Sea Devils, Scourge Beneath the Waves
“On the contrary, his view is entirely that of Themistocles: for he holds that the master of the sea must inevitably be master of the empire.”
-Cicero, Letters to Atticus
“On the contrary, his view is entirely that of Themistocles: for he holds that the master of the sea must inevitably be master of the empire.”
-Cicero, Letters to Atticus
This material is still in the process of being playtested. It is fully usable as written, but may be refined or changed in later versions. As always, this content should only be used with GM permission.
Known on the surface world as sea devils, these shark-like humanoids make up the ruling class of the vast undersea Karcharos Empire. Despite their reputation for mercilessness, they are more than willing to engage in largely peaceful relations with surface dwellers as well as undersea neighbors, with a few exceptions. They have been enemies of the sea elves since time immemorial, and have also had a long running series of wars with folk such as the tritons and naluali’i. In the latter case they nearly wiped out the naluali’i civilization, conquering its island cities, destroying all navigation charts noting their location, and leaving them empty save for small scout contingents.
With the exception of its half dozen or so consistently hated foes, the Karcharos Empire might treat other folk—either beneath the waves or on the shores—as anything from trading partners, to foes, to well-supported client states, to slave populations, depending entirely on what suits the Empire most at the time. The laws of the Empire are often oppressive, even to its citizens, but are deeply concerned with order and stability and so are extremely unforgiving of capricious or wasteful rulership. They are stable and profitable trading partners so long as the Empire feels that trade is more beneficial than subjugation, and are a dangerously efficient foe when that conclusion is reassessed.
Religion in the Karcharos Empire varies by province and client state, worshiping some or all of a broad pantheon depending on local custom, but there are a few universal commonalities. One deity whose worship is mandated across the empire is known by many local names but is generally referred to as The Great Hunter, an immense divine shark. Also mandated by imperial law is the worship of the Imperatorum Regum, the title of the supreme leader of the Karcharos Empire, as a living demigod. This worship is only mandated towards the current holder of the office, however, and many who died in foolish military campaigns were posthumously stripped of their divine status by high priests at the order of their successor. Furthermore, not mandated by law but nevertheless worshiped by sea devil populations across the empire (and by many of their client state populations as well) are ancestral household tutelary spirits of those warriors and hunters who earned honor in their lifetimes.
Each sea devil has three or more names: a personal name, the name of their greater clan, a family name, and sometimes one or more honor names. Honor names are usually for a battle, military campaign the individual was victorious in, or a great opponent or monster they defeated.
Example Masculine Names: Actaeus, Argyron, Atabyrius, Chalcon, Chryson, Damnameneus, Damonax, Euxantius, Lyktos, Megalesius, Mylas, Nicon, Ormenos, Simon, Skelmis
Example Feminine Names: Amphitrite, Astakide, Ceto, Crataeis, Dexithea, Halia, Kalypso, Makelo, Pallas, Scylla, Tethys, Thalassa, Thetis, Thousa
Example Clan Names: Agios, Antiphatos, Cecropios, Gygios, Hieros, Lacedaemonios, Nabios, Ogygios, Pyrros, Sthenelos, Tholos, Thraxos
Example Family Names: Aragmos, Bebilosios, Cheimarródios, Doxomanis, Embakchevos, Fagésoros, Goís, Kavadis, Lexithiros, Myelopoiós, Sakespalos, Volaios
Example Honor Names: Eskivelos, Deltesoros, Hydros, Ixatharnos, Kevoros, Mangaios, Nukuhivos, Vitilevos, Sonsorolos
Your sea devil character has several natural abilities.
Ability Score Increase. Your Constitution and Wisdom scores each increase by 1.
Age. Sea devils reach adulthood at age 20 and can live up to 120 years.
Alignment. The sea devils maintain a huge, regimented empire below the waves. By and large they are orderly and hierarchical, and favor law. They are often as merciless and aggressive as the sea they dwell beneath, and have a strong tendency toward evil. Those who chafe at this status quo often strike out on their own among other folk.
Size. The Sea Devils are quite a bit larger than a human, averaging about 6’6” tall and over 200 pounds. Your size is Medium.
Speed. Your base walking speed is 30 feet. You also have a swimming speed of 40 feet.
Darkvision. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Amphibious. You can breathe both water and air.
Bite and Claws. Your bite and your claws are natural weapons which you can use to make unarmed strikes. With a hit, you deal piercing damage equal to 1d4 + your Strength modifier.
Shark-bond. You are able to communicate telepathically to sharks within 120 feet of you. They understand your meaning as if they shared a language with you.
Languages. You can speak, read, and write Common and Aquan.
Subrace. Sea devils have a surprising range of physical variation which occurs seemingly at random among their populations, three of which are listed below. Choose one of the following subraces.
When most sailors think of sea devils, they think of these, with a conventional humanoid body form and features resembling the sharks they raise as beasts of war. They are a majority of the sea devil population, making up about eight individuals in ten.
Beast Tamer. You gain proficiency with the Handle Animal skill.
Blood Scent. When you make a Wisdom (Survival) check to track a creature that has less than its maximum hit points, you have advantage on the check.
Sea Devil Weapons Training. You have proficiency with spears, tridents, nets, and light crossbows.
The most common variation on the sea devils’ form are individuals born with four arms. These frequently seek glory in combat professions where the ability to wield more pieces of equipment is particularly beneficial.
Four-Armed. You have four arms, and can take the Use an Object action as a bonus action during your turn. Your arms do not grant you additional attacks, but can wield weapons held in them normally (including for the purposes of two-weapon fighting).
Another physical variation among the sea devils that is particularly known to outsiders familiar with their species are those who, for some reason lost to the ages even among sea devil records, are born very closely resembling the sea elves they fight against so bitterly. Instead of being seen as an ill omen, these individuals are pampered and treated with great honors by the Karcharos Empire…and trained from childhood to become spies and infiltrators on behalf of the regime that treated them so well.
Sea Elf Infiltrator. Whenever you make an ability check to disguise yourself as being a sea elf, you are considered proficient with Disguise Kits and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Also, you do not need to actually use a disguise kit to make these checks and face no penalty for making it without one. Furthermore, even when you are not actively making checks to do so, creatures must succeed against your passive Charisma (Disguise Kit) score (10 + double your proficiency bonus + your Charisma modifier) to see through your natural disguise.
Languages. You can also speak, read, and write Elven.
Subrace | Base Height | Base Weight | Height Modifier | Weight Modifier |
---|---|---|---|---|
Patricius | 5’3″ | 175 lbs | +2d8 | x(1d6) |
Magnus | 5’3″ | 175 lbs | +2d8 | x(2d6) |
Pellax | 4’6″ | 90 lbs | +2d8 | x(1d4) |
You are highly skilled in ship to ship and ship to shore combat, as well as the occasional dockside bar’s chandelier. You gain the following benefits:
NOTICE OF OPEN GAME CONTENT
This product includes Open Game Content that may only be used under and in terms of the Open Game License Version 1.0a
DESIGNATION OF PRODUCT IDENTITY
Product Identity in this document designated in accordance with section 1(e) of the Open Game License, version 1.0a includes but is not limited to: Any and all Malachite Idol logos and identifying marks and trade dress, including all Malachite Idol product and product line names including but not limited to Malachite Idol Presents, all Malachite Idol logos, and all artwork, logos, symbols, designs, depictions, illustrations, maps and cartography, likenesses, and poses. Designated Product Identity is not Open Game Content.
DESIGNATION OF OPEN GAME CONTENT
All material in this document following the Playtest Version sidebar and prior to the Legal Appendix that is not otherwise designated as Product Identity is Open Game Content.
LICENSE
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. 1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, nonexclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright 2000, Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016, Wizards of the Coast, Inc.; Authors Mike Mearls, Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and Steve Townshend, based on original material by E. Gary Gygax and Dave Arneson.
Sea Devils, Scourge Beneath the Waves Copyright 2019, Malachite Idol; Author Patrick Johnson.
END OF LICENSE