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Aquatic Elf

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Aquatic Elves, as their name suggests, are a branch of the elf


family tree that have taken on an amphibious lifestyle, leading
to them being sort of an interstitial state between elves and
merfolk; gills and webbed digits allow them to live and move
quickly under the water, but a bipedal bodily configuration lets
them leave the water and adventure alongside other humanoids.

Though they suffer from the same problem as any other aquatic
race in that they are generally unpopular, aquatic elves have
appeared throughout the history and settings of Dungeons &
Dragons, having appeared in PC3: The Sea Peoples for BECMI,
the Complete Book of Elves, and "Sea of Fallen Stars" for
Advanced Dungeons & Dragons 2nd edition, the Monster
Manual 1, Stormwrack, Races of Faerun and Races of Ansalon
for Dungeons & Dragons 3rd Edition, and Inner Sea Races for
Pathfinder.

Contents
1 AD&D PC Stats
2 Krynnish Sea Elves
2.1 Mahkwahb
2.2 3.5 PC Stats
3 Gallery

AD&D PC Stats
In the Complete Book of Elves, aquatic elves have the following racial traits:

Ability Score Minimum/Maximum: Strength 3/18, Dexterity 6/19, Constitution 8/18, Intelligence
7/17, Wisdom 3/18, Charisma 8/18
Ability Score Adjustments: +1 Dexterity, -1 Intelligence
Infravision 360 feet
Can breathe water.
Can only remain out of water for days equal to Constitution score, and suffer -1 Strength, Dexterity
and Constitution per 2 days spent out of water, dying if any score reaches 0.
Aquatic elves are presumed to be sea dwellers; fresh water prevents the stat loss, but it requires at
least 15 minutes in salt water to undo the stat loss.
All "generic" elf racial abilities except for the racial +1 to hit bonus with bows.

In Sea of Fallen Stars, the Forgotten Realms specific aquatic elves of Seros are stated to have the following
racial statblock:

Ability Score Minimum/Maximum: Strength 3/18, Dexterity 3/19, Constitution 3/18, Intelligence
3/18, Wisdom 3/18, Charisma 3/18
Ability Score Adjustments: +1 Dexterity, -1 Constitution
Racial Class & Level Limits: Fighter 12, Ranger 15, Mage 15, [[Dukar] Unlimited, Cleric 12,
Druid 12
Multiclassing: Fighter/Mage, Cleric/Ranger, Cleric/Mage
Racial abilities as per elf, except that the weapon to hit bonus is instead +1 to either trident or spear.

Krynnish Sea Elves


The Sea Elves of Krynn are believed to have been
artifically mutated from the basic elf racial stock by the
influence of the Graygem. They are divided into two
subraces; the Dargonesti (Deep Elves), who can assume the
form of porpoises, are the aquatic form of High Elves, as
reflected by their innate spell-like abilities. In comparison,
the Dimernesti (Shoal Elves), who can assume the form of
otters, are more like the aquatic version of wild elves. Both
versions have blue skin - dark for Dargonesti, light or pale
for Dimernesti, and eyes in various shades of blue and
purple. Dargonestic typically have blonde to dark green
hair, whilst Dimernesti have silver hair. Both races are the
tallest and, by elven standards, most muscular of all the
Krynnish elven races. Their aquatic nature is evidenced by
their possessing feathered gills just below their ears and
gassamer webbing between fingers and toes.

Both races have an air of superiority and arrogance,


especially when dealing with non-sea elves (including land
elves) whom they don't trust - this is likely exacerbated by
the deep psychological discomfort that most sea elves feel
when out of the water. One unusual trait that they share is
their hot-blooded, passionate temperament, which is very
unusual for a Krynnish elf.

Sea elves of both subspecies live in a clan-based society.


The Dimernesti are ruled by a single sea elf called the
Speaker of the Seas; a queen from a matriarchal dynasty
Dargonesti that has been ruling the Dimernesti from the capital city of
Dimernost pretty much as long as the Dimernesti have
existed. The Dargonesti, in comparison, are led by the
Speaker of the Moons, who is advised by a council made up of the Speakers of the Blood - the matriarchs and
patriarchs of the individual Dargonesti clans. Outside of these positions, clans are egalitarian; no individual is
considered more important or powerful than any other.
In pre-Cataclysmic times, the Dimernesti had a multitude of underwater cities, but shifts in the underwater
realm during the Cataclysm led to the shoal elves all migrating to the capital city of Dimernost, which remains
as the only true home of the Dimernesti. Several other smaller settlements lie around Dimernost, most no larger
than villages. Dimernost lies in the Southern Courrain Ocean and is directly southeast of Silvanesti.

Unlike the Dimernesti, the Dargonesti have a considerable number of underwater cities. Foremost of the
Dargonesti settlements is the ancient kingdom of Watermere, which lies in the Northern Courrain Ocean,
northeast of Ansalon. The lesser cities of Darthalla, in the Dragon Isles, the underwater ruins of Istar, and the
city of Dargonost are other key settlements of the deep-sea elves. The Dargonesti city of Urione lies to the south
of Silvanesti and is another large city that is best known for events in pre-Cataclysmic times, in which a war
broke out between the sea elves and the Silvanesti.

Sea elf settlements are works of art, particularly the large and opulent cities of Dimernost and the kingdom of
Watermere. Without a need for roads, the settlements are filled with small buildings, some of which comprise
large air domes for air-breathing visitors, and the occasional tower or fortress. Both Dargonesti and Dimernesti
settlements are set amidst coral reefs and kelp fields, which they harvest through the use of sea turtles. Small
nomadic family groups use the smaller settlements of the sea elves. These minor camps are situated in kelp
beds, coral reefs, and old shipwrecks and are used as temporary dwellings for sea elven raiding parties and
nomads.

The sea elves are followers of the gods throughout all the ages of Krynn, even when the gods have been absent.
Most sea elves venerate Abbuku the Fisher (Habbakuk) and Kisla the Mother of Sea Creatures (Chislev) above
most other gods. However, worship is also strong for Estarin (Branchala), Ke-en (Mishakal), Matheri (Majere),
and Krijol (Kiri-Jolith), as well as for the three gods of magic; Solinari, Lunitari and Nuitari. The worship of
Zura the Maelstrom (Zeboim) is almost as strong as for the two primary deities of the sea elves, and she is the
chief deity of the residents of Urione. Outside of Urione, worship of Zura is done mostly in secret. In the
kingdom of Watermere, some minor worship of four Dargonesti gods takes place, who are believed to have
been historical figures who have had small religions based around them. In truth, they are not true gods and can
offer nothing to their followers. The gods are known as Kailthis the Beautiful (goddess of love and fertility),
Tumarq (god of tradesman), Daidlin (goddess of sea flora and fauna), and Randoril’thi (god of luck).

In the past, the Dargonesti and Dimernesti led a rather fractured coexistence under the waves, but during the
Age of Mortals, the two types of sea elves have formed a much closer bond. The sea elves have close ties with
the Children of the Sea, merfolk, sea giants, and brathnocs. The sea elves are mortal enemies of the lacedons
and koalinths, as well as the chilkits and the magori.

The Dimernesti once held a strong relationship with the Silvanesti. However, after the Cataclysm, and again
after the War of the Lance, the two allowed those bonds to fade. The Dargonesti consider both the Silvanesti
and Qualinesti to be arrogant and stagnant; however, they are friendly with the Kagonesti, who hold beliefs
similar to theirs. Other races, such as humans, dwarves, gnomes, and kender, are considered curiosities. Sea
elves have been known to rescue drowning sailors, nursing them back to health and sending them back to the
surface. Minotaurs are hated by the sea elves; any minotaur sailors spotted in the ocean are allowed to drown.

Mahkwahb

On Krynn, "dark elves" in the iconic sense do not exist; Krynnish dark elves are merely elves who have turned
to the paths of evil and committed acts the elves will not tolerate: worshipping the gods of darkness, wizards
who take the black robes, unrepentant murderers, traitors, those who consort with the enemy, and those who
repeatedly defile the forest (or seas).
The closest thing to the drow of other worlds are the Mahkwahb, or "Abyssal Elves"; these are the dark elves of
the Dargonesti and Dimernesti, banished to the deepest reaches of the ocean. There, they have formed their own
society, dedicated to the malevolent sea goddess Zeboim, and this has led to a distinct set of physical traits: pale
skin, black hair, and the replacing of the traditional porpoise or sea otter form with that of a shark or manta ray.

3.5 PC Stats

Dargonesti Racial Traits Dargonesti have all the elven racial traits listed in Chapter 2 of the Player’s Handbook
except as follows:

+2 Strength, +2 Dexterity, –2 Charisma.


Humanoid (aquatic, elf): Dargonesti are humanoids with the aquatic and elf subtypes. They can
breathe underwater, have a base swim speed equal to their base land speed, and gain a +8 racial
bonus to Swim checks. Dargonesti do not need to make Swim checks in order to move underwater.
Elvensight: Krynnish elves have low-light vision and can see twice as far as a human in starlight,
moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color
and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision
is black and white only, but it is otherwise like normal sight.
Alternate Form (Su): A Dargonesti can assume the form of a porpoise as a standard action up to
three times a day. The Dargonesti may only take this form if in a suitable aquatic environment.
Spell-like Abilities: Dargonesti with Intelligence scores of 10 or higher gain the following spell-
like abilities: 1/day—blur, dancing lights, darkness, and obscuring mist. These abilities have effects
as if cast by a sorcerer of the Dargonesti’s character level (DC 10 + Int modifier).
Seasense: Sea elves receive a +2 racial bonus to notice details and peculiarities about water, such
as strange pollutants (including poison and diseases), approximate depth, temperature, pressure,
and the like. A sea elf can intuit depth much as a human has an instinctive sense of which way is
up.
Surface Sensitivity (Ex): Dargonesti must spend at least 1 hour of every 24 hours underwater. If a
Dargonesti has been out of the water for longer than 23 hours, he suffers a –2 circumstance penalty
on attack rolls, saving throws, and checks.
Weapon Proficiency: All sea elves receive free a Simple Weapon Proficiency feat with the
longspear, Martial Weapon Proficiency feat with the trident, and Exotic Weapon Proficiency with
the net.
Automatic Languages: Aquan, Dargonesti. Bonus Languages: Common, Dargoi, Dimernesti,
Elven, Ergot.
Favored Class: Fighter.
Level Adjustment: +2.

Dimernesti Racial Traits Dimernesti have all the elven racial traits listed in Chapter 2 of the Player’s Handbook
except as follows:

+2 Dexterity, +2 Intelligence, –2 Wisdom, –2 Charisma.


Humanoid (aquatic, elf): Dimernesti are humanoids with the aquatic and elf subtypes. They can
breathe underwater, have a base swim speed equal to their base land speed, and gain a +8 racial
bonus to Swim checks. Dimernesti do not need to make Swim checks in order to move underwater.
Elvensight: Krynnish elves have low-light vision and can see twice as far as a human in starlight,
moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color
and detail under these circumstances. Elvensight also includes darkvision up to 30 feet. Darkvision
is black and white only, but it is otherwise like normal sight.
Alternate Form (Su): A Dimernesti can assume the form of a sea otter as a standard action up to
three times a day. The Dimernesti may only take this form if in a suitable aquatic environment. A
sea otter has the statistics of a dire weasel, but with a swim speed of 40 feet, and no attach or blood
drain abilities.
Seasense: Sea elves receive a +2 racial bonus to notice details and peculiarities about water, such
as strange pollutants (including poison and diseases), approximate depth, temperature, pressure,
and the like. A sea elf can intuit depth much as a human has an instinctive sense of which way is
up.
Surface Sensitivity (Ex): Dimernesti must spend at least 1 hour of every 24 hours underwater. If a
Dimernesti has been out of the water for longer than 23 hours, he suffers a –1 circumstance penalty
on attack rolls, saving throws, and checks.
Weapon Proficiency: All sea elves receive free a Simple Weapon Proficiency feat with the
longspear, Martial Weapon Proficiency feat with the trident, and Exotic Weapon Proficiency with
the net.
Automatic Languages: Dimernesti, Elven. Bonus Languages: Aquan, Common, Dargoi,
Dargonesti, Ergot, Kothian.
Favored Class: Barbarian.
Level Adjustment: +1.

Gallery

3e

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