Description
Sea elves were not part of the original design by the gods. Like Eladrin, they were elves who were changed by the help of the divine. When the land connecting Razorleaf and Fairy's Rest was utterly destroyed in the War that broke the world, a large amount of elves were currently on it. Those elves sunk to the bottom of the raging waves and they would have died if not for intervention of Laia and Unknown the Mother of Bronze Dragons. They were given the ability to withstand the cold and breather underwater, as well as communicate with sea creatures. With their homes gone, those elves were forced to live there. Eventually they moved in a mass of land nearby that was mostly submerged into water. That land was later named, Merna. Once every 10 years they organize vast trips to visit their kin in Razorleaf by spending months travelling across the world.
Genetics
Sea elves have developed a blue hue skin coloration to camouflage themselves from dangerous sea predators. They also can breathe underwater through gills on the side of their neck. The rest of the features, follow the elven traits.
Homeland
Also found in
Reputation
Sea elves are considered wise creatures amongst the monstrous races that reside nearby Merna. Residents of Caldar and the Eratus treat them same as other elves and admire their capabilities of waterbreathing.
Alive/Extinct
No extinction event.

Sea Elf Traits
As a sea elf, you have the following racial traits.
Ability Score Increase: Your Strength score increases by 1
Creature Type: You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.
Size: You are Medium.
Speed: Your walking speed is 30 feet, and you have a swimming speed equal to your walking speed.
Child of the Sea: You can breathe air and water, and you have resistance to cold damage. You gain proficiency with the trident.
Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condition on yourself.
Friend of the Sea: Aquatic animals have an extraordinary affinity with your people. You can communicate simple ideas to any Beast that has a swimming speed. It can understand your words, though you have no special ability to understand it in return.
Keen Senses: You have proficiency in the Perception skill.
Trance: You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Languages: Your character can speak, read and write (writing requires INT score 6 or higher) Common, Aquan and Elvish.