Humans have always held an affinity for the sea. Long ago, it is said, some returned to its watery embrace and live beneath the waves to this day. Others believe the sea kin came into being through the intermingling of seal-like fey or magical hybridization, since they display traits found in mammals that live in watery environments.
Sea kin live in shoals and coral reefs adjacent to the shore, although rumors persist of colonies that have taken to the open sea. Sea kin towns are wondrous to behold, existing in harmony with the rise and ebb of the tide as it flows through their homes. As might be expected, sea kin have a deep, almost mystical understanding of the ocean, and they do whatever they can to protect it from harm.
Personality: Sea kin are relatively shy beings who prefer their own kind. However, they live close to (or within) human, elf and other societies and have learned to integrate themselves as much as they can. Some act as mediators between humans and various aquatic species.
The social shyness of the race is countered by its intense curiosity. New people and experiences intrigue sea kin. Quiet and observant, sea kin prefer to watch events from afar before coming closer to investigate. The same applies to their relationships with others, and it may take considerable time for another being to gain the trust of a sea kin.
On the whole, sea kin are positive and upbeat, and they live life with gusto. They are relatively unsophisticated and often confused by the social complexities of the landbound races. Sea kin delight in natural beauty but are also drawn to the creations of other races, particularly treasuring items that are both practical and aesthetically appealing. For this reason, sea kin are not interested in the acquisition of gold or riches for the sake of wealth, but they yearn to possess items that they find beautiful.
Physical Description: To a casual observer, a sea kin looks like a regular human. On closer examination, however, the differences between the races become more apparent. The skin of sea kin is slightly shiny and slippery; it exudes a protective layer of oil that keeps them warm as well as helping them move through water. The hands and feet of sea kin are longer than those of a human and have tough webbing between their fingers and toes. Sea kin eyes are pitch black and have a secondary transparent eyelid that allows them to see unhindered underwater. Their hair is either pitch black or a metallic hue — shining silver, glimmering gold or tawny copper. The most disturbing aspect of sea kin is their mouths, which can open wider than a human’s and are filled with small, needle-sharp fangs suited for tearing apart food rather than chewing it.
Sea kin wear clothing made from natural elements, particularly seaweed, although they love clothes made by humans and other land-dwelling races. Because they spend a large amount of time on land, sea kin carry weapons and equipment similar to that used by land-dwelling humanoids.
Relations: Sea kin get along with most aquatic races, and they maintain alliances with merfolk and locathah communities. They distrust tritons, who view other races with a slight xenophobic attitude anyway. Sahuagin prey on lone sea kin who stray too far from the safety of their shoals, and as a result the two races have been bitter enemies for as long as either race can remember.
Sea kin enjoy the company of humans; some communities of mixed sea kin and humans have lived in harmony for generations. However, in greedy, suspicious or just plain evil human societies, sea kin are viewed as competitors for resources and as impediments to waterborne travel. Sea kin prefer leaving for safer waters when conflict seems likely, but the most tenacious of them might stay to fight what they consider to be intolerance or unrestrained cruelty.
Sea kin surround themselves with creatures of the sea such as packs of seals, sea lions, walruses and similar creatures, just as humans do with canines and other domesticated animals that are kept as pets and companions rather than livestock. As might be expected, sea kin take a dim view of humans who hunt these creatures, although they can be made to understand the necessity of slaying the animals if no other food is available.
Alignment: Sea kin are shy but friendly, and they wish to get along with their neighbours. They tend toward neutral good, with a strong sense of community and willingness to help others. They see their few laws as a way to help bring order to the tumultuous ocean. Sea kin who live among humans adopt a more lawful attitude, while those who live along the untamed shore are much more chaotic and free-spirited.
Sea Kin Lands: Sea kin build impressive communities among rocky crags and cliffs. Their dwellings are designed to be partially underwater at high tide, allowing the waves to lap across the floor. In some areas, coastal humans and sea kin have built fully integrated communities friendly to both species.
Because of the relative scarcity of prime locations in which to construct their coral homes, sea kin sometimes inhabit the same territories as aquatic races. In the case of merfolk and sea elves, this incursion rarely causes problems, although squabbles can occur when food runs low.
Religion: Sea kin venerate nature, especially as it relates to the ocean. Those who worship a particular deity are drawn to Obad-Hai, although sea kin have been known to worship any of the same deities as the local humans. Those who feel closer to the sea worship Eadro, a sea deity also venerated by locathah and merfolk, or Deep Sashelas, an elf undersea god of knowledge and beauty.
Language: Sea kin speak Common, heavily peppered with Elven phrases (spoken with a sea elf dialect) and the occasional word of Aquan. Because sea kin spend so much time in the water, they write primarily on durable surfaces such as shell or stone with a florid, liquid script that is very pleasing to the eye. Sea kin tales are filled with evocative allegories that relate to their ocean home, and their stories tend to be long epics with cyclical themes. Sea kin who are more isolated become fluent in Aquan, the language of aquatic creatures.
Names: Sea kin have strict guidelines about how names are granted to newborns. A male child must take the name of his great-great-grandfather, while a female must follow the same tradition on the maternal side. New names are imports, added when sea folk encounter an individual who greatly impresses them and who has aided the sea kin in some grand fashion. For this reason, linguists note more than a few elf and halfling names among sea kin communities. Orc, dwarf and gnome names are almost entirely absent, indicating that either sea kin hold these beings in poor regard or they simply haven’t had enough contact with those races to warrant the inclusion of names from their languages.
Male Names: Darrius, Eemel, Marriton, Oskil, Phen, Rokar.
Female Names: Ammera, Evaa, Lilellia, Sorras, Talisera, Veras.
Adventurers: Sea kin generally prefer to stick close to the safety of their coral homes, occasionally trading with nearby land-dwelling people. That said, sea kin also have a strong sense of curiosity, and some individuals become adventurers out of sheer inquisitiveness. Other sea kin turn to adventuring after a particularly violent encounter with a dangerous race, becoming obsessed with hunting down those enemies.
Because of their understanding of the natural ebb and flow of the sea and the seasons, sea kin are drawn to the path of the druid, and many display an affinity for nature magic, particularly that associated with water, wind and sea. Sea kin warriors are tough, persistent fighters who have few qualms about tackling their enemies head on.
Source: Races of Destiny (Page 100)
Your character can be either male or female.
Every player character starts as an adult. You can choose or randomly generate your character’s age. If you choose it, it must be at least the minimum age for the character’s race and class (see Table: Starting Ages). Your character’s minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character’s race and class on Table: Starting Ages.
Alternatively, refer to Table: Starting Ages and roll dice to determine how old your character is.
| Adulthood | Intuitive1 | Self-Taught2 | Trained3 |
|---|---|---|---|
| 17 years | +1d4 (18—21) years | +1d6 (18—23) years | +2d6 (18—29) years |
1 This category includes barbarians, rogues and sorcerers.
2 This category includes bards, fighters, paladins and rangers.
3 This category includes clerics, druids, monks and wizards.
With age, a character’s physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character’s ability scores can be reduced below 1 in this way.
| Middle Age1 | Old Age2 | Venerable3 | Maximum Age |
|---|---|---|---|
| 40 years | 63 years | 85 years | +3d20 years |
1 -1 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
2 -2 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
3 -3 to Strength, Dexterity and Constitution; +1 to Intelligence, Wisdom and Charisma.
When a character reaches venerable age, the DM secretly rolls his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year, as determined by the DM.
The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections or violence before getting to venerable age.
Choose your character’s height and weight from the ranges mentioned in the appropriate race description or from the ranges found on Table: Height and Weight. Think about what your character’s abilities might say about his or her height and weight. A weak but agile character may be thin. A strong and tough character may be tall or just heavy.
Alternatively, roll randomly for your character’s height and weight on Table: Height and Weight. The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight.
| Gender | Base Height | Height Modifier | Base Weight | Weight Modifier |
|---|---|---|---|---|
| Male | 4’ 10" | +2d10 (5’ 0"—6’ 6") | 120 lbs. | ×2d4 (124—280 lbs.) |
| Female | 4’ 5" | +2d10 (4’ 7"—6’ 1") | 85 lbs. | ×2d4 (89—245 lbs.) |
Source: Races of Destiny (Page 110)