Salkier

Brief History

The Salkier are an island folk originating from a group of humans who settled the islands they still call home. Over the centuries, their bodies changed physically from the minerals within the springs found on the islands. They never abandoned their seafaring ways and have continued to ply a lifestyle of trade aboard their ships constructed with the special wood available on the islands.

Physical Description

Tall and lithe, the Salkier possess a grayish hue of skin and the majority of their hair runs to gray or white. Being a seafaring folk, they are dexterous and strong from a hard life at sea. They often wear their hair long with intricate braids adorned with beads or shiny bands of metal/gems to display their wealth or status. Their bodies are often covered in tattoos as well from face to foot.

Society

Salkier society is rigidly structured with Captains ranking themselves based on their size of ship and skill at negotiation in trade deals. The Admiral Council is a collection of the oldest and most successful amongst their kind. The Salkier also hold sailing competitions often for prizes and prestige. They value skill in seamanship and the art of trade amongst all things, but guard the secrets of their special ships and wooden weapons with their lives.

Relations

Salkier view the other races based on their ability to negotiate in trade deals above anything else. They respect the craftsmanship of Dwarven metals/gems as well as the art of Elves. Gnomes seem strange, but have never given the Salkier cause to dislike them, even finding the shorter folks attempts at humor entertaining. Halflings are treated as smaller humans and generally are based on their interactions with on overt mistrust at first meeting. Orcs are viewed with a healthy respect for their strength and tenacity.

Alignment and Religion

Salkier, similar to their human ancestors, can run the gamut of all alignments. Religiously, they revere Tessahl as the Mother of Fair Winds and Storms above all else. The other Immortals may be given respect based on situational factors, especially Sephter when one of their kind passes.

Adventurers

Salkier don’t often leave the seas for long to travel overland, but it is not unheard of for a member of their race to have some reason for leaving the ships in search of trade goods or other avenues to wealth.

Your Salkier character has an assortment of inborn abilities common amongst their kind.

Ability Score Increase: Choose one ability score to increase by 2, or choose 2 ability scores to increase by 1.

Age: Salkier mature similar to their human ancestors, but the mineral springs of their homeland have imbued them with a longer lifespan of roughly 120 years.

Alignment: Salkier run the gamut of alignments, with most falling into the good and neutral dispositions. Their structured life does lead many to lawful, but the chaos of the sea can often take them as well.

Size: Salkier are tall, standing at a minimum of 6 feet tall and many ranging between 7 and 8 feet. Their mineral infused bodies are heavier, even with their lithe frames putting them in the range of 250-350lbs. Your size is still Medium.

Speed: Your base walking speed is 30 feet. Your speed is not reduced by wearing heavy armor, due to the hardy nature of your body.

Skills: Choose proficiency one of the following skills: Athletics, Acrobatics, Insight, Persuasion, Intimidation.

Toughened Body: Your hardened body increases your AC by 1 regardless of armor worn.

Languages: You can speak, read, and write Common and Salkier. You may also choose any number of languages equal to your Intelligence bonus. Salkier often learn the languages of anyone they may trade with. Their script is blocky with small flourishes on the vowels and they tend to use sailor speak in everyday conversation, even on land.

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