(Note: for more information on the vital statistics of various races, see the Age, Height, and Weight page)
Atlantean: Atlanteans are an offshoot of humanity that due to hubris, akashic energies, and a divinely created cataclysm have adapted to existing beneath the waves.
Cactusfolk: Cactusfolk are small but quick creatures. Reminiscent of a bipedal cactus, cactusfolk are protected by a coat of prickly spines.
Creeper: Creepers are slow, deadly, and possessed of an unusual air of menace. Appearing as a cross between a plant and some kind of tailed turtle, these solitary creatures are greatly feared by those who have witnessed their deadly skills in battle.
Drowmedary: Odd fusions of drow and gamla, drowmedaries are the nomads of the underground.
El'in: These majestic fey are infused with akashic power, from the tips of their antlers to the soles of their hooves.
Gamla: The gamla are a race of bipedal humanoids who appear to be a cross between a half-giant and a camel.
Morphbears: Morphbears are plump, furred creatures reminiscent of a bear cub with dragonfly wings. Highly social, morphbears love adopting professions and roles in society that give them an opportunity to interact with other creatures.
Sobek: The sobek are a race of reptilian humanoids who prefer to live near areas of running water.
Suqur: The suqur have humanoid bodies with the heads, wings, and talons of a falcon. They are a solitary and nomadic folk, difficult to befriend and fierce when offended.
Wolgers: Wolgers are fierce, quadrupedal beasts who resemble a hybrid of a large canine and a hunting cat. Powerful and wise, the wolgers make up for an inability to wield manufactured weapons or cast spells with somatic components through their unrivaled speed and raw physical might.
Wyrmkin: Occasionally mistaken for dragons by those unfamiliar with their species, wyrmkin are actually large, sapient, winged lizards. Cunning and quick, wyrmkin are valued as scouts and guardians by communities that can afford to keep the voracious beings fed.
April Fool's and Gonzo Races
Doggo: Canis lupus familiaris-- man’s best friend!
Gelatinous Cube: One of the dungeon’s most unusual and specialized predators, gelatinous cubes spend their existence roaming dungeon halls and dark caverns.
Owlbear: Owlbears are notoriously bloodthirsty killers, well known for their short tempers, aggression, and savage nature.
Rezumar: An ancient race, perhaps even older than the planet itself, rezumar are ooze-kin whose primitive biology mimics life’s earliest ancestors.
Teddy Bear: Animated by a mixture of love and divine power, teddy bears are the silent defenders of wayward children and heroic saviours of those in need.
Aellar: Few half-breeds take as much pride in their heritage as the aellar.
Alicorns:Alicorns are a rare and magical kind of halfbreed, the children of elves and unicorns.
Blinklings:Blinklings love to debate about their origins. Every tribe and village of them has a different song to sing; some tell sweeping romances that tell of the love between a halfling ranger and a valiant blink dog.
Decataur: Elves and centaurs dwell very closely to each other, often within the same forests, and it is not necessarily a surprise that romances develop every so often between open-minded individuals on both sides.
Dreige: Dreigi recall an age when they were true half-breeds, in their dreams.
Eiremian: The children of mysterious lineages connected to the negative energy plane, eiremians inherit an inner stillness that is both calming and numbing, and which comes to define their lives.
Ethumion: Carrying the overflowing energy of their extraplanar ancestors, now tempered by human stability and creativity, ethumions move through the world dancing to their own beat.
Grendle: Many half-breeds must deal with stigma from their parent races, with being seen as “lesser”. Grendles are not these half-breeds.
Half-bugbear: Half-bugbear are typically born to midnight raids or misunderstood romps,
Half-gnoll: There exist a pair of creatures that prove that appearance isn’t everything.
Half-goblins: Half-goblins are usually a product of what some goblins like to refer to as “grrak chuk” a “game of bravery” involving a goblin, a handful of coppers, and a lady of the night.
Half-hobgoblins: Half-hobgoblins are typically a product of war-breeding programs, grinding ever onward in search of fodder.
Half-sahuagin: The half-sahuagin are perhaps unique among the half-breads they were built to be saviors.
Hexbreather: These intelligent and strong creatures are nurtured by their hag mother into dutiful sons and daughters who serve as champions and adjudicators of the hag.
Houri:The children of elves and nymphs, houri are often raised by their immortal mothers, either as only children or with many half-sisters.
Kestrel: The kestrel are living proof of the power of redemption to not just defeat evil, but to change it into something fundamentally good.
Kijin: Kijin are the living legacy of one man’s total failure.
Lasher: Every now and again an apprentice is attempting to prove themselves, or a master fleshcrafter gets so terribly bored, and abominations like the lashers the results of dwarves mixed with ropers are the results.
Lurkers: The race now known as lurkers began their existence in the labs of the Phrenic Hegemony.
Merg: Sailors and shore-dwellers fall in love with beautiful merfolk, and that love is doomed to tragedy and separation.
Mineralites: Sentient, polymorphic gemstones which have learned to project a holographic physical form that can interact with the world.
Murk: Murks are, perhaps, an inevitable consequence of the interactions between orcs and troglodytes.
Oggr: Born of battlefield atrocities, incredibly improbable romances, and peace treaties between barbarian tribes and ogres.
Ornibus: The results of combining humanoids and howlers, ornibus are Arcenus’s footsoldiers and agents.
Piper: The children of elves (or humans) and satyrs, pipers inherit power over music.
Spring child: The sons and daughters of mortals and dryads.
Sthein: A elf–naga crossbreed.
Trixie: The product of relationships between gnomes and pixies.
Watcher: Long ago, a tribe of gargoyles came to a dwarf hold, begging asylum.
Woodborn: Every now and again the treants and druids come together and wonder what, precisely, they have unleashed.
Wulfkin: It’s rare, but sometimes a humanoid joins the winter wolf’s pack.
Adonai: Elves in Ksaren are called adonais, a name they have given themselves as self-proclaimed lords of the Plains of Ventrad
Atstreidi: Atstreidi appear as living suits of armor, apparently animated by magic or other means.
Blue: Blues are related to goblins, being a goblinoid race, but are actually defined as their own race.
Chimairan: The result of a cross between two of the races of Ksaren, few chimairans have similar physical appearances, except for their pale skin and eyes.
Dromite: Small and insectoid in appearance, dromites stand out in most crowds of humanoids.
Dualist: Dualists are a race of strange and secretive humanoids who are born with a bizarre symbiote that possesses incredible psionic might.
Duergar: Duergars are reminiscent of the dwarves they once were, in that they are short and broad, of powerful stature, but that is where any likeness is lost.
Elan: Built by a shadowy council to live as psionically awakened superior life forms, elans are capable of sustaining themselves with nothing but the power of the mind.
Entoli: Strange things can happen at sea, such as the union of a seafaring maenad and a beautiful siren.
Forgeborn: A hybridization of flesh and minerals, the forgeborn are varied in appearance and form, but were all created by merging psionically-empowered materials with the body of a humanoid to fashion a new creature.
Half-giant: Far back in their ancient history, half-giants were slaves to some form of king.
Kambian: Kambian are amphibious humanoids who can secrete a psionic poison through their skin. Anyone who comes in contact with the poison experiences a terrifying glimpse into multiple possible versions of the future.
Kobold: Unlike traditional kobolds, the kobolds of Ksaren are made of stouter stuff, as they are descended from ophiduan stock.
Maenad: Born with raging emotions that threaten to tear their psyche apart unless properly controlled, maenads do not know why they have these powerful emotions warring within them.
Noral: The norals are a race of humanoids with a symbiotic bond with the erliss, a small psionic creature also referred to as a dreamscar.
Ophiduan: Confused with lizardfolk by the ignorant, ophiduans stand out among the other civilized nations in a fashion similar to the dromites, having a more monstrous and distinct appearance than most humanoids.
Orcan: Found almost exclusively on the continent of Femon, the orcan race is viewed by the other races of Ksaren as bestial and barbaric, even though they possess a cunning nature.
Rana: Neither as mighty as lizardmen, nor as psionic as ophiduans. Rana have trouble fitting in, at times.
Sha'ah Breather: Sha’ah breathers are not necessarily a race: no one is born a breather. Breathers can be a member of any race who has donned the helm of the sha’ah’lar and inhales the sacred smoke. Similar to the elan in this way, a member of any race can cease being what they are at any point and become a sha’ah breather.
Thrallspawn: Thrallspawn are not a wholly natural race; instead, they are the products of many decades of research.
Xeph: Known for their fleetness of foot and natural agility, xephs have a quick wit and the ability to find humor in nearly anything.
This section features races first found in the Cerulean Seas Undersea Campaign Setting and related sources. Though they may be suitable for adventures in other settings, it should be noted that many of these races will have trouble in non-aquatic campaigns. Likewise, other races not found in this section may have trouble in undersea adventures due to their air-breathing nature. All Cerulean Seas races are considered to have the humanoid type unless stated otherwise.
(Editor's Note: Some Cerulean Seas races have the same racial traits, differing only in minor mechanical ways, if at all. In light of this, they are listed here under their "main grouping", with each race's page still structured like any other race.)
Anthromorphs (a shortened form of the word anthropomorphic or "human-shaped") are basically humanoid, intelligent sea creatures. They often share much in common with their animal sides, including diet, temperament, and habits. However, they also have the advantage of a humanoid form, including hands capable of manipulating fine objects, an upright stance, and the ability to walk on dry land.
The karkanak, mogogol, piscean and sebek-ka are PC race anthromorphs. While their culture, appearance, and characteristics all vary widely, they do have some things in common. Many sages speculate that these commonalities point to a possible shared ancestor or perhaps the same racial progenitor. Unfortunately, no evidence of a race of creatures that all anthromorphs could have originated from has ever surfaced. Likewise, no deity or other power claims to have “created” these races.
All anthromorphs have the following racial traits:
- Amphibious: Anthromorphs have either lungs or gills, but rarely both. In whichever medium they are not equipped to breathe, they can absorb oxygen for a limited time. Anthromorphs with lungs can survive underwater for 1 hour per 2 points of Constitution (after that, refer to the suffocation rules in the Pathfinder Roleplaying Game). Air floats are often employed by lung-bearing anthromorphs both to affect buoyancy and as portable air containers used for extended stays under the sea. Anthromorphs with gills suffer the same limitations, except on dry land. Gilled anthromorphs need only one gallon of saltwater to reset the suffocation countdown, and will often carry water with them for extended excursions inland.
- Bestial Senses: Anthromorphs retain some of their animalistic facilities and have an uncanny ability to pick up changes in their surroundings. All anthromorphs gain a +2 racial bonus on Perception skill checks to potentially notice animate creatures or objects. They receive a check to notice movement whenever it happens within 50 feet of them, whether or not they are actively looking.
- Landwalker: Anthromorphs can move on land at 75% of their swimming movement rate. For example, a mogogol with swim speed of 30 feet can move on land with a speed of 20 feet (round down). The ability to walk on land does not necessarily mean that they need dry land to survive.
While the term “fey” refers to all Fey Realm creatures, “feykith” refers to only water-aligned descendants of the Fey Realm who have evolved into new subspecies while living in the world of mortals. Feykith have existed and evolved for so long outside the Fey Realm that they can no longer be considered true fey, though they share many of the characteristics of their fey-born namesakes. This causes all feykith to be innately magical creatures.
Similar to the home of their ancestors, feykith are often unpredictable and filled with extremes. Even though their bloodline separated from that magical realm many millennia ago, they still feel strong ties to magic and nature. The feykith of the sea are invariably beautiful creatures who value art, nature, and magic in all its forms.
Fey have always come in a plethora of forms and types. Their legacy in the sea goes back to the creation of the world. This long history has led to many varieties of commonly recognized fey. The feykith known to inhabit the Cerulean Seas are no exception, as they are all new variations of well-known fey: Elves, naiads, nixies, and selkies.
All feykith have the following racial traits:
- Low-light Vision: Feykith can see twice as far as seafolk in conditions of dim light. They retain the ability to distinguish color and detail under these conditions.
- Cold Tolerance: Feykith are well accustomed to the cold waters of the sea. Feykith receive a +2 racial bonus on Fortitude saves versus cold weather, severe cold, or exposure.
- Feykith Magic: Feykith receive a +2 racial bonus on caster level checks made to overcome spell resistance.
- Feykith Resistance: Feykith have an immunity to sleep spells and effects. In addition, they receive +2 bonus to saving throws against enchantment spells and effects.
- Glungs: Feykith can breathe both air and water through their mouth and noses, which is then processed through organs known as glungs. For game purposes, these organs function as both gills and lungs.
- Keen Senses: Feykith have exceptional senses. They receive a +2 racial bonus on Perception skill checks.
- Landwalker: Feykith can move on land at 75% of their swimming movement rate.
According to ancient tradition amid the Celadon Shores, nature is divided into five mystical elements; rain, wind, wood, fire, and metal. To preserve the power in each element, animal spirits known as kamigei came into being. The first of these, the greater kamigei, embodied one of each of the five elements. As time went on, they mingled with the mortal races of the world and the lesser kamigei began populating the fringes of drylander civilizations. Unlike their parents, lesser kamigei were mortal and embodied two mystical elements. During the golden age of drylanders, there were 25 different types of kamigei, each revered for their unique powers and honorable duty to uphold the forces of nature.
For ages, kamigei helped to preserve the harmony of the world. The Great Flood, however, tipped the scales forever. As the waters rose, four of the five greater kamigei were obliterated from this world. With their loss, their offspring withered in number and eventually suffered the same fate. All that remains today is the greater kamigei of rain, or Yoikoi, and their children who embody rain and one other element.
- Fire & Rain: Suibo (jellyfish kamigei), with their blistering tendrils and bioluminescence, embody seemingly opposing elements.
- Metal & Rain: Heikegani (crab/lobster kamigei), with their iron-hard shells and razor-like claws, do their best to venerate the forces of metal and water.
- Wood & Rain: The terrifying mizugumo (diving bell spider kamigei) are natural weavers and mangrove dwellers that ensure wood and rain remain in harmony.
- Wind & Rain: Benitsuru (crane kamigei) are bird-like people that are at home both in the clouds and in the water.
Lesser Kamigei Racial Traits
- Mystical Assault: At character creation, pick one of the following energy types that correspond to one of the two mystical elements that the kamigei has ties to: acid (rain), cold (air), electricity (metal), sonic (wood), or steam (fire). Lesser kamigei gain the following supernatural ability: Once per day as a swift action, a member of this race can call on the elemental power lurking in its veins to shroud its limbs in the energy type that corresponds to its chosen mystical element. Unarmed strikes with its limbs (or attacks with weapons held by these limbs) deal an extra point of damage of the appropriate energy type. This lasts for 1 round per character level. The creature may end the effects of its mystical assault early as a free action.
- Energy Resistance: At character creation, pick one of the following energy types that correspond to one of the two mystical elements that the kamigei has ties to: acid (rain), cold (air), electricity (metal), sonic (wood), or steam (fire). The lesser kamigei gains energy resistance 5 for that energy type.
- Nature’s Insight: Lesser kamigei gain a +2 racial bonus to Knowledge (Nature) skill checks.
All merfolk are basically humanoid from the waist up, and fish from the waist down. While the union of scales and flesh seems almost magical in origin, they are a natural species with an ancient culture and history. Merfolk are not only the most common and widespread of races in the Cerulean Seas, but they are also the most versatile, filling nearly every niche from hunter and soldier to sorcerer and scholar. Merfolk are the most “human” of the sentient sea races, capable of great feats of kindness and deplorable acts of depravation. It would be hard to imagine "undersea adventures" without the merfolk race being a big part of that.
The Cerulean Seas are home to several species of merfolk that make excellent PC races. The oldest of which, the nommo, is said to be the first merfolk from which all other races of merfolk evolved. Sages postulate that the merfolk species evolved to look and behave much like the creatures that they most commonly interacted with. This would mean that seafolk and humans lived closely at some point in their history, kai-lio were likely descended from hippocampi-riding cavaliers, and the cindarians have a long history of living amid coral reefs.
All merfolk have the following racial traits:
- Bonus Feat: Merfolk select one extra feat at 1st level because they are quick to master specialized tasks and are varied in their talents.
- Gills: Merfolk can breathe underwater indefinitely through gills in their neck and sides. Consequently, most merfolk are water dependent, and can breathe for a few hours on land before having to submerge. Nommo begin suffocating immediately upon leaving the water.
- Seawalker: Merfolk were never meant to move on land. They do so at a movement rate of 5 feet (though may move faster by using the Climb skill, see Chapter 4 for details). This feature generally precludes them from a land adventure at low levels, which should not be a major issue for an entirely aquatic campaign. At higher levels, spells and magic items may help merfolk explore dry-land in short intervals, with more permanent solutions becoming obtainable at the highest levels.
- Languages: All merfolk begin play speaking Common, which is their native language. Merfolk with high intelligence scores can choose any language they want (except secret languages and Pelagic).
These races fall outside the typical Cerulean Seas subtypes, and are collected here not because they are necessarily related to one another but because there is nowhere else to place them.
Brother of Frost: