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Designing an aquatic setting (Part 1, PC races)
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<blockquote data-quote="SnowleopardVK" data-source="post: 5598314" data-attributes="member: 6677945"><p>Gillmen are from PF, I took them from the "monsters as PCs" section in the SRD. They're basically more fishy humans, with legs (unlike the mermen) so they're more capable on land. They're still an aquatic race though, and water dependant, so they have to be completely submerged at least once every 24 hours.</p><p></p><p>As for the setting itself, right now it's catered towards top of the water simply because there are only two races capable of living below the waves. With higher levels of technology in the setting though, (halfling airships being my main example) we're thinking of adding some more access to the depths even for air-breathers. At the moment we're considering putting in goblins as another PC race, and oddly enough one of the underwater ones (well, pseudo-underwater at any rate). They'll have submarine technology and live in giant undersea caves with their cities built into huge air pockets. Of course this means the submarine technology would become at least somewhat available to other races. We're also probably going to make water breathing spells longer-lasting and available somewhat early on for both divine and arcane spellcasters. Not too early though, I definitely want there to be at least a few levels where the air-breathers have to contend with flooded areas as obstacles.</p><p></p><p>Certainly we do have a lot of above-water stuff right now, as described earlier, since the politics of most of the races is more likely to involve the islands. Mermen on the other hand would be more concerned with the reefs, trenches, and coastlines, and Gillmen would be concerned with both, but more focused on the underwater areas. In addition to what's already been described above water, one more thing we know will definitely be a part of the setting is pirates.</p><p></p><p>How much completely underwater action occurs would partially depend on a combination of the GM's discretion and the number of land vs water PCs in the party. A hypothetical party of all human fighters would probably only be given above-water with very few completely flooded areas in their campaign for example, since none of them have the natural or magical ability to breathe underwater. Even still I might send them under, expecting them to have to rely on potions. Most parties however would probably be given at least one completely submerged dungeon on account of most parties having at least one spellcaster capable of casting water breathing, or at higher levels mass water breathing spells on the party to make exploring such a dungeon possible. The more water-breathers and spellcasters in the party, the more frequent such dungeons would be, and certainly due to having both the gillmen and mermen as major races there's reason to have all kinds of dungeons below the water.</p><p></p><p>Certainly in most cases there would be a combination of above and below-water action in any particular campaign. The deepest depths also make great places to improvise, as they're dark and unexplored. A GM could quite easily put any number of large undersea abominations in such depths. And I plan to do so myself when I run a game set in Gamislore.</p></blockquote><p></p>
[QUOTE="SnowleopardVK, post: 5598314, member: 6677945"] Gillmen are from PF, I took them from the "monsters as PCs" section in the SRD. They're basically more fishy humans, with legs (unlike the mermen) so they're more capable on land. They're still an aquatic race though, and water dependant, so they have to be completely submerged at least once every 24 hours. As for the setting itself, right now it's catered towards top of the water simply because there are only two races capable of living below the waves. With higher levels of technology in the setting though, (halfling airships being my main example) we're thinking of adding some more access to the depths even for air-breathers. At the moment we're considering putting in goblins as another PC race, and oddly enough one of the underwater ones (well, pseudo-underwater at any rate). They'll have submarine technology and live in giant undersea caves with their cities built into huge air pockets. Of course this means the submarine technology would become at least somewhat available to other races. We're also probably going to make water breathing spells longer-lasting and available somewhat early on for both divine and arcane spellcasters. Not too early though, I definitely want there to be at least a few levels where the air-breathers have to contend with flooded areas as obstacles. Certainly we do have a lot of above-water stuff right now, as described earlier, since the politics of most of the races is more likely to involve the islands. Mermen on the other hand would be more concerned with the reefs, trenches, and coastlines, and Gillmen would be concerned with both, but more focused on the underwater areas. In addition to what's already been described above water, one more thing we know will definitely be a part of the setting is pirates. How much completely underwater action occurs would partially depend on a combination of the GM's discretion and the number of land vs water PCs in the party. A hypothetical party of all human fighters would probably only be given above-water with very few completely flooded areas in their campaign for example, since none of them have the natural or magical ability to breathe underwater. Even still I might send them under, expecting them to have to rely on potions. Most parties however would probably be given at least one completely submerged dungeon on account of most parties having at least one spellcaster capable of casting water breathing, or at higher levels mass water breathing spells on the party to make exploring such a dungeon possible. The more water-breathers and spellcasters in the party, the more frequent such dungeons would be, and certainly due to having both the gillmen and mermen as major races there's reason to have all kinds of dungeons below the water. Certainly in most cases there would be a combination of above and below-water action in any particular campaign. The deepest depths also make great places to improvise, as they're dark and unexplored. A GM could quite easily put any number of large undersea abominations in such depths. And I plan to do so myself when I run a game set in Gamislore. [/QUOTE]
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