"We take half of your catch and you get to live. That's the rules of hospitality. Refuse and we have to kill yah for spitting in the face of tradition. Though you are not pactbound, I'm sure those terms are agreeable"

-Tennabund, Pactbound

The mistveilen people are defined by their rules of hospitality, regardless of if they choose to follow them or not. Blessed by the god of the sea with a basic set of rules. The strong and the devious prosper the lazy and weak starve.

Raiders, Pirates and Thieves This offshoot of humanity has developed a very peculiar culture as a group of raiders and pirates. Anyone outside of their ship city known as grastenport must prepare for not only the trails of the sea but raids from their kin as well. Fellow mistveilen will raid each other's ships with blunted weapons in an attempt to overtake each other. When a victor is found the loser must forfeit half of their goods. Neither party may willingly kill each other. These are part of the "rules of hospitality," rules passed down by the clergy of sea god and when broken fundamentally changes them.

Mistveilen Traits Ability Score Increase. Your Dexterity increases by 1 and your Constitution by 2.

Your Dexterity increases by 1 and your Constitution by 2. Age. Maistveilans reach adulthood in their late teens and live less than a century like a normal human.

Maistveilans reach adulthood in their late teens and live less than a century like a normal human. Alignment. Mistveilans tend towards Lawful Neutral due to the rules of hospitality.

Mistveilans tend towards Lawful Neutral due to the rules of hospitality. Size. Mistveilans size is medium

Mistveilans size is medium Speed. Your base walking speed is 30 feet.

Your base walking speed is 30 feet. Languages. You can speak read and write Common and Aquan

You can speak read and write Common and Aquan Blunt weapon mastery You have Proficiency with Mauls and Morningstars and can freely decide if the damage you deal with them is lethal or not when fighting humanoids.

You have Proficiency with Mauls and Morningstars and can freely decide if the damage you deal with them is lethal or not when fighting humanoids. Reconstitute. You may add 1d12 to the final amount you heal when expending hit dice on a short rest as long as water or fog is nearby.

You may add 1d12 to the final amount you heal when expending hit dice on a short rest as long as water or fog is nearby. Mist form. As an action you may enter your mist form. While in this form you can pass through small gaps like under a door. You can also float above water and make no noise with your footsteps. You can re-coalesce into your human form as a bonus action.

As an action you may enter your mist form. While in this form you can pass through small gaps like under a door. You can also float above water and make no noise with your footsteps. You can re-coalesce into your human form as a bonus action. Be warned moving through or being submerged in water in this state makes you take 3d6 force damage at the beginning of every turn. You also lose access to this skill if you break the "rules of hospitality pact and gain Vaporise instead"

Vaporise When a melee attack deals damage to you, you can choose to gain resistance to that damage. Once you use this feature you must complete a long rest or take one level of exhaustion to do so again. You may only have access to this feature if you break the "rules of hospitality."

The rules of hospitality The rules of hospitality are clear, break these tenets and be scorned by your fellows. Offer mercy. An opponent left to live a future opportunity test yourself further. Offer them mercy, but at a price.

An opponent left to live a future opportunity test yourself further. Offer them mercy, but at a price. Take your keep. If you best an enemy, you may lay claim to up to half his raw goods if they accept your mercy. If the good cannot be split you may provide a good of your own for trade.

If you best an enemy, you may lay claim to up to half his raw goods if they accept your mercy. If the good cannot be split you may provide a good of your own for trade. Grow. You may prey on the weak seldomly as you cannot grow without a challenge. Leave them alive to give them a chance to grow as well.

You may prey on the weak seldomly as you cannot grow without a challenge. Leave them alive to give them a chance to grow as well. Good Faith. Those you invite upon your ship or dwelling should be considered safe from your attack if you offer them an item of yours and may not attack in turn.

Those you invite upon your ship or dwelling should be considered safe from your attack if you offer them an item of yours and may not attack in turn. Scorn. Those who break these tenets are not subject to it's mercies.

Those who break these tenets are not subject to it's mercies.

Appearance Mistveilans are very similar to humans in appearance with pale skin that seldom tans. While they are a mist they have a similar form to their human form however most notecable is their eyes that appear green with glowing yellow pupils. Most Mistveilans have a average or strong builds due to their life at sea.