Scrofa
The Scrofa are a race of hearty Boar-like individuals hailing from a small island off the southeast coast of Humblewood. Natural sailors, they spend as much time out at sea as they do at home. Seeing the creation of Saltar's Port as an open invitation, they were the first to arrive at its docks. Never seen in The Wood before that founding, they have proven to be good for the town's coffers and morale. Saltar's Port also views them as a potential ally should the tension with Alderheart ever escalate beyond words.
Hooves on the Deck
As the first seaborne folk of the region, Scrofa take great pride in their mastery of sailing. No Scrofa worth their seasalt knows less than seven different sailing knots. It is a test of adulthood for Scrofa to leave their island and join a ship when they come of age. Aboard this ship they will have their first catch, first drink, and first taste of adventure. Though Suscay Island serves as the home of all Scrofa, none can resist the call of the sea.
First to Port
When the Scrofa first took to the seas they found no other boats, only the animals natural to that habitat. The first shipwrights in the region, they had ample opportunity to refine their fishing and sailing techniques. By the time the bandits were becoming an issue in Humblewood, the Scrofa had mastered dozens of islands overflowing with resources. Until Saltar's Port the Scrofa had many issues reaching Humblewood. The high cliffs created significant logistcal challenges for anyone wanting to dock there. Even the inlets and rivers led only to marshy unpleasant regions. Once the official port was opened, the Scrofa arrived within days to share their bountiful resources and bring home rare treasures from this new land.
Boisterious Barterers
Before the inception of Saltar's Port, there were not many in Humblewood who even knew of the Scrofa. Those who'd visited the coast may have seen thei crafts far out at sea, but only impeccable timing and luck would have brought them within a stone's throw of an actual Scrofa ship. Nowadays the Scrofa are a common sight at Humblewood's only port town. Trading goods and stories with the locals, they have become a staple of the seaside town. A Scrofa ship may even serve a good opportunity for anyone in Humblewood to go on an adventure, provided they are willing to contribute to the onboard work.
Age. Scrofa take longer to mature than the average folk. They reach adulthood and are sent out to sail at the age of 20. Assuming they are not lost to the sea, a Scrofa can easily reach the age of 100.
Alignment. The Scrofa are a jovial and well-natured people. They see little reason to cause strife and the restrictions of sea life have taught them the importance of rules. Because of this, there are few evil Scrofa and even fewer chaotic ones.
Size. The Scroffa are not exceptionally tall, but layers of fat and muscle make them incredibly dense. Standing at a height of between 4 and 5 feet they easily weight more than 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Tusks. You have a large set of tusks that serve as a natural weapon. You can use your unarmed strike to gore your opponents, dealing 1d6 + your Strength Modifier in piercing damage on a hit.
Strong Swimmer. You have advantage on all Strength (Athletics) checks to swim.
Hard to Put Down. When reduced to 0 hitpoints you may spend any number of Hit Dice. For each Hit Die spent this way, roll the die and regain hitpoints equal to the total. You can't use this ability again until you've completed a long rest.
Ceaseless Endurance. You regain your energy faster than the average folk. On a short rest you may spend a Hit Die and roll it. If the total is equal to or greater than the max of one of your Hit Die then remove a level of exhaustion. If not, you may continue spending and rolling Hit Dice in this fashion and adding the result to your previous total until you are able to remove a level of exhaustion
Languages. You can speak, read, and write Birdfolk and Scrofa.
SCROFA TRAITS
Ability Score Increase. Your Constitution score increases by 2, and your Intelligence score increases by 1.Age. Scrofa take longer to mature than the average folk. They reach adulthood and are sent out to sail at the age of 20. Assuming they are not lost to the sea, a Scrofa can easily reach the age of 100.
Alignment. The Scrofa are a jovial and well-natured people. They see little reason to cause strife and the restrictions of sea life have taught them the importance of rules. Because of this, there are few evil Scrofa and even fewer chaotic ones.
Size. The Scroffa are not exceptionally tall, but layers of fat and muscle make them incredibly dense. Standing at a height of between 4 and 5 feet they easily weight more than 150 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Tusks. You have a large set of tusks that serve as a natural weapon. You can use your unarmed strike to gore your opponents, dealing 1d6 + your Strength Modifier in piercing damage on a hit.
Strong Swimmer. You have advantage on all Strength (Athletics) checks to swim.
Hard to Put Down. When reduced to 0 hitpoints you may spend any number of Hit Dice. For each Hit Die spent this way, roll the die and regain hitpoints equal to the total. You can't use this ability again until you've completed a long rest.
Ceaseless Endurance. You regain your energy faster than the average folk. On a short rest you may spend a Hit Die and roll it. If the total is equal to or greater than the max of one of your Hit Die then remove a level of exhaustion. If not, you may continue spending and rolling Hit Dice in this fashion and adding the result to your previous total until you are able to remove a level of exhaustion
Languages. You can speak, read, and write Birdfolk and Scrofa.
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