The Mariners are a dark skinned race of humans, known, as one might expect, for their seafaring abilities. Originating in the Western Isles, though now largely found in Solsguard, they are potentially the original race of humans, matched with Wilderlanders.
Physical Characteristics[]
Generations of travelling the archipelago of the Western Isles, and time spent on ship decks has darkened the skin of the Mariners to a dark tan. Their hair comes in a variety of colours, but darker shades are more common, with many choosing to shave their heads bald at sea. Physical fitness is prized amongst mariners, and they are generally athletically built.
Culture[]
The Mariners have built much of their life around the sea. Even off ship, ranks are used, though ones rank may change when not on ones own ship. Somewhat of a superstitious folk, they are known to read omens in the patterns of the weather and sky, or the actions of animals (though to a degree, the former is important on a ship, and the latter would often warn of Daemons). While skilled traders, they place more importance on the possessions they have over the accumulation of gold or additional baubles. Woodworking is a prized skill, and ship makers are given a place of honour in their society. While skilled warriors, they eschew the heavy armour and formations of most armies, preferring light armour and skirmishing tactics.
Religion[]
One of the major points at which the Mariners became their own people was the establishment of their own religion. Leaving behind the Elemental Worship, they worshipped instead, a duo of sea gods, though believed each to be one side of a whole. The Dweller, largely benevolent, was prayed to for fair winds, fish to catch, and luck. The Lurker was feared as a force of destruction and wrecker of ships. Offerings were made to appease both, especially when setting sail. Late in the Age of Cataclysm, it would be revealed that the Dweller was largely an alternate name for Aquar, while The Lurker was attributed to legends of The Leviathan that had survived in fragments from the Primordial Wars, or learned in conflicts with the Praetens.
In terms of the New Gods, Tharaun, Wiladrin and Valar find the most hold amongst Mariners. Dessecar is thoroughly despised, with his deep relation with Daemons. Mariners acknowledge Rumina, but few actually worship her. The old sea worship is still also popular, despite Aquar's death. As a whole, the Mariners of Solsguard are more practical, and turn away from Divine matters to a degree.
Settlements[]
Bastion was once the capital of the Mariners, but was destroyed at the end of the Age of Cataclysm. During the Age of Reclamation, the refugees of Bastion would join with a large gathering of Gear Gnomes , along with a few remaining Aergosians, to build Solsguard over Aergoth's ruins. To a much lesser degree, Mariners can be found in many cities in Idryllia, though often only visiting ports. A few Mariners are involved in the effort to rebuild Fairhearth in the Western Isles, and others have joined with the Aquarisyr gradually settling the Wild Coast.
Relations with Other Races[]
Mariners despise Daemons, having fought for generations against them in the Western Isles, and ultimately having to sacrifice their capital to win the Second Daemon War. They also have had continuous conflict with the sea dwelling Praetens over years. Since the founding of Solsguard, they have allied closely with the Gear Gnomes, while engaging in skirmishes with the Scaled Folk. Laycin looms as a rival for control of Southrealm, and both cities treat the other with great caution and suspicion. Although not particularly allied, most Mariners are friendly with Aquarisyr they encounter.
History[]
Age of Settlement[]
The Mariners first began to diverge when Yvera raised much of Altalar into the sky as New Altalar. The humans who chose to stay behind in the archipelago would become the founders of the Mariner race. They would begin to develop their own culture, largely centred around their new found need to navigate the waters of the Western Isles.
Age of Knowledge[]
Aergoth would launch an exploratory force back across the ocean to the isles. Initially seen as an invasion and fought against, the two sides would eventually establish a treaty, allowing Aergoth to establish Fort Praius as an outpost and landing point, but maintaining the independence of the Mariners. Tyrius Gadril would open the portal to the Daemons' Ether Pocket, releasing the scourge on the isles, and starting the First Daemon War. Aergoth would falter and eventually fall back to Idryllia, while the Mariners held out at Bastion, and were cut off from Idryllia by the creation of The Shard.
Age of Wars[]
While some Mariners were trapped in Idryllia as well, the main body of the race was locked in a desperate battle against the Daemons in the Western Isles. By the end of the century of warfare, the Daemons had established themselves fully, and Bastion, true to its name, stood as the last defence against the hordes.
Age of Cataclysm[]
After The Shard was broken by Stormwind's efforts, Bastion would gain a brief reprieve, as the Daemon God Xylnulifein would split his forces, choosing to attack Idryllia once more. The New Companions would venture forth to the Western Isles, revealing Aquar's secret role in protecting Bastion, and as the Mariner's “Dweller” god. Determined to break Xylnulifein's power, Markus Khamar would recover the Crown of Tides from Fort Praius to take leadership of Bastion, and led his people into exile, while the Daemons charged the almost unguarded city, and were entrapped to face the tempest unleashed by Aquar's sacrifice.
Age of Reclamation[]
The Mariner refugees would land at the old ruins of Aergoth. Joining with the few remaining survivors of Aergoth, and a contingent of Gear Gnomes, they drove the Scaled Folk out of the southern half of the ruins, and began the still-incomplete process of building a city over the ruins. The new city Solsguard (Sun's Guard) took a strong stance against Arcane Magic, wishing to avoid another disaster like the releasing of the Daemons. This stance, along with their increasing presence in Southrealm, would take Solsguard into conflict with Laycin. Markus Khamar would be succeeded by the First Mate of the Realm, Darul Madras, near the end of the Age when he passed away of old age.
Age of Mortals[]
Solsguard has established itself as a power in Idryllia, heavily bolstered by Mariner sea trade. With a capital firmly established, the Mariner race has looked to spreading in colonies, both in terms reclaiming the Western Isles and settling the Wild Coast. Mariner ships can be found in every port (even Laycin, though carefully monitored), and their fortunes seem to be on the rise.