Apodimos
The Vagrant Fleet
Apodimos is not a polis but rather a community identity, shared among many small wandering clans and groups. These nomads were largely born of families and villages decimated in the Daemon Winter of a century ago, from those who instead of flocking as refugees to a nearby polis decided to move from place to place and live off the sea and the land. Itheans, Khefir, and even Vandels trapped on this side of the Pyrmar all ended up living and working together, blending their cultures to form a syncretic whole. They have since acquired new blood from villages laid to waste in the Kervelos war of the past decade.
The Apodim are the subject of a great deal of mistrust and superstition in many poleis, often semi-officially considered little better than a pack of shifty vagrants. While some of the Apodim try to change these opinions by showing themselves as upstanding folk like anyone else, others lean into it and try to cultivate an air of mystique around their shared community. There is frequently tension between "landed" Apodim who have managed to find something of a secure place among the other poleis, and their erstwhile family and friends from the fleet when they come calling - and if no such tension is evident, the landed Apodim's neighbors in their adopted community may become more suspicious of them.
The "school" - the larger Apodim community - is not some great and unified fleet, but rather a collection of a great many "shoals" - smaller packs of only a few boats and haulers - that move about the Pyrmar. These shoals sometimes meet up with other shoals and form a "covey" - a grouping still less than the whole of the school. Such a covey might harbor or travel together for a few days, but then will split again into new shoals, usually each of different composition to those that formed the covey. In this way, news is disseminated and culture reinforced within the Apodimos community, and the school is held together as a band of the like-minded unified against the world.
Apodim PCs
- Proficiencies: You gain one bonus skill (Arcana, Deception, or Survival), and two kitchen, game, instrument, tool, or vehicle proficiencies. You also know one more Language than usual.
- Odd Jobs: You gain Expertise in either one skill or two proficiencies from the game, kitchen, instrument and tool proficiencies in which you are trained, doubling your proficiency bonus with your pick.
- Common Bond: Communal assistance is a necessity in the vagrant fleet, as is forming ranks against the world. You can use the Help action to aid activities in which you are not proficient. If you are proficient, you add 1d4 to the roll of the person you are assisting, in addition to the usual advantage. Regardless of proficiency, you subtract 1d4 from the roll of the opponent with which you are interfering, in addition to the usual disadvantage.

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