Deepblood of Abadonya

Deepblood are coastal and abyss-touched humanoids most strongly associated with Oriander. Their bloodlines carry an ancient aquatic inheritance that draws them toward the sea, especially secluded coves, deep island channels, sea caves, and settlements built where dark water meets the shore. Their communities are often private, insular, and deeply aware that something older waits within their ancestry.

Deepblood of Abadonya
Deepblood in AbadonyaAbyss-Touched Folk of Oriander

Blood That Remembers the Sea

Deepblood families are found primarily along Oriander's more isolated shores, particularly on islands with steep sea caves, submerged tunnels, and deep channels close to land.

Their heritage can remain hidden for generations before reappearing in a child with unusual eyes, thickened skin, a shuffling gait, or a powerful instinctive connection to the ocean.

Most Deepblood are raised knowing that distance from the sea is physically and psychologically dangerous for them. Even individuals who travel widely tend to plan routes that keep them within reach of salt water.

AppearanceHuman Features Touched by the Abyss

The Sea Beneath the Skin

Deepblood remain recognizably humanoid, but many possess features that hint at an aquatic ancestry: broad mouths, heavy-lidded or watery eyes, thick skin, dense body tissue, webbing between digits, or a faint sheen of moisture.

Some appear almost entirely human in youth and become more visibly aquatic as they age.

Skin tones vary widely, though gray-green, pale, and muted coastal shades are common in the oldest Oriander bloodlines.

Deepblood clothing favors practical garments that tolerate saltwater, frequent swimming, and damp conditions.

The Sea LongingA Need Stronger Than Homesickness

Never Too Far from the Water

For Deepblood, attachment to the sea is more than cultural preference. Prolonged distance from ocean water begins to erode mental stability and spiritual well-being.

Oriander communities therefore organize travel, trade, and settlement around reliable access to the coast.

A Deepblood adventurer who journeys inland must treat distance from the sea as a serious logistical danger rather than a minor inconvenience.

Families often teach young Deepblood to recognize the first signs of the Longing and return toward salt water before the condition worsens.

Coastal HousesInsular Communities of Oriander

Settlements That Face the Deep

Deepblood settlements tend to be small, private, and located where the sea becomes deep very quickly.

Many are built above hidden coves, around sinkholes connected to the ocean, or beside cavern systems that descend beneath the shoreline.

Outsiders are rarely shown the deepest chambers of these settlements. Families guard ancestral records, burial sites, old sea passages, and knowledge connected to the changes that come late in Deepblood life.

Their isolation can make them seem suspicious or secretive, but many communities view privacy as necessary protection against people who would fear, exploit, or study their unusual inheritance.

The Final ChangeThe Last Stage of the Bloodline

What Waits at the End of Life

Deepblood know that old age carries a transformation unlike ordinary death. Their mortal form eventually fails and gives way to a stronger mature aquatic body.

This event is called the Final Change. Some families view it as fulfillment, others as something frightening, and still others refuse to discuss it openly.

Because the transformed individual continues in a dramatically altered body, Deepblood philosophy treats identity, aging, and mortality very differently from most Oriander cultures.

The Final Change is rare enough that many surface-dwellers regard stories of it as exaggeration.

Faith & OutlookThe Shore Between Two Lives

What Calls from Below

Deepblood beliefs vary strongly between families. Some interpret their aquatic transformation as sacred inheritance, while others regard it as a biological or magical condition that should not dictate faith.

In Abadonya, Rivera attracts those who view the sea as home and continuity. Mandella appeals to Deepblood interested in uncovering the truth about their origin, while Rashtala draws those who believe ancient magic shaped the bloodline.

Deepblood may follow any alignment or deity. Their ancestry and eventual transformation do not determine morality.

Pathfinder 1e RulesRules Unchanged

Standard Pathfinder 1e Racial Traits

Ability Score Modifiers: Deepblood gain +2 Constitution, +2 Wisdom, and –2 Dexterity.

Type: Deepblood are humanoids with the human and Deepblood subtypes.

Size: Deepblood are Medium creatures and have no bonuses or penalties due to size.

Speed: Deepblood have a base land speed of 20 feet and a swim speed of 30 feet. A creature with a swim speed gains the normal +8 racial bonus on Swim checks.

Languages: Deepblood begin play speaking Aklo and Common. Deepblood with high Intelligence scores can choose Abyssal, Aquan, Dwarven, Elven, Giant, Gnome, Goblin, Halfling, Orc, and Undercommon as bonus languages.

Natural Armor: Deepblood gain a +1 natural armor bonus to AC from thick skin and dense body tissue.

Final Change (Su): Deepblood age at the same rate as half-orcs. A mere 1d12 months after reaching venerable age at 60 years old, the Deepblood dies and transforms into its mature aquatic form. This transformation functions as reincarnate, with the newly formed body gaining +6 Strength, –2 Dexterity, and +6 Constitution to its physical ability scores.

Sea Longing (Ex): Every 24 hours a Deepblood spends more than 10 miles from the sea, it must succeed at a DC 20 Will save or take 1 point of Wisdom drain.

Take to the Water (Ex): A Deepblood can hold its breath 10 times longer than a human and gains a +2 bonus on Initiative checks and Reflex saving throws while swimming.

Low-Light Vision: Deepblood can see twice as far as humans in starlight, moonlight, torchlight, and similar conditions of dim light.

Race Points: The d20PFSRD racial entry does not assign a race-point value.

These are the Pathfinder 1e racial mechanics used for Deepblood characters in Abadonya.

Deepblood of OrianderAncestral Homeland & Major Population

Where the Islands Drop into Darkness

Oriander is the principal homeland of the Deepblood. Their strongest bloodlines are associated with secluded island coasts, sea caves, reef breaks, submerged canyons, and settlements where deep water lies unusually close to shore.

They are uncommon in bright open ports, though individuals may work as divers, sailors, pilots, guards, priests, or traders.

The most traditional communities remain hidden along remote shorelines where generations can live with little interference from outsiders.

AdventurersBound to the Coast, Drawn Beyond It

Those Who Follow the Deep

Deepblood adventurers often leave home to investigate submerged ruins, discover the origin of their bloodline, protect isolated communities, or understand the Final Change before it reaches them.

Clerics, druids, fighters, rangers, oracles, witches, investigators, and other Wisdom- or endurance-focused classes are common, though Deepblood can pursue any class.

An Oriander Deepblood adventurer might follow a recurring dream toward a drowned ruin, hunt something emerging from a trench, investigate why a family member changed too early, or travel the coasts seeking records that explain what their people are becoming.

Race IndexAbadonya Archive

Return to the Races of Abadonya index to browse other ancestries.