Ocean Folk Some say the sea’s a mistress. A temptress out lookin to lure sailors away to their doom. Well I say that the sea is no mistress at all, she’s a married woman an’ her husbands them big shark fellas. An they ain’t to happy with how ye been treatin their woman.” Worthrow Seafist, Dwarven Paladin and Explorer From the deepest depths to the bountiful coral reefs, there exists civilization even here. Ocean Folk, or sometimes called Sea People, are the uncontested masters of their domain. Watching the world from below the waves means most see them as both mysterious and terrifying. Rulers of the Seas Taking on the aspects of the predatory fish in their local habitats, Ocean Folk look too many as though they are more monster than man. Most of the folk stand a little over six feet in height and weigh over three hundred pounds. Most Ocean folk have thick rough skin that ranges widely in color and patterns depending on their locality but most have some variation of a deep blue or grey. Their heads is where the largest difference between the various subspecies is present. Those born in reefs or near coastal areas will resemble hammerhead sharks, with elongated and wide heads while those that live more out at sea have large heads with a large jaw filled with sharp teeth much like that of an ocean shark's. Most ocean folk do not wear much in the way of clothing outside of shell or bone armor and few pieces of jewelry scavenged from shipwrecks. Fierce and Fervent It is said that when the oceans were first poured upon the world, the gods created the Ocean Folk to serve as its protectors. It is with this singular purpose that the first of the Folk set about structuring their lives but this did not last. Something stirs in the deepest recesses of the ocean. A dark being of immense power has forced its will into the minds of many of the ocean folk and thus the race is forever divided by those who worship the old ways and those that worship the creature only known as the “Lord of the Deep.”

































However those that still worship the old ways do so with a fervor that is unmatched by most others. They seem to take their role as the ocean’s protectors very seriously and, despite their normally very tribalistic tendencies, will band together into armies to oppose those threaten the waters that gives them their lives. Those that still worship the old ways tend to live towards the coastlines and in the reef’s. There they have avoided the mind altering evils of the Lord of the Deep. These Ocean Folk live in enclaves centered around a local elder holy person. These enclaves take on clan names and many of them have rested in the same locations since before any written record. Meanwhile those Ocean Folks who given into the Deep live in bands that are often ruled over by a powerful Warlord. These groups will patrol miles of often open ocean in search of food, treasure, and, above all, sacrifices for their lord. Ocean Folk Names Some scholars have theorized that the elves and ocean folk were created by the same gods. This seems most evident in the Ocean Folk’s in their language, folklore and naming conventions. Many of the same words, names and heroic figures grace both elven and oceanic culture. The fact that, also like elves, Ocean Folk take on new names at adulthood is also very peculiar. Child Names: Arn, Broe, Caer, Fera, Gar, Mya, Orn, Py, Rael, Ren, Resh, Sai, Syllin, Vall, Za, Zun Male Adult Names: Adra, Aust, Azaki, Berror, Carric, Erdan, Essex, Korfel, Lamills, Lucan, Naal, Nash, Paelis, Rolen, Thamior, Varis, Zull Female Adult Names: Ahinar, Antinua, Birel, Dara, Elama, Faral, Hatae, Jarsali, Keylith, Lia, Mialee, Ridaro, Sariel, Sumnes, Thaila, Valna, Zethra

Ocean Folk Traits While the different groups of Ocean Folk can vary quite a bit, all share these common traits. Ability Score Increase. Your Strength score increases by 2. Age Ocean Folk mature around 13 but can live to be well over two hundred years old. At around 13 most young of the folk go through a series of tests to prove their capability within the tribe. Should the succede then they will take an adult name and be welcome as a functioning member of either the clan or the warband. Alignment Ocean Folk are as wild as an ocean's wave and tend to lend towards anything that allows them the most freedom. Even when in a warband under the Lord of the Deep, the Ocean Folk tend to strive towards personal accomplishment over the groups benefit. As such, fracturing of bands between Warlords of similar gumption are fairly common. Size Most stand well over six feet in height and weigh well over 300 pounds. Your size is Medium. Speed Your base walking speed is 30 feet. Your base swim speed is 40. Darkvision Accustomed to braving the depths of the ocean you’ve grown accustomed to the darkness after all these years. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Amphibious You can breathe both on land and in water. Menacing You gain proficiency in the Intimidation skill. Fey Ancestry You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep. Languages You can speak, read, and write in Common and Oceanic. Oceanic shares many root words and pronunciations of Elven but has evolved into its own language due to centuries little contact with the surface races. Regardless, it is as fluid and intricate a language as its cousin and rudimentary communication between Ocean Folk and Elves are capable with some work.













































Subrace. The Ocean Folk have always been a species of many branches. Those that live in a tropical reef will live and look very differently than those who come from the arctic north. This divide has only widened as time has gone on. Below are the three most populous subraces. Coastal Folk (Hammerheads) You were born not in the deepest depths where no land creature may go but rather within the light of the sun. Your people, unlike most other Ocean Folk, are still firmly in your old nature based beliefs. You probably grew up near enough a coastal settlement that you and your people would haul catches of fish to the shore to trade for baubles once every few years. The coastal folk resemble hammerhead sharks with large elongated heads. Their color palet can vary the most out of the main three subraces, with some taking on striped or dual combinations of blues, greens, reds and browns. Ability Score Increase. Your Wisdom score increases by 1 Headbutt. The hardened bone at the center of your skull between your eyes is thick enough that you can use it to make unarmed strikes. If you hit with it you deal bludgeoning damage equal to 1d6+ your strength modifier instead of the normal damage done by unarmed strikes. Connection to the Waves. Your connection to nature allows you to cast Speak with Animals once per Short Rest and you have advantage on all Animal Handling checks dealing with Aquatic creatures. At 5th level you may cast Locate Animals or Plants once a day as well. Hunter Folk You were born out at sea. The endless expanse of blue the only geography feature for much of your life. Perhaps you saw an island, once. When you made your bed it was at the bottom of the ocean floor in a cave or inside hull of a long sunken ship. The Hunters are a nomadic peoples, traveling hundred of miles a year in search of the latest prey. Those that have not given into the temptations of the Deep Lord have a hard life of both living such a nomadic lifestyle while still fighting the agents of the Deep. Hunters have a reputation for fearsomeness. Their massive jaws set in their large heads and give everyone who looks upon them a good look at their rows and rows of sharp teeth. Their colors tend to only vary between various deep greys and grey blues. Ability Score Increase. Your Constitution score increases by 1. Bite Your toothy 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. Blood in the Water Once per short rest, if you hit your opponent with a melee based attack you may immediately make an extra bite attack against that same target. Keen Sense of Smell You have advantage on all Perception checks based on smell. In addition you have Advantage on all Survival skill checks used for catching already injured enemies.