Humans

Humans come in several varieties, including Vestri, Mithal, Austri and Kuning.

## Vestri

As they have a high supply of sea resources, the Vestri are always on the water. Some Vestri may prefer working as fishermen, but Nionaem is famous for its naval raiders as well. Svillanders know that nothing can defeat a Vestri on water.

It is said that Aegir himself blessed the Vestri and Nionaem with his generous gifts. One of these gifts was a king who was reborn in the sea and who had come to rule the land. From that moment forth the Vestri knew that their destiny was not set in stone like other races of Svilland, but was written in the sea by storms.

### Vestri Traits

Vestri have a large pool of traits, due to their time at sea. Your Vestri character will have these traits

**Ability Score Increase**

Your Constitution score increases by 2 and your Wisdom score increases by 1

**Age**

The Vestri live nearly 70-90 years and they become adults when they are 16

**Alignment**

They can be of any alignment.

**Size**

They average around 5-6 feet tall, and weigh around 125-250 pounds. Your size is Medium.

**Tundra Predator**

Your base walking speed is 35 feet.

**Languages**

Austris (Common) and Vestris

**Survive**

You have advantage on Dexterity (Stealth) or Wisdom (Survival) skills.

**Too Stubborn to Die**

You die, when you fail your death saving throw four times instead of three.

**Aegir's Blessing**

You gain proficiency with javelins and pikes.

**Religious Settlements**

You gain proficiency with the Intelligence (Religion) skill

## Mithal

People of Alsvartr, also known as Mithal, were once an invincible force in Svilland, but are now divided. Armies of North Assembly lie in the North of Alsvartr. They try to keep the peace both in Alsvartr and with others. Meanwhile, Armies of Enkleistra prepare to take over Alsvartr and end this conflict through a glorious victory. They may be in battle but Northern Mithal and Southern Mithal are not so different in many ways. The unending conflict has left a permanent scar in the hearts of the Mithal. As they have a limited supply of food, everyone suffers from hunger.

### Mithal Traits

Mithal has a number of traits to them, part in parcel to the Alsvartr nature

**Ability Score Increase**

Your Dexterity score increases by 2 and one other ability score of your choice increases by 1.

**Age**

The Mithal live 70-90 years and they reach adulthood at the age of 16.

**Alignment**

They can be anything, but they tend to be chaotic.

**Size**

They average around 5-7 feet tall and they weigh about 125-250 pounds. Your size is Medium.

**Speed**

Your base walking speed is 30 feet.

**Languages**

Austris (Common), Mithal

**In the Middle**

You can choose an extra language between Kun and Vestris

**Charge**

When you ready an attack, you can add your proficiency bonus to your damage for that attack.

**Feat**

You take one feat of your choice.

## Kuning

Once, The Kuning lived peacefully with other races and kingdoms. Their ways were respected and sometimes even feared. They walked freely in cities, and helped people who were in need. When large threats had appeared all around Svilland, the High Council of Seidrs gathered. This council was formed many years ago by Kuning high Seidrs to protect everyone both there, and in the afterlife.

### Kuning Traits

The Kuning have a plethora of abilities, stemming from their connection to nature and years of culture

**Ability Score Increase**

Your Wisdom score increases by 2 and Dexterity score increases by 1

**Age**

Kunings live to be nearly 70 years old and they become adults when they turn 15.

**Alignment**

They can be anything, but they tend to be neutral.

**Size**

Kunings average around 5-6 feet tall and weigh around 125-250 pounds. Their size is medium.

**Speed**

Your base walking speed is 30 feet.

**Languages**

Your Kunning know Austris (Common), and Kun

**Spirit Ancestors**

Kunnings have an affinity to spirits and undead. Thus, you can’t be frightened by the Undead

**Eyes of the Heart**

You are proficient in the Insight skill

**Nomadic Vitality**

You are familiar with long walks and tiring. You ignore the penalties of the first level of exhaustion.

## Austri

Life in the Green Light of the East has different hardships, compared to other regions. People generally don’t struggle with nature, but with other people. In this region, instead of hunting a wild animal you can easily buy its pelt, but bargaining can be just hard as hunting in the Kingdom. Bureaucracy keeps things in order in the cities of the region, but it also slows things down.

One name Kingdom of Eastern Horn, Green Light of the East Kingdom has always been in war with the people who opposed them. Their crusade in the name of Odin, Tyr and Thor is still going strong.

### Austri Traits

It's hard to make generalizations of Austri, but your human character has these traits

**Ability Score Increase**

Your Charisma score increases by 2 and your Wisdom score increases by 1.

**Age**

Austri live nearly 70-90 years and they become adults when they are 19.

**Alignment**

Though they can be anything, most of the Austri tend to be lawful.

**Size**

The Austri average is in between 5-7 feet and 125-250 pounds.

**Speed**

Your base walking speed is 30 feet.

**Quick Thinking**

You have a +1 bonus on initiative rolls.

**Kingdom Arsenal**

Due to conscription you are proficient with shortsword, longsword, or warhammer

**Civilised**

You know how things work in a civilized society. You have advantage on your Charisma (Deception) or Charisma (Persuasion) checks.