Isle of Illandra
An adventuring fisherman
The character sheet is visible on iPlay4e.
Marinus was born and raised at sea in the community known as Foamgather.
There weren’t many children his age, and they all got along fairly well.
- Darius – Darius is Marinus’s older brother. They’re only a year apart.
- Elaine – Elaine’s mother owns the inn and her father was lost in a sahuagin raid before she was born.
- Morgan – Morgan was Marinus’s best friend and the son of a member of his father’s crew.
Marinus spent much of his early childhood playing with the few other children his age in the community…usually playing table-top games the parents encouraged the young children to play at the inn to keep them out of the way in the shop. At the inn, they would hear tales of far-off lands from adventurers passing through the community.
Once Marinus and his friends had learned to swim, they spent almost as much time in the water as they did out of it.
Marinus’s education was entirely focused on life at sea…how to tie knots, how to repair leaks, how to catch and cook fish, how to use the starts to navigate, how to read maps, how not to get scurvy, etc. Once Marinus was old enough, he joined the crew of his father’s ship to assist on fishing expeditions.
Marinus’s wanderlust has gotten the better of him…he’s gotten bored with living in the community, and he yearns to travel the ocean and see the world. On the day of his 18th birthday, he left home to explore the world. His family couldn’t afford to buy him a ship, but his mother supplied him with some gear from the shop, and his father gifted him with a rowboat and some fishing equipment. Marinus leaves home with a promise to his friends and family that he will one day return with a ship of his own and with many great stories to tell.
Emilio took Marinus on one last expedition, to an island where his life of adventure begins. Marinus has just said his farewells to the crew and is rowing to the island…
Character Theme: Mariner
Mariners are intrepid folk who take to the world’s great oceans and seas, living on the rolling waves aboard ships of all kinds. Though they hail from many races and walks of life, mariners have one thing that unites them—a love of the sea and the freedom it brings. Mariners set their course for wherever the winds take them, whether dodging icebergs in the arctic circle, clipping through the azure waters of the tropics, or crossing vast seas to unknown lands. The crisp sea air is the siren that turns the mariner’s rudder to dry land, drawing him or her to see what’s beyond the watery horizons.
No two mariners share the same story. Their backgrounds converge only in the fact that they have made a life for themselves aboard a ship. For most, this will have been a decision made by choice. Many find ample opportunities to seek wealth by traveling from port to port to trade goods from distant nations. Experienced mariners sometimes seek rich patrons willing to finance daring voyages. Plotting courses to new lands—and claiming them in the name of their patron—can bring wealth and fame to the mariner. Others might have dedicated their lives to the royal navy, waging war against the realm’s enemies by sea. These naval captains are the stuff of legends. Few mariners reach such lofty status, yet even the rank and-file who crew the ships are rewarded with more adventure and gold than they would ever gain while on land.
Although many raise sail for love of adventure or as a profession, those who spend most of their lives on ships have darker experiences. These folk are the dread pirates who plunder the coasts. For these individuals, the sea might serve as a refuge from the hangman’s noose, but most pirates adopt their ways after realizing that the expansive holds of merchant fleets contain enough wealth for a hundred lifetimes. Fighting, drinking, and the feel of gold spilling through fingers are pleasures enough to draw even honest mariners to live the pirate’s life.
The importance that great bodies of water play in various cultures means that members of many races become mariners. Though the great fleets of humanity can dominate the trade lanes, flotillas of halfling skiffs ride the rivers far inland. The graceful prows of eladrin ships glide through the shimmering waters of the Feywild. Underground, dwarven barges cruise through subterranean rivers. Still other mariners are independent members of a tribe, paddling swift canoes or catamarans from island to island.
Whether one is a humble sailor, a dashing captain, or a cutthroat pirate, all mariners share a love of freedom. Riding the winds gives them independence unknown by the masses on dry land. The open sea, fleet winds, the song of gulls, and the promise of adventure pull mariners more strongly than the ebbing tide.
You lived with the Unhomed for many years. You might have been born there, never setting foot on dry land before becoming an adventurer, or you could have used the community as a safe harbor for a time. As Unhomed, you learned the essential trades necessary for survival, and from this training you learned to anticipate the weather, repair ships, become an excellent swimmer, and serve as a cunning negotiator. Why did you leave Foamgather? Were you left behind by accident when the fleet broke apart? Or were you exiled for some accused crime? Were you innocent? If so, why were you blamed?
Melora is the god of the wilderness and the sea. She is both the wild beast and the peaceful forest, the raging whirlpool and the quiet desert. Rangers, hunters, and elves revere her, and sailors make offerings to her before beginning their voyages. Her strictures are these:
- Protect the wild places of the world from destruction and overuse. Oppose the rampant spread of cities and empires.
- Hunt aberrant monsters and other abominations of nature.
- Do not fear or condemn the savagery of nature. Live in harmony with the wild.