underwater nations


Lost Omens Campaign Setting General Discussion


I know in pathfinder there are several sentient amphibious/aquatic species gillmen,skum,aboleths,sahuagin etc I know we here of the occasional settlement but are there any undersea nations out there? the only one I know of I found on the wiki is Xidao in Tian Xiaso I know they exist.

Liberty's Edge

The Aboleths have their civilization deep in the Vaults of Orv, under the Sightless Sea - and their creations are down there as well. There are also Aquatic Elves - they're canonically living primarily underwater.


Yeah, Xidao is all I see too. There's also a town called Outsea which is partially underwater, but that's around all I turned up. I'd think that surely there must be other underwater nations which just haven't been detailed yet.


Raiders of the Fever Sea has a gazetteer of Golarion's seas and oceans. :-)

While the last book has an article about legendary sea monsters. :-)


The Aelyosos section of Distant Shores discuses how the cyclopean city of Yxinche was sunk during Earthfall and is now inhabited by Merfolk who help defend nearby Aelyosos from sahuagin invasions. Like Outsea, it's more a town then a nation.


The problem with a full nation underwater is having to patrol borders in three dimensions. You'd need some impressive scrying setups.


Don't take the convenience of fire for granted. Without it, underwater societies will need to find way to light their homes, cook their foods, smelt their metals, etc. Of course, magic can make up for this, but requires the society to rely heavily on magic. Alternatively, you could have high fantasy options of glowing plants and biologically manufactured weapons. At any rate, it can be a lot of extra work to create an underwater society.


If you are planning to run underwater adventures, it is well worth picking up the Cerulean Seas campaign setting/underwater rules.


Melkiador wrote:
Don't take the convenience of fire for granted. Without it, underwater societies will need to find way to light their homes, cook their foods, smelt their metals, etc. Of course, magic can make up for this, but requires the society to rely heavily on magic. Alternatively, you could have high fantasy options of glowing plants and biologically manufactured weapons. At any rate, it can be a lot of extra work to create an underwater society.

Bioluminescence isn't just a fantasy option, but a natural progression if need light underwater.


I kind of imagine domed cities and sea caves/tunnels being popular fortifications for underwater settlements. I guess certain domes could also support air breathing races, which reminds me of the Vincent Price film "War Gods of the Deep" (not a great movie but possibly a good inspiration for adventure modules)

Grand Lodge

Starbuck_II wrote:
Melkiador wrote:
Don't take the convenience of fire for granted. Without it, underwater societies will need to find way to light their homes, cook their foods, smelt their metals, etc. Of course, magic can make up for this, but requires the society to rely heavily on magic. Alternatively, you could have high fantasy options of glowing plants and biologically manufactured weapons. At any rate, it can be a lot of extra work to create an underwater society.
Bioluminescence isn't just a fantasy option, but a natural progression if need light underwater.

You could also use volcanic vents for heat and to cook things as well.


Melkiador wrote

Don't take the convenience of fire for granted. Without it, underwater societies will need to find way to light their homes, cook their foods, smelt their metals, etc. Of course, magic can make up for this, but requires the society to rely heavily on magic. Alternatively, you could have high fantasy options of glowing plants and biologically manufactured weapons. At any rate, it can be a lot of extra work to create an underwater society.

Light: Already covered, not counting most deep races have darkvision

Cooking: Why would you assume cooking is commonly done? Not a lot of their foodstuffs are going to require breaking down to make them more nutritious.

Metal is not so necessary for weapons when without strong magic the only effective melee move is thrusting weapons, or natural ones. If you can afford freedom of movement, you can afford to trade for metal weapons.

Why would a undersea civilization be just like a surface one at all?


The last word on gaming under the sea.

Shadow Lodge

Arcaian wrote:
The Aboleths have their civilization deep in the Vaults of Orv, under the Sightless Sea - and their creations are down there as well. There are also Aquatic Elves - they're canonically living primarily underwater.

According to Dance of the Damned, their closest big settlement to Avistan is called Mirivenn. It is frustratingly unmapped, but is described as within "a few hundred miles" of the Dismal Nitch in Ravounel. Stephanie Loree et al., Pathfinder Adventure Path #99: Dance of the Damned 11 (2015).


In Embaral Ocean between Casmaron/CrownofWorld/TianXia/Vudra there is underwater civilizations,
both current and historic examples of are within/around mega-size shell creatures which can actually move.
Alohamb is given as current mobile trade city built upon giant snail,
Sihuw as ancient "nautiloid" city of Cecaelias, possibly vanished/destroyed/undead/etc?

In Antarkos Ocean south of Garund, there is apparently a race of aquatic giants with psychic powers.

Shadow Lodge

Quandary wrote:
Alohamb is given as current mobile trade city built upon giant snail,

Is it pink?

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