0% found this document useful (0 votes)
318 views7 pages

Aquatic Races in D&D: Aventi & Darfellan

The document describes several seafaring races that inhabit the seas and oceans. These include aquatic elves, merfolk, sahuagin, and other races like the hadozee that are closely associated with the sea. It also provides more detailed information on one such race, the aventi, who are humans that adapted to an underwater civilization after their original empire sank beneath the sea. Key details on the aventi include that they can breathe both water and air, have pale skin and small fins on their limbs, and possess a +8 racial bonus to Swim checks.

Uploaded by

Phillip Hicks
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
318 views7 pages

Aquatic Races in D&D: Aventi & Darfellan

The document describes several seafaring races that inhabit the seas and oceans. These include aquatic elves, merfolk, sahuagin, and other races like the hadozee that are closely associated with the sea. It also provides more detailed information on one such race, the aventi, who are humans that adapted to an underwater civilization after their original empire sank beneath the sea. Key details on the aventi include that they can breathe both water and air, have pale skin and small fins on their limbs, and possess a +8 racial bonus to Swim checks.

Uploaded by

Phillip Hicks
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Illus. by D.

Griffith
Seafaring Races
ll places are possessed of life, and the seas are
no exception. Many cultures have made their
fortunes with a brisk sea trade, and those who Characters of almost any race might travel for a time over
are capable of sailing the blue seas are highly (or through) the water, but aquatic elves, merfolk,
valued. Likewise, there are many settlements built sahuagin, and the like are true natives of this environ-
along the shorelines of a great sea to take advantage of ment. Perfectly adapted to a life underwater, they build
precisely that kind of trade, as well as the natural bounty their cities and fight their wars in a world of dazzling
of the sea itself. Characters of very nearly any race can be white sands, rainbow-colored reefs, cold black rifts,
found on the seas. Though some races, such as dwarves, and drifting kelp forests. Some of these folk are
have little use as a culture for sailing vessels and the inclined to leave the sea and take up adventure on
open sea, there can always be found that one odd fellow the nearby lands, but most rarely stray far from the
who takes to the sea as though he were born to it. waters of their home.
Beneath the waves lie wonders only dreamed of by land Other folk are not true denizens of the undersea
dwellers who hesitantly venture out on the waters in their world but are intimately associated with the sea and
great wooden vessels. Entire cultures and civilizations of are found exclusively along (or above) its waters.
marine races lie under the waves, engaged in their own The hadozee, for example, are rarely encountered
commerce and beset by their own unique perils. The far from the ocean, despite the fact that they are
great kingdoms of the merfolk and aquatic elves are well landgoing folk.
known even among surface dwellers, and most sailors
know which stretches of water are claimed by the locathah
or sahuagin.

33
Table 2–1: Racial Ability Adjustments
Race Type Level Adjustment Ability Adjustments Favored Class Automatic Languages
Aventi Humanoid (aquatic) +0 None Any Common
Darfellan Humanoid (aquatic) +0 +2 Str, –2 Dex Barbarian Darfellan
Dwarf, seacliff Humanoid +0 +2 Con, –2 Cha Fighter Common, Dwarven
Elf, aquatic Humanoid (aquatic) +1 +2 Dex, –2 Int Fighter Common, Elven
Gnome, wavecrest Humanoid +0 +2 Con, –2 Str Bard Common, Gnome
Hadozee Humanoid +0 +2 Dex, –2 Cha Rogue Common, Hadozee
Halfling, shoal Humanoid (aquatic) +0 +2 Dex, –2 Str Rogue Common, Halfling

As a result, spellcasting aventi have enchanced ability


AVENTI with water magic. An aventi’s effective caster level is +1
CHAPTER 2
RACES OF
THE SEAS

“Your petty human kingdoms are amusing, but they pale for spells with the water descriptor.
against the splendors of ancient Aventus—either before the • Human Blood: For all effects related to race, an aventi
great waves came, or after.” is considered a human. Aventi are just as vulnerable
—Boral Adirishol, aventi warlord-in-exile to special effects that affect humans as humans are,
and they can use magic items that are only usable
Citizens of an ancient empire that sank beneath the ocean, by humans.
the aventi adapted to their new home and now adventure • Automatic Languages: Common. Bonus Languages:
both at sea and on land. A proud people who hold personal Aquan, Elven, Sahuagin.
honor in high regard, the aventi can be found anywhere • Favored Class: Any.
from the human-settled coasts to the deepest trenches
of the ocean floor. AVENTI CHARACTERS
Aventi are little different from humans in appear- If you want to be totally at home beneath the waves,
ance. Aventi usually stand from 5 feet to a little over 6 the aventi are a good choice because you can easily
feet in height and weigh from 125 to 250 pounds, with adventure for extended periods above or below the
men noticeably taller and heavier than women. Aventi water’s surface.
coloration tends toward very pale, almost bluish skin to a Adventuring Aventi: Most aventi adventurers
lighter tan, with blue and green eyes and hair that ranges undertake missions on behalf of their family or aventi
between a light brown to a very pale blonde. The calves community—reestablishing connections among the
and forearms of aventi feature small swimming fins that widely scattered aventi settlements, fighting bitter blood
fold almost flat when the aventi leaves the water. feuds against rival families, or rediscovering lore lost in
Aventi dress is very plain and sparse—most wear just the great cataclysm that transformed the aventi race.
enough to maintain their modesty, and some wear less But other aventi adventurers are more independent.
than that. They are fond of pearls and soft metals that can There’s a long tradition in aventi society—a cultural
be worked without heat, such as gold. Aventi, like humans, safety valve of sorts—where aventi who don’t fit in
reach adulthood at about age 15 and rarely live more than choose a period of self-exile, during which they wander
a century. the seas. Your character might have chafed at the bounds
of regimented aventi society, choosing exile rather than
AVENTI RACIAL TRAITS a stifled life among your people. Or maybe it wasn’t
• Medium: As Medium creatures, aventi have no special voluntary; a real or trumped-up crime or conflict might
bonuses or penalties due to their size. have resulted in your exile. Whether you seek to regain
• Aquatic: Aventi are aquatic humanoids, and have the your place in aventi society or forge a new destiny for
aquatic and human subtypes. yourself is up to you.
• Amphibious (Ex): Aventi can breathe water or air equally Taken as a whole, aventi are as likely to become adven-
well, without limitation. turers as any other race, though land folk rarely hear of
• Aventi base land speed is 30 feet. Aventi base swim their exploits. Many aventi adventurers perform mighty
speed is 30 feet. Aventi have a +8 racial bonus on any exploits below the waves but only rarely venture out of
Swim check to perform some special action or avoid a the sea. Those who undertake those adventures that lead
hazard. They can always choose to take 10 on a Swim them out of the ocean are likely to find fellow adventurers
check, even if distracted or endangered. Aventi can use who are more familiar with the surface world.
the run action while swimming, provided they swim Character Development: Even though you have a
in a straight line. swim speed, it’s still a good idea to spend points on the
• Water Spell Power (Ex): The magical ties that connect Swim skill. Doing so will help you when you’re facing
the aventi to Aventernus (see page 49) persist, untold undersea hazards and when you’re wearing heavy armor.
ages since the sea god saved the aventi from extinction. If you’re a spellcaster, you’ll want to know every spell in
34
the Player’s Handbook with the water descriptor—and you’ll strength, perseverance, dedication, humility, obligation
find many additional water spells in Chapter 6 of this book (specifically, to the family), respect, and peacefulness.
as well. Of course, these are ideals to which individual aventi strive,
Character Names: Aventi keep the names they are but the assumption of these virtues as being the norm
given at birth, even after marriage. When among other colors everyday aventi life.
races, aventi do not give their family names, instead Roleplaying Application: When you’re faced with an
taking the name of their settlement as a substitute sur- important decision, frame your answer in terms of the
name (as in “Ralin of Deepingpearl” rather than “Ralin Twelve Virtues: “An intriguing dilemma…chasing the
Ubanishol”). Given names among aventi always begin pirates would demonstrate the virtue of bravery, but con-
with consonants, while family names always begin with tinuing with our sea voyage would demonstrate the virtue

CHAPTER 2
RACES OF
THE SEAS
vowel sounds. of loyalty to our employers.”
Male Names: Boral, Damash, Behaviors: Aventi cul-
Daneth, Kanal, Ghenor, Nimor, ture is regimented enough
Ralin, Relvin, Tagren. that even rebels, misfits,
Female Names: Boshira, Dahara, exiles, and other adventurers
Daratha, Ganelle, Janna, Naliatha, tend to go about their daily
Nimora, Paranna, Shara. routines in an organized,
Family Names: Adirishol, Anaya- mindful fashion. Devout
sha, Eriskan, Iricha, Olbareth, aventi undertake many
Ubanishol, Uvarilith, Ygranneth. small rituals of thanks and
acknowledgement through
ROLEPLAYING their day, and nearly every
AN AVENTI aventi recites his or her
As an aventi, you’re exotic lineage before going to sleep

Illus. by E. Polak
both physically and cultur- each night (even those who
ally. You’re able to traverse can’t stand their families).
the boundary between the Roleplaying Application:
worlds of sea and air—a During your adventuring,
boundary that most find im- think about small, repeti-
passible. And you’re from a tive tasks you can turn into
culture with a rich, tragic his- rituals. Perhaps you sharpen
tory that few human nations can the tines on your trident af-
match. You carry the weight of ter every battle, then look in
your people’s honor and heritage every direction for enemies,
on your shoulders, a mixture of then examine the bodies of
pride and sorrow not unlike that fallen foes.
of a samurai after Japan’s feudal age Language: Aventi speak
drew to a close. Common, as well as the
Personality: Aventi are, first and languages of those civili-
foremost, a very devout people— zations around them. Many
they literally owe their existence Elven words have found
to their patron sea god, after all. their way into the aventi Common,
Aventi are also a very proud peo- due to the influence of the aquatic
ple, sometimes to the extent of elves on aventi civilization. Addition-
being considered prickly about Aventi paladin ally, many aventi learn the Aquan
things such as their honor. They are tongue, often with a merfolk accent.
not quick to take insult, but they are very particular about Roleplaying Application: Because aventi spend most
their own honorable behavior. They expect less out of of their lives underwater, they use idioms and expres-
other races, though are pleasantly surprised when one sions that humans find puzzling—and some phrases are
of the land folk matches their standards for honor, cour- baffling to aventi as well. The phrase “fight fire with fire”
tesy, and duty. and “every cloud has a silver lining” are probably mean-
Aventi culture is very tradition-bound and ordered. ingless to aventi, who might instead use the equivalent
This sense of tradition is expressed among the aventi as phrases “sometimes you must wrestle the octopus” and
the Twelve Virtues: honor, loyalty, bravery, piety, civility, “even the smallest oyster can hold a pearl.”
35
AVENTI SOCIETY that they did not perish in the long-ago catastrophe that
Long ago in the misty dawn of humankind, the mighty befell their kingdom. The temple hierarchy of Aventer-
island nation of Aventus ruled the waves. The patron of nus is a pillar of any aventi community, and high priests
this nation was a god of the sea, and it was only by this often serve as the principal advisors to aventi kings and
god’s graces that the aventi exist today, for a terrible cata- lords. Evil aventi are sometimes lured by the promises
clysm befell that island nation. Some say that cataclysm and power offered by sinister deities such as Sekolah
was the working of a goddess who was the sea god’s rival, or Umberlee.
while others claim that it was the result of the nation’s Relations: Aventi have excellent relations with mer-
own toying with terrible magics. folk, aquatic elves, and tritons, often banding together
Regardless of the cause, Aventus was laid low by the with them to fight off threats from land folk or aquatic
CHAPTER 2
RACES OF
THE SEAS

cataclysm and the island nation sank beneath the waves. threats. They are fascinated by the merfolk and their
Though the sea god wasn’t able to save the island, he culture’s apparent lack of structure, so unlike the aventi
transformed its people into the aventi, humans capable way. Aventi are dedicated enemies of the sahuagin and
of breathing water. monstrous sea creatures such as merrows and scrags.
Now aventi emerge from the sea only occasionally, Of all the sea-dwelling folk, the aventi are the most
for they are an insular people. In many cases, those who likely to engage in regular commerce and trade with
meet aventi do not know that they are dealing with a sea- coastal and seafaring land dwellers. Sometimes they
dwelling creature, for the aventi do not look drastically conceal their true origins from the humans they deal
different from humans and can easily pass for one in with, appearing as mysterious sea traders who rarely ven-
most cases. Those aventi who need to venture onto the ture far from the ocean. In other places aventi kings are
surface world simply do so, engage in whatever trading staunch allies of human lords ruling over coastal cities,
they might need, and then go their way with few being and the two races freely mix. Human-aventi marriages
any the wiser. are not uncommon in such places; the children of these
Alignment: Respectful of tradition and personal unions are aventi, although they might have features and
honor, aventi tend to be lawful. Aventi do not have any coloration that are quite unusual for their race.
need for stringent legal codes and expansive laws. Each
member of their society is assumed to act with honor AVENTI ADVENTURES
and integrity, seeking the best outcome for the most Adventures that involve both the air-breathing and
people. Dishonorable behavior is dealt with on a familial water-breathing worlds often involve aventi. And when
level—a family is expected to deal appropriately with you need to use the plot device of an ancient culture with
anyone in their midst whose behavior reflects badly on long-lost magic lore, consider a culture whose ruins lie
the community, whether through shaming them into below the waves, not below the ground.
proper behavior or ensuring that this family member • Once a century, the princess of a human kingdom must
makes amends and then keeping a close eye on him or travel under the waves to an aventi enclave, exchanging
her to prevent such behavior again. gifts and learning about life at the ocean’s floor. The PCs
Lands: Most aventi know the place where their are part of the princess’s retinue, responsible for keeping
original homeland sank beneath the waves. However, her safe during the journey and while in the company of
a generation or so after their transformation they were her honor-obsessed hosts.
forced to abandon it. Some say it was because disease • An aventi warlord has roused the battle-fury of his
spread among them, while others claim that the sahuagin community, raiding coastal villages and seizing every
armies of a mighty kraken lord claimed the great city. sailing vessel he can get his hands on. The warlord is no
Settlements: Currently, aventi live in small enclaves mere plunderer, however. He wants to lead his people
of up to a thousand members. Each enclave is ruled by back to life on land, displacing whatever humans get in
a king, who is often a paladin or cleric of the sea god. the way of his homeland (“New Aventus”).
These enclaves are guarded by a militia led by the elite • Aventi sages have warned for years against using the
Order of the Pearl. Once a decade, the kings of all the magic rituals that might have caused the sinking of
settlements gather for a Royal Moot hosted by one of Aventus, but a cult of aventi have pieced together most
the kings, wherein the kings reaffirm their treaties and of the arcane texts. They want to use the ritual to sink
alliances with one another. the existing continents, creating a world dominated by
Beliefs: Most aventi revere the mighty sea god Aven- undersea civilizations.
ternus as their patron and savior, for it was by his hand

36
times his Strength bonus to damage. If armed with a
DARFELLAN weapon, he can use his bite or weapon, as he chooses.
“For too long we were the prey. Now we are the hunters, and no When making a full attack, a darfellan normally uses
more shall we mourn.” the weapon as his primary attack along with the bite as
—Akilu Sea-Slayer a natural secondary attack (at –5 attack). If the darfellan
gets extra attacks by virtue of a base attack bonus of +6
The darfellans were once a peaceful race of hunter-gatherers or higher, he gets them only with his primary attack.
who lived among the surf and sea stacks of forbidding • Echolocation: In the water, a darfellan can emit a
coastlines. Then the sahuagin discovered them, begin- series of whistles, then instinctively pinpoint nearby
ning a century-long struggle that almost ended in the creatures by hearing the echo. Darfellans have blind-

CHAPTER 2
RACES OF
THE SEAS
extinction of the darfellan race. The remaining darfellans sense out to 20 feet, but the blindsense doesn’t extend
are brooding wanderers who crave the chance to exact beyond the water.
a final measure of vengeance against the sahuagin who • Racial Hatred: A darfellan normally exudes a brooding
wiped out their kin. calm, but the mere presence of a sahuagin is enough to
A typical darfellan has a hulking, muscular build with send the darfellan into a blood-mad fury. Darfellans
a broad back, powerful arms, and a wide neck and head. gain a +2 racial bonus on attack rolls and damage rolls
A darfellan stands not much over 6 feet tall and weighs when fighting sahuagin.
nearly 200 pounds. • Automatic Languages: Darfellan. Bonus Languages:
A darfellan’s most striking feature is his or her jet- Aquan, Common.
black skin, glossy and hairless, broken by varied white • Favored Class: Barbarian.
markings. The size, shape, and location of the white
areas distinguish family groups and quickly identify an DARFELLAN CHARACTERS
individual’s heritage to other darfellans and those who As a darfellan, you’re naturally able to adventure in the
know how to read darfellan markings. Occasionally water—and you’re no slouch on land, either.
individuals are born who are entirely black or, much Adventuring Darfellans: As a typical darfellan adven-
more rarely, wholly white. Such births are always seen turer, you were probably raised in a hidden community
as portentous, and the children are destined to hold on a forbidding ocean shore somewhere, only to lose kith
positions of importance among the people—whether and kin in a savage sahuagin attack. Now you wander the
they are so inclined or not. The appearance of an entirely coastal waters seeking vengeance for your family and to
white darfellan is taken as a sign of great events, and the honor the memory of the fallen darfellans.
people’s history is filled with stories of the upheavals that If your home community still survives, you might be its
followed such births. representative to the outside world, or an exile who can’t
come home until a particular wrong is righted.
DARFELLAN RACIAL TRAITS Darfellans hold hunters in great esteem, especially those
• +2 Strength, –2 Dexterity: Darfellans have a powerful who battle sahuagin. If you can explain your adventuring
physique but are somewhat clumsy, especially out of career in terms of fighting sahuagin or hunting, other
the water. darfellans will laud your career choice.
• A darfellan’s base land speed is 20 feet; darfellan webbed Character Development: Because you can take 10 on
feet are more suited for moving through water than a Swim check, it’s a good idea to develop your Swim skill
on land. so it reaches the point where you can succeed on common
• A darfellan’s base swim speed is 40 feet. A darfellan has DCs (15, 20, and 25) without needing to pick up the dice.
a +8 racial bonus on any Swim check to perform some You should give extra consideration to classes that don’t
special action or avoid a hazard. A darfellan can always use heavy armor, such as barbarian, bard, druid, monk,
choose to take 10 on a Swim check, even if distracted ranger, rogue, sorcerer, or wizard, because armor will
or endangered. A darfellan can use the run action while hamper your swimming ability.
swimming, provided he swims in a straight line. Character Names: Akilu, Ekitilooit, Fee’itii!, Keitilili,
• Hold Breath (Ex): A darfellan can hold his breath for a Likiki!ta, Ootiliktik, Shooki!alui, Silooti!oo, Weililkoo.
number of rounds equal to 8 × his Constitution score
before he risks drowning. For a typical darfellan, this ROLEPLAYING A DARFELLAN
is 96 rounds, or almost 10 minutes. If you ever wanted to roleplay a melancholy character with
• Natural Attack: A darfellan has a natural bite attack that a tragic past, the darfellan is a good choice. As a survivor
deals 1d6 points of damage. If fighting without a weapon, of sahuagin genocide, you tend to have a pragmatic or
a darfellan uses his bite as a primary attack, adding 1–1/2 cynical worldview.

37
Personality: Darfellans tend to brood on the tragic Alignment: Darfellans can be of any alignment. Many
history of their race, regarding it with equal parts pride younger darfellans have an affinity for chaotic alignments
and sorrow. You might be embittered by your lot in life, because they’ve never lived in an ordered society.
or you can make a point of behaving nobly no matter how Lands: Darfellan communities once dotted the
dire the situation. coastlines of the world. From the ice floes of the arctic
Roleplaying Application: You can speak of how you are to the tropical archipelagos, darfellans could be found
the last in your line, determined to make your ancestors wherever ocean and land meet. Some darfellans even
proud. lived among the land dwellers, but the urge to swim
Behaviors: At its height, darfellan society was a complex among the crashing waves drew most back to their
caste-based culture, but now too few survivors remain for a ocean home.
CHAPTER 2
RACES OF
THE SEAS

caste system to work. Still, darfellans are apt to categorize Settlements: A typical darfellan settlement is
people by their occupation or function; learning someone’s hidden in cliffside sea caves, some above the tide line
job is more important than learning and some below. Nearby is a depend-
someone’s name. able food source, often a
Roleplaying Applica- kelp forest, a river with
tion: You can develop periodic salmon runs,
job-based nicknames or a coral reef rich with
for the people you marine life. While the
encounter. For sahuagin have stopped
example, you might organized hunts of
say, “Healer, attend the darfellans, the
me!” rather than darfellans are still
“Jozan, I need your careful to keep their
help.” lairs concealed from
Illus. by J. Thomas

Language: The those who would hunt


Darfellan language them. Darfellans wan-
has many compound dering the seas of the
and multisyllabic world are careful to
words, so it can take say little of their shore-
a long time to say line homes.
something. A mix Power Groups:
of aggressive conso- The darfellans are a
nants, long vowels, race of refugees; no
and clicks gives the remaining power
Darfellan tongue an groups exist among
animated, heavily them. Many darfel-
enunciated quality. lans have retreated to
Roleplaying their sea caves, where
Application: Even if they live hidden away
you’re a barbarian, from the sahuagin and
sprinkle long words other dangers. Others
into your speaking. roam the seas in small
And because you’re a Darfellan barbarian hunting bands, looking
strong, lumbering creature, speak for sahuagin to slay. Either way, the
slowly and in a deep voice. darfellans are organized like a tribe, with a single chief-
tain or shaman making all the important decisions.
DARFELLAN SOCIETY Darfellans believe that tribal organization will con-
Repeated hunts from the sahuagin have reduced the tinue until a darfellan known in prophecies as the Deep
darfellan population to scattered villages and isolated Dweller emerges to restore the race to vitality. His or her
families on remote stretches of coastline. Once the dar- appearance would immediately draw the allegiance of
fellans had a rich, vibrant, clan-based culture. But now darfellans gathering from far and near, because the re-
most of those clans are just names known to a few dar- maining darfellans regard tales of the Deep Dweller with
fellan elders, and much darfellan art and history exists messianic fervor.
only in the memories of the oldest darfellan survivors.
38
Beliefs: Darfellans tend to worship one of the gods are very suspicious of strangers, especially those who come
of the sea—if they haven’t turned their backs on religion from the surface world. Nonetheless, they know the value
entirely. Many darfellans feel that their prayers and of a strong alliance and, once their fears are allayed, make
supplications went unanswered during the sahuagin’s staunch compatriots.
genocidal attacks, so they believe that the gods them- Physical Description: Aquatic elves are very striking
selves have spurned the darfellan race. in appearance, with skin that ranges between a light blue
Relations: Tribes of darfellans like to keep themselves to a dark green. They usually have black hair and their eyes
hidden, but sometimes a darfellan community will are oddly colored, ranging from an iridescent blue to gold
develop a trading or mutual defense relationship with to a white-silver hue that shines like mother-of-pearl. Their
nearby merfolk, coastal humans, or aquatic elves. But hands and feet are webbed and they boast a set of gills that

CHAPTER 2
RACES OF
THE SEAS
such relationships rarely blossom into outright friendship runs along their collarbones and down their ribcages.
because of secrecy on the darfellans’ part; they tend to be Relations: Aquatic elves have long memories and they
businesslike arrangements where the two races remain at do not trust quickly. However, they have long maintained
arm’s length. alliances with the honorable aventi. They are more than
happy to allow tribes of merfolk to wander into their ter-
DARFELLAN ADVENTURES ritories and even stay for a while, but locathah and other
Sahuagin figure prominently in darfellan adventures, such beings are not permitted within a day’s swim of aquatic
of course. But any adventure that involves exploring elf cities.
the deep should be interesting to the player of a darfel- Alignment: Like most elves, aquatic elves maintain a
lan PC. love of freedom and personal expression, considering most
• A darfellan hunting party has been captured by land- laws and governments to simply be methods of control.
based slavers who intend to march them far from the They favor good and chaotic alignments.
ocean. The PCs must defeat the slavers, rescue the darfel- Aquatic Elven Lands: Aquatic elf cities are wonders to
lans, and figure out why the slavers wanted darfellans in behold, crafted as they are of living coral just as many elf
the first place. cities on land are made from still-living trees. They gleam
• In the tradition of movies like The Seven Samurai, a with mother of pearl and shells scoured bright, and among
beleaguered tribe of darfellans hires the characters to them swim fish of a thousand colors. The borders of these
defend their village against a coming sahuagin raid. cities are guarded by soldiers with tridents, spears, and
• A group of darfellan explorers is searching for an nets, as are the hunter-gatherer parties sent out to retrieve
undersea cave network that legends say leads to the food among the fish and carefully cultivated fields of food
extraplanar shores of Oceanus—a possible new homeland plants nearby.
where the surviving darfellans can flourish and rebuild Aquatic elves are ruled by a loose feudal system, with
their race. clans of aquatic elves swearing fealty to noble houses who
take oath to protect those clans beneath them. All it takes
to confer nobility upon a clan is to have another clan swear
ELF, AQUATIC fealty to it, so most clans have had times in their histories
“Aid me in my endeavor, surface-dweller, and Deep Sashelas when they were considered nobility.
will surely favor you through all your journeys upon the face of Religion: Aquatic elves revere Deep Sashelas first and
his ocean.” foremost. His temples, usually built of solid stone and
—Xiphalia Brightwave decorated by everyone in the community, serve not only as
centers of faith but as the heart of aquatic elf communities.
Although surface elves are renowned as daring and skillful Deep Sashelas’s clergy serve as the advisors of the aquatic
seafarers above the waves, the greatest legacy of elves and elf people, often acting as counselors, healers, mediators,
sea lies below the surface of the ocean. The nations of the and defenders of their communities.
aquatic elves are as ancient and powerful as those of their At some point in an aquatic elf’s adult life, she is expected
land-dwelling cousins. The children of Deep Sashelas, to undertake an endeavor for the local temple where her
aquatic elves dwell in the shallower parts of the ocean, usu- adulthood celebration was held. Each aquatic elf chooses
ally within a few miles of a coast, for the deeper parts of the her own endeavor, one that either relates to that elf’s voca-
sea tend to be not only too cold and lightless for their taste, tion or something that symbolizes her personality.
but also home to their blood enemies, the sahuagin. These endeavors aren’t about doing something the
Personality: Aquatic elves tend to be seen as standoffish temple needs to have done. They are about allowing the elf
creatures hesitant to trust outsiders, and this is true to some to express her sense of uniqueness in a way that directly
extent. Aquatic elves understand the value and importance benefits the temple and reaffirms her choices in life.
of community in their survival beneath the waves. They
39

You might also like