Bosun Rell Harker

Level 7 None Human Fighter (Battle Master)

Available with DM subscription
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
10
WIS
12 (+1)
CHA
13 (+1)

Defense

Armor Class 18 (Chain mail and shield)
Hit Points 60 (7d10 + 14 +2)
Speed 30 ft.

Proficiencies & Skills

Saving Throws Strength, Constitution
Skills Stealth +5, Athletics +6, Intimidation +4, Sleight of hand +5

Features

Know Your Enemy

Fighter Level 7

Rell can spend 1 minute observing or interacting with a creature to learn whether it is his superior, equal, or inferior in Strength, Dexterity, Constitution, AC, current hit points, and fighter levels, if any.

Battle Master: Combat Superiority

Fighter (Battle Master) Level 3
4 superiority dice per short rest

Rell has four superiority dice, which are d8s. He can expend a die to fuel maneuvers such as Commander's Strike, Menacing Attack, Parry, Precision Attack, Pushing Attack, and Trip Attack.

Criminal Contact

Criminal Level 1

Rell maintains underworld contacts in port towns, among smugglers, and in dockside chop-houses. He can usually find a quiet buyer, a forged flag, or a crew that will not ask questions.

Battle Master: Student of War

Fighter (Battle Master) Level 3

Rell gains proficiency with one type of artisan's tools or gaming set; he uses navigator's tools as a practical command discipline for charts, tides, and boarding lanes.

Alert

Criminal Level 1

Rell is quick to spot danger and often acts before a fight turns into a rout. He has practiced maintaining initiative through constant readiness and preplanned orders.

Weapon Mastery

Fighter Level 1

Rell is trained to use two mastered weapons; his preferred shipboard weapons are the cutlass and handaxe, letting him apply their mastery properties when wielded.

Extra Attack

Fighter Level 5

Rell can attack twice, instead of once, when he takes the Attack action on his turn.

Second Wind

Fighter Level 1
once per short rest

As a Bonus Action, Rell can regain hit points equal to 1d10 + fighter level.

Action Surge

Fighter Level 2
once per short rest

On his turn, Rell can take one additional action, except the Magic action.

Fighting Style: Defense

Fighter Level 1

While wearing armor, Rell gains a +1 bonus to AC.

Character Information

Bosun Rell Harker is the kind of rival captain who does not waste breath on speeches when a blunt order will do. He is scarred, weather-beaten, and permanently keyed to the problems of the deck: distance, wind, crew, and the exact amount of violence required to make the other ship blink first. Rell does not admire grand strategy. He trusts pressure, timing, and the knowledge that people abandon principles faster than they abandon sinking hulls. He boards when others posture, uses false flags when others pray for honesty, and keeps his crew alive by treating every engagement as a problem that must be solved before pride gets sailors killed. He can be negotiated with, but only by those who understand leverage, visible strength, or the value of a bargain that actually holds.

At level 7, Rell is a seasoned commander rather than a mere bruiser. He has fought enough sea battles to know that the archipelago rewards those who adapt and punishes those who confuse courage with recklessness. His presence in the Outer Ring Isles should feel like a pressure system moving across the map: if he is near, ships change course, captains reinforce rails, and everyone starts counting grapples and powder kegs. He can be an antagonist, an ally of convenience, or a temporary partner against a greater threat, but he is never harmless. Even when he stands down, he does so like a man evaluating the angle of attack.

Character Background

Rell Harker was born on a salt-battered coast where the tide took more than it gave. His childhood was not a story of noble hardship or prophetic destiny; it was the ordinary violence of the sea made permanent. Fish were scarce, storms were common, and every adult he knew measured the world by what could be repaired before dawn. He learned early that a ship was a promise and a trap at the same time. A ship could carry you to safety, but only if someone had the discipline to keep the sails trimmed, the ropes coiled, and the crew moving in the same direction when fear set in. Rell did not grow up wanting glory. He grew up wanting outcomes.

As a boy he ran messages for dock bosses, stole ledger keys, and listened to older sailors argue over route choices that decided who lived and who drowned. That is where his criminal habits took root: not in theatrical villainy, but in the dockside reality that rules mattered less than whether a cargo reached port. He learned how to open a crate without breaking the seal, how to spot a false flag from a mile off, and how to tell when a captain was bluffing about provisions. His first real command came not from rank, but from survival. When a smaller vessel he was working aboard lost its mate in a squall, Rell took the tiller, shouted orders nobody else had time to question, and brought the ship through a reef channel that should have destroyed it. The crew remembered that day. So did he. It taught him that authority is never abstract; it is the moment people decide to follow because they trust your fear more than their own.

Over the years Rell became a boarding specialist, then a bosun, then the sort of commander who wins ugly. He favors actions that let him shape the battle before the enemy realizes one is happening: false colors, misleading lantern patterns, a hidden cutter tucked into a cove, or a quick grapple that turns range into chaos. He is not stupid enough to claim this makes him honorable. He knows exactly how much deceit is built into his reputation. But unlike the aristocratic captains who speak of laws while sacrificing crews to preserve prestige, Rell keeps one principle intact: the ship matters less than the people on it, and victory that leaves your crew dead is a hollow accounting trick.

That principle did not make him soft. It made him exacting. He expects obedience because he expects disaster. He hates hesitation because he has seen hesitation send men into the drink. He values leverage because force alone wastes lives when an offer can end a fight before it begins. The scar across his cheek came from a boarding hook and the scar on his left hand from a burned fuse line during a failed raid against a faster, better-armed cutter. Those marks are part of why people listen when he speaks. His body carries the archive of past mistakes.

When the star shards began drawing ships into the Outer Ring Isles, Rell recognized the pattern immediately: whoever controlled the routes would control the war, and whoever controlled the war could decide who starved, who profited, and who got a chance to make a wish. He threw in with the side that seemed strongest at sea, but not because he believed in banners. He believed in staying alive long enough to matter. That is also why he is dangerous to the party. If they look weak, he will use them. If they look strong, he will negotiate. If they look competent and stubborn, he may decide they are worth respecting, which is often the first step toward a grudging alliance.

Rell’s ideals are simple, if not noble: keep the crew breathing, keep the ship moving, never trust a clean victory too much, and never assume the sea is done taking its price. His flaw is equally simple: he mistakes survival for wisdom. He is so good at short-term command that he can miss the damage caused by long-term lies. The shard war threatens to force that flaw into the open. Aurex’s manipulation of rival flags and false charts is exactly the sort of battlefield Rell thinks he understands, and that overconfidence can be exploited. Yet it can also be redirected. If the party earns his respect, they may find that the most practical man in the Outer Ring Isles is also one of the few who can be convinced to fight for a future that is bigger than a single prize.

In the campaign, Rell is best used as a rival who can escalate any sea scene, but who also has enough discipline to listen when someone presents him with proof, force, or a bargain he cannot ignore. He is a commander shaped by wreckage, and every decision he makes asks the same question: how many people can still stand on deck when the smoke clears?

Unresolved Plots

  • A forged fleet order bearing Rell’s style may be the opening move in a wider false-flag war.
  • One of his former boarding crews disappeared near the Glass Reef and may have survived among smugglers or wreckers.
  • Rell keeps a sealed log of every sailor he failed to save, and it may contain clues to a betrayal in the Outer Ring.
  • Aurex has apparently studied Rell’s tactics and may be preparing countermeasures that make direct boarding a trap.
  • A family aboard one of his ships is secretly related to a rival faction envoy, which could trigger a diplomatic explosion.

Secrets

  • Rell once accepted a forged commission because he was paid to spare a ship that should have been sunk.
  • He fears open water more than he admits, because he has seen what happens when a command line breaks in a storm.
  • He keeps a hidden list of crew names he would trade his own life for, and that list is longer than anyone expects.

Fears

  • Losing control of his crew in public.
  • Being remembered only as a brutal raider.
  • A battle where courage is useless because the sea, not the enemy, decides the outcome.

Aspirations

  • To become the commander whose people survive longest, not just the one who wins quickest.
  • To break Aurex’s false-flag web and prove he can read a war better than any spymaster.
  • To earn a victory that does not require sacrificing the sailors who trusted him to bring them home.

QUEST -- Keep the Crew Alive Longer

Rell’s core belief is not that victory is glorious, but that endurance is proof of command. He has buried too many good sailors to trust ideals that do not survive cannon smoke. This quest follows the Bosun as he searches for a way to keep his crew alive without surrendering the ruthless methods that made him feared. In practice, that means deciding whether to risk his own people for a decisive boarding, whether to trust safer tactics that cost him pride, and whether the crew’s loyalty comes from fear, respect, or both. The party can exploit this quest by forcing Rell to choose between immediate aggression and the long survival of the people under his flag.

Current Stage

Rell is forced into a battle where the easiest win would cost several deckhands. He must decide whether to press the attack or break off and preserve the crew.

Choice

Order a retreat and sacrifice momentum

If Rell withdraws, his crew learns that he values their lives over a single prize. That does not make him kinder, but it can make him harder to manipulate through fear. His reputation suffers with hardliners, yet his own veterans become more loyal, because they recognize the choice as real command rather than posturing.
Alternative

Push the attack and accept the losses

If Rell ignores the warning signs and wins by brute force, he confirms the worst rumors about him: that he will spend lives before he spends time. His enemies fear him more, but his crew becomes brittle, carrying grief and resentment into the next voyage.
Mechanical Rewards
  • A permanent +1 bonus to initiative while commanding a ship or boarding action.
  • One additional superiority die for one significant alliance if the party helps him preserve his crew.
  • Access to a veteran boarding crew as hirelings or allied support in one later sea encounter.
Narrative Rewards
  • A reliable if dangerous naval ally.
  • A respected place in dockside and privateer circles.
  • A feud settled with honor instead of annihilation.

QUEST -- The False Flag Debt

Rell has used forged colors, stolen manifests, and false orders to win engagements before they started. One of those deceptions came from a dockside conspiracy that may now be tied to the larger shard war. This quest asks whether he will expose the people who supplied his lies, quietly bury the evidence, or turn the same tactics against a worse enemy. The issue matters because Rell’s practical intimidation only works while everyone believes he is in control. If the party forces the truth into daylight, they can weaken his web of fear. If they help him weaponize it, they gain a useful but morally compromised ally.

Current Stage

A ledger or coded sail-cloth proves that one of Rell’s victories was built on forged orders supplied by a third party.

Choice

Expose the conspiracy publicly

The revelation shames Rell, but it also cuts him free from a chain of favors and blackmail. His rivals lose some leverage, and the people who profited from the deception become visible enemies. Rell must rebuild his standing from a lower place, which is painful but honest.
Alternative

Keep the secret and use it later

Rell keeps his hands clean in public and dirty in private. The party gains a useful bargaining chip, but they also become complicit in the same sort of naval lies that have poisoned the archipelago. The secret can buy passage, silence a witness, or force a rival to the table.
Mechanical Rewards
  • Access to one forged-passage route through a hostile sea lane.
  • One temporary ship upgrade: concealed compartments or false colors.
  • The ability to call in one intimidation-based favor without immediate payment.
Narrative Rewards
  • A hidden network of smugglers and signalmen.
  • A dangerous bargaining chip tied to rival commanders.
  • A better understanding of how the naval war is being manipulated.

QUEST -- Board the Unboardable

Rell’s pride is tied to boardings that look impossible and end quickly. He wants to challenge the one kind of opponent he cannot simply outshout: a superior force with better positioning and no fear. This quest is about whether he can adapt when intimidation fails. The party may guide him into an assault that requires patience, stealth, or layered tactics rather than a direct rush. If Rell learns anything here, it is that a captain who lives by boarding must also know when to stop the grapples from snapping. That lesson can save him later when Aurex or a rival admiral sets the battlefield on fire.

Current Stage

Rell encounters a fortified enemy ship or cliffside battery that cannot be beaten by a frontal rush alone.

Choice

Plan a patient assault with misdirection

Rell swallows his impatience and uses the party’s ideas. He begins to see that tactical restraint is not weakness. His crew may grumble, but the success becomes a story of competence rather than only courage.
Alternative

Attempt the direct assault anyway

Rell doubles down on his reputation and risks blood for the sake of pride. If he wins, he becomes more dangerous but less flexible. If he loses, he may survive only by accepting help he did not want, which can sting more than the wounds.
Mechanical Rewards
  • A permanent maneuver improvement: one superiority die may be rolled twice and choose either result once per long rest.
  • A boarding-trained crew that can grant advantage on one ship-to-ship attack.
  • A personal signet or captured banner that grants him legitimacy in parley scenes.
Narrative Rewards
  • A true rival rather than a mere raider.
  • A reputation for adapting under pressure.
  • A path to confronting greater enemies with fewer losses.

Major Decision

Context

A storm battle leaves Rell with a chance to save his flagship or save the deck crew trapped below.

Choice Made

Choose the crew over the ship, even if the vessel is lost or crippled.

Impact

This turns him from a man who speaks about survival into one who proves it. His authority becomes more personal and less purely coercive, and he may gain long-term loyalty from the survivors.

Major Decision

Context

Rell discovers Aurex’s manipulation of rival flags and false charts.

Choice Made

Expose Aurex and risk destabilizing every alliance he has built.

Impact

Rell loses the comfort of controlled lies but gains a clearer enemy. This can transform him from a rival antagonist into a dangerous anti-Aurex ally or independent power.

Major Decision

Context

The party offers him a chance to secure the wish by force or to stop the final conflict through restraint.

Choice Made

Either take the wish by boarding the final fortress, or back a ceasefire and try to end the cycle of attrition.

Impact

This choice determines whether Rell becomes a final-act siege commander, a grudging mediator, or a man who finally understands that winning the sea is not the same as keeping it alive.

Transformative Moment

Trigger

A boarding action goes wrong and his crew hesitates for the first time.

Transformation

Rell realizes fear is not the same as loyalty. He starts issuing fewer threats and more concrete orders, becoming a commander who measures himself by whether people come home.

Mechanical Changes

Leadership

Gain advantage on one morale-related or command-style check per short rest.

Rell has learned to give orders that people can survive, not just obey.
Crew support

One crew-related ally remains loyal even after a setback.

Trust, however rough, has become part of his command style.

Transformative Moment

Trigger

He sees a false-flag attack destroy a ship he meant to protect.

Transformation

The moment breaks his belief that practical intimidation always controls consequences. He becomes more careful with deception, understanding that lies at sea often sink faster than ships.

Mechanical Changes

Deception

Trade one deceptive tactic for a once-per-day reroll on an Intimidation or Insight check.

He relies less on pure bluff and more on reading the room.
Tactical posture

Gains resistance to being surprised in naval negotiations or ambush-like social scenes.

He has learned to expect betrayal and prepare for it.

Transformative Moment

Trigger

He is forced to choose between command pride and a negotiated peace at the Moonless Pilots’ Shrine.

Transformation

Rell understands that holding the sea longest may require refusing the fight that would make him legendary. He does not become gentle, but he becomes harder to bait.

Mechanical Changes

Faction standing

Standing with one major faction improves by 1 step if he helps broker peace.

Other powers respect a commander who can stop a war as well as start one.
Battle Master

One superiority die may be spent to bolster an ally’s saving throw during a parley turned combat.

Rell’s discipline now serves the crew, not just his ego.

Ally:
Captain Nera Glasswake

Relationship Uneasy supplier and occasional partner
Influence 7/10
Loyalty 5/10

Shared History

Rell and Nera have crossed routes, favors, and lies for years along the Outer Ring. They respect each other because neither of them mistakes charm for safety. Nera has sold him charts that were too useful to be accidental, and Rell has provided cover when her cargo should have been seized. Their history is half commerce and half mutual blackmail, stitched together by the simple fact that both know how to keep a ship moving when the law becomes inconvenient. They are not friends in any clean sense, but they understand each other’s appetites, and that makes them frighteningly effective when the same enemy threatens them both.

Potential Breaking Points

  • Nera may sell his forged routes to the highest bidder.
  • Rell may sacrifice one of her smuggling jobs to protect his own crew.
  • Either one can decide the other has become too visible to remain useful.

Ally:
Old Tamma Reed

Relationship Respectful source of local knowledge
Influence 5/10
Loyalty 7/10

Shared History

Tamma remembers the reefs, currents, and dead places of the archipelago with a precision that embarrasses charts. Rell originally treated her like another dockside crank until one of her warnings saved a cutter from a reef line that would have ripped it apart. Since then, he has listened more than he admits. Tamma distrusts his methods but appreciates that he does not waste sailors by pretending sea magic is less real than gunpowder. Their bond is one of practical respect: she gives him truth, and he gives her the rare courtesy of acting on it when it matters.

Potential Breaking Points

  • Tamma will turn against him if he endangers fishing crews or local guides.
  • Rell may ignore one of her warnings if vengeance is within reach.
  • She could reveal his past falsified claim if he threatens the archipelago too openly.

Enemy:
Dame Seris Vale

Threat Level 6/10
Conflict Type Political and strategic rivalry

Personal Stakes

Seris sees Rell as the kind of commander who turns every parley into a knife fight in another room. Rell sees her as a polished legalist who can turn words into chains and call it mercy. Their conflict is more than personal insult: if she secures the shard route first, his kind of command becomes a liability. If he forces the issue, her faction may lose the discipline she is trying to preserve.

Possible Resolutions

  • Expose the false claims supporting one of her treaties.
  • Force a public duel of authority through a controlled boarding incident.
  • Convince her that Aurex’s manipulation threatens her people more than Rell ever could.

Faction: The Iron Wake League

Standing -1/10
Influence Regional naval rival network of privateers and frontier captains

Obligations

  • Obey the terms of at least one hard-won contract before seeking aid again.
  • Do not sabotage a League ship without cause if you want their harbor access.

Benefits

  • Can provide boarding crews, cutters, and illegal passage.
  • Respects force and may bargain if the party proves useful.

Faction: The Azure Crown Consortium

Standing -2/10
Influence Disciplined maritime kingdom with legal authority and formal fleets

Obligations

  • Must not be caught flying false colors in their harbors.
  • Need proof before they trust any accusation against their command structure.

Benefits

  • Can offer legal passage, repairs, and formal commissions if appeased.
  • May temporarily tolerate Rell if he serves as a useful weapon against Aurex.

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