Seafarer Image

Your life is that of the hustle and bustle of fisherfolk unloading their catch at a fishing port, or the floating villages of coastal folk who glean for shellfish at low tide. Perhaps you have grown up with the anxiety of watching an approaching typhoon, while your religious leader makes offerings to propitiate sea deities.

You may have been a marine combatant, but not within the structured hierarchy of a naval fleet. Perhaps, instead, you fought as part of raiding parties in a long-standing conflict between two seafaring clans or as part of a village coastal guard watching out for pirates.

Discuss with your Dungeon Master the nuances of your life before you came to be an adventurer. Were you raised in a busy port city on the mainland, or a quiet fishing village in outlying islands? What were the main livelihood activities? Have you had experience as part of a seafaring crew on merchant ships, or is this the first time you made your way out of your place of origin?

Are you on good terms with the family and community you left behind, or have you sworn to be gone for good? Does your community have a reputation, good or bad or entirely wrong, in the outside world? What religious or supernatural beliefs do you still hold from your childhood?

 
Skill Proficiencies: Choose two from among Acrobatics, Nature, Perception, and Survival.
Tool Proficiencies: Navigator’s tools, vehicles (water)
Languages: One of your choice.
Equipment: A dagger, a fishing tackle, a lucky charm such as an enamel pendant of a calico cat or an engraved likeness of your chosen deity (or you may roll for a random trinket on the Trinkets table in chapter 5 of the Player’s Handbook), a set of common clothes, and a pouch containing 5 gp.
 
Feature: Paying Your Way

When you need to, you can secure passage on a ship for yourself and your adventuring companions in exchange for labour. You might run into the captain of a merchant ship that frequently does business with your community, or perhaps the ship is crewed by a large number of people from your place of origin who recognise you by your accent. You and your adventuring companions may have to change ships over a number of ports before reaching your destination. Your Dungeon Master will determine how long it takes to get where you need to go.

 
Suggested Characteristics

Seafarers can be a stubborn lot, but living with the unpredictability of the sea makes them hardy and generally easy-going. The geography and the people of their place of origin shape their outlook and form their most important attachments.

d8 Personality Trait
1 I enjoy being around people, and I pick up both friends and lovers as easily as breathing.
2 I work hard to ensure my survival, and when the work is done I play just as hard.
3 Every new place is a source of enthusiastic curiousity and fascination on my part.
4 I stretch the truth for the sake of a good story.
5 I will haggle for the best deal down to last possible copper piece.
6 What you see as superstitions, I see as necessary precautions against the chaos of the world and its fickle deities.
7 I pick up languages easily, if by languages you mean swear words.
8 If you do me an injury, I will not only crush you, I will raze down everything and everyone you hold dear.
d6 Ideal
1 Community. In these chaotic waters, who else do we have to depend on but each other? (Good)
2 Code. I adhere to the law and custom of the sea. (Lawful)
3 Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
4 Mastery. The one who controls the sea by might and conquest, controls the world. (Evil)
5 Acceptance. The sea gives and the sea takes, and even the saddest grief will one day disappear into the water. (Neutral)
6 Glory. One day, seafarers will carry songs and legends about me to every port. (Any)
d6 Bond
1 My family, clan, or community is the most important thing in my life, even when they are far from me.
2 A deity who protects my home has set me on a journey. I fear they will never let me return.
3 I will unleash the wrath of the sea upon the evildoers who destroyed my life.
4 I pursue wealth to secure someone’s (or my) happiness.
5 My word is my honour.
6 Someone very dear to me went missing and no one seems to care. I have to find them.
d6 Flaw
1 I find it difficult to say no, and this has led to numerous difficult situations I have to escape from.
2 There’s no room for caution in a life lived to the fullest. Bring on your hardest liquor!
3 I look down on someone who can't handle being on a seafaring vessel.
4 Without a shred of remorse, I will shed blood to resolve a situation if I have to.
5 I can’t resist a pretty face.
6 My pride will probably lead to my destruction.
 
Variant Seafarer: Riverfolk

Your childhood may have been spent trapping crustaceans in the slow-moving waters of a river delta, or being taught to fish with a line. You may have waited in the dark for a ship carrying a parent or a sweetheart, praying for their survival against the treacherous storms of an inland sea. You know the importance and the dangers of floodplains, and how the river that feeds a nation also kills its farmers.

Perhaps you are part of a small riverine community only accessible to the rare trader on a boat, or perhaps you grew up in a city of river canals known for its graceful, refined culture and delicious cuisine. As a youth, you may have recited poetry of waterbirds flying over sunlit water, or put to work to feed your struggling family as soon as you are able to throw a net. How did you come to leave this life behind?

Work with your Dungeon Master to customise the Seafarer background-specific tables to fit your character, or use the characteristics of another background if deemed appropriate (e.g. the Outlander).

 
Variant Feature: Rumour Has It

If your character has a Seafarer or the variant Riverfolk background, you may select this background feature instead of Paying Your Way.

Your place of origin or the community you are part of has a certain... reputation. It may be about your community's practices and/or beliefs, or stories associated with your place of origin. Work with your Dungeon Master to decide how outlandish the reputation is, how far it has spread, and how it affects your interactions with others.

For example, port authorities may pull you aside for an interrogation, or the navy of a specific nation may treat the ship you are on with suspicion simply due to your presence or those from your community. When you are in a settlement, people may give you a wide berth, or single you out for attention.

Conversely, something about your community or place of origin may be a cause célèbre among a certain sub-set of society, such as academics. Your customs may be looked upon with favour, or your community may be seen as being particularly cultured or artistic. People you meet in coastal or riverine settlements may be more inclined to treat you with trust and/or generosity due to a reputation for honesty and fair play, whether deserved or not.

 

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