Homebrew Sharkfolk Species Details
Sharkfolk society is based on family and clan – although often females do wield the most power as they are patriarchal in general. Chieftains rule, but in a benign and loose fashion rather than with an iron fist. Families or individuals may own their dwelling but most other property is held in common. Such communal ownership means theft is almost unknown and severely taboo.
The majority of sharkfolk live in great nomadic villages at the bottom of the ocean. However smaller communities can be found along the coasts and shorelines,
Sharkfolk live in small tribes that numbered between as few as 20 and as many as 80 Sharkfolk. This was usually made up of three to five extended families. Most Sharkfolk live in the same tribe their entire life. On rare occasions, a tribe that got too large would split into smaller tribes or smaller tribes would merge together, although most just keep a neutral relationships with other tribes, it is almost unheard of outright war between tribes.
Sharkfolk tribes had a number of key roles that were filled by the most capable members. Summaries of these roles are included below:
Chieftain: The primary authority figure in a tribe. The chieftain is responsible for choosing when the tribe should move on to new lands. The chieftain also chooses who filled some of the other key roles in the tribe.
Captain: Two captains are assigned to each of the important jobs each morning. These jobs include hunting, gathering, cooking, and scouting. The captains then build their own teams and set out to achieve their task. Two captains are assigned to each task to encourage healthy rivalry.
Seawatcher: Often the most experienced druid or shaman of the tribe. Seawatchers make sure that resources are not over harvested and game animals aren't needlessly slaughtered. Seawatchers are often exempt from the teams that the captains assemble each morning. Seawatchers also oversee festivals, rituals, and celebrations.
Mooneyes: Responsible for guarding the camp overnight and alerting the tribe if there is trouble. At dawn, they sing or bellow tales of sharkfolk bravery or heroics to wake everyone up. Mooneyes are assigned daily and given less work throughout the day so they could rest and be alert at night, which is why they're given the names to reflect on the moons watchful eyes during the night.
Adjudicator: Adjudicators settle disputes. Unless urgent, an adjudicator will hear disputes after the evening meal. Tough decisions are often settled with a contest of the adjudicator's devising. If a sharkfolk appeals against an adjudicator's decision, the chieftain has to settle the dispute, but will also have to dismiss the adjudicator from their position. Adjudicators also act as referees for sports, games and bets. They advise the chieftain on anything regarding strangers or criminals amongst their ranks and acts as the chieftains eyes along the travels.
Tent-mother/father: Chosen by the chieftain each morning, the tent-mother/father is responsible for care and teaching of the tribe's infants and toddlers, as their parents are often busy with other responsibilities. It is also tent-mothers/fathers who decide when young sharkfolk are old enough to start contributing to the tribe (usually around the age of 10).
Lamentor: Responsible for determining when a member of the tribe is too old or weak to serve as a productive member of the tribe. Good lamenters will then approach the individual to explain their decision and consult the chieftain. Once it had been decided, the lamentor prepares a long chant to commemorate the sharkfolk before the tribe exiles the old or weak individual from the tribe, in rare cases if they've served the tribe well enough they'll get the honour to take their own lives and be buried at twilight during a tribe ceremony to honour the individual. The lamentor is tasked with the ceremony and the song lamenting the end of their honourable kin and tribe member.
Tribe chieftains only maintain power as long as they can prove they are suitable for that role. As a result, leadership constantly changes. New leaders are chosen by contests. Any sharkfolk can challenge the chieftain in an attempt to replace them. If this happens, the chieftain and the challenger compete in five tasks. The challenger has to win all three to become the new chieftain. The task test both the physical and mental strengths of each contestant, only the strong in both body, heart and soul with the wisdom to listen to others can lead the tribes, but most importantly their ferocity must never dull for they must be the blade of the tribe, never hesitant and always ready to strike down their foe or prey.
The competitive nature of sharkfolk means that the attitude and achievements of one will quickly inspire the whole tribe. Individuals within tribes will constantly be trying to outdo each other's good deeds. This means that nearby settlements often stereotype sharkfolk as a heroic and good people.
Homelands
Sharkfolk tribes are not large or permanent as the rough seas don't allow for such settlements. Temporary villages will be set up then disassembled and relocated every month or so in an endless nomadic journey.
Sharkfolk are not afraid to mix with other cultures or travel. By the late 15th century DR, small numbers of sharkfolk sellswords can be found as far away as the Sword Coast.
Law and Justice
Although sharkfolk have no written laws or codes, there are a number of unspoken rules that are commonly followed by most sharkfolk tribes, discouraging theft and cheating. The greatest rule is obedience to the chieftain and captains.
Because they are nomadic tribes who shared belongings or traded goods rather than use gold, conventional punishments like imprisonment or fining are not possible. Instead, tribes often employed the following punishments:
Beating: Sharkfolk caught stealing, cheating, or disobeying the chieftain are beaten. Pain is considered a healthy motivator in sharkfolk society.
Shunning: Shunning involved the tribe acting like the criminal doesn't exist. They are not picked for teams or sports and are not provided with food and shelter. A lesser form of shunning for minor crimes, saw the offending sharkfolk simply treated poorly and as a second-class member of the tribe. The duration of the shunning is never spoken outright, but rather is communicated and decided via body language. Many sharkfolk claim to "just know" how long a shunning should last.
Exile: The worst punishment a sharkfolk could receive is exile and most would rather die than be given such dishonour as exile. Few ever survive it and even fewer rises anew from their exile, except those who are exiled due to age or weakness from injury, those are let go with honour to save the tribes future. Before being exiled the chieftain assigns a new honorific middle name to the sharkfolk. Exile is also the fate of the old, weak, or badly injured who can't contribute to the tribe. It should be noted that these individuals receive a lament to commemorate their lives before their exile. Criminals receive no such treatment.
Sharkfolk who brake the shunning risk being shunned themselves. This is a serious transgression, as it threatened sharkfolk society itself.
It is common for a sharkfolk who knows they have failed their tribe to leave the tribe of their own accord, rather than force the tribe into the awkward position of exiling them. Some stubborn sharkfolk however have to be forced into exile.
Culture
The cultures and traditions of sharkfolk tribes varied from tribe to tribe and region to region but a number of traits are common across several tribes and could be seen more as a rule fo thumb.
Sharkfolk have little empathy or pity for adults who can't take care of themselves but they treat and take care of the injured and sick. Permanently injured sharkfolk are still expected to contribute in every way that they can as long as they do not risk the future of the tribe.
Arts and crafting in sharkfolk culture are limited by the resources they have to hand in the oceans. As a result, sharkfolk are somewhat skilled in crafts that are common for nomadic tribes and people like tanning, stitching, creating simple pottery, bone-carving. Sharkfolk art is rare but expressive. Art is one of the few things that sharkfolk understand to be non-competitive; they fully appreciated that art can't have a winner. Sharkfolk believed that art should be used to show people something they couldn't see in the real world or commemorate great task done by honourable individuals. Sharkfolk decorate their caves, weapons, and clothes with abstract designs (often jagged, parallel lines and symbols that had astronomical significance or historical significance).
Sharkfolk Traits
Your animal heritage manifests in a variety of traits you share with other Sharkfolk.Ability Score Increase
Your Strength score increases by 1, and your Constitution score increases by 1. (2 BP)
Age
Sharkin mature at the age of 15, and live to be around 360 years old.
Size
Sharkfolk are usually taller and heavier than humans, standing between 5 to 8ft and weighing between 115lbs to 400lbs. Your size is Medium.
Alignment
Usually any chaotic alignment, but there can be exceptions.
Amphibious
Your animal heritage allows you to breath underwater and on land
Otherworldly Perception
Your animal heritage grants you otherworldly perception and gives you advantage on Perception rolls against of any creature within 30 feet of you that is invisible or on the Ethereal Plane. If your roll is successful you can pinpoint such a creature that is moving with incredibly accuracy. (2.5 BP)
Bite
Your fanged maw is a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. (1.5 BP)
Menacing
Your animal heritage gives you a Menacing proficiency due to your bestial look and body language.
Languages
Due to your racial origin you are able to speak Common as well as Aquan, only a heavy dialect.
Superior Darkvision
Your deep sea eyes have evolved to give you better vision in more dim and darker locations, therefor granting you superior darkvision compared to most creatures.
Previous Versions
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1/31/2022 3:49:16 PM
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