Children of the Ice, Part 2: The Ekavir



Today we're going to take a look at the second of the character Heritages that players can choose from during character creation. This is the ekavir.

Despite it all, they’re the last of ancient humankind.

The ekavir are grounded in modest wilderness living like the tribal clans of our ancestor’s ancestors’ ancestors. They’re the ones who know how to hunt the white grod, who know how to skin and tan and sew. Most ekavir do not know how to send fIDs via Sentinet-though there are definitely exceptions. They rarely have any warra to their name. Nor do they know that they probably went crazy eons ago.

The ekavir have no formal overarching societal structure, though families, clans, villages, and gods all hold deep importance. They don’t even refer to themselves as “ekavir.” That’s a dorric name for them taken from a 470th-century warrior poet no one but the dorrem remembers.

Appearance:
Ekavir are just as likely to be undernourished as they are to be burly, but always wrapped in furs that hide their true appearance. Their nails are tougher and longer than human nails used to be. Some of them have six fingers. But under it all, they’re basically still Homo sapien with a variety of familiar natural hair, skin, and eye colors and a hardened variety of fears, dreams, and wishes. 

Temperament:
Community is important to the ekavir--unless it isn’t.

Clans band together to share knowledge and bear down against the elements. The ekavir are a stubborn weed that the ice can’t seem to completely eradicate. Elders have knowledge to share, everyone has weight to pull, and the weak aren’t tolerated long unless they can prove their worth.

Sometimes, however, ekavir wander off on their own, seduced by seclusion or the rambling spirit of human wanderlust that drives them to become traveling traders, explorers, or hermits. These ekavir can be found everywhere from the depths of the Great Dark to the courts of scab warlords.

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