Selkies

“It's the colors that will make you stray. They sing to you, the not-blue and the searing light, and no matter how tightly you tie yourself to the inbetween, eventually you will break free. No one swims only in the shallow water.”

-- Betsy Cornwell, Tides





A half glimpsed man or woman at the edge of an abandoned shore, there one second and gone the next. The unfamiliar face at the local tavern, eager to hear all the stories there are to hear. A sailor whistles an old tune out into the night, only to hear someone whistling back. These are the Selkie, the seal people.

Seal Folk

The selkie are a shy race, often existing in small tribes off of the coast, away from the hustle and bustle of civilization. They resemble humans in build, often running heavier with brawn or fat than their landborne counterparts. They also possess webbing between their toes.

A selkie's skin usually has a unique mottled pattern of black and grey along their back, legs, and the upper arms, though with some it may extend out across the rest of their bodies. They usually possess rounded faces and dark eyes. Most can pass for human at a glance, save for the arctic tribes of the Walrus.

Born of the Waves

Selkies usually live in small rookeries along the shoreline, or on secluded islands just off the coast. Originally denizens of the Elemental Plane of Water, selkies are instinctively drawn to the sea. While some may venture inland for a time, in time all Selkies hear the call of the ocean once again.

While selkies prefer living alone, they are known to cooperate with other races. Many ship captains are happy to hire on a selkie navigator, and when an illness comes to a port town, a selkie druid or cleric may come to help clear the illness.

Other tribes may see themselves as the rightful owners of a portion of the sea or shoreline, and lead raids on merchant ships passing through their waters. Some become very isolated, acting as the guardians of tears between the prime material plane and the elemental plane of water, and suffer no intrusion from either side.

Oathkeepers

According to legend, the Selkie originally came from the Elemental Plane of Water, where they were tasked with guarding portals into the Prime Material plane. However, one of these guards was seduced by a princess of Elemental Evil Water, and let her and her minions through a breach into the oceans beyond the plane. As punishment, the race was banished.

This legend is the cornerstone for the philosopy of the Selkie; there is nothing more important than keeping your promises. To a selkie, a promise is sacred, and to be an oathbreaker is to be an outcast.

At the same time, this can also be used against the seal folk. Selkies may be manipulated into making bad agreements, and will refuse to break their promises. However, if the other party violates their part of the agreement, all obligations are broken on the Selkie.

Lonely Singers

Selkie adventurers are typically motivated by curiosity to venture out to new places. They love to lose themselves in the cultures of land-dwellers, passing from town to town in a whirlwind. Some may even fall into a brief, whirlwind romance. Many don't stay in one place for long, though, either continuing their pilgrimage or returning to their tribes, thirst sated.

A selkie looking to make coin amongst others may act as sailors or dockhands. Those that don't may get by on their voices, singing ancient songs of their people or whatever local tune catches their fancy. In selkie colonies, history is passed down through ancient songs, meaning most selkies grow to be talented singers through practice.

Others may leave their rookeries on matters of business instead of pleasure. Returning a shipwrecked sailor to his home, or pursuing a threat that has emerged from beneath the waves may be the catalyst for a selkie's adventuring life.

Selkie Traits

Your selkie character is an amphibious creature native to the elemental plane of water, and has the following abilities.

Ability Score Increase. Your Charisma score increases by 1.

Age. Selkies reach maturity at around 15, and typically live to be 100 years old.

Alignment. Selkies typically trend towards neutral alignments, either as individual travelers or members of larger communities.

Size. Selkies stand between five and six and a half feet tall, and tend to have stockier builds with an insulating layer of fat. Your size is medium.

Speed. Your walking speed is 25 feet. In addition, you have a swim speed of 30 feet.

Powerful Lungs. You may hold your breath for up to 15 minutes.

Insulated Pelt. You have resistance to cold damage and the effects of cold weather travel.

Vocal Tradition. You have proficiency in the Performance skill.

Languages. You may read, speak, and write Common and Aquan

Subraces. Selkies are divided into three subspecies; Harbor Selkies, Ringed Selkies, and Walrus Selkies. If you wish to emulate another particular species of marine animal, you may substitute at the discretion of your dungeon master.