Tideborn of Abadonya

Tideborn are amphibious people adapted to both sea and shore, most strongly associated with Oriander. They live among lagoons, reef channels, coastal caves, tidal villages, and submerged settlements where daily life moves between water and land. Their bodies require regular immersion, making the sea not merely a homeland but a physical necessity.

Tideborn of Abadonya
Tideborn in AbadonyaAmphibious Folk of Oriander

Between Water and Shore

Tideborn communities are scattered across Oriander's coasts and island chains, especially around sheltered lagoons, reef passages, freshwater outlets, and sea caves that allow easy movement between dry and submerged spaces.

Many settlements contain both surface structures and underwater chambers. A Tideborn family may sleep beneath the water, conduct trade on a dock above it, and travel between neighboring villages by swimming rather than by road.

Their culture is practical about this dual existence. Children learn both shorecraft and underwater movement early, and most Tideborn households maintain equipment suited to both environments.

AppearanceHumanlike Forms Marked by the Sea

Gills, Sea-Colored Eyes & Delicate Skin

Tideborn appear human at first glance, but visible gills along the neck and vividly colored eyes reveal their aquatic nature.

Their skin is smooth and delicate, appearing in pearly white, peach, salmon, sandy brown, and other coastal tones.

Hair is commonly dark brown or black, though some bloodlines develop deep blue, green, or other sea-like hues.

Oriander Tideborn favor light clothing that can be worn comfortably in water, with waterproof belts, shell or coral ornaments, and compact gear designed not to interfere with swimming.

Water DependenceThe Daily Return

Immersion Is Life

Tideborn bodies require regular full immersion in fresh or salt water. This need shapes nearly every part of their culture.

Homes are constructed close to dependable water, long journeys are planned around rivers or coastlines, and ships carrying Tideborn passengers usually maintain immersion tanks or protected access to the sea.

Travel far inland can be dangerous without preparation. Even wealthy Tideborn cannot simply ignore the biological need that connects them to water.

Because of this, access to clean water is treated as a basic necessity and an important sign of hospitality.

Coastal CommunitiesFamilies, Traders & Messengers

Small Settlements, Strong Networks

Tideborn rarely form enormous cities of their own. Most live in small family groups, coastal enclaves, underwater neighborhoods, or mixed Oriander settlements.

They are common as traders and messengers between communities that sit on opposite sides of difficult channels or reefs.

Trust tends to build slowly. Tideborn communities value demonstrated loyalty, particularly from outsiders seeking access to private submerged settlements.

Once accepted, however, an ally may gain access to routes, coves, and underwater passages unknown to ordinary sailors.

The Deep MemoryOld Scars Beneath Calm Water

A Culture Wary of Control

Many Tideborn stories focus on autonomy, manipulation, and the danger of surrendering judgment to powerful outside forces.

Whether told as historical warning, family legend, or spiritual parable, these stories teach young Tideborn to be cautious of magical coercion and promises that demand obedience without understanding.

This has produced a culture that can seem suspicious to strangers but places enormous value on informed consent and personal independence.

Faith & OutlookBelonging to Water Without Being Ruled by It

The Sea Sustains, but Does Not Command

Tideborn often respect water as the foundation of life without treating it as a force that erases individual choice.

In Abadonya, Rivera is the most common divine patron among Tideborn communities because of her connection to water, currents, and the sea.

Mandella attracts those focused on truth and mental independence, while Rashtala appeals to Tideborn interested in understanding the magic that shaped older bloodlines.

Tideborn may follow any alignment or deity.

Pathfinder 1e RulesRules Unchanged

Standard Pathfinder 1e Racial Traits

Ability Score Modifiers: Tideborn gain +2 Constitution, +2 Charisma, and –2 Wisdom.

Type: Tideborn are humanoids with the aquatic subtype.

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

Base Speed: Tideborn have a base speed of 30 feet on land and a swim speed of 30 feet. As aquatic creatures, they can move through water without making Swim checks and always treat Swim as a class skill.

Languages: Tideborn begin play speaking Common and Aboleth. Tideborn with high Intelligence scores can choose Aklo, Aquan, Draconic, and Elven as bonus languages.

Enchantment Resistance: Tideborn gain a +2 racial bonus on saving throws against non-aboleth enchantment spells and effects, but take a –2 penalty on such saving throws against aboleth sources.

Water Dependent: A Tideborn's body requires regular submersion in fresh or salt water. A Tideborn who spends more than 1 day without fully submerging risks internal organ failure, painful cracking of the skin, and death within 4d6 hours.

Amphibious: Tideborn can breathe both water and air.

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

Alternate Racial TraitsPathfinder 1e Options

Alternate Racial Traits

Deep Tideborn: Gain darkvision 60 feet and cold resistance 5. This replaces Amphibious and Enchantment Resistance.

Riverfolk: A natural oil protects the skin from drying out, removing Water Dependent, but the Tideborn gains vulnerability to fire. This replaces Water Dependent.

Slimehunter: Gain a +2 racial bonus on saving throws against aboleth spells, spell-like abilities, and supernatural abilities. This replaces Enchantment Resistance.

Submerged: Gain low-light vision, but must fully submerge every 12 hours or die within 2d4 hours. This modifies Water Dependent.

Taskmaster: Gain a +2 racial bonus on Diplomacy checks. This replaces Enchantment Resistance.

Throwback: Lose Amphibious, the aquatic subtype, swim speed, Swim bonuses, and Water Dependent, and instead gain the human subtype. This represents a more land-adapted Tideborn.

Truthseer: Gain a +2 racial bonus on saving throws against non-aboleth illusion spells and effects, but take a –2 penalty against aboleth sources. This replaces Enchantment Resistance.

Venomkissed: Gain a +2 racial bonus on saving throws against poison. This replaces Enchantment Resistance.

These options use the normal Pathfinder 1e alternate racial trait replacement rules.

Tideborn of OrianderAncestral Homeland & Major Population

The Tidal Settlements

Oriander is the principal homeland of the Tideborn. Their strongest populations live around calm lagoons, protected reefs, island channels, freshwater springs, and communities where submerged construction is practical.

They frequently interact with Aquatic Elves, Undines, Merfolk, and other sea-connected peoples while maintaining their own traditions and family networks.

Tideborn travelers are particularly valuable as swimmers, coastal guides, underwater messengers, and intermediaries between surface and submerged settlements.

AdventurersThose Who Cross the Shoreline

Freedom Beyond Familiar Waters

Tideborn adventurers often leave home to investigate old ruins, protect coastal settlements, pursue dangerous magical influences, seek answers about their ancestry, or simply prove they can build a life beyond the expectations of a small enclave.

Fighters, rogues, sorcerers, investigators, monks, rangers, bards, and other resilient or socially adept classes are common, though Tideborn can pursue any class.

An Oriander Tideborn adventurer might track a vanished ship through underwater caverns, investigate magical coercion affecting a coastal village, carry messages through dangerous reefs, or travel inland while carefully planning each necessary return to water.

Race IndexAbadonya Archive

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