# Aquatic & Nautical races
With the release of *Ghosts of Saltmarsh* players may be looking for more options for a nautical campaign. The races presented below include races from the deeps, to those that spend some of their time in the water, to those that dwell along coasts and others have simply adapted to and taken well to the high seas and life on a ship.

#### Aquatic & Nautical Races Included here
- **Darfellan.** Powerful and strong clannish people that share features with orcas and live along cool wooded coasts.
- **Hadozee.** Simianfolk with wing-flaps that have adapted to ship life.

#### Aquatic & Nautical Races From Other Sources

## Darfellan
Darfellan are large humanoids with thick, distinct black and white skin that live along cool, forested coast lines. They first appeared in Wizards of the Coasts' 3rd edition *Stormwrack*. The darfellans of today are survivors from a purge at the hands of the sahuagin. In the distant past, the two went to war and the darfellan came off second best. They now gather in small clans of peaceful hunter-gathers, but are forever brooding and looking to the day they can once again confront their enemy.

### Marked from Birth
Darfellans stand out. They have hulking, muscular builds with broad shoulders and wide necks. They stand over 6 feet tall and weigh around 200 pounds. Their wide mouths are filled with many sharp teeth and most darfellean are apt at using those to hunt and defend themsselves.

A dafellan's most striking feature however, is their jet black, glossy and hairless skin. White markings distinguish heritage based upon the markings' location, size and shape. Rarely an individual has no white markings and is entirely black, and rarer still are entirely white darfellans. Births of darfellans of all one colour are seen as portentous events and such individuals are destined for greatness. Within the clan they are raised for positions of leadership.

### A People in Decline
Darfellans lost the great wars with the sahuagin. At its height, derfellan culture was a complex, caste-based culture. Whilst there are no social rankings anymore, darfellans still tend to categorise people based upon their profession or function. Learning someone's role or job may be more important than learning someone's name to a darfellen.
The darfellan population now live in scattered villages along remote stretches of rocky and forested cloastlines. Settlements vary, but many live in caves in seaside cliffs, preferably ones that have entrances both above and below the water. Some clans live in large long-houses, and others are semi-nomadic and build dome structures where they camp.
Darfellens tend to have a pragmatic or cynical view of the world. Adventurers typically come from the former and often strike out to make their mark on the world or they remain with their tribe looking for ways to return to greatness. Others tend to brood on their tragic past, some looking back with pride for taking a stand against a loathed enemy, others with sorrow or even bitterness because they lost.

### Hunters and the Hunted
Whilst many clans live in isolating biding their time there are many individuals, small rviing bands, and even a few whole clans that have taken to actively hunting their enemies, the sahuagin. Many members of a clan are able hunters anyway, but some take these skills and focus their hatred on the old enemy. Hunters in darfellan society are held in great esteem.

### Of the Sea and Spirits
Darfellans can be very spiritual, but there is no unifying religion. Many clan shamans are druids, others tend to worship any of the deities of the sea. Other darfellans feel the deities have abandoned them and do not venerate anyone. A common myth among the tribes speaks of the Deep Dweller, and entity that bides its time (like the darfellen) and will emerge from the deeps of the ocean one day to restore darfellan vitality and pride.

### Darfellan Names
Names tend to be multisyllabic, with a mix of aggressive consonants, longs vowels and sometimes clicks. All these features combine to give darfellan names and animated, enunciated quality. There is no distinction between male and female names. More ofthen than not a darfellan will adopt a nickname among other people. Often, these nicknames are literal translations of their darfellan name.

- **Darfellan Names.** Akilu, Akinutu, Anotkili, Ekitilili, Eninook, Fee'itii!, Kiki!ta, Ookinitu, Ootinuk, Siloo!oo, Wikool!oo, Weiliti.
- **Darfellan Names.** Beachrunner, Bloodmaker, Bluehunter, Darkwave, Deepdiver, Farhunter, Greathunter, Oceanspride, Seafarer, Sharkstalker, Standstrong, Wavefist. 

### Darfellan Traits
Your darfellan character has the following racial traits.
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- **Ability Score Increase.** Your Strength score increases by 2, and your Wisdom score increases by 1.
- **Age.** Darfellan have slightly shorter life spans than humans and reach maturity a little earlier, typically around the age of 14.
- **Alignment.** Darfellan have no strong moral leanings and as such most lean towards neutrality.
- **Size.** Darfellan typically stand over 6 feet tall and weigh over 200 pounds. Your size is Medium.
- **Speed.** You have a base walking speed of 30 feet, and a swimming speed of 30 feet.
- **Hold Breath.** You can hold your breath for up to 15 minutes at a time.
- **Powerful Build.** You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
- **Deep Diver.** You are able to withstand the cold and pressure of the deeps. You have resistance to cold damage and you ignore any of the drawbacks caused by a deep, underwater environment.
- **Bite.** Your wide mouth filled with many sharp teeth is a natural weapon, which you can use to make unarmed strikes. If you hit with your bite, you deal slashing damage equal to 1d6 + your Strength modifier instead of the bludgeoning damage normal for an unarmed strike.
- **Ecolocation.** When underwater, you can emit high-pitched sounds to determine your environment. These sounds can be heard up to 300 feet away and provide you with blindsight out to 30 feet.

##### Darfellan Height and Weight
| Base Height | Base Weight | Height Modifier | Weight Modifier |
|:----:|:-------------|:----:|:-------------|
| 5'10"  | 180 | +2d10  | x (2d6) lb. | 




## Hadozee
Hadozee first appeared in Wizards of the Coasts' 3rd edition *Stormwrack*.
Hadozee are island-dwelling simianfolk that have adapted well to ship life; so well in fact, that they are often known as deck apes. They have a nautral, nautical wanderlust that inspires them to sail the oceans and explore uncharted waters and islands. 

### Deck Apes
Hadozee have simian racial features and are covered in light fur that varies wildly in colour from very light tan to rich black hues. They stand around 5 1/2 feet tall but appear shorter because their legs are short and they have a stooped posture. Hadozee are very well suited to life on a ship. They are excellent climbers, able to get around in the rigging, and they have patagial flaps that allow them to drop or glide down to the deck or to another part of the rigging. They have good balance on the deck, thanks to their short legs and longer arms. Hadozee revel in ship life, even ot the point of reveling in their chores and many an unscrupulous captain has taken advantage of this enthusiasm.

### Active & Exuberant
Hadozee rarely sit still and throw themselves into the activities on board a ship. They show intense personality and react loudly such as whooping when excited or baring fangs and hissing when angry. Whilst they are not violent, they will fight fiercely to protect their ship and crew mates. They are curious and and can be quite a handful when in port or exploring a new island.

### Communal
Hadozee raise their young as a community. this is a hold over from island tribal life and hadozee tend to gather together in ghettoes in port towns where visiting hadozee are always welcome. A hadozee sees members of his crew that treat him well as extended family. and will be very protective of them. They are attracted to others that like to work hard and therefore often admire dwarves. Hadozee often have an unexplainable adoration of elves.

<img 
  src='https://vignette.wikia.nocookie.net/faerunian/images/c/cb/Hadozee.png/revision/latest/scale-to-width-down/332?cb=20140907073623' 
  style='width:325px' />
Credit: J. Nelson from *Stormwrack*, Wizards of the Coast

### Hadoze Names
Male hadozee names are typically short, end in either *sh*, *th* or *n*, with a hard vowel sound in the middle. Female names are similar, though often add and extra syllable and typically end with a vowel, usually *a* or *i* at the end. Hadozee are fond of making up their own nicknames and those that serve on a ship often incorporate the ship's name into their own. For example a hadozee on board *The Floating Pearl* may become Greshla Pearldaughter.

- **Female Hadozee Names.** Bashala, Bannithi, Dashlina, Greshla, Kalla, Kasha, Mahnri, Risha, Tyeesha, Yasha, Yethni, Zansa.
- **Male Hadozee Names.** Banth, Darn, Darsh, Grohn, Harth, Krath, Kolth, Ranth, Rothin, Tarn, Tarath, Yeth.
- **Hadozee Ship Names.** Barnacleboy, Jollyman, Krakenkid, Leviathanlady, Midnightchild, Mistlady, Sabergirl, Stormson, Swiftson, Twilightlady, Wavedancer, Wind-daughter.

### Hadozee Traits
Your hadozee character has the following racial traits.

- **Ability Score Increase.** Your Dexterity score increases by 2, and your Constitution score increases by 1.
- **Age.** Hadozee have slightly shorter life spans than humans and reach maturity a little earlier, typically around the age of 12 or 13.
- **Alignment.** Hadozee tend towards neutrality. They tend to avoid having strong moral views and approach all other races with an open mind.
- **Size.** Hadozee are between 5 and 6 feet tall and weigh as much as a heavy human, typically around 200 pounds. Your size is Medium.
- **Speed.** Your base walking speed is 30 feet.
- **Nimble Climber.** You have a climbing speed equal to your walking speed.
- **Glide.** When you fall and are not incapacitated, you can subtract up to 100 feet from the fall when calculating falling damage, and you can move up to 2 feet horizontally for every one 1 foot you descend.
- **Natural Athlete.** You have proficiency in the Athletics and Acrobatics skills.
- **Languages.** You can speak, read, and write Common and one other language of your choice.