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Unfortunately, though the game DOES have a number of tantalizing lore tidbits, it stopped to affect the campaign gameplay in any way some time ago. :( I always find strange that a Zigur-affiliated character would choose to side with some nasty Shalore spellslinger instead of waiting while she and an ork have it over and then finishing the weakened survivor. ;((
Siding with nagas gets you more interesting lore, so there is that...
The interesting thing about both groups is that the seem to posses similar teleportation technology and appear to be residing in flooded Shertul facilities. There is also the issue of their connection with Walrog. He must be manipulating them into fighting each other for some reason, after all he fights you after you kill them both.
Another interesting thing about Ukllmswwik is that he employs demons as servants. This could be due to him just being a flunky of Walrog, maybe the water imps defected after landing in Maj'Eyal, or maybe Dark God made a mistake and just gave him water imp allies without realizing how inappropriate that was.
Maybe some time in the future some lore about this will appear. Or not. ;) Possibly when DG will get around to write up the south continent and its pirates...
As for teleportation - I should note that long-range teleports are actually quite rare in this world despite quite powerful magic being relatively common. It's possible that ALL long-range teleportation either uses Sher'Tul artifacts or derived from it. Except Weiss, of course, but am not sure whether they taught it to anyone.
Dragon has an agenda that's never revealed but otherwise keeps to itself in a hidden lair, so it's a more neutral option.
Regarding water imps, they are present in pretty much all underwater zones, so lorewise either they split off from Urh'rok or the waters are especially demon-infested (or they are somehow an Eyal native variant).