torskaldi tend to be fiercely independent, but fiercely loyal to their adopted “tribe” of friends. They are likely to favour desperate acts of loyalty over pragmatic utilitarianism, as they believe it is better to die with integrity than live having sacrificed others.
- Ability Score Increase: Your Constitution score increases by 2 and your Wisdom score increases by 1.
- Relentless: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.
- Savage Attacks: When you score a critical hit, you can roll one damage dice one additional time and add it to the extra damage of the critical hit.
- Wilderness Walker: You gain proficiency in the Perception skill.
- Language: You can speak Torskaldi.
The following features have been replaced with the Savage Attacks and Relentless abilities above. New characters should use those. Old characters may switch over if they wish.
- Savage Attacks: When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Northerners
Even in the frozen tundras of the north, humanity has made a home. The nomadic hunters and herdsfolk who endure the long, dark winters live lives of hard labour. Others brave the frigid sea as they sail between whaling stations. Northern leaders are often tough and brutal. Those that follow them either respect this strength, knowing it is better to be on the side of such might, or are too afraid of the consequences to consider disloyalty.
Northerners tend to respect authority, particularly when it demonstrates might, and are highly pragmatic.
- Ability Score Increase: Your Strength score increases by 2 and your Constitution score increases by 1.
- Northern Winters: You have resistance to cold damage.
- Life of Labour: You gain proficiency in the Athletics skill.
- Endurance: When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Choose one of:
- People of the Herd: Your carrying capacity is increased by 2.
- People of the Wave: You have a swimming speed of 30ft/6m.
Highlanders
There is little difference between the crime dens of Dubh Varin and the markets of Sol Tarvik. Those who grew up in these towns or the surrounding uplands quickly learn how to spot scams, if not perform them.
Highlanders are generally slow to trust, expecting everyone to be looking out for themselves first, and assuming acts of kindness are a preamble to a plot.
- Ability Score Increase: Your Dexterity score increases by 2 and your Wisdom score increases by 1.
- Shrewed: You gain proficiency in the Deception and Insight skills.
- Wise to Tricks: You have advantage on saving throws against being charmed
- Fleet of Foot: Your base walking speed increases to 40 feet.
Riverfolk
The great lakes that mark the border between the Draxiel Empire and the Icereach states are home to the rival towns of Cain Cadowar and Vissolberg. With constant river trade bringing new travelers through the area, the urban regions are notorious for disease, while the many smiths and manufactures belch out poisonous pollutants. The travelers also bring tales of heroism and adventure from abroad – tales told with equal passion in dockside taverns and royal feast halls.
Riverfolk are often idealistic and friendly. They are more inclined to follow their sense of right and wrong than the law.
- Ability Score Increase: Your Charisma score increases by 2 and your Intelligence score increases by 1.
- Strong Immunise System: You have advantage on saving throws against poison and disease, and you have resistance against poison damage.
- Inspired by Legends: You have advantage on saving throws against being frightened.
- Inspired by Heroes: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
Imperial Citizens
The pious Draxiel Empire stretches far into the south. Although he Quorum of Swords has no interest in expanding their northern borders, many Imperial citizens venture into the Icereach States seeking profits, fame, or to spread the influence of the Light. Their presence is particularly heavily in Sewik, where the Empire’s cultural influence is strongest.
Imperial citizens are often law abiding and at least nominally pious. They disdain those who don’t uphold the law. However, many of those in the Icereach States journeyed here to escape that: they are cynical, conniving, and often corrupt.
- Ability Score Increase: Your Intelligence score increases by 2 and your Dexterity score increases by 1.
- Erudite: You have proficiency in the History and Religion skills.
- Imperial Medicine: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
- Language: You can speak Draxen and one additional language, and can read and write any language you know.