The Seas
Life in the Seas of Gavara existed before the Storm King's seafront. A series of rifts in the plane of water lead to a spilling of sea monsters and elementals into the oceans of the material plane. Tritons, agents of the plane of water, quickly arrived to help stem back the tide, although their efforts have never erradicated the threat. Facing a long-term Issue with a long-term solution, settlements arose underwater. Such a large population of Seafolk did not go unnoticed, and over time, trade and comerce began between those of the land and those of the sea. This grew into inependant trade spots, like Tontriana, an amphibious city lying in the Arctic Sea of Storms.
After a series of catastrophic incidents on the mainland, some members of the land like Elves, tortles, and the occasional siren began to migrate towards the water. Thus began an era of Seafaring trade. For some time, Ocean travel was considered a dangerous and frought endeavor. That is, Untill the arrival of the mysterious Pirate known as the Storm King.
Rather a coalition over a country, the Storm king's seafront represents the organized seafaring people of the Lorian ocean and beyond. The shaowy giant king and his army of Goliaths hold tight claim on the seas, 'regulating' all that occurs there. Home to pirates, merchants, and sailors alike, the coalition offters protection to those who choose to spend their lives on the seas.
Overview
Climate: Varies depending on the location of a given sea
Biome: Ocean
Government: Anarchy
Technology: Generally low tech, low magic, and low religion. However, The Tritons have a High-magic culture, and the Vedalkens have a high-magical tech culture.
Primary Culture: Seafolk
Cultural Values
Freedom, Anarchy
For some, the seas represent a true escape from governments, politics, and social convention; for others, it is a cruel reminder that the the world revolves around the rule of the strong. To live on the sea, you must accept there is no one besides you and your team to protect you.
There Be Monsters
Even the most feirce of adventrueres would hesitate to take a life on the sea, wary of what has happened to some who have peared into the depths. In the open ocean, monsters hide in the deep, and that is the least of it. At the edge of all sailors fear is the reminder of the rogue gods that wander the deep, wringing the belief out of those unfortunate enough to encounter them.
Land and Sea
The seafront represents a unique combination of cultures unseen anywhere else in Gavaara. The connection that the seafolk of the water have with those on 'land' is one of the few representations of true syncratism between extraplanar beings and denizens of the material plane. Everyone can agree that the rifts are bad, and so everyone works together in an effort to seal them. Even the most dangerous of pirates will stop to aid a Triton platoon in felling a sea serpent.
Population
Cultural Notes
Please note: these are only the most notable opinions held within the culture. If a species isn't mentioned here, assume they take the view in the species' description page
Giantkin
Giants are an unusual sight on the sea, but the advent of the Storm King's rule has changed that. More than before, Goliaths have flocked to the ocean to support their renegade king. They are viewed as fearsome warriors, and respected amongst sailors as the "lawkeepers" of the sea
Tritons
Oceanic warriors, the Tritons of the ocean are here because they have a specific task to do. Guarding the Oceans of the world is a full time job. Although they do engage socially with their neighbors, they seem stilted an strange.
Water Genasis
Genasis from the plane of water are a more common occurance in the sea. Oftentimes they work alongside the tritons, or simply take advantage of openings to a new world. They often have a different opinion of themselves from material plane genasis, quite used to being the norm in their home plane.
Adventuring
The sea holds many oportunities for the adventerer. From researching with the Vedalken, to helping the Tritons seal the rifts to the plane of water, to collecting a crew of your own men and raiding merchants on the high seas, there is no end to what one can do here.
Although the Adventurer's guild has tried to make outposts in the sea, they have been struck down repeatedly by the Storm King's Dogs.