History and Culture

Darfellan history and culture in the Baldric differs in several ways from that which is described in Stormwrack and the excerpt linked down in the Racial Traits section of this page.

  • The darfellans all used to be amphibious and they made their homes both in and around the depths of the Baldric, enjoying peaceful relations with the Nuaerinian Empire
  • This relationship entailed, among other things, enforcing the aquatic elves' policies regarding the sahuagin, the darfellans often being the overseers of sahuagin workgroups and enforcing "strict discipline"
  • When the Nuaerinian Empire began to crumble, the sahuagin were particularly fierce to their former taskmasters, driving the Darfellans onto land
  • In this setting, however, they remain more organized and in larger settlements than the scattered, barbarian lifestyle described in Stormwrack
  • The racial hatred and effective state of warfare with the sahuagins remains but mainly takes place in the shallows, in the darfellan settlements closest to shore and aboard ships carrying darfellans
  • The clan/tribal organization of the darfellans is a continuation of the way they have always lived rather than being forced on them by their nomadic life style.
  • The darfellans use the Fijian pantheon (slightly modified)


  • Dakuwaqa is a shark-god. He was greatly respected by fishermen because he protected them from any danger at sea and sometimes protected them from evil denizens of the sea. He was once going inland to conquer the darfellans when another god challenged him. He was in the form of an octopus and after a great battle, the octopus won (mainly due to his 8 arms which enabled him to hold off the massive shark god's attack) forcing Dakuwaqa to promise to never attack the darfellan lands. That is how, Dakuwaqa became the god and protector of the darfellans. Dakuwaqa can also change shape into anything, but his real form is that of a muscular pure black darfellan man with the upper torso of a shark.
  • Samulayo is a god of war and those dead souls who died in battle.
  • Degei (pronounced Ndengei) is a snake-god. He judges newly-dead souls after they pass through one of two caves: Cibaciba or Drakulu. A few he sends to paradise, Burotu. Most others are sent to the bottom of the Baldric, where they will eventually sink to the bottom to be appropriately rewarded or punished.
  • Daucina ("torchbearer") is the god of sailors and fishermen. When he was a toddler, his mother tied fiery reeds to his head. He has roamed the coral reefs with a hood on ever since. He is a trickster and a patron of adulterers, and a seducer of women.
  • Gedi (Ngendi) is a fertility god who taught darfellans the use of fire when they moved onto the land.
  • Tui Delai Gau is the god of mountains who can remove his hands and have them fish for him. He can also take off his head and put it in the sky as a look-out.
  • Ulupoka is the god of evil and demons. According to the tales, Ulupoka was decapitated during a battle with other gods. His head fell to the earth but, due to his divine nature, he did not die, and his head now rolls around, causing mischief, illness, and death

Diety Template:


rank Diety (Alignment)
Description, usually including a bit about the followers
Portfolio a few things associated
Domains n Domains
Below here is optional and only for major gods?
Cleric Training
Herald and Allies

Racial Traits

  • +2 Strength, -2 Dexterity: Darfellans have a powerful physique but are somewhat clumsy, especially out of the water.
  • A darfellan's base land speed is 20 feet; darfellan webbed feet are more suited for moving through water than on land.
  • A darfellan's base swim speed is 40 feet. A darfellan has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A darfellan can always choose to take 10 on a Swim check, even if distracted or endangered. A darfellan can use the run action while swimming, provided he swims in a straight line.
  • Hold Breath (Ex): A darfellan can hold his breath for a number of rounds equal to 8 x his Constitution score before he risks drowning. For a typical darfellan, this is 96 rounds, or almost 10 minutes.
  • Natural Attack: A darfellan has a natural bite attack that deals 1d6 points of damage. If fighting without a weapon, a darfellan uses his bite as a primary attack, adding 1-1/2 times his Strength bonus to damage. If armed with a weapon, he can use his bite or weapon, as he chooses. When making a full attack, a darfellan normally uses the weapon as his primary attack along with the bite as a natural secondary attack (at -5 attack). If the darfellan gets extra attacks by virtue of a base attack bonus of +6 or higher, he gets them only with his primary attack.
  • Echolocation: In the water, a darfellan can emit a series of whistles, then instinctively pinpoint nearby creatures by hearing the echo. Darfellans have blindsense out to 20 feet, but the blindsense doesn't extend beyond the water.
  • Racial Hatred: A darfellan normally exudes a brooding calm, but the mere presence of a sahuagin is enough to send the darfellan into a blood-mad fury. Darfellans gain a +2 racial bonus on attack rolls and damage rolls when fighting sahuagin.
  • Automatic Languages: Darfellan. Bonus Languages: Aquan, Common. Aquan, Common, Dwarven.
  • Favored Class: Barbarian Barbarian//Scout. A multiclass darfellan's Barbarian levels on one side of gestalt and his scout levels on the other side do not count when determining whether he takes an experience point penalty for multiclassing.

Darfellan are copyright Wizards of the Coast, available through them here

Common templates

The above traits are correct for the majority of the Darfellan population, but there variations within any group


Roughly one in six Darfellans retains the ability to breathe water as well as air. The Amphibious template is on page 135 of Stormwrack. Since the darfellans already have Hold Breath, a +8 racial mod on swim checks, the ability to take 10 on swim checks and a Dex penalty, however, an amphibious Darfellan only incurs an additional -1 penalty to Dex rather than the standard -2.

Height, Weight and Age

Adulthood Simple Moderate Complex
14 years +1d4 +1d6 +2d6
Middle Age Old Venerable Maximum Age
33 years 50 years 65 years +2d10 years
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4’ 5” +2d4 120 lb. × (2d6) lb.
Female 4’ 5” +2d4 100 lb. × (2d6) lb.
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