The following describes the characteristics for this race. See “Structured Information” below for info regarding stats, points, and other required items to play this race. See “Culture & History” at the end of the page for a brief depiction of what this race in an NPC form is like (so you can compare) and how it affects the game world.
Description Structured Info Skills Culture & History
Legend of the merfolk goes far back, even in the Human Age historical records. Pirates and fisherman claimed many sightings of the half man, half fish being they would catch glimpses of in the waters. Living with the Water Elves, Merfolk have long ago established their presence and cities in the seas. Mermaids that have broke free from their cultures typically move into fresh water areas like lakes, where they can encounter more surface dwellers. They are not able to successfully move on land, so they are stuck watching and listening from afar usually. Recent developments in the capital city however have made underwater channels that lead directly into Tandora, allowing easier access for the water dwelling races.
This section provides the rules, stats, and general requirements for playing this race.
Everything in this section IS required for your character when you register.
Tail can be unique but must have 1 fin. It can be shark, dolphin, koi, classic mermaid, etc.
Upper Torso: Human in form, but no color limitations like humans. So hair, eyes, skin, etc. can be any color/style. Sometimes patches of scale will be located on the upper torso, as well as extra fin pieces on joints.
LanguageMerfolk, Water Elf, Human (learned from pirates)
1 HY : 3 AY
Immortal: HY ceases at about 60.
Any living races who's mating isn't race-specific. Age of maturity is considered 54 AY.
The "act" takes place in water, and at the "peak" moment the vital necessities to become pregnant spread through the water to join and fertilize. The eggs then attach to the nest where they will grow and hatch.
On a d100 roll (pregnancy):
50-59 One Child
Gender (d2 roll):
1 = Female
2 = Male
If parents are same race, the child will be that race.
If parents are each a different (but full blooded) race, the child will be half of each race.
If one or both parents are a half-race, the GM will have each parent roll d2 to determine which half from each parent they’ll be.
Death/Battle: Mortal in battle, normal death applies.
Movement: Unable to move outside of the water without assistance in the form of being carried, or magical transport. Crawling with one's arms is near impossible due to the dead weight of the lower torso.
(Doubled stat at registration.)
(Dodge ability doubles under water, and all stats increase by 5.)
(15 extra MP at registration.)
(Halved stat at registration.)
Weakness: Above Water
(Agility becomes 0 for mobility; no ability to move or dodge. For ranged attacks, Agility will just be cut in half.)
Weakness: Heat Intolerance
(5 extra damage taken from attacks when outside of water.)
3=Above Average, 4=Exceptional, 5=Godly
Invest your SP accordingly below if you desire to raise or acquire something listed.
Improve a Quality
To improve one of the qualities above, spend 3 SP, and increase the chosen quality by 1.
Improve an Attribute
To improve one of the attributes below, spend 5 SP, and increase the chosen stat by 1.
Underwater Vision (Sight): No penalty for seeing under water.
Disability (0 in Sight, Smell, Hearing, Speech, or Mobility): If one of your vital senses is disabled, you can improve another by 1 point.
Cultural PreferencesAround Varlonan, these are the typical aspects of this race's lifestyle preferences.
Weapons: Tridents are the primary weapon underwater since they can also be used to capture food. On surface they are not quite as useful, but tradition typically holds strong.
Armor: None. Their pride and sometimes lack of knowledge on surfacers customs leads them to often battle without protection.
Currency: Trade, Pearls
Diet: Omnivore. Typically water plants and fish. They use squid ink, and certain clays to season some food.
Attire: As a proud species, they typically keep themselves dressed only with necessities or adjust to local "proper" customs when travelling. Females use decorative items such as shells or sea plants and flowers to cover up the surfacers idea of "improper" areas. Underwater they find no need to do this unless it is to show off collections of items (shark teeth are popular with the males as a sign of strength when taking on a shark.)
Friends: A sign of friendship in the underwater world is the exchange of a prized possession. By giving each other this token, it shows trust and a desire to give happiness to the other person. Once friends, many ventures will be shared together as the vast oceans and lakes are explored much like the quests on the surface.
Foe: When merfolk consider you an enemy, the gesture of a tail flick is shown. The varied underwater cities and societies mean that just like the surface world, there are many who do not get along. Usually disputes are over territory or the rights to a treasure discovered.
Children: While eggs, communities of adults will work with each other to assign different "baby sitters" to guard the eggs from predators. Once hatched, the primary parents take over once more. The infants hatch from the eggs the same size as a human child and can swim (though awkwardly) moments after they free themselves. They will then stick side by side with one of the parents until hold enough to start venturing further and further away. As they get old enough to begin safely being separated, training on how to find food and necessities begins. Each life is treasured as vital by the merfolk and they do not kill needlessly, so children only have to fear natural predators like whales and sharks.
Territory: Underwater is the place where the merfolk rule. They share their territory with Water Elves, but rarely run into them unless it is for doing trading. The Water Elves have an easier time getting onto land, so the merfolk resent them and rarely welcome them into their cities.
Generations ago, when Varlonan w as still fairly young, there was a race of humanoids called the Symbion. Symbion had the ability to compel any creature they chose to approach them and complete a merge, in the early days every kind of animal imaginable was chosen. Myths and legends tie the Symbion to almost every human hybrid appearing race, but most races vehemently deny this lineage. Only one can be tied back for certain, and that race is the Merfolk. The island the Symbion inhabited was lost to the oceans in a violent tremor, and all of the Symbion who had permanently merged with a land based animal drowned. The ones who were too young to have already decided on what creature to merge with compelled the local marine life to come to them, which allowed them to make a new life underwater in the ruins of their destroyed cities, now in a variety of beautiful new forms.