Ihmisi
The ihmisi, the children of the woods, also called “wood elves” by the less educated, are the descendants of those ancient elves (the aelvar) who renounced or were psychologically or physically ill-suited for the practice of arcane magic. Outcast from the mage-dominated aelvar society, they found a home in the woods. The end of the Second Age came when they developed the primal arts, calling on the spirits of nature (aka ihminen or kami) for power. With this power, some of them wreaked a terrible vengeance against the decadent empire, cajoling the great spirit embodied in the third moon of Quartus to crash down upon their capital. The repercussions of this event still remain: the ihmisi and gwerin (the other major aelvar offshoot) are still somewhat at odds despite the passage of more than four millennia.
Physically, ihmisi are of medium height, standing shorter than many taller humans but much taller than dwarves. Slender and graceful, they have light-brown skin (often with a greenish undertone) and brown hair, often with blonde or red tones, but just as often with green tones and mottled, almost leaf-like patterns. Green and brown eyes are most common; their eyes only have a small amount of the jewel tones of the gwerin. Their ears are slightly elongated and pointed, and their faces are sharper with larger eyes than most humans. Their pupils are cat-like slits.
Lineage Traits
- Ability Score Increase. +1 Dexterity
- Age. Adult at 20, live until 120-ish
- Size. Medium. 5′ - 5′9″, 80-180 lbs
- Speed. 35 feet.
- Status. Core
- Languages. You know Common and Metsae (Wood Elven). You can understand most speakers of Yonwach as long as the mode is common (rather than High Court Yonwach).
- Naturally Stealthy. Your connection with the land makes you able to hide more easily. While on the Mortal Plane or Shadow, you can attempt to Hide as long as you are in an area of dim light or are lightly obscured.
- Trance. Instead of sleeping, you remain semi-conscious and aware of your surroundings. You still require 6 hours of trance to complete a long rest. You can not be magically put to sleep.
- Voices of the Kami (+). While on the mortal plane you can meditate for 1 minute. During that time, your senses (vision and hearing) expand to 100 feet (increasing to 200 feet starting at level 5, 500 feet starting at level 11, and 1000 ft at level 17) regardless of natural obstructions and you can sense the presence and number of any creatures within range. The exact location of unnatural creatures (fiends, undead, aberrations, or celestials) are pinpointed, and you know their type. In cities or other built-up environments, the range is halved and only unnatural creatures are sensed. You cannot see through or into buildings or other constructed obstructions. You can use this trait a number of times equal to half your proficiency bonus, regaining expended uses when you finish a long rest.
Kotimaan
Kotimaan ihmisi are the proud “wild” ihmisi who dwell in the endless forests north of Lake Coy’in. Their culture is egalitarian but tribal; the varied tribes are constantly in conflict, but within a tribe there is very little hierarchy. Often, these tribes are led by the women, with children by whichever man they choose. Men and women alike are hunters and gatherers, choosing by their own aptitudes.
These tribes rarely worship anything other than the local Ihimen, although sometimes there is a reverence for the Huntress. They are united in one thing, however, which is their distrust of the “civilized” folks who sit in their own garbage.
- Ability Score Improvement. +1 Dexterity, +1 Wisdom
- Primal Initiate. You learn one cantrip of your choice from the Druid list, as well as one spell of 1st level from that same list. Wisdom is your casting ability for these spells. You can cast the spell once with this feature and regain the ability to do so when you finish a long rest. If you have the Spellcasting feature, you can use your spell slots to cast it as well.
Traveler
Ihmisi who have left their sylvan roots or who grew up in settled areas tend to become wanderers, forming insular families that move from place to place, always seeking a new horizon. Some few do settle down, but even then, tend to be restless. Often, these traveling folk are known (justly or not) for being able to repair almost anything (a necessity when you’re constantly on the road) and sometimes petty theft.
- Ability Score Increase. +2 Wisdom OR +2 Charisma
- Additional Proficiencies. You are proficient in land vehicles, animal handling, thieves tools, and one artisan’s tool of your choice.
- Traveling Mender. You can make full progress with your chosen crafting skill while on the road. You learn the schema for one Common magic item that requires a tool proficiency you have.
- Weapon Training. You are proficient in longbows, shortbows, shortswords, and longswords. Longswords are finesse weapons for you.