Selkies were intelligent seal-like beings that, instead of flippers, had webbed hands and feet. Their eyes were either light blue or bright green, like that of emeralds. Other than that, they were indistinguishable from normal seals. These shapechangers were able to assume a human form, once per month, for around a week.
Compared to some aquatic lifeforms, selkies were passionately concerned about the welfare and health of their environment. They were more easily offended than others by surface dwellers and foreigners abusing their homeland's sea life.
The leaders of selkie communities were typically knew the spells augury, control weather, cure disease, cure light wounds, and weather summoning. They generally only used weather related spells when they were in dire need of exacting revenge.
Selkies usually fought unarmed, as weapons made swimming difficult, slowing them greatly. They also preferred to run from combat instead of fighting, utilizing their strong webbed arms and legs to move away quickly. Thus, they used their natural weapons, such as their sharp teeth in their natural form, but wielded weapons when taking on humanoid form.
These shapechangers were often led by a single leader, who acted much like clerics in healing and curing other selkies. They could occasionally control the weather, either calming or causing storms.
Selkie communities were hunter-gatherer societies, where work was split between providers (males) and those who looked after the family (females). However, both sexes were appreciated and respected, making selkie society very wholesome.
Selkies enjoyed seeking treasures, usually from sunken ships, which they hoarded in their homely grottoes. As well as grottoes, selkies inhabited underwater caverns in cold water (saltwater or freshwater) environments. Their cavern-like homes had access to air, as young selkies needed to breathe air for the first year or so of their lives.
Selkies often referred to the land above the ocean, where humans had settled, as being the "Overworld." In their human form, they would visit the Overworld and purchase supplies, or even information. They generally, however, had very limited knowledge regarding the surface.
- James Wyatt (August 1998). “Heroes of the Sea”. In Dave Gross ed. Dragon #250 (TSR, Inc.), pp. 26–35.
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 Doug Stewart (June 1993). Monstrous Manual. (TSR, Inc), p. 311. ISBN 1-5607-6619-0.
- ↑ 2.0 2.1 2.2 2.3 Gary Gygax (August 1983). Monster Manual II 1st edition. (TSR, Inc), p. 107. ISBN 0-88038-031-4.
- ↑ Dale Donovan (December 1995). “Liber Benevolentiae”. In Michele Carter ed. Planes of Conflict (TSR, Inc.), pp. 63–64. ISBN 0-7869-0309-0.
- ↑ 4.0 4.1 4.2 4.3 Steven E. Schend (1999). Sea of Fallen Stars. (TSR, Inc), p. 42. ISBN 0-7869-1393-2.
- ↑ Elaine Cunningham (April 2000). Elfshadow. (Wizards of the Coast), pp. 227–228. ISBN 0-7869-1660-5.
- ↑ Douglas Niles (August 1991). “Maztica Alive”. Maztica Campaign Set (TSR, Inc.), p. 63. ISBN 1-5607-6084-2.
- ↑ Douglas Niles (1987). Moonshae. (TSR, Inc), p. 16. ISBN 0-88038-494-8.
- ↑ David Cook (1990). The Horde (Volume II). (TSR, Inc), p. 128. ISBN 978-0880388689.
- ↑ Wolfgang Baur and Lester Smith (1994-07-01). “The Book of Chaos”. In Michele Carter ed. Planes of Chaos (TSR, Inc), p. 50. ISBN 1560768746.
- ↑ Julia Martin, Eric L. Boyd (March 1996). Faiths & Avatars. (TSR, Inc), p. 80. ISBN 978-0786903849.
Aranea • Coyotlwere • Hengeyokai • Jackalwere • Selkie • Shifter • Wolfwere