Physical Description

The water races of Cimmeria live within the Caspian and Aral Seas. They are generally humanoid in shape with most subraces having a head, torso, two arms, and two legs. Their bodies are adapted to the water, sporting gills, webbed toes and webbed hands for improved swimming. Many water races have dorsal fins and tails to assist with movement through the water. While some water races have lungs for breathing above water, many do not. Those without are able to hold their watery breath for several minutes on land.

Some water races live in the deep waters of the Caspian far below where the sun penetrates. The deep waters are a dark place, thus the water races have developed darkvision to see at those depths. Additionally, water races that live on the sea floor of the Caspian have thick skins to resist the increased water pressure at that depth.

Culture

Despite being wildly different in form and temperament, the water races share a cultural foundation shaped by life beneath the sea. Their societies are adapted to the dangers and bounties of the ocean. Vicious sea monsters still lurk in the depths and the water races look to the gods for protection. All water races pay homage to the many gods of the sea whose space they occupy. Rituals revolve around tides, storms, and migrations.

Water race culture revolves around interdependence with the ocean’s resources. Hunting, gathering, and crafting are shaped by the availability of coral, kelp, cavern stone, and the many creatures they coexist with or prey upon. Tools and ornamentation often incorporate shells, bone, and bioluminescent materials, giving water race craftsmanship a distinctive glow in the dark waters. Some societies, like the merfolk, maintain trade and diplomacy with surface dwellers. More insular or aggressive groups rely on raiding, territorial control, or survivalist nomadism.

Social structure among the water races is varied but linked by a shared understanding of power as fluid and situational. Leadership may be based on age, wisdom, ferocity, or mystical insight, but it must always respond to the shifting demands of the ocean environment. The stoic councils of triton cities, the egalitarian bands of merfolk, the predatory hierarchies of sahuagin war-clans, and the chaotic priesthoods of locathah all reflect ways of adapting to the pressures of the deep. Even scrags follow an order of strength, however brutal. Despite differing values, water race cultures respect strength of purpose whether expressed as martial skill, survival insight, or mystical fervor.

Perhaps the greatest unifying feature of water race culture is their relationship with stories. Oral tradition dominates underwater life as writing with ink and parchment is impossible underwater. Tales are told through song, dance, or ritualistic reenactments. Legends speak of lost cities claimed by the deep, heroic defenders of the trenches, monstrous beings from the abyss, and the delicate balance between the surface world and the ocean below. These stories bind the different water races together, reminding them that while their forms and values differ, they all belong to the vast, living world beneath the waves.

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I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

86 – Wuxia Adventures in RPGS (Daniel and Metanoia/Ithasen) Setting the Stage, Campaigns for D&D and Other RPGs

I interviewed Daniel, my cohost of the Tabletop Community Spotlight! Daniel created his own setting called Ithasen with an in-progress wuxia TTRPG system called Metanoia to go along with it. Ithasen has a spiritual force known as Ren that pervades the world. Ren is a magical manifestation of the user's, or Rennim's, will upon the universe. Rennim that cultivate their will grow stronger and capable of more amazing feats as the concentrate their power and force of personality.Within Ithasen there are seven lineages of people that decide what type of Ren they can use. Anamor use conversion Ren. Elkyr use flux Ren. Janim use elasticity Ren. Nyl use influence Ren. Okoi use recurrence Ren. Haqol use harmony Ren. Finally, Daruner use use coalescent ren. The two races lineages that drive unique politics in Ithasen are the Daruner and the Haqol.Daruner children absorb the Ren talents of both their parents, becoming a perfect blend of Daruner and another lineage parent. Through this mixing, a Daruner family could potentially include all other lineages within itself. This power has placed Daruner as the nobility of Ithasen.Haqol's power of harmony allows them to amplify the Ren powers of others. This puts Haqol in a vulnerable position as unscrupulous people will do anything to incorporate Haqol lineage into their bloodline. Haqol have experienced something akin to a genocide as their lineage has been consistently absorbed by other lineages and diluted over the centuries.There's a whole lot more than that so strap in!Daniel has a fully setup GitHub Wiki for information on Metanoia and Ithasen that you can explore.There's a Metanoid Discord server you can join to discuss the rules and setting with other fans.The occasional musing on TTRPGs can be found on Daniel's blog, Tabletop Discourse.GoCorral YouTube Channel for watching the Tabletop Community Spotlight.Vote in the CRIT Awards! Voting is open until August 23rd.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 86 – Wuxia Adventures in RPGS (Daniel and Metanoia/Ithasen)
  2. 85 – Medical Doctor D&D (Justin and Oops! All Healers!)
  3. 84 – Horseback Riding D&D Camp (Michael and SaddleSnaps)
  4. 83 – Call of Cthulhu's Garden (Hem and The Sprouting)
  5. 82 – Tarot Ghosts (George and Fears & Fortunes)