Example Races(Feel free to suggest your own! :3)
MerpeopleThe most common example of an undersea dweller, and by far the most numerous and successful. Merpeople are typically half fish and half human-some lean more to one side or the other, but most are in between. They're not as strong as some of the more bestial races, but are generally faster and possess a great deal of tactical intelligence, and the means to make or obtain high quality weapons and armor that suits fighting in their under water realm. They tend to be talented spell casters, as well.
While the shore dwelling Merpeople prefer to keep to themselves, tending their kelp farms and fish farms with their families in what amounts to a rural existence, the ocean dwellers tend to be classical Imperialists, constructing amazing cities, networks of travel and communiction-along with raising massive armies to enforce their interests. In the last hundreds of years, the Merpeople have constructed the largest and most impressive Empires ever seen beneath the waves-displacing many of the former inhabitants in the way.
Imperial Merpeople tend to have Greek and Roman names, such as "Darius", "Olympias", "Ptolymus" and "Agrippa". They're not well liked by other races, due to their Imperial ambitions, but they certainly know how to command respect and fear.
Shore dwellers are more likely to be symoblic-"Waverunner", "Swiftspear" "Coralheart" and "Azurescale", for example. They tend to be natural diplomats, especially with landwalkers, and have a good deal of survival skills.
Deep Dwelling Merpersons are often mostly outcasts from the upper reaches, and have a well earned reputation of being often lethal opportunists. Their names are a combination of the above, but with a decidely darker and somewhat ostenatious bent-"Uccisore", "Ombra" "Hellscale" and "Deathcurrent". Most times, a Deep Dweller has either cast away his old name or corrupted it into it's current form.
[Traits]
+20 to Diplomacy and Trading rolls
+10 against Evasion Defense
Merperson equipment worn by a Mersperson counts as 1 tier better
Innate Ability: Gift of Breath/The myth of Merpeople having the power to save drowning sailors is true-though, their purposes may be more dark than it one is led to belive. Simply put, most Merpeople learn the simple air breathing dweomer from childhood-even the hardiest warrior learns to cast it in a pinch. Aside from allowing normally air breathing races to survive in the water (or vice versa), and keeping unconscious allies from drowning when knocked out, it's also a defense against Dark Water and other deadly to inhale threats. While tradition among the more adventurous Mermaidens is to seal the spell with a friendly kiss, it can be done through any sort of direct touch.
The Gift can be given often-but, only to one being at a time.
Effects: +10% HP regeneration a turn, stabilizes wounded
Immunity to Inhaled Dangers, Suffocation, etc
3 Turn duration, 3 turn cooldown
Target/Touched, One or Self
SharkmenIf the Merpeople are the 'friendly face' of the undersea races, the Sharkmen are the opposite-They are most popularly depicted as berserk savages, swarming over ship decks at night and tearing innocent sailors limb from limb with their powerful claws and deadly jaws. That's not too far from the truth...
In reality, the Sharkmen are not truly bloodthirsty, but a proud people who put emphasis on courage and martial skill-sadly, succumbing to a slow death as their race is pushed back by the more organized undersea peoples into the fringes. Numerous wars have slowly whittled their once impressive power to nothing, and their scattered peoples only begun to attack land walker ships with a mixed feelings of shame and dishonor-and desperation.
Sharkmen tend to be very good warriors-they're naturally good in a melee, having the best of natural weapons to supplement them, and their skin is good as any armor. While not exactly dexterous, they are capable of amazing bursts of speed, quickly closing distances. Their immune systems are unusually robust, generally improving their lifespan by purging disease, wounds and poison from their blood streams.
Sharkmen don't have many technical variants-though, each one is a different breed of shark, they all share the same great strength and speed. They tend to have simples names with double sets of letters. "Groon", "Darguu", "Tengarr" and "Okmarr".
+20 resistance Vs Poison/Disease/Wound effects etc
+10 against Ranged Tactics
+3 HP Points
Innate Ability: Blood Frenzy/Through rigourous training and discipline, most Sharkmen learn from a young age to control the maddening effect known as 'frenzy'-the condition where a Sharkmen scents blood in the water, and loses all self control in an attempt. To succumb to it unwillingly is a sign of deepest dishonor-and may be accompanied by ritual suicide, if an ally or friend was injured or killed. Still, as desperation has grown, many Sharkmen have also learned to utilize it to enhance their own battle skill, triggering it on will. The effects are nothing short of horrifying. And, highly effective.
While it can be 'triggered' anytime a Sharkmen can smell blood, prolonged and repeated use has very unfortunate side effects-the loss of sentience is the worst and final. A warrior who loses his soul to the Frenzy becomes nothing more than a beast-one who must prowl the sea forever, to sate hunger unending.
Effects: +25% Combat Mod
Immunity to Fear, Mental and Morale Effects
Unlimited Turn duration, 1 turn cooldown when ended
Target/Self
OctomenThe Octomen are a predictably mysterious and small numbered people, who enjoy a lifestyle as wanderers and explorers across the sea's, and above them. Their appearance is somewhat freakish-seemingly bippedal, but with strange sucker tipped fingers and 'beards' of grasping tentacles coming from their mouths. The large eyes on their bulbous heads are enrapturing.
Octomen are highly intelligent and willfull, and have an innate resistance to Wards and magic that attacks the mind and soul. They have amazing memories-and, with their fondness of travel, collect amazing amounts of stories and tales of the dangers of the sea.
Is it unfortunate, that their travels frequently generate alarm in most communities, above and below-though they are benevolent, many view them as strange threats, omens of doom-or in the case of some, profits to be made. Octomen are hunted by many races for their valuable Inks, and tend to shy away from 'civilized' people as much as possible.
This was not always so-the Octomen once had a sizable Empire, one that extended into the deepest ocean trenches-where, they claim, their armies kept threats such as Sea Monsters and Black Water kept firmly under control. The expanding and aggressive Merpeople put an end to them. The Mermen left little but rubble after the war-many of the beautiful spiraling towers of the Octoman cities are little more than dens for beasts, or haunts of evil things.
Still, Octomen are an incredibly patient and spiritual people, in most regards. They accepted their new, sad existence with an incredible amout of stoicism-knowing that for every rise, there is a fall. Everything balances out. There has been a great time of peace, for some. They forsee dark times ahead, for all.
Common Octomen names resemble Sanskrit in our language-"Jeet", "Basanta", "Visesa", and "Tarika"
Octomen divide themselves into two groups-Wanderers and Sentinels. The Wanderers explore the seas by themselves, gathering news and lord. The Sentinels are fewer, and remain in the deep seas to defend the shattered temples and villages-from within and without.
+20 resistance Vs Mental/Fear/Illusion/Morale effects
+20 to Ocean Lore Rolls
+10 against Ward Defense
Innate Ability: Ink Cloud/An Octoman's best defense is his dense cloud of disrupting ink-which he can spray in a high speed jet at a moments notice. The cloud not only disrupts vision, but blind and numb the other senses as well.
Octomen have naturally improved upon their less advanced brothers tactics. While wild Octopus use it for fleeing battle, Octomen have learned to use it an offensive fashion, staggering jets at specific foes to incapaciate them, whilst attacking the targets allies-to give an example. The Ink is a pricy trade good to the Landwalkers, who value it's use in magical scrolls and books, and other water dwellers, who use it for improvised bombs, all of which leads some Octomen to sell their ink for easy profit.
An Octoman usually regenerates all lost ink in a short time, unless harvested, at which point it might take a day for it to grow back.
Effects: Enemies in range hit take 25% Combat mod penalty-can be used as an attack or a defense. Octomen are immune to the effects.
Applies Blind and Stun
Extract (Octoman Ink)
1 Turn duration, 3 turn cooldown
Target/Enemy
Naga ~Race Design Courtesy of Tiruin~
The Naga, or as known to the surface dwellers as a common name for a 'Snake', are a mix of both human and snake features-humanoid in form, but snakelike in texture and structure. Stories tell of a day where they once lived on land but were driven to the depths by a force of the divine or other calamities. These can be no closer to the truth.
For despite their dark history, the Naga are generally described as an Athenian people, as was their last description by the surface dwellers. Their cities are built as like the ancient humans, with towers of marble and structures of limestone hewn straight from the bedrock found in the darker depths. Being a reclusive race due to their qualms with other races, mostly based on misunderstandings, it is no wonder that a typical Naga is well prepared when venturing in the Upper Waters. Despite their advances in technology and armory quality, they are not as adept at battle than the Sharkmen, or as open-minded and aesthetically inclined as the merpeople.
There are only two variants of Snakemen that exist within their Society: the two clans that form the Naga.
Arvel'dallin
"Those who keep watch". This half of the Naga pertain to those who keep the snakemen cities alive and flourishing, and to those who live there. Their names are usually long, with about one to two syllables and more than four letters in form. They are generally known to be more culturally inclined and prone to ambition.
Ven'dallin
"Those that wander the waters". This half of the Naga are those who live outside of the great cities of the depths. Their names are usually short, with about one syllable and lesser than four letters in form, for easier and quicker pronunciation. They are the more mysterious of the Naga, being bringers of tales and knowledge from the depths, only to disappear within the days,
Naga born of one clan adopt the other's mark name. So those born in the former have the 'Ven' suffix attached to their names and vice versa.
-10 to Diplomacy rolls
+10 Ocean Lore
+10 against Physical Tactics
+10 Mental Defense
Snakeperson equipment worn by a Snakeperson counts as 1 tier better
Innate Ability: Halcyonic Mark/According to Legend, it is said that the Naga have both the characteristics of the human race, as well as those of snakes. While this holds true in both form and structure, the Naga focus more on the persona than the spirit. Simply put, most Naga have innate intrapersonal knowledge about themselves; ranging from calming the blood when wounded, to achieving a total, tranquil state of mind, allowing focus and strength to replenish in dire situations. While this may reflect on what 'human' aspect is of the Naga, the 'snake' aspect gives the wielder the ability to pass on this trance through a bite, though most only use it when aiding others, as those they target usually suffer from amnesia as an after-effect that stretches until after they were bitten.
This acts as a link between individuals if shared, but only affects one.
Effects: +10% HP regeneration a turn, stabilizes wounded
Immunity to Inhaled Dangers, Suffocation, Blind, Stun, Fear, Mental and Morale Effects
3 Turn duration, 5 turn cooldown
Self/Target - Is considered 'shared' if the latter is chosen.
If shared:
-1 damage to health upon contact or knocks out target for the same turn if no health is available
50% of any proceeding damage for the duration is split between both individuals
Effects of the mark transfer to target, owner is not affected; only on the splitting of damage