A Game of Primeval Adventure Below the Waves

The Cradle is the sea, for it is where all life originates. The Lands of the Dead are the islands and beaches, hostile worlds of murderous Men and great trees which choke the waterways and tidal pools with their roots. While the sea is life, the land is a place of death, where corpses wash ashore to be consumed by carrion eaters. Those beings that do not end up on its shores as food often become part of the land itself, their bodies turning to rich soil or calcifying to a stony crust.

The Cradle is a harsh, beautiful world, untamed and unspoiled by the works of Men. Vast undersea forests of coral and kelp, cavernous grottoes and immeasurably deep canyons are all found beneath the surface.

The Three Tribes have lived in peace for as long as anyone can remember. Their relationships to one another are complex and symbiotic affairs -- the curious Merfolk seek out new territories and farm kelp beds for the massive Shellbacks, who guard and protect the delicate Teuthids, who tend to the dead and dying. Each race is uniquely adapted their task and without one, the others would surely perish.

Merfolk

Personality
Merfolk are intensely passionate, curious and playful creatures who seem to spend much of their time enjoying life. They are also shamelessly flirtatious, bold and creative people who delight in songs, storytelling, athletic compeition and amorous pursuits.

Physical Description
A slender and graceful race of delphine creatures, the Merfolk have blue-grey skin, hairless bodies marked with scaly patches, and long and muscular finned tails. Mermaids are crowned with thick growths of vegetation the color of red-brown kelp or blue-green seaweed. Mermen are bald but occasionally display whisker-like growths of similarly-colored vegetation. Merfolk have webbed hands, and can breathe water through long gills that run from above their ears down the backs of their necks and end at the middle of their backs.

Mermen and Mermaids eschew clothing (which is impractical considering their environment and culture) and wear few ornaments (usually necklaces of shells, bones, teeth, coral and pearls). Adults have prominent, finned ears that taper to a point and grow longer with age. Merchildren are born live and are dependant upon their mothers to nurse them until they're strong enought to hunt with the rest of the pod. Young Merfolk are hairless until maturity (about twenty years) and, as noted before, have slit-like ears that will eventually grow longer fins. Merfolk live for about sixty to seventy years.

Relations
Merfolk, Shellbacks and Teuthids peacefully co-exist with one another in a symbiotic relationship. They are tolerant (but wary) of Men and sometimes engaging in a practice called "shoretrade" -- a mutually beneficial arrangement whereby the Merfolk trade coral, pearls and other baubles in exchange for exclusive territorial rights to certain areas of the coastline where humans agree not to fish or hunt. Merfolk have an obvious love of sailors and seafaring people.

Alignment
Chaotic Good. Merfolk are generally peaceful and playful, preferring to avoid threats whenever possible. However, they are also a savage people; wild and untamed creatures with few formal laws or rules. Mad Singers are always Chaotic Neutral.

Merfolk Lands
Merfolk are nomadic and often lead caravans from one reef to the next, searching for better feeding grounds and safe places to raise their young. They hunt most of their food and subsist on a diet of fish and harvested seaweed, as well as the occassional shellfish or crustacean. They are fundementally opposed to eating warm-blooded animals.

Religion
Merfolk practice no organized religion, preferring instead to celebrate The Cradle, the spiritual "essence" that embodies the ocean and its inhabitants. Merfolk have strong familial bonds and also take time to honor their ancestors.

Language
Merfolk communicate through whistles, clicks and squeaks and through elaborate, haunting songs which can be heard by other pods for hundreds of miles. Merfolk, like Teuthids, have no written language but are skilled at singing and storytelling. They have passed down their entire history through stories and songs and rely on their memories to keep their culture and their way of life alive. Indeed, knowing what creatures are harmless and what creatures are dangerous, as well as how to predict storms, follow schools of migrating fish and how to harvest kelp are all valuable pieces of lore handed down from generation to generation through word of mouth. Because of this, Merfolk magic concentrates on two things vital to Merfolk culture and survival: song and memory.

Names
Merfolk have two names. The first is their child-name; a simple phoenetic sound such as Tev or Lia. Their familial name is used to identify the Merfolk's line. Names such as SeaFoam, WaveBreaker and SharkWound are some familial names. Merfolk are usually called by their child-name by their parents, siblings and elders and their familial name by peers and non-Merfolk (child-names are also used when referring to Merfolk within the same family).

Male Child-names: Tev, Zan, Mur, Fet, Var, Kel

Female Child-names: Lia, Tae, Oko, Su, Ume, Ara

Familial Names: SeaFoam, WaveBreaker, SharkWound, ShellFin, SunSky, RainDancer, HeartSong

Adventures
Some Merfolk may be encountered on land (those who have undergone the Song of Death) but most are found in the ocean. When Merfolk do mix with other (non-aquatic) races they usually do so as guides or Mariners. Within their own kind Merfolk often act as scouts, explorers and hunters, allowing them to venture far from their homes for extended periods of time.

Water Babies

Though uncommon, it is not unheard of for land-bound Mermaids to take human and elven mates (even a seafaring Merman or Mermaid will sometimes become involved with an elf or human). If this happens, the resultant union could produce a strange, sterile hybrid called a "Water Baby." Water Babies are born live, equipped with both lungs and gills, webbed feet and webbed hands, enabling them to function both above and below the water. Their skin coloration varies from normal human flesh tones to the light blue-green of their mothers' skin and unlike Merfolk children, their ears are fully-developed and tapered to a point. Scaly patched of skin (especially at the joints) are present at birth but fade as the Water Baby ages (though this also depends on its environment). Similarly, the child's hair color can range from normal human shades to a dark kelp green (although their hair is more like a humans than a Merfolk's vegetation).

Water Babies are strong swimmers, even at birth, and are more resistant than pure-bred humans to extremes of cold and pressure. As they get older, their bodies change in response to their environment; those who spend the majority of their time on land will lose their gills completely (although they will retain their swimming ability and possess a higher lung capacity than a normal human), while those who lead a more aquatic existence will be of limited ability outside of the water, especially in hot, dry climates (needing to return to the cool depths in order to remain alive). Water Babies have negligable traces of Wist and so cannot use the song magic of their mothers. They do, however, possess the ability to communicate using their kin's whistling, clicking tongue (if they are taught that language early enough) and land-bound Babies have also developed a fairly complex system of hand symbols for silent communication when submerged. Upon reaching physical maturity, Water Babies are usually referred to as Water Folk or "Half-Mer" (although "Water Baby" may sometimes be used in a jesting fashion).

Merfolk Racial Traits

Merfolk Magic
By remembering events from the past, the Merfolk can "sing" them back into existence, if only in the form of shadowy phantoms. The more recent the memory, the more substantial the song's effect. Of course, powerful Singers can delve into the shared history of the tribe and "remember" events of a truly epic nature -- mythic beasts, legendary storms and powerful emotions. These three types of songs are called the Song of the Beast, the Song of the Sky and the Song of the Heart and are used to summon creatures, storms and even sway someone's emotions. Of course, these songs can also be used to drive off creatures, calm storms and soothe hearts. Such powerful memories do not come without a price, however...and that price is called Wist.

Long ago, when the world was young, the Merfolk lived in peace and tranquility. Before Men, before they were hunted by predators, before the Lands of the Dead began to rise from the water's surface, they were happy and free to do as they wished. The Merfolk's nostalgic feelings for this "perfect world" are known as their Wist, and while it feeds their joy and their Songs, it also enslaves them to the past. Those with too much Wist coursing through their hearts and minds become unaware of this life's dangers...and eventually they may even regress to a childlike state, unable to interact with normal Merfolk society. These creatures are called the Mad Singers and are usually driven out of the tribe by the other Merfolk.

Unlike male Merfolk, Mermaids do possess the ability to travel on land, but they must first undergo a powerful and exhausting ritual called the Song of Death. First, they must have their hair cut off and let the currents carry it away (if left out of the water a Mermaid's locks will wither and turn brown, like dried seaweed washed onto the beach). Secondly, they must spill their blood into the water as an offering to the sea. Last of all, they must wait for a full moon and at high tide, swim to shore and sing the Song of Death. When the tide finally goes out, their tail will be gone, replaced by a pair of human legs. Every month that they retain this form, they begin to lose Wist. If they run out of Wist and do not return to the sea before the next full moon, they will remain in human form forever. Mermaids who undergo the Song of Death and manage to return to the sea may never set foot on land again. Their hair doesn't grow back and they take upon the honorific of "Widow." There are rumors of charms that allow Merfolk to travel in the Lands of the Dead but these are extremely rare and closely guarded.

In game terms, Merfolk learn and use magic as a sorcerer does, but may only choose spells from the bard's spell list (of course, not every spell can be used as listed). A Mermaid who performs the Song of Death will gain a negative bard level for every month that she spends on land (returning to the sea will remove these negative levels). If her bard levels ever drop to 0 while she is on land, she will be trapped in human form and will never be able to return to the sea or train as a bard. If a Merfolk's bard level ever exceeds his or her Wisdom attribute then she must make a successful Will save (DC20) or the Merfolk will become a Mad Singer. Such creatures are usually driven out of the pod and live out their lives in exile, often becoming either druids or barbarians.

Shellbacks

Personality
Shellbacks are a serious and determined race that can be both frightening to behold and surprisingly gentle and placid. As a rule, they would much rather float lazily through the water and munch kelp than fight against predators. When the time comes, the gentle giants shrug off their lethargy and become fearsome defenders.

Physical Description
The Shellbacks are massive creatures resembling sea turtles. Their backs are covered by enormous armored shells, usually encrusted with patches of sea moss and barnacles. Ancient Shellbacks may even host several species of anenome or mollusk! They have blunt, round heads, beaked jaws and large, expressive eyes. Strong and able swimmers, the Shellbacks are also capable of land movement (although this ability diminishes with age). Shellbacks lack gills and must breathe air, but possess an amazing lung capacity and may remain submerged for up to an hour or more! The Shellbacks are a long-lived race, with some members reaching hundreds of years in age. Their young are hatched on land and those that survive quickly reach maturity within ten years.

Shellbacks lay their eggs on dry land, and female Shellbacks often undertake many voyages to the Place of the Dead to lay their eggs. Male Shellbacks are much larger than females and have a longer lifespan, but their great bulk makes them slow and clumsy out of the water. They are primarily herbivorous but sometimes will eat small crustaceans and sea urchins as well. Shellbacks are virtually impervious to harm and capitalize on this attribute to guard the reefs and protect the other tribes. Their beaks are sharp powerful and their thick-necked, blunt heads are ideal for charging and ramming enemies. They are peaceful and gentle but will fight to the death if threatened. The tribes of Men sometimes use the shells from dead Shellbacks as vessels, shields or even small boats. The empty shells of exceptionally large and old males eventually become part of the coral reef as a home for Teuthids and other grotto-dwelling creatures.

Relations
Shellbacks dislike Men, who often hunt them for their shells and for food, and will rarely trust anyone save for their aquatic allies the Merfolk and the Teuthids. They view the lizard-like Salaam as equals, albeit somehow tainted by their insistence on terrestrial living.

Alignment
Lawful Good. Shellbacks are methodical and deliberate and despite their fearsome size they are pacifists at heart.

Shellback Lands
Shellbacks usually travel with their Merfolk allies but are a bit more kept than the flightly nomads. Shellbacks do maintain settlements of sorts; breeding grounds and coral reefs where they farm kelp, sea lichens and other vegetation.

Religion
Shellback females comprise the race's clerics, a group that worships the Great Green Mother, a mythic sea turtle that spawned the Shellback race as one huge clutch of eggs. Shellback females are seen as incarnations of the Green Mother whenever they lay their clutch of eggs and are greatly respected. The Shellbacks also pay homage to the The Cradle as well.

Language
Shellbacks have a simple, practical language of grunts and barks and also a primitive written language comprised of runic symbols (derived from the Elven alphabet) that they scratch into coral beds and rock outcroppings as a means of marking territory and passing along messages.

Names
Shellbacks refer to one another through names that denote great strength or size, or a peculiar shell patten or physical trait. Some sample names (besides those above) are Salt-Beard, Thundering-Slap, Biter, Sting-Tail and Speckle. Egg-laying females are given the honorific of "Mother" before their name.

Adventures
Shellbacks can be found on land ("The Place of the Dead") or at sea. The males are great warriors and will often challenge others to tests of strength and endurance. Shellbacks are most often found around Merfolk pods.

Shellback Racial Traits

Teuthids

Personality
Teuthids are mysterious beings who guard their words and secrets with great care. They are quite grim but often hide this aspect of themselves beneath a caring, gentle demeanor. Teuthids tend to keep their emotions in check, preferring trickery and subterfuge to outright confrontation.

Physical Description
The frail and mysterious Teuthids make their homes in dark caves and crevices along the sea floor. Their ambidexterous, boneless bodies are capable of squeezing into seemingly impossible spaces, and they are capable of surprising quickness, using their powerful siphons to shoot them through the water. Teuthids are delicate-looking creatures with bioluminescent, translucent skin and long, rubbery, arm-like appendages ending in rows of suckers - they resemble a cross between a humanoid squid and a manta ray. Besides their multiple arms/legs, Teuthids have 2 long tentacles that they actually use to grasp and manipulate objects.

As stated before, they have no skeleton. Instead, a single cuttlebone (much like a squid's) runs down their back, providing them with some support. Dead Teuthids leave behind this cuttlebone, which is used by the other tribes as a whetstone for sharpening coral. Teuthids begin life with two "legs," growing many more with age, and can regenerate lost limbs. Their eyes are large and capable of seeing in the murky depths of their undersea home. Teuthids can change their color at will (or in response to their emotional state). Strangest of all, Teuthids (also called Silent Ones by the other tribes) do not speak. Rather, these enigmatic beings possess a form of telepathy which enables them to communicate directly to a person's mind. They can hear, however and can listen to normal spoken conversations. Teuthids may share one another's thoughts and feelings, and also communicate through subtle body movements and flashes of color from their chameleonic skin.

The Silent Ones scavenge any food they can get from the seabed but also prey upon other bottom feeders such as mollusks, urchins, crabs and microscopic plankton which they herd into their mouths with their arms. Teuthids are extremely agile creatures and are skilled healers. Their role in the Cradle is to tend to the dead and dying and to control the amounts of decaying matter littering the ocean floor. Female Teuthids lays clusters of jelly-like eggs which the males fertilize. The offspring mature quickly, usually within a year. Teuthids live between thirty and forty years, although some forms of magic may extend their lifespan.

Relations
Teuthids are distant and aloof, even to their allies in The Cradle. Perhaps it is due to their grim role in the society, perhaps it is because of their unusual mode of communication. Teuthids are very shy and rarely interacts with other races besides the Merfolk and Shellback.

Alignment
Neutral. Teuthids care not for Law, Chaos, Good or Evil. Their indifference to these ideologies and their shadowy natures (not to mention their appearance) gives them a sinister countenance…one that is quite undeserved.

Teuthid Lands
Teuthids live in dark grottoes and natural caves built into reefs. Sometimes, a small cabal will even take over the wreck of a sunken ship.

Religion
Teuthids have no organized religion and embrace the concept of The Cradle much like the Merfolk (although they lack the Merfolk's jubilance).

Language
Although Teuthids can hear and understand language, they cannot vocalize. Instead, the use telepathy to communicate (there is some speculation of a possible relation to the Illithids but so far this is just conjecture and speculation). Teuthids have no written language and rely on close telepathic contact to teach one another their sorcerous knowledge.

Names
The Teuthids' telepathic abilities enable them to communicate with one another without such things as names but they do choose names to differentiate themselves from one another when dealing with non-Tethuids. Their names are usually mellifluous; full of soft-consonants and strings of vowels. Merfolk especially enjoy Tethuid names and will often weave those names into songs based solely on their sound. Some names include: Sooaoluo, Vilaenana, Izzeraiao, Ooalavao, Leeeinavaee.

Adventures
Teuthids are rarely found outside of their homelands and only then when accompanied by a Merfolk or Shellback. Still, they are intrigued by knowledge of all kinds and will sometimes venture off in search of occult lore.

Teuthid Racial Traits

Salaam

Personality
The Salaam are incredibly agile, graceful creatures and this trait bleeds over into their culture as well. Salaam are noted for their hospitality and cordiality when dealing with others (of course, this doesn't extend to their enemies). Most Salaam are pragamatic creatures and most are content to lead simple lives.

Physical Description
The Salaam are a race of warm-blooded, bipedal saurians who dwell along the western coast of the continent. Their skin is covered with fine, brownish-green scales that are smooth to the touch but afford no added protection from anything except biting insects and the like. They have three fingers on each hand and three toes on each foot - both ending in claws. Salaams have no visible ears or nose (though their two nostril pits are clearly visible) and have lipless mouths and small, sharp teeth. Their eyes are large, almond shaped and dark, with narrow vertical pupils.

Salaam are slender and muscular, their heights ranging from 5 1/2 feet to nine feet tall (the average height being around 7 feet tall) Those Salaam of greater stature (called Ran'Draa) tend to lay more eggs but often less are viable than those of smaller Salaam (the Sa'Sael). Also, smaller Salaam tend to have more ambition and grace - these Salaam are far more likely to leave their homeland while the larger, stronger Salaam tend to stay and act as rulers and guardians (the larger Salaam encountered outside their homeland were most likely captured as hatchlings and raised as slaves or gladiators).

As a people the Salaam are exotic and subtle. Their bodies move with effortless grace and their movements are so silent that it is common practice of theirs to wear bells and other ornaments to make their presence known, as to not arouse the suspicion of those nearby. Because of their grace, stealth and natural camouflage abilities, the Salaam make ideal thieves and assassins (known as Sasaan). Salaam are also able to "taste" their air with their forked tongues, allowing them to track by scent. Their eyesight is fair and extends into the thermographic range, allowing them to see heat patterns.

All Salaam may grow long, sinewy tails but those missing their tails have either lost them due to injury or to escape danger (the Salaam are able to shed their tails and regrow them). They are also able to regenerate other lost appendages. Their tails are not prehensile and are mainly used for balance and as a means of defense. Their fingers and toes are incredibly strong and are capable of locking into position when gripping an object, allowing them to sleep while hanging from tree branches or other projections.

The Salaam possess the ability to change color, depending on their mood and their surroundings. This ability is most useful as a means of camoflauge when the Salaam is either underwater or in shadow. Their skin coloration can range from chalk white to bright green, red or blue to a dark, charcoal grey. Salaam are carnivorous and favor eggs, small rodents and reptiles and fish. They will hunt and kill larger mammals if need be but they are generally ill-suited for such high-speed pursuits. The Salaam's preferred meal consists of bird eggs stolen from nests high up in trees. Some reptile eggs (but specifically not Shellback eggs) will do as well.

Salaam hunters usually forgo clothing in favor of a simple harness from which to hang egg pouches. All other Salaam seem to possess an almost-fetishistic love of clothing and drape themselves with extravagant, colorful robes and headwraps. The basic Salaam garment is a simple robe and headdress of white cotton fabric adorned with embroidered sashes and silk scarves. Veils and feathers are also quite popular, especially for those who enjoy the sense of intrigue which they portray. Simple bracelets are worn, several on each arm at one time and bells are sewn or tied onto wrists and ankle straps. All Salaam walk barefoot and any swimming is done while bareskinned.

One peculiarity of the Salaam is the total lack of gender within their species. All Salaam are both male and female and can both fetilize and lay their own eggs upon reaching maturity. An adult will lay a clutch of between 6 and 8 eggs but only a few of those eggs will be viable. The rest are decoys meant to trick predators intent on devouring the unborn Salaam. Sometimes, the Salaam will bury their eggs near Shellback clutches to confuse predators even further. Large pits are dug by the Salaam in a sacred, private ceremony. Then the eggs are layed during an arduous process where the Salaam falls into a deep, trace-like state. The pit is filled in, burying the eggs until the day they hatch and the young Salaam dig themselves out. The average Salaam lives for about forty or fifty years and will give birth to a score of hatchlings, most of which will end up dead from disease or because of predators.

Relations
Salaam are on friendly terms with many of the human tribes living near their homeland. Minerals and precious metals are the chief source of trade for the Salaam (which they consider worthless except as raw material for practical purposes). They trade gold, turquoise, diamonds, emeralds and other jewels and crystals for fabric (which they adore for the same impractical reasons that humans love gemstones) and metal weapons and tools. The Salaam also export spices, animal meat, rare birds (and their feathers) and various plants and flowers which grow in the area.

The Salaam keep no livestock but will occassionally tame and ride wild beasts called Draels. The Draels look a bit like velociraptors and bear a resemblance to the Salaam in a way that recalls the ape's similarity with Man (use the Dinosaur (Deinoychus) entry from the Monster Manual for the Drael's stats). Draels are always ridden bare-back and are always given a share of the hunt (though their own stalking and chasing skills are quite good, the Draels are fed as a means of payment). Although the Draels cannot speak, they appear to understand rudimentary forms of communication and can be trained to perform certain tasks.

Salaam usually do not use weapons when hunting but they are skilled at using a variety of tools and armaments. They favor obsidian knives and spears and long, tapered clubs studded quartz and other minerals. Nets of woven plant fibers are often employed when harvesting fish. They sometimes cross paths with Shellbacks and view the lumbering warriors with respect, seeing them as cousins. Merfolk are encountered when fishing and the two races often share catches in time of need. Teuthids generally stay out of the Salaam's way, out of disinterest more than fear.

Alignment
Lawful Neutral, often with Good or Evil tendencies. The Salaam possess a strange value system that is quite different from many sentient creatures. Rather than seeing the world in terms of Good and Evil, Salaam view beings as individuals, based upon their ambition to achieve greater things. Sometimes, ambition will drive a creature to do selfish, perhaps evil deeds. The Salaam accept this as part of the natural order of things.

Most Salaam, while not lazy, are content to stay within their own territory and worry about day to day life. Salaam with ambition are not content with sunning themselves and engaging in simple egg hunting and fishing...and this can make them very powerful or very dead. Salaam are fairly intelligent (most of their knowledge is purely instinctual), but those with much Ambition are even more so, eager to learn about the world and how to survive in it.

Salaam Lands
Salaam are capable swimmers and like to spend hot days bathing in the cool waters of the nearby lagoons (although they abhor fresh water found in rivers and lakes). Their main city is on a floating island called Ziia that lies off the coast. It was built centuries before the Salaam discovered it (architectural evidence suggests it may have once been an ancient fortress) and they have claimed it as their own. On the mainland, they have built some crude shelters out of blocks of sandstone - large step-pyramids where they sleep together in a huddled mass during the cool nights. Further inland, are patches of scrubby, sub-tropical vegetation and red earth. Beyond that lies a great salt flats which marks the "end" of the Salaam's territory.

During the warmer days, the Salaam are most active (although it would appear quite differently as many will lounge about soaking up the sun's rays). The long rainy season is perhaps the most difficult time for the Salaam and some may become moody and sullen from the wet, dismal days spent in the rain. In cold weather, the Salaam's scales become very dark…almost black, and the larger ones will act sluggish and lethargic, often lapsing into deep sleeps. Sasaan are better prepared and will wrap themselves in strips of heavy black cloth. Needless to say, the Sasaaan are quite menacing looking.

Religion
The Salaam religion is fairly simple and straightforward. It revolves around the worship of feathered serpents (coutl) and dragons, presumably the first creatures in existence. The Feathered Serpent (Sa'Sael) created the Sa'Sael Salaam and the birds (whose eggs feed the Salaam…and indeed, the Salaam also lay eggs, which to them proves that they share a common ancestor) and the Great Dragon (Ran'Draa, who resides in a volcano) hatched both the Ran'Draa Salaam and the Draels. Although there is a caste system of sorts between the large, Dragon Salaam and the smaller, Serpent Salaam, there is no overt prejudice between the two groups, nor is one inferior to the other.

One example of the Salaam's spirituality is called "scarf dancing," an elaborate form of ritualized dance and also a unique style of combat. The scarf dancer, usually covered from head to foot in robes, a headress and veils, executes a series of appropriately serpentine movements, twisting and turning its body, arms, hands and tail in increasingly complex patterns, all to a pulsing rhythm of shaking bells, handclaps and stamping feet. The constant motion is meant both to distract one's opponent as well as provide a means of attack which cannot be anticipated. The dancer holds bunches of colorful silk scarves in its hands and waves them back and forth, the gauzy fabric swirling around like smoke. When it is time to launch an attack, the dancer becomes a frenzied whirlwind of hands, feet and tail. Cartwheels, spinning kicks, backflips and handstands are all combined to lethal effect…for the dancer's claws can easily rip though cloth and flesh. Most often, scarf dancing is done alone rather than with a partner (or an opponent) but scarf dancing duels are not uncommon. Among friends, the duel is handled differently…the dancers move quickly and close to one another, trying to get as near as possible without touching - the one who draws first blood is declared the loser.

Language
The Salaam speak Draconic but they do not have a written language, preferring to convey information through rock paintings and shamanic tales. They speak a sibilant dialect of Common as well.

Names
Salaam names are fluid and sibiliant - double vowels and s's are common (as is a vaguely Arabic sound to their names). Some names include: Saarem, Nasseem, Haajim, Luura, Fassaad, Jaana, Yajaaran. Depending on their size (the determiner of the Salaam's caste), the Salaam's name will be prefixed with the title of Ran'Draa (Great Dragon) or Sa'Saael (Great Serpent) and suffixed with the name of their "people" (Salaam or Sasaan). So Ran'Draa Saarem Salaam is the full name for Great Dragon Saarem of the Salaam.

Adventures
Salaam with enough ambition could be found anywhere, the majority becoming fighters or rogues. The craftiest Salaam become Sasaan and are highly sought after by the wealthiest, most powerful patrons who demand loyalty, subtlety and silence. Many Salaam who were captured while just hatchlings might be found in gladiatorial arenas or far-off monasteries.

Salaam Racial Traits

New Sub-races (Bestials)
The bestials are a bit of a puzzle. Are they primordial ancestors of demi-humans? Another race entirely? A hybrid or sorcerous creation? The answer may never be known - what is known is that in the Cradle, demihumans are intelligent, animal-like creatures who live in harmony with their environment (if not with each other). Other than the difference noted within the text, bestials are more or less the same in ability as their counterparts. Bestial races can only be adepts, barbarians, sorcerers, druids, warriors or rogues (also, the Tribal Protector Prestige Class from Sword and Fist). The lack of civilized organizations makes it impossible to train as the other classes...

Bestial Dwarves (Clay Men, Wallow Dwarves)
Clay Men are pudgy, dark-skinned dwarves who live down by the muddy riverbanks that wind their way along the plains. They have poor eyesight and can only see with any clarity at night - instead, they use a natural blindsight to navigate their way through the dark towers that they create by hauling mud from the river's edge. Clay men are hairless and possess great endurance and a keen sense of smell. They gather in the large hives that they construct (the larger ones resemble small mountains made from dried mud) and they live on insects and grubs. During the hot days, they often sleep deep within the ground (or occassionally) lie half-submerged in the river.

Bestial Elves (Plains Elves, Padfeet)
Padfeet are as graceful and delicate as their more modern breathren. Their ears are very long and tapered, their eyes large and round. Padfeet possess extraordinary senses and are diurnal, preferring to hunt at night (they are meat-eaters). Padfeet have downy, spotted fur and lean, lanky forms. They are capable of extremely fast movement (natural movement of 60" per round) and they have sharp claws on their hands and feet (natural melee bonus of +1 that replaces the normal elven sword/bow bonus). Padfeet sleep in small family groups, usually in the boughs of trees on the savannah.

Bestial Halflings (Pygmies, Tree-toppers)
Pygmies are very similar to halflings in all respects. They live almost exclusively in the canopies of rain forests where they hunt birds, lizards, small mammals and eggs. Insects will also do in a pinch. They are very quick and agile and the males sport brilliantly-colored hair in every shade of the rainbow. Females are more subdued and possess black or dark green hair. Pygmy young cling to their mothers until old enough to climb on their own.

Bestial Orcs (Plains Orcs, Tuskers)
Tuskers are massive, squat orcs with heavy heads which sport sharp tusks and horns. They are easy to anger and are capable of brief bursts of speed when they charge an intruder. Tuskers travel in herds…one male will lead a harem of females. During mating season, males are especially violent and ill-tempered. Despite their apparent dimness, Tuskers are one of the few land-based demihuman races that utilize weaponry (favoring stone axes and bone clubs).

New Classes

The Mariner (Marine Ranger)

Game Rule Information
Mariners have the following game statistics.

Abilities: Mariners rely on their Strength to swim long distances, and a high Constitution is important when holding their breath or swimming in cold water. As with other rangers, Wisdom is also important when casting spells. A Wisdom of 14 or higher is required to get acess to the most powerful marine ranger spells. A Wisdom score of 11 or higher is required to cast any ranger spells at all.

Alignment: Any.
Hit Die: d10.

Class Skills
The mariner's class skills (and the key for each skill) are:
Animal Empathy (Cha, exclusive skill), Climb (Str) Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sign (Int), Spot (Wis), Use Rope (Dex), and Wilderness Lore (Wis).

Class Features
All of the following are class features of the mariner.
Weapon and Armor Proficiency: A mariner is proficient with daggers, spears, nets, tridents, short swords, gaffs (see New Weapons) and harpoons (see New Weapons). Mariners do not gain the two-weapon fighting ability as a normal ranger per the PHB. Mariners are not proficient with any kind of armor or shield.

Mobility & Run: Mariners gain Mobility (aquatic) and Run (as applied to swimming) as bonus feats.

Endurance: Mariners gain Endurance as a bonus feat.

Favored Enemy: As a normal ranger per PHB.

Spells: As a normal ranger per the PHB with the following exceptions:

Men

"Men" is the catch-all term for the human beings that live along the coast of the mainland and on the various islands around the Cradle. Skilled at hunting and fishing, they're also skilled at raising livestock and crops. The Men often employ large woven nets to catch large schools of fish, but unfortunately they also ensnare other forms of ocean life as well (especially young Merfolk and Shellbacks). Men actively hunt Shellbacks for both their meat and their useful shells, a situation that does not endear the land-dwellers with their aquatic neighbors. Far from being evil, however, the humans simply do what they must to survive, and view the tribes with a mixture of curiousity and suspicion. Merfolk are more tolerant of Men, sometimes engaging in a practice called "shoretrade" -- a mutually beneficial arrangement whereby the Merfolk trade coral, pearls and other baubles in exchange for exclusive territorial rights to certain areas of the coastline where humans agree not to fish or hunt.

Old Men of the Sea

Monstrous creatures resembling prehistoric catfish, the Old Men (as they are called) live in the coldest, deepest, darkest parts of the sea. Naturally reclusive, they can reach sizes of over one-hundred feet in length and live for centuries. Some have speculated that the oldest of the Old Men is nearly one-thousand years old. Old Men are sluggish and lethargic creatures, preferring to lie on the seabed buried up to their eyeballs in mud. Still, it is best to steer clear of them as their moods are erratic and some have been known to swallow unfortunate "visitors" whole. Despite their sluggishness and eccentric behavior, Old Men are incredibly wise. Having grown so large and old, they feed not on normal animal or vegetable matter but on the stuff of dreams and memories. In order to remain fed, Old Men trade information for stories. The longer and the better the story, the better the meal and therefore, the more valuable the information. Old Men do not rely on food to survive (they spend most of their time asleep in a state of hibernation) so although visitors (and the meals they provide) are not strictly needed (or even wanted), they will occasionally accept guests.

Old Men of the Sea
Gargantuan Magical Beast
Hit Dice: 12d8+84 (138 hp)
Initiative: -2
Speed: Swim 20 ft.
AC: 13 (-4 size, -2 Dex, +9 natural)
Attacks: Bite +17 melee, tail slap +12 melee
Damage: Bite 4d6+12, tail slap 1d8+6
Face/Reach: 20 ft. by 40 ft./10 ft.
Special Attacks: Improved Grab (Ex), Swallow Whole (Ex)
Special Qualities: Blindsight (Ex), Eat Dreams & Memories (Su)
Saves: Fort +15, Ref +7, Will +8
Abilities: Str 35, Dex 7, Con 24, Int 10, Wis 18, Cha 6
Skills: Listen +13, Spot +14, Knowledge (geography, history, arcana, nature) +20
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Climate/Terrain: Any aquatic
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 13-18 HD

Scuttlers

Scuttlers are crab-like creatures that swarm over the reefs and shallows of the Cradle. Although the othert tribes question their sentience, the crabs appear to be intelligent and can communicate with one another through a complex system of olfactory and auditory cues. The Scuttler "king" is usually the largest of its kind, measuring up to four feet in diameter, and is rivaled in size and strength only by the soldier crabs. Scuttlers society is hive-oriented, much like a colony of ants or bees. The king (the largest and strongest crab) rules over various fiefdoms, each tended by various castes of worker crabs. The serf crabs tend the forests of algae that the Scuttlers raise for their "livestock" -- a peculiar form of spiny urchin. These tiny creatures also groom the king of lichens and parasitic growths with their delicate "fingers.". The next largest caste are the messenger crabs. They tap out coded messages on rocks using their oddly-shaped claws as a means of relaying information to and from various colonies. The digger caste are the most intelligent and are quite strong. Their function is both to clear away obstacles and to build traps and deadfalls. Solider crabs are large and tank-like, possessing armored carapaces and barbed tails.

As soon as a colony has been established, a short period of breeding ensues. The resulting swarms grow quickly and a column of Scuttlers marches forth to establish a new colony. Messengers send signals up and down the column, suggesting which way to move. Eventually, the journey ends and the largest surviving crab becomes the king of the new colony.

Scuttlers are seen as nuisances to Merfolk and Shellbacks, and as hazards to the Teuthids, who compete with the crabs over living space. One or two soldier or digger crabs can prove a match for a young Teuthid and the Scuttlers find Teuthid flesh a rare and tasy treat. Besides this threat, the Scuttlers are also perilous to the Cradle itself, having prolific breeding periods that the environment is ill-equipped to deal with. Not only this, but their crops kill coral reefs and their livestock destroys local flora and fauna alike, causing once fertile areas to become barren and lifeless once the Scuttlers have moved on.