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Star Sea Privateer

The Manylands is an eclectic world, with most nations naturally bordered by water. The Star Sea is by far the biggest expanse of water, so named because the clear ocean reflects the sky above, even in the dead of night. Some believe that lights are lit beneath the waves by the Merfolk and other ancient creatures, though this is just a story told to young children. The changeable sea, and the great monsters rumoured to inhabit it, take a lot of skill to navigate around, but this almost seems second nature to you, never feeling more comfortable then when on the water. Are you a serving officer with the Burakrin Republic Navy, Ansrivarri Armada or Grenforth Fleet? A merchant sailor or smuggler for one of the Guilds of Isk or elsewhere? Or perhaps you are one of the feared corsairs of the Pirate Isles? Your travels have taken you to land, but why? And do you plan on returning to the sea again?   Skill Proficiencies: Acrobatics, Perception   Tool Proficiencies: Navigator’s tools, vehicles (water)   Equipment: 50ft of silk rope, a light hammer, block and tackle, a set of common clothes, and a belt pouch containing 10gp.   Feature: Life at Sea – in your early days serving on a ship, going overboard was inevitable, whether by choppy conditions or an initiation ceremony. Equally inevitable was happening across the marks of pirates. In order to get through the Pirate Isles, or to avoid it, you have learned Pirate’s Code – a set of symbols used by pirates to communicate with each other, often etched into rocks to denote dangers, friends, foes and many other areas of interest. In addition, as an adept swimmer, you gain +5 to all swim checks, used to traversing the ebb and flow of the Star Sea. You still have contacts from your past seafaring, and may still be able to gain passage on a friendly ship should you choose to.

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