
Teroch

The Teroch are a formidable race, mutated from sharks, whales, and other large aquatic creatures that thrived amidst the chaos of a transformed world. Their sleek, muscular bodies shimmer in shades of blue and green, mirroring the ocean depths from which they emerged, with hues ranging from pale turquoise to deep emerald, often streaked with bioluminescent patterns. They speak Aquathar, a resonant language of clicks, trills, and low thrums that carries effortlessly through water and air alike. The Teroch dwell in sprawling underwater cities of coral, stone, and salvaged metal, their buildings and homes sculpted into the seafloor or clinging to submerged cliffs, though their dual respiratory systems—gills for water and lungs for air—allow them to stride arrogantly onto land when it suits them. Webbed hands and feet propel them through the seas with unmatched grace, their swimming prowess a source of immense pride. Arrogance defines them, each Teroch viewing themselves as
apex predators of both realms, and their society revolves around strength: leaders are chosen through brutal combat, a ritual triggered whenever a ruler dies or is deemed unfit, ensuring only the fiercest command. Their economy centers on harvesting small fish and aquatic plants, cultivated in vast underwater farms, prized for both sustenance and trade.
Culturally, the Teroch see their aquatic origins as proof of superiority, their blue-green coloration a badge of their dominion over the waves. Their festivals, known as Tideclashes, feature displays of swimming feats and mock battles, with victors crowned in wreaths of kelp and shells. Strength is their religion—children are taught to fight and swim before they can fully speak Aquathar, and scars from combat are worn as honors. Leadership duels, called Crestfalls, are public spectacles, drawing crowds to witness the clash of tridents and teeth, the winner’s roar echoing through the depths. They decorate their scales with necklaces of fishbone and pearls, symbols of conquest over lesser creatures. Disputes are rare, as weakness is scorned, but when they arise, they’re settled in "Driftcourts," where boasts and physical prowess outweigh words. Their arrogance breeds isolationism—they trade reluctantly with land-dwellers, believing none match their might—yet their underwater gardens reflect a surprising artistry, with luminescent plants arranged in patterns honoring the First Swimmer, a legendary Teroch said to have tamed the tides.
