You were abandoned by your family for whatever reason and taken in by your city’s orphanage. Here, you had to work hard for meals and even getting clean. You forged armour and blades, cooked meals for other and spent hours mending broken aspects of the orphanage. Your work seemed to be larger, since you would often do the youngest childrens’ work for them. You hated your life and were ready to do anything to leave the orphanage. And one day , that desire was achievable.
A passing merchant’s ship was staying to trade with the city folk for a few days, the crew’s boat docked in the harbour. Seeing your chance, you made a plan: find a rope, pack a bag, leave a note to the other children, climb out the window using the rope and head to the docks. Once you had all the pre-requirements prepared, you actioned your plan the following night. Once outside, you ran to the docks, but could not find the crew, so you asked a local, who told you that they were out of town that night, meaning you had to wait another day to do your plan.
Morning comes at last, and you find the crew loading up their ship with new cargo, ready for more sailing. You go up and ask the captain if he’ll let you join, with you adding reasons why you’re desperate to join. Eventually, you become a member of the crew; the captain allowed you to join in return for helping out on the ship, to which you eagerly said yes.
Work with your DM to pick what kind of encounter you had with the captain, what kind of ship of you boarded and your new lifestyle.
- Skill Proficiencies: Athletics and Survival
- Tool Proficiencies: Vehicles (water)
- Languages: Common and two other languages of your choice.
- Equipment: The length of rope you used to escape your orphanage, a small knife given to you by the ship’s captain, a trinket you bought from a city you stopped at, a set of sailing clothes and a pouch containing 13 gp.
As a sailor, you can passage on ship’s for free in return for some help on board from you and your companion(s) and have the gift of getting any crew mates to tell you any information you and your party require with ease.
Suggested Characteristics
Your past life in the orphanage had shaped you into a person who values hard work and your sailing career has taught you to be like the seas; chaotic and ever changing.
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