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* AndManGrewProud: Ages after the great flood drowned the world under the waves, the tales about drylanders have faded into legend.


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* FromCataclysmToMyth: Ages after the great flood drowned the world under the waves, the tales about drylanders have faded into legend.
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* CityOnTheWater: Rumours describe Tel-Am-Karu, the ancestral homeland of the sebek-ka, as a gigantic artificial island chain that floats over a fathomless sea.

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* CityOnTheWater: Rumours describe Tel-Am-Karu, the ancestral homeland of the sebek-ka, as a gigantic artificial island chain that floats over a fathomless sea. Selkie cities also float, because they're carved into icebergs.
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* DoorstopBaby: The morkoth are an entire ''race'' of this, as being in close proximity to their own kind causes them intense psychic discomfort. They mate only fleetingly, when biological imperative leaves them no choice, and females abandon their offspring to be taken in by foster parents. Even siblings will be left with different species and as far from one another as possible by their mothers.
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* YouAreNumberSix: Aglooliks, inventive feykith from the polar regions, incorporate numbers into their names along with a familial suffix.

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* TheGreatFlood: An event that happened a few centuries before the setting, which covered 99% of the world in water and swallowed the cities of the drylanders.

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* FloodedFutureWorld: An unknown event caused a global flood that covered most of the world in water and swallowed the cities of the drylanders, leaving the game's current setting dominated by scattered islands and vast seas.
* TheGreatFlood: An event that happened a few centuries before the setting, which covered 99% most of the world in water and swallowed the cities of the drylanders.

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* SeaMonster: This is an RPG setting set under the sea; now do the math.

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* %%* SeaMonster: This is an RPG setting set under the sea; now do the math.%%ZCE



* UnderTheSea: The subtitle 'An Undersea Campaign Setting' should have spoken for itself.

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* %%* UnderTheSea: The subtitle 'An "An Undersea Campaign Setting' Setting" should have spoken for itself.%%ZCE



* WaterIsAir: The game tries to defy this trope as much as possible, with meticulous detail given to mechanics involving underwater combat and how it'd be different from fighting on land. It's not just a campaign where 'everyone can fly' and all fighting takes place in 3 dimensions.

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* WaterIsAir: The game tries to defy this trope as much as possible, with meticulous detail given to mechanics involving underwater combat and how it'd be different from fighting on land. It's not just a campaign where 'everyone can fly' and all fighting takes place in 3 dimensions.dimensions.
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''Cerulean Seas'' is a third-party campaign setting for the ''TabletopGame/{{Pathfinder}}'' role-playing game, released by Alluria Publishing in 2010, notable for being set in a world almost entirely submerged under the waves.

There was a bygone age when great expanses of land called continents existed, and they were ruled by strange creatures known as drylanders. They had a great age of peace where a magnificent city in the clouds kept evil at bay. One dark day, the Cloud City fell from the sky, and in their despair and ignorance the drylanders initiated a Great Flood that drove them to extinction and sunk most of the continents, leaving a few islands intact.

The world after the Great Flood is one ruled by the beast-tailed merfolk, the animalistic anthropomorphs, and the magical feykith. The eponymous region, the Cerulean Seas, were a great bay before Cloud City crashed into it and the Great Flood turned it from a bay to a shallow region of the vast world-ocean. While this is assumed to be the primary area of play, later sourcebooks also detailed the frozen polar seas of Isinblare, the darkest trenches of the deep sea, and the FarEast equivalent region called Celadon Shores.

!!This game provides examples of:

* AbsentAliens: Inverted, there are a lot of non-human races but no humans.
* AndManGrewProud: Ages after the great flood drowned the world under the waves, the tales about drylanders have faded into legend.
* BenevolentPrecursors: The drylanders' empire was a peaceful one that fought against evil.
* TheCasino: Fortunis, the unofficial gambling capital of the Cerulean Seas, is home to many casinos, wastrels and sleazy types.
* CityOnTheWater: Rumours describe Tel-Am-Karu, the ancestral homeland of the sebek-ka, as a gigantic artificial island chain that floats over a fathomless sea.
* CoolGate: Travel in Isinblare is often done through hexagonal crystal mirrors that allow instantaneous transportation between Feldorheim and Fiskheim.
* ACrackInTheIce: Represented by thin ice, which will break under sufficient weight.
* DarkerAndEdgier: Both settings released in the supplements Indigo Ice (the polar seas) and Azure Abyss (the deep sea) are more hostile, dangerous and bleak than the default one in the core rulebook.
* FarEast: The Celadon Shores region is a blend of East Asian traditions and folklore, mostly Japanese, with a lesser dose of Chinese, Korean and Malay-Indonesian concepts.
* TheFederation: The Dark Trinity, an alliance of three Underdeep races: the aquatic obitu, the deep drow and the oculi. In spite of being the epitome of Evil, their capital is probably the safest place in the deep sea thanks to their power, and they tend to be tolerant of other races as long as they are useful.
* TheGreatFlood: An event that happened a few centuries before the setting, which covered 99% of the world in water and swallowed the cities of the drylanders.
* GrimUpNorth: Feldorheim, the harsh, hostile seas surrounding the North Pole.
* HidingBehindTheLanguageBarrier: Carchardians and ixarcs often use their Pelagic language, which cannot be understood or spoken by other races, for secret communication.
* IndoEuropeanAlienLanguage: The Halbok language is explicitly described to resemble Arabic.
* MegaMaelstrom: The biggest whirlpools can reach 2000 feet in diameter.
* {{Mordor}}:
** Hypoxic zones, areas of the sea with a particular lack of dissolved oxygen. Some of them are permanent, where travellers are advised to stay the hell away from and which have a distinct lack of natural life. Undead often plague these regions, as they do not need to breathe.
** Areas affected by red tide, which is toxic and kills most wildlife that encounters it, causing a massive rotting stench. Red tide can last days, weeks, or even become an annual or permanent hazard.
* TheNoseKnows: Sharks can detect one drop of blood in twenty-five gallons of water and can sense even tiny amounts of blood in the water up to three miles away. Many other sea creatures have similar talents. Since underwater combat almost always yields copious amounts of blood, this can serve as a beacon for predators and scavengers.
* OutlawTown: Wreckage is a pirate city, a bastion for thieves and cutthroats. When you need an assassin, black market goods, or even just cheap stolen goods, Wreckage is the place to go.
* PoisonousPerson: The Cerulean Seas are filled with toxic denizens: puffer fish, lionfish, jellyfish, sea snakes and so on.
* {{Precursors}}: The great civilisation of the drylanders and their sahuagin enemies, which flourished before the great flood. The phantom lobsters are also described as descendants of a once great eurypterid empire.
* ProngsOfPoseidon: Tridents replace swords, which are not very aquadynamic, as the most common melee weapon in this underwater setting.
* PsychicPowers: There's a whole supplement (Waves of Thought) which focuses on psionic powers.
* PublicDomainCharacter: Among the gods, you might recognise some familiar names like [[Myth/ClassicalMythology Poseidon]], [[Myth/EgyptianMythology Sebek]], [[Myth/NorseMythology Aegir]] and [[Myth/HebrewMythology Dagon]].
* TheSavageSouth: Fiskheim, which surrounds the South Pole, is no less dangerous than its mirror in the north.
* SeaMonster: This is an RPG setting set under the sea; now do the math.
* SingleBiomePlanet: The campaign world is set on a planet which is 99% covered in oceans. That being said, the underwater environment is anything but homogenous.
* StarfishLanguage: Some can only be spoken and understood by select species due to limitations of either body or vocal range.
** Clickclack, the language of the karkanaks, is comprised entirely of click sounds.
** Cetaceans speak Ceti, a language whose range of tones extends into the subsonic and ultrasonic range, which cannot be heard by other races.
** Squid speak Cephalite, which uses multiple limbs, rapid skin flushes, colour patterns and posturing. Photok, the native language of the asteraks, is similar to Cephalite except that it uses a series of flashing lights.
** Sharks and rays' Pelagic language is based on scent and pheromones. Only pisceans and scream dragons are capable of learning it.
** The Medusian language of trueform jellyfish consists primarily of flashing bioluminescence.
* SuspiciouslySimilarSubstitute: The game doesn't even try to hide that some races and monsters are just underwater versions of existing ''Pathfinder'' ones.
* UnderTheSea: The subtitle 'An Undersea Campaign Setting' should have spoken for itself.
* UnderwaterCity: Any civilisation worth their salt (pun intended) in an underwater environment should have a few of these.
* UnderwaterRuins: Ruins of drylander cities are still scattered around the sea bed for intrepid spelunkers to explore.
* ViceCity: The city of Kraken Bay is known as a haven for pirates and thieves, not a place for those without streetwise and experience with the seedier parts of the sea.
* WaterIsAir: The game tries to defy this trope as much as possible, with meticulous detail given to mechanics involving underwater combat and how it'd be different from fighting on land. It's not just a campaign where 'everyone can fly' and all fighting takes place in 3 dimensions.

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