Wheel of Time - Atha'an Miere

by PARTHET

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Atha'an Miere (Sea Folk)

The Atha'an Miere, or Seafolk, are a group of people whose ancestors fled to the sea to escape the chaos of the Breaking and who now live almost exclusively at sea, spending little time on land. Those who do spend time on land, such as the governors of the various Sea Folk Islands will return to sea to give birth, even if this is on a small row boat. In both the Aryth Ocean and the Sea of Storms, there are many Islands under the control of the Sea Folk, the Sea Folk Isles. Porcelain from them is highly thought of, though in fact, this so called "Sea Folk Porcelain" is made by the islands inhabitants, the Amayar.

They have a strict hierarchy and each knows their place and would not step beyond it. Their rank is usually signified by chains and rings they wear in abundance. All their vessels are captained by women, who have the right to say when and where it sails. Trade however, is the province of men, so they usually choose their destination in conjunction with their cargomaster.

"A ship is alive, and he is like a man, with a true man's heart. Treat him well and care for him properly, and he will fight for you against the worst sea. He will fight to keep you alive even after the sea has long since given him his own deathstroke. Neglect him, though, ignore the small warnings he gives of danger, and he will drown you in a flat sea beneath a cloudless sky" -Jorin din Jubai White Wing

Traits

Your Atha'an Miere character has a number of traits in common with all other sea folk.


Ability Score Increase: You gain a +2 bonus to your Dexterity and a +1 bonus to your Wisdom.


Age: All humans reach adulthood in their late teens and live less than a century unless they are able to wield the One Power.


Alignment: Sea folk tend be Lawful in nature and generally do what ever they deem best for their ships, crew, and other sea folk. Loyalty to their crew and other sea folk comes above all else. This is enhanced by their extreme allegiance to whatever bargains or deals they have struck and will abide by their side of these bargains normally above all else.


Size: Sea folk are taller than most westlanders but visably shorter than Aiel Your size is medium.


Speed: All humans have a base walking speed of 30ft.


Languages:* You can speak, read, and write Common.

Appearance

Atha'an Miere have dark brown skin, dark eyes and dark hair. They are generally taller than most other human races aside from the Aiel. Sea folk wear lightweight and loose fitting clothing usually accented by a bright colored sash about the waist. This is usually accompanied by ornate but very functional daggers or other bladed weapons. They rarely wear shirts or shoes, including the women, though while on land they will wear loose and often bright shirts so as not to cause a stir with the shorebound folk. Atha'an Miere love jewelry and use it to mark their rank and station among themselves. This includes ornate nose and ear piercings often connected via small chains and adorned with small medallions and trinkets.

Masters of the Sea and Barter

Spending time at sea has allowed you to become very adept at maintaining your balance even during the infamous storms that often pummel the coasts. You also are trained at a young age to barter and bargain shrewdly often getting the far better end of the deal.

You are proficient in acrobatics and persuasion.

Child of the Sea

You have a swim speed of 30ft and you can hold your breathe twice as long as normal.


Additionally, using gestures and sounds you can communicate simple ideas with any beast that can breathe water.

Control Air and Water

The ability to channel is strong within the sea folk culture. Though they hide their abilities from all shore bound less they be discovered by the Aes Sedai many learn at least some basic channeling skills.

A child of the sea, you can call on the magic of elemental air and water. You can cast fog cloud with this trait. Starting at 3rd level, you can cast gust of wind with it, and starting at 5th level, you can also cast wall of water with it. Once you cast a spell with this trait, you can't cast that spell with it again until you finish a long rest. Charisma is your spellcasting ability for these spells.


This trait only takes affect if your class or combination of classes is able to use the One Power.

Bonus Feats

You may select one bonus feat from the list below.

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Restrictions

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