Overview
Simiks are monkey-like humanoids — small-framed, long-limbed, and astonishingly agile, with prehensile tails capable of bearing their full weight (and, in a market negotiation, of holding a second purse). Their fur ranges from russet to charcoal, and their faces are the most expressive of any of the world's peoples.
Racial Trait
Nimble Reflexes — You can climb without your Speed being reduced and can take 2 Reactions per round instead of 1.
History
The Simiks awoke in the jungles of Temujjar at the beginning of the world and settled them permanently during The Age of Colonization, building their civilization in the canopy — platform towns, rope roads, and the Canopy Throne. Simik history's deepest wound is the loss of the Spirit of Temujjar, the great Aerolite taken from The Sanctum of Nature, seized by Cayin and never returned.
Culture
Simik life is fast, loud, communal, and conducted at altitude. Everything is negotiable and everything is negotiated — haggling is not merely commerce but courtesy, and accepting a first price is considered vaguely insulting to both parties. Beneath the chatter runs a serious devotional culture centered on the Sanctum of Nature and the high canopy shrines.
Current Day
Simiks are among the great traveling peoples of Ardelûn: ship-riggers (no one better), caravan traders, messengers, and merchants in every major port. Expatriate Simik communities keep "high rooms" — attic gathering-halls, the higher the better — wherever they settle.