You were trained to harvest valuable parts from slain monsters: hides, venom sacs, organs, scales, teeth, glands, and alchemical reagents. In Albion, your trade began in noble service, where corrupt houses hired you to clean up the bloody remains of hunts, failed rituals, and staged monster attacks.
After fleeing House Veyr, you survived along the coast as a Tide-Culler, selling harvested sea-beast parts to smugglers, apothecaries, hunters, and black-market merchants. Between dangerous contracts, you learned to gamble in dockside dens, reading liars, intimidating cheats, and bluffing your way through tables where coin, secrets, and debts changed hands faster than blood.
- Skill Proficiencies: Deception, Intimidation
- Equipment: A set of artisan’s tools (one of your choice), a letter of introduction from your guild, a set of traveler’s clothes, and a pouch containing 15 gp
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly.
| d20 | Guild Business |
|---|---|
| 1 | Alchemists and apothecaries |
| 2 | Armorers, locksmiths, and finesmiths |
| 3 | Brewers, distillers, and vintners |
| 4 | Calligraphers, scribes, and scriveners |
| 5 | Carpenters, roofers, and plasterers |
| 6 | Cartographers, surveyors, and chart-makers |
| 7 | Cobblers and shoemakers |
| 8 | Cooks and bakers |
| 9 | Glassblowers and glaziers |
| 10 | Jewelers and gem cutters |
| 11 | Leatherworkers, skinners, and tanners |
| 12 | Masons and stonecutters |
| 13 | Painters, limners, and sign-makers |
| 14 | Potters and tile-makers |
| 15 | Shipwrights and sailmakers |
| 16 | Smiths and metal-forgers |
| 17 | Tinkers, pewterers, and casters |
| 18 | Wagon-makers and wheelwrights |
| 19 | Weavers and dyers |
| 20 | Woodcarvers, coopers, and bowyers |
As a Tide-Culler and trained monster harvester, you belong to a loose but recognized trade network of hunters, smugglers, apothecaries, butchers, alchemists, and black-market merchants who deal in monster parts and rare reagents.
When you are in a town, port, or settlement where this trade exists, you can usually find someone connected to your work. These contacts may offer you basic lodging, food, rumors, work, buyers for harvested monster parts, or information about dangerous creatures in the area. They may also help you identify valuable monster remains or point you toward someone who can.
Your reputation gives you some standing among people who profit from dangerous beasts and bloody work. However, this support is not free. You are expected to maintain your reputation, repay favors, respect trade customs, and occasionally assist other members of the network when called upon.
This feature functions like the Guild Membership background feature, except your “guild” is the Tide-Culler trade network instead of a formal artisan guild.
Suggested Characteristics
| d8 | Personality Trait |
|---|---|
| 1 | I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist. |
| 2 | I’m a snob who looks down on those who can’t appreciate fine art. |
| 3 | I always want to know how things work and what makes people tick. |
| 4 | I’m full of witty aphorisms and have a proverb for every occasion. |
| 5 | I’m rude to people who lack my commitment to hard work and fair play. |
| 6 | I like to talk at length about my profession. |
| 7 | I don’t part with my money easily and will haggle tirelessly to get the best deal possible. |
| 8 | I’m well known for my work, and I want to make sure everyone appreciates it. I’m always taken aback when people haven’t heard of me. |
| d6 | Ideal |
|---|---|
| 1 | Community. It is the duty of all people to strengthen the bonds and security of communities. (Lawful) |
| 2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) |
| 3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) |
| 4 | Greed. I’m only in it for the money. (Evil) |
| 5 | People. I’m committed to the people I care about, not to ideals. (Neutral) |
| 6 | Aspiration. I work hard to be the best there is at my craft. (Any) |
| d6 | Bond |
|---|---|
| 1 | The workshop where I learned my trade is the most important place in the world to me. |
| 2 | I created a great work for someone, and then found them unworthy to receive it. I’m still looking for someone worthy. |
| 3 | I owe my guild a great debt for forging me into the person I am today. |
| 4 | I pursue wealth to secure someone’s love. |
| 5 | One day I will return to my guild and prove that I am the greatest artisan of them all. |
| 6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. |
| d6 | Flaw |
|---|---|
| 1 | I’ll do anything to get my hands on something rare or priceless. |
| 2 | I’m quick to assume that someone is trying to cheat me. |
| 3 | No one must ever learn that I once stole money from guild coffers. |
| 4 | I’m never satisfied with what I have—I always want more. |
| 5 | I would kill to acquire a noble title. |
| 6 | I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals. |
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