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Merfolk

Written by Stevey Steve

Kings and queens of the seas, living in large underwater societies far from the coast in open waters. Rarely interacting with land dwellers as a whole, but there are few that interact with them due to trade/work/zoning agreements. Most of the time this interaction is mediated by Sea Elves. There is one known large settlement in the open ocean Kropoli with all smaller separate groups still being a part of that settlement. There is very little intraspecies conflict as they are being negatively affected by areas where Razor Reefs are present. Over time they are called to those areas and it changes them into savage beasts known as Marrow.   Out of necessity, Merfolk have banded together in order to combat/cure their corrupted brethren to no avail. With a common enemy, all Merfolk work together and cannot be turned against one another. There is simply too much at stake for them to be squabbling amongst one another.   Merfolk society functions mainly off of mutually beneficial favors and trades. Kelp farmers provide food for crystal miners, who provide crystals for elemental magic researchers, who are searching for a cure for the kelp farmers, crystal miners, and magic researchers that have been corrupted by the Razor Reefs. Every job/function of a member of Merfolk culture is to help push for the solution to the Razor Reef problem.   Due to the nature of this type of societal culture, some Merfolk may feel like their just part of a machine with little to no autonomy. They may go on to the land to create a life for themselves outside of Merfolk culture, but still keep looking for anything that might lead to saving the corrupted.

Basic Information

Anatomy

Merfolk's hybrid appearance changes when they're not submerged in water, growing legs and feet to properly walk on land. Their top halves are always humanoid but they are easily recognized either by their submerged bottom halves, which could be any type of ocean dwelling creature (i.e. Fish, whale, shark, eel, crab, etc.), or by their unsubmerged webbed feet, hands, underarms, fins, and brightly colored scales which are very distinct even from far away.

Biological Traits

Since there is no currency and each individual is working towards one common goal, all Merfolk are considered to be on the same societal and economic level. Gender roles only exist in the laying and fertilization of eggs.

Genetics and Reproduction

Female Merfolk lay hundreds of eggs once during each week of Cresting. If those eggs happen to be fertilized during that week, then they will hatch into Pollywogs. Due to the Razor Reef problem, the Merfolk society has agreed to lay their eggs in specified zones with guaranteed fertilization until the problem has been resolved.

Growth Rate & Stages

All Merfolks begin as eggs. Once those eggs are fertilized they all go through a similar cycle of Pollywog, to Merling around six months, to finally becoming Merfolk once the Merling reaches adulthood around three years of age. Due to many environmental hurdles, only a dozen or so of the Pollywogs reach adulthood.

Ecology and Habitats

Underwater. Merfolk can exist in fresh or salt water. As well as in rivers, lakes, swamps, or oceans. However, all Merfolk settlements are considered a part of the main settlement found deep in the ocean [NEED LOCATION]

Dietary Needs and Habits

All Merfolk are vegetarian. They eat a variety of different kelps, seaweeds, mushrooms, fungi, and moss. All food sources are created to be sustainable.

Biological Cycle

Seasonal changes are rarely noticed by the majority of Merfolk. As ocean temperatures vary little between seasons.

Additional Information

Uses, Products & Exploitation

There are cases of big game hunters and fisherman specifically targeting Merfolk for sport or culinary exoticism. This behavior is not condoned by any Kingdom.

Facial characteristics

Large eyes with a noticeable membrane over them to aid in underwater vision. Other facial features are underexaggerated since the majority of breathing and smelling are done through pores in their skin. However, covering their mouth and nose can still cause asphyxiation. Merfolk do not have external ears, but instead have middle ears, similar to other amphibians.

Geographic Origin and Distribution

Common in nearly all bodies of water. Rare throughout all kingdoms on land.

Symbiotic and Parasitic organisms

Sea Elves have a special symbiotic relationship with Merfolk. Merfolk do most of the underwater "heavy lifting" for Sea Elves by aiding in navigation, delivering messages, and any other challenges that nautical living brings. While Merfolk rely on Sea Elves for most other interspecies political, economical, or miscellaneous communications.

Civilization and Culture

Naming Traditions

Merfolk typically are referred to by one word nicknames given to them by some physical feature that sets them apart from other Merfolk such as Redfin, Stripes, Yellowtail, etc.

Major Organizations

Kropoli

Beauty Ideals

Merfolk find beauty in bright, fantastic colorations or patterns. As well as, eccentric or flamboyant personalities. Though not all Merfolk exemplify these qualities.

Common Dress Code

Clothing does not exist in underwater Merfolk societies, but they normally adhere to societal norms when unsubmerged. Many Merfolk that leave the water periodically carry clothes in their backpack in air tight seals.
Genetic Ancestor(s)
Lifespan
At least 50 years. Added/subtracted time is determined by their hybrid sea creature species; i.e, a half turtle Merfolk may live for hundreds of years.
Conservation Status
Merfolk are being corrupted by Razor Reefs at alarming rates. However, they have not yet reached a population deficit. Researchers have predicted that this could be the case in the near future, so any kingdom able to assist have some sort of research program dedicated to solving the Razor Reef problem as well.
Average Height
5 - 6 ft
Average Weight
80 - 200 lbs
Average Length
Depends on hybrid sea creature species when submerged. Though all unsubmerged Merfolk are humanoid.
Body Tint, Colouring and Marking
Bodies are mostly covered in scales of different colors and varieties. Merfolk can have multiple different markings and skin patterns depending on what hybrid sea creature species they take after, even in their unsubmerged, humanoid form.

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Merfolk

Ability Score Increase +1 Str, +1 Con, and +1 Cha
Size Medium
Speed 30ft, swim 30ft.

Amphibious. You can breathe air and water.   Control Air and Water. A child of the sea, you can call on the magic of elemental air and water. You can cast Fog Cloud with this trait. Starting at 3rd level, you can cast Gust of Wind with it, and starting at 5th level, you can also cast Wall of Water with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.   Emissary of the sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.   Guardian of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage, and you ignore any of the drawbacks caused by a deep, underwater environment.
 

Languages. You can speak, read, and write Common and Aquan.


LevelSpell
1Fog Cloud
3Gust of Wind
5Wall of Water

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