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Sea Dwellers
Much has been said about these creatures, but little is truly known. That they once had flourishing colonies
and produced great works of art may be seen in their homes to the south of Dundee. That they are fearsome fighters and can tame the fiercest
creatures cannot be called into dispute should one visit their caves south and east of Fartown. Their martial and planning abilities,
as well as their use of technologies can be seen during a visit to the underwater dwelling or outpost on Kilican.
During the Golden Age the Sea Dwellers had a flourishing kingdom to the south of Valorn and were allies of the
Humans. The Cataclysm destroyed their kingdom and scattered the race. It has been said that they feud with
humans in hopes that through their defeat the Sea Dweller cities and kingdom will rise again. Whether the deep
sea is still dangerous is currently unknown. (See Commentary)
Their hands are dexterous and along with jewelry and other artistic pieces they craft fine armor and many an
Adventurous has worn gauntlets, boots, or other pieces of their crafted armor. From study it appears they are
ectothermic and are capable of regulating their body temperature in their sea cave dwellings and the deep sea.
They also use as yet unknown internal mechanisms to maintain their body temperature above the ambient level
– something only some of the larger creatures have. This may enable them to dive deeper and sustain themselves
longer in colder conditions than was previously thought.
Apocryphal tales speak of the cause of their feud with the land dwellers, but nothing really explains their wide
variation in culture and building. There are tales alluding to a water spirit creating the race of Sea Dwellers
from humans (see literary reference 1), but the veracity of this is unknown. It is possible that humans were
changed through magic into the dwellers we see today but the physiological differences appear great. The same is
true of suggestions that the humans and Sea Dwellers attempted to make alliance back before and during the rise
of Balthazar (see literary reference 2).
Elaborate statuary, cave shaping and even chandeliers all appear within their abilities. However, these are seen in
the homes of those we might think of as lesser sea dwellers. They are neither as fierce nor as strong as their brethren
near Fartown. It might be that this is because the ones near Fartown spend all their time in conflict and bearing arms and
the ones near Dundee spend more time in less warlike pursuits. The Kilican population is yet another grouping and appears
to fit somewhere between the others in the form of artwork and fierceness.
There are not examples of a breeder population so there may be yet another collection where mates live, offspring are raised and live
until they grow to near adulthood. If that’s the case, what can be seen in these places are warlords and their war bands – each having
chosen a different way of life. This presents the raids on Branishor in a new light as they may be feints to allow the near adults passage
to either band. It also raises the question of what the other colony(ies) could look like.
If this is the case, it is obvious that the one to the south of Dundee care more for their physical surroundings. Elaborate and complex steps have
been taken to see that the caves are illuminated to a human level, statuary has been maintained, and the overall standard of living is as high if
not higher than with low income humans in nearby towns. Stone has been either cut and smoothed in place or brought in from outside sources.
The Fartown population appears to tend luminescent moss and lichen, much like the Ogres in the caves near Branishor tend crops. The caves themselves
appear as if a desultory attempt has been made to shape them; however, there is no great feat of engineering with the exception of a few places. Indeed,
in some places only primitive, driftwood bracing has been observed holding back near certain tunnel collapse. In other places cave-ins have occurred. Lichen appears to be the
lighting of choice throughout these caves, but it is still dark and oppressive. Unlike their kindred in other places, the lack of light does not appear to impede them. Indeed, to
unaided human eyes, the place is lightless.
There is an altar in the caves, indicating some type of worship. There is also evidence of more advanced engineering in a few places with murals and cut stone.
The Kilican population lives closely by Zombie Pirates. Whether these are guard creatures or drawn to the area is currently unknown. This area
shows again evidence of an altar (although the form of worship is unknown), kitchens, planning and training areas, and living quarters. Wall hangings
and a few other forms of art decorate the walls. What seems to be maps and Sea Dweller writing is also in evidence here.
Information shared by T’Yandra Stallheart indicate that the dwellers are more intelligent and cunning than previously thought. If they were once our allies,
and set against us by the demons, they are now still our enemies. Perhaps this will change in the future.
It is unknown whether the three populations have physiological differences in regards to light levels, or if they have just adopted differing light standards.
The more civilized band near Dundee may well be able to survive in less light but chooses not to. The outpost on Kilican deliberately uses crystals to bring
light into their living space. This too may be a throwback to when Sea Dwellers and Humans were at peace and visits between the two populations common.
Without further study and enlightenment, the truth of this is unknown.
Korba the Light Bearer: “I would guess the Dwellers here have always been wilder and fiercer, those near Dundee used to be "civilized" and trade with Waterhaven.”
Asrai: “They smell. They could use lemons.”
Story by Meara
To Swim With Fishes, a play
What are Sea Dwellers?
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