Zaratan
Great strides have been taken, and the druidic circle has worked hard to secure the forest surrounding the Typhoon Palace. Their efforts have ensured that the overgrowth will cut off access to invaders for seasons to come. In the wake up night, a terrible storm strikes the back of Zaratan, and their work is undone. For one reason or another, the Primordial wants the Typhoon Palace open.
On a beachside hut, a rough-shelled individual continues to try new brews. They've set up a deal with merchants in the Freeholds, and every year when the island passes by they bring their inventions and sell in bulk. Their successes have been few this year, however. Their Caramel Dream brew was a hit last year, but their attempts at inventing something to match it thus far have ended in failure.
Off the coast of the Moonlit Cape, a squad infiltrates a cavernous pit of poisonous Vipers and other nasty creatures. They're after the stolen goods from a raid on a merchant ship making trade with the people of Zaratan. They're as cold blooded as their biology suggests, cutting down the thieves in the night with no mercy. The economy of the island is safe once more.
These are the adventurers of Zaratan, a living, drifting island on the back of the eponymous Primordial. As the last of its kind, but easily the most demure of them, Zaratan wanders the sea and serves as a host for many of its spawn, the Tortles. Adventurers from the island are few, and often have precise goals; all the same, they are notorious for fitting into society at large quite well.
Skill Proficiencies choose any two from Athletics, Acrobatics, Sleight of Hand, Stealth, Nature, Insight, Medicine, Perception, Survival, Deception, Intimidation, Performance, or Persuasion
Tool Proficiencies choose one from alchemist's supplies, brewer's supplies, carpenter's tools, cook's utensils, harvester's tools, leatherworker's tools, potter's tools, woodcarver's tools, a musical instrument of your choice, a gaming set of your choice, forgery kit, herbalism kit, poisoner's kit, navigator's tools
Languages choose any one from Abyssal, Draconic, Terran
Equipment one of the following weapons of your choice: 20 darts and a case, 2 handaxes, a quarterstaff, or a maul, traveler's clothes, a blanket, a flask of ale, a vial of antitoxin, a bag of sand, 2 pieces of chalk, a mess kit, 5 torches, and 5d4 x 10 gp
Features
Everybody's Friend
The people on board the living island, Zaratan, are notorious for fitting in to any society they visit. Once per period of downtime in a settlement, you can add a d4 to a Charisma check you make.
Suggested Characteristics
The Primordial being known as Zaratan is host to many Tortles that often live their younger or twilight years aboard it, living mostly carefree. Because Zaratan moves constantly and is supremely powerful, it's rare for threats from outside the island to threaten those upon it.
Consider what it is an adventurer would leave the safety and security of Zaratan for. Are they tying up loose ends? Are they chasing after something? Are they just not content to remain?
Traits
Dice 1d8 | Personality Trait |
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1 | I came here for a reason. Once I finish my quest, I'll go home. |
2 | I believe that I must earn that which is mine. |
3 | I protect fiercely anything or anyone I hold dear. |
4 | People’s problems in civilized society seem trivial to me. |
5 | Being inside for too long makes me feel a little uncomfortable. |
6 | I tend to push myself too far when learning new tricks, so I usually end up injured after a long day of practice. |
7 | Leaving my mark during my travels is important to me. |
8 | I just love drinking everywhere I go! |
Ideal
Dice 1d6 | Ideal |
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1 | Primordial. Once more, the Primordials will rule the world. (Evil) |
2 | Harmony. I carry the responsibility of balancing the needs of people and animals for the mutual good of everyone. (Good) |
3 | A New Start. I will accept this life and try to forget the past. (Any) |
4 | Relaxation. Seriously, let's just get this over with so I can retire. (Neutral) |
5 | Society. I have seen how true evil corrupts a kingdom. I will not allow it to spread here. (Lawful) |
6 | Rivalry. You compete, no matter what. (Chaotic) |
Bond
Dice 1d6 | Bond |
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1 | Nothing would ever convince me to abandon my allies. |
2 | I lost my memories, and I don't know why. |
3 | My spirit is tied to a beast that's out there somewhere. |
4 | There's nobody I enjoy the company of more than people that share my hobby. |
5 | I can't stop thinking about the best meal I ever had. |
6 | I have to know what my people's future is going to be, I have to have a hand in it. |
Flaw
Dice 1d6 | Flaw |
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1 | I’m highly suspicious of people I don’t know. |
2 | I will latch onto anything that will provide me at least an idea of what I need, even if it's an obvious trap. |
3 | There's too much satisfaction at the bottom of the bottle. And that one. And that one. |
4 | I am a keeper of vile lore, evil knowledge is still knowledge. |
5 | I steal for basic needs even when I don’t need to. |
6 | I love pushing people’s limits to see them snap. |