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Seaton

Aquatic beastmen resembling whales, the Seaton are engaged in constant conflict with the Aboleths of the Deep Realm

Basic Information

Biological Traits

The seatons have large protruding mouths that are capable of easily grabbing items and even foes with enough training. These mouths lack sharp teeth, although some have more developed teeth that can cause lasting harm. Many have large tails that can aid both in battle and swimming, and some even grow large horns off the top of their heads. Thier blubber often protects them from electrical attacks, which helps protect them from the storms that plague their home archipelago.

Genetics and Reproduction

Seaton gestation takes quite a long time, usually taking around a year and a half. Seaton birth is quite difficult, often requiring the mother to move from deeper to shallower water as the birth begins to prevent the baby from drowning. Due to this process and their longer lifespan, most Seaton mothers only give birth to one child but rarely they may have another later in life.

Growth Rate & Stages

The Seaton reach adulthood around 25 years of age, growing slowly. Their first 10 years they require a large amount of their mother's milk, meaning that the mother must consume enough to ensure healthy production. After ten, they switch over to a more traditional diet of kelp and phytoplankton.

Ecology and Habitats

Most seaton are well adapted to deep cold, utilizing their blubber to help trap warmth. However, this mostly only functions below the waves, and thus the Seaton prefer to remain in the moderate temperatures. These temperatures are most easily found in Vatenrelm near the Divided Front, where the warm air of the North Vaten Sea mix with the cold air of the South Vaten Sea. Nearly all of their settlements are set up on the Lantern Archipelago, a circular chain of islands right above the central section of the divided front.

Dietary Needs and Habits

The seaton mostly consume plankton grown in large batches in special pools, as well as cultivated kelp and whale milk.

Biological Cycle

As the Seaton prefer a moderate temperature, they mostly remain in the mixed temperature Lantern Archipelago. Those who live in other areas often migrate back to the Archipelago during the height of winter, if they are in the south, or the height of summer, if they are in the north.

Additional Information

Uses, Products & Exploitation

Seaton oil is highly sought after, and while they sell it officially, many unscrupulous people target those travelling alone in the hopes of a cheap harvest. The aboleths of the Deep Realm love to capture the Seaton, utilizing their dark fleshwarping to turn them into Aberrants, servants of their secretive empire.

Geographic Origin and Distribution

The seaton mostly stay in the confines of their home islands, the Lantern Archipelago, located right above the center of the Divided Front.

Perception and Sensory Capabilities

The Surface Seaton have limited darkvision, as well as the ability to see in low-light conditions. Those Seatons that dwell in the depths of the Deep Realm gain increased darkvision to see in the murky deep.

Symbiotic and Parasitic organisms

Like most beastman, the Seaton domesticate whales, treating them as a holy choir of the sea. The hated aberrants instead subjugate whales, utilizing unholy alchemy to transform them into Tentawhales, the mobile fortress of the Aboleth Empire.

Civilization and Culture

Naming Traditions

In their native language, the seatons names are long and song-like. A Seaton child is known as a songlet, and do not have names until they have completed their First Dive. The length they achieve during their first dive determines the length of their name, and thus their place in society. A Seaton who accomplishes great deeds, especially in the fight against the aboleths, can also have parts added to their name over time. Most seaton adopt a nickname when interacting with non-Seaton, usually something simple but reminiscent of song.

Major Organizations

Most Seaton stick to themselves and work together to fight against the Aboleth empire. They are evenly split through aiding the Pirate Coalition and the Kingdom of the Waves; they dislike the Kingdom's strict rules and anti-isolation policies, but they also struggle with the Pirate Coalitions tendency for violence as well as their willingness to work with the Father Dagon Trading Company, which has many aboleths in its ranks.

Beauty Ideals

The seaton value size over everything else. The larger a seaton is, the more attractive they become. Those that are born with large tails that are capable are also seen as highly favorable.

Gender Ideals

The Seaton leans more towards a matriarchal society, as females tend to be slightly larger than males and size is viewed as an essential trait.

Courtship Ideals

Seaton courtships are large events. A female who is ready to court will enter a large body of water and begin singing a mating call. This call will attract various males who will then enter the water and join in the song and swim alongside her. The singing continues until one of the males achieves the right harmony with the female, after which they mate. This song is typically sung in a non-competitive way, with the males trying to match the female without pushing out the other males, although some tribes (especially aberrant ones) are more competitive than others. It is not uncommon for multiple males to achieve this harmony in a single setting, and for a female to mate with multiple males in a single sitting, or for other females to become inspired and enter the water, continuing the song.

Relationship Ideals

Seaton songlets create strong relationships with their mothers, but might not even know their father, depending on how their mothers mating song went. Most seaton tribes are very communal, and thus often work together to form strong bonds between all members of the community.

Average Technological Level

The seaton primarily utilize whale bones and blubber in their crafting, viewing it as a waste to not utilize all parts of a fallen whale, or even a fellow fallen comrade. Thier most notable creation is the seaton Oracle Lantern, a lantern created out of the bones of those who have fallen in battle. These lanterns can light up even the foggiest of lights, and help their divine followers connect with Otsmorn even in his corrupted state. Even their normal lanterns are heavily sought after for their high craftsmanship by both pirates and kingdom sailors alike. Their oil is also sold throughout the realm, giving them much leverage with all factions

Major Language Groups and Dialects

The Seaton speak Seatonese, as well as Aquan and Vlatyan Common. Seatonese is a song-like language with long, flowing words, and thus is extremely hard for non-seatons to learn and master.

Common Etiquette Rules

The Seaton value honesty heavily, viewing deception as a tool of their enemies, the aboleths. Thus, they strive to be honest, even when it might come across as rude or socially inept.

Common Dress Code

As most other aquatic races, the Seaton wear little clothing, often adorning themselves with kelp or seaweed skirts and dresses.

Culture and Cultural Heritage

Oracles are heavily honored and respected in Seaton society, as they are one of the few who can still channel divine power from their god, Otsmorn, in his original form. If oracular power is awoken, it is viewed as a sacred but solemn duty to help aid in Otsmorns eventual liberation from aboleth captivity.

Common Taboos

The seaton are often brutally honest, holden intense distaste for liars and betrayers. They never harm whales or other cetacean species, with the exception of those corrupted by their hated enemies, the aboleths, of which they view killing as their sacred duty. Aiding the aboleths or their aberrant brethren in any way will forever earn the emnity of all of the seaton.

History

The seaton have a long history in Vatenrelm, helping forge the relationships between the scattered islands to help create the Kingdom of the Waves in the Age of Conflict. They have supplied lantern and oil supplies to the realm for ages and have a near monopoly on the product. But the betrayal from them by the aberrant and the aboleths left the Seaton untrustworthy of allies and have mostly retreated to their secluded islands to wage war on the Deep Realm on their own terms, leaving their interactions with outsiders strictly to trading.

Common Myths and Legends

Like most beastman, the seaton are descended from and worship their Primal Beastman, the first of their kind. Otsmorn, their primal beastman, is a massive whale who is said to have aided the early alliance of the Vatenrelm islands against the titan Chrius in the Age of Conflict. He entered into an alliance with the Abolethian Empire, transporting their troops underwater for a surprise invasion against Chrius's ground army. While this maneuver was essential for their victory, the Aboleths betrayed Otsmorn, and captured him after the invasion, dragging him into the Depths of the Deep Realm. They have spent centuries warping him, using him to create the Tentawhales, their massive living fortresses. The Seatons have spent the rest of their history attempting to penetrate the depths of the aboleth territory and rescue their progenitor.

Interspecies Relations and Assumptions

The seaton have great relationships with the Salana dwarves, as they both deal with construction and both work with all major factions of the sea. They also are very close with the elves, as the elven god of water, Flaof, was said to have played a major role in the creation of their Primal Beastman. They are one of the few races that have a positive outlook on the Drentouk, as they hold a similar reverence for bones, and view the Drentouk as granting a creature another chance to fulfill a creature's lingering regrets. They have mostly good relationships with the Eleyaw and the Pengu, as they aided the Kingdom in the past and rely on the Overseas Merchant Guild for most of their trading, but often come to odds against the Kingdoms anti-isolation policies. They struggle with humans, as the multifaceted nature of humans makes them hard to predict, and thus hard to trust. They despise the aboleth, and any species related or touched by them, as the aboleths have stolen their Primal Beastman and corrupted him into something horrendous. This distrust extends to most creatures dwelling in the Deep Realm, especially Jelliods for their similarities to aboleths, and Selias for their violent nature.

Racial Table - Seaton: Hit Dice: D10; Class Skills: Craft, Intimidate, Perception, Survival, Swim; Skill Ranks Per Level: 4 + Intelligence modifier per level; Weapon Proficiency: Simple, plus natural weapons; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +1 +0 +2 +2 Animal Minded, Electrical Resistance, Hold Breath, Latching Bite
2nd +2 +0 +3 +3 Irritating Bite, Natural Armor
3rd +3 +1 +3 +3 Song of the Depths, Stealing Bite
4th +4 +1 +4 +4 Natural Armor Increase, +1 Constitution, +1 Charisma
5th +5 +1 +4 +4 Electricty Resistance increase, Swallowing Bite
 
Racial Table - Abberant Seaton: Hit Dice: D8; Class Skills: Intimidate, Perception, Spellcraft, Survival, Swim; Skill Ranks Per Level: 4 + Intelligence modifier per level; Weapon Proficiency: Simple, plus natural weapons; Armor Proficiency: Light
Level BAB Fort Reflex Will Abilities
1st +0 +0 +0 +2 Animal Minded, Cold Resistance, Hold Breath, Tentacles
2nd +1 +0 +0 +3 Natural Armor, Tentacle Increase
3rd +2 +1 +1 +3 Song of the Depths, Tentacle Increase
4th +3 +1 +1 +4 Natural Armor Increase, +1 Constitution, +1 Charisma
5th +3 +1 +1 +4 Cold Resistance increase, Tentacle Increase
 
Random Starting Ages
Adulthood Intuitive1 Self-Taught2 Trained3
25 years +1d4 years (26 - 29 years) +2d6 years (27 - 37 years) +3d8 years (28 - 49 years)
1This category includes armigers, barbarians, bloodragers, imbuers, kineticists, leachs, oracles, psychics, ravelers, realmstriders, rogues, sorcerers, and spiritualists       2This category includes antipaladins, arcanist, armorsmiths, bards, brawler, cavaliers, fighters, gamblers, gunslingers, hunters, mediums, mesmerist, paladins, pantheists, rangers, samurai, shamans, skalds, slayers, spellthiefs, summoners, swashbucklers, tricksters, vigilantes, wardens, weaponsmiths, and witches.       3This category includes alchemists, clerics, druids, explorers, inquisitors, investigators, jewelers, magi, monks, mortalists, ninjas, occultists, painters, travelers, tinkerers, warpriests, wizards and zealots.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 6 ft. 3 in. +1d12 in. (6 ft. 4 in. - 7 ft. 3 in.) 400 lbs. +(1d12x5 lbs.) (405 - 460 lbs.)
Female 6 ft. 5 in. +1d12 in. (6 ft. 6 - 7 ft. 5 in.) 400 lbs. +(1d12x5 lbs.) (405 - 460 lbs.)
 
Seaton Aging Table
Middle Age (-1 to Str, Dex, and Con, +1 to Int, Wis, and Cha) Old (-2 to Str, Dex, and Con, +2 to Int, Wis, and Cha) Venerable (-3 to Str, Dex, and Con, +3 to Int, Wis, and Cha) Maximum Age (GM secretly decides maximum age)
65 years 97 years 130 years 130 + 1d20 years (131 - 150 years)
 
Random Seaton Homelands
% Rolled Homeland Trait Gained
01-35 Island Arcapeligo Tropical Upbringing
36-66 Deep-Sea Village Deep-Sea Native
67-95 Ship-City Strong Stomach
96-00 Unusual Homeland (Roll on Unusual Homeland tabe)

Random Seaton Families
% Rolled Parental Status
01-30 Only Mother is alive
31-60 Only Father is alive
61-85 Both of your parents are dead
86-00 Both of your parents are alive
Random Seaton Siblings
% Rolled # of Siblings
01-50 No siblings
51-85 1 sibling
86-00 1d3 siblings
Lifespan
100 - 150 years
Average Height
6'4" - 7'5"
Average Weight
405 - 460 lbs
Average Physique
The Seaton are incredibly large and bulky, allowing them great stamina, but at the cost of much mobility.
Body Tint, Colouring and Marking
Most seaton are of a gray coloration, but some take on pale blue, green, white, or even purple tones.
Geographic Distribution

Seaton

Type Monstrous Humanoid (Seaton)
Ability Score Modifier +2 Constitution, +2 Charisma, -2 Dexterity; Seatons are tough and very communicative, but are slow moving
Size medium
Speed A Seaton has a overland speed of 20 feet and a swim speed of 30 feet (granting the +8 racial bonus on Swim checks a swim speed grants). A Seaton is never slowed by armor or encumbrance.
Language A Seaton begins play speakin Seatonese, Aquan, and Common (Vlatya). A Seaton with a high Intelligence score can pick from any of the following languages: Aboleth, Aklo, Dwarven, Elven, and Tengu.

  • Materil: Seatons are intrinsically tied to the Water Materil, and must become Waveshifters
  • Low-Light Vision: Seatons can see twice as far as a human in low-light conditions.
  • Limited Darkvision: Seatons can see in the dark perfectly up to 30 feet.
  • Animal-Minded: A Seaton gains a +2 racial bonus on Handle Animal checks and Wild Empathy checks to handle whale-like creatures
  • Electrical Resistance: A Seaton has electricity resistance 5. At 4th racial level, this electricity resistance increase to 10.
  • Fire Vulnerability: A Seatons blubber is highly flammable. It takes 1.5x damage from fire sources.
  • Hold Breath: A Seaton can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowing or suffocating.
  • Latching Bite: A seaton gains a Bite attack as a primary natural attack, but this bite attack deals no damage. Instead, on a succusful hit, the seaton can make a free grapple attempt with the bite that does not provoke an attack of opportunity, with a +2 circumstance bonus.
  • Irritating Bite: Starting at 2nd racial armor, a Seatons mouth hairs begin inflicting an irritating rash on those bitten. Those who are grabbed by the bite must make a Fortitude save (DC 10 + 1/2 the Seatons hit dice + the Seatons Constitution modifier) or be inflicted with a itching rash. This rash imparts a -2 penalty on attack rolls, saves, skill checks, and ability checks for 24 hours. A creature that has saved against the rash cannot be affected by that particular seatons rash again for 24 hours (but can be afflicted by a different seaton). A remove disease spell or any magical healing also removes the rash. This is a disease effect.
  • Natural Armor:: At 2nd racial level, a Seaton learns how to use its blubber to better defend itself. It gains a +2 Natural Armor bonus to its Armor Class. This bonus increases to +4 at 4th racial level.
  • Song of the Depths: At 3rd racial level, a Seaton can hum at harmful vibrations. 1/day, they can cast cacophonous call as a spell-like ability. At 5th racial level, they can instead cast mass cacophonous call.
  • Stealing Bite: At 3rd racial level, a Seaton can utilize its bite to swallow its opponents items. If they hit with their bite attack, instead of making a grapple check, they can make a Steal combat manuever, with the +2 bonus, to steal an item on the targets person and hide it in their mouth. They can either spit it out as a free action, droppiing it, or can keep it in their mouth, requiring the target to make their own steal check it get it back. While an item is in their mouth, the seaton cannot utilize its bite attack.
  • Swallowing Bite: At 5th racial level, a Seaton can consume multiple items or even a person. If a Seaton has an item in its mouth, it can swallow it, allowing it to steal another item, although it can only have one item swallowed at a time. It must cough up the item later or be unable to eat. A Seaton that starts it turn grappling a creature in its mouth of a smaller size category, it can swallow it, as if it had the swallow whole ability. A swallowed creature remains grappled, while the seaton is no longer grappled, and each turn takes 1d6 points of acid damage for each round. if the creature is only one size category smaller than the seaton, the seaton is staggered for as long as the creature remains alive inside their belly. A swallowed creature can attempt to cut its way out of the seaton using any light slashing or piercing weapon (dealing an amount of damage equal to 1/10 the seaton total hit points, any damage dealt to the insides is dealt to the seaton). A seaton’s insides have an AC of 12, and if a creature cuts its way out, the seaton can not use its swallow whole ability until the damage has been healed.

Alternate Racial Traits
  • Abberant: Some Seatons embraced the downfall of their Primal Beastman and joined the aboleths. These seatons have all the Deep Whale traits (see below) and have the Abberation type instead of the Monsterous Humanoid type. These Seatons gain a pair of tentacles they can use as a secondary natural attack that deal 1d4 points of damage. These tentacles increase in damage 1 step at each racial level. This trait replaces the Electrictiy Resistance, Grabbing Bite, Limited Darkvision trait and alters the Hold Breath trait and the Seatons starting speed and creature type (see the Abberant Seaton Racial Table for the altered statistics).
  • Deep Whale: Some Seatons dwell soley in the great depths of the Deep Realm. These Seatons gain the Aquatic subtype, allowing them to breath underwater, however they can no longer breathe on air, and must utilize their Hold Breath ability above the water. These seatons also gain Darkvision of 60 feet, Cold Resistance 5, and have a swim speed of 30 feet and a land speed of 10 feet. This trait replaces the Electricty Resistance trait and the Limited Darkvision trait, and alters the Hold Breath trait and the Seatons starting speeds.
  • Gigantic: Some Seatons are more whale than person. These seaton are large sized category, gaining a +2 Strength, +4 Constitution, and a -4 Dexterity instead of their normal ability scores. Large creatures take a -1 size penalty to their AC, a -1 size penalty on attack rolls, a +1 size bonus on combat maneuver checks and to their CMD, and a -4 penalty on Stealth checks. A Gigantic Seaton can only hold its breath for a number of rounds equal to twice its Constitution score., and only has a 10 foot movement speed and a 20 foot swim speed. This trait alters the Hold Breath trait, the Seatons size and starting ability scores.
  • Tail Whale: Some Seatons focus on their massive tails instead of their maws. These Seatons gain a tail slap as a seconday natural attack that deals 1d8 points of damage and has a 10 foot reach. Each time they would advance their Bite, they instead increase the damage this tail slap deals by one step. This trait replaces the Grabbing Bite ability.
  • Big Boned and Thick Skinned: Some Seaton have their skin more protective from physical rather than magical threats. These Seaton gain the Natural Armor trait at 1st racial level, gaining an additional 2 at 3rd and 5th racial level instead of the normal progression. This trait replaces the Electrictiy Resistance trait and alters the Natural Armor trait.


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