Myth and Lore
Myths and tales regarding the Mermaid have circled the globe for as long as man can remember. The oldest tales, however, are those that have the most basis in fact. Predators at the very core of their being, the myths and folktales about Mer luring hapless sailors to their doom are the closest to the truth. Meat is meat and the human ships provided a ready source of food for many a pod. And while there have been, over the course of history, many a Mer that have taken a human lover; In the end, they must all return to the sea and the differences between man and Mer simply become too great.
Amongst their own, Mer are loving, supportive, and ultimately protective. They will defend their own, and their homes, with vicious intensity. While no one on land knows for sure, there are rumors that there are thousands of pods occupying the world's seas. The Merfolk make a point to keep their numbers a mystery, sending representatives from the various pods to deal with the land dwellers at their coastal Embassies.
By their very nature, and the nature of their magics, the Mer are dependent upon one another. The three Schools work in concert to assure the security and comfort of the entirety of the Pod. Sea Hags and Seers depend upon the Triton to protect them in the utilization of their magic by acting as a physical shield. Both Triton and Sea Hags depend upon the Seer to shield them from magical harm and heal wounds incurred in the course of battle. Triton depend upon the Sea Witches to charge their tridents in combat, while the Seers look to the Sea Witches to provide the wards and enchantments required by their persons and sacred places.
Such being the case, Merfolk often organize themselves, socially, romantically, and mystically in triads composed of a member of each School. They are, as a people, interwoven, and depend upon each other for survival. It is very common for families to arrange such triads within the first few years of life.
Unlike the other supernatural races, the Mer did not allow their presence to be known by humanity in the wake of World War Two, nor did they act when Mankind turned on their cousins. They watched, though, and they waited. It was only when it became clear that the vampires were going to support the bid to overthrow humanity that the Mer reached out to their distant 'kin'. In secret, they made pacts with Lysander, the vampire that would eventually become Emperor, using their powers of song and storm to sink the human ships and wreak vast devastation on coastal cities across the world. With the culmination of World War Three and the defeat of Humanity, the Mer had already solidified a pact with Lysander securing the sea as their domain and assuring them a seat on his council and voice in the course the world would take.
The Merfolk are ruled by Posiedon with Pods entrusted to the rulership of Dukes and Duchesses who have proven themselves.
Strengths and Weaknesses
Lifespan: Immortal until killed.
Perks:
- ALL Merfolk are creatures of high emotion and have volitile temperaments.
- - All merfolk possess two forms, a human form, and the classical merform.
- Mer are the strongest and fastest creatures in the seas. Rivaling their landborn cousins of equal rank. In the seas, Mer are possesses of the strength and senses of a wolf shifter of equal rank.
- Like Shark, Mer can sense a single drop of blood in the water within a one mile radius.
- Mer are fully aware of the fact that their tears are healing but only Marmaele can use them at will to heal the injured.
- All Mer can communicate with sea creatures. Only Alpha Mer, however, are able to command them.
- Mer regenerate energy and wounds while being fully submerged in seawater.
- On land, in human form, Mer possess the strength, speed, and agility of an Omega shifter regardless of their rank in the pod.
- On land, Mer possess the senses of a Beta Shifter regardless of rank.
- Mer may communicate with one another telepathically. The range on land is within a 20 square mile radius, and in the water, the range increases up to a 50 square mile radius.
- Mer have razor-sharp teeth and nails that do aggravated damage to supernatural creatures.
- Like Sharks, Mer possess Ampullae of Lorenzini allowing them to locate prey in the water with shocking effectiveness. Probably the most fascinating sensory achievement of sharks is their perception of electrical fields. Every living creature produces electrical fields, be it with its heartbeat, muscle movement or brain. No matter how well a prey animal hides or camouflages itself, it cannot hide its electrical fields.
The electrical sensors of sharks are the Ampullae of Lorenzini. They only occur in sharks and rays and consist of the actual ampoules and a long tubule filled with a gelatinous substance that ends in a pore. Hundreds of such pore groups are visible on the head and especially in the snout area of sharks. Since the electrical impulses of prey animals are very weak, the electrical sensors only function in a range of a few tens of centimeters.
Weaknesses:
- ALL Merfolk are creatures of high emotion and have volitile temperaments.
- Mer MUST return to the sea at least once every three days. If they fail to do so they will begin to weaken and eventually die. After three days, Mer powers wan and their abilities begin to fade. If a Mer is kept from the sea for two weeks, they will perish. Full immersion in seawater will reverse the effects, but salt water that is man-made will not.
- In human form Mer retain their pointed ears and their sharp fangs.
- Being fully submerged in seawater will force them to shift to Mer form.
- Almost every part of a Mer, from hair to tears, scales to fins and flesh, are steeped in magic and highly sought for magical components. Harvesting these components requires the mer to be in intense physical and emotional distress. If they are not, the components are not imbued with magic.
- Fire does aggravated damage to Mer.
- Mer are NOT human, despite the fact that they can look human. Mer are sea-born, man-eating predators. Literally.
Mer Schools and Magic
Each school of Mer, save Triton, has three magics to choose from. When constructing your character, you must choose one of your racial magics to be your primary magic. While Casting from your primary magic your cast time is reduced by one round, but cannot be lower than one round. (The only exception to this are Marbendlar (Triton) whose abilities work differently.)
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Omega/Lord/Lady: are able to cast the first rank of magic from each of their school’s magic.
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Beta/Knight: are able to cast two of their schools magic at Rank Two (With their primary magic being a quicker cast) and the third at Rank One.
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Alpha/Count/Countess: are able to cast two of their schools of magic at rank three (With their primary being a quicker cast) and the third at rank two.
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Alpha Leader/Duke/Duchess: are able to quick cast all three of their schools' magics. They receive all three magics at rank three.
Schools of Mer (None of the types of Mer are gender specific)
Mermin (Sea Witch)
Oftentimes in myth, the Sea Witch is depicted as a darkly beautiful creature of the depths. While, in most cases, they are drawn with the lower body of an Octopus, this is little more than man’s attempt to make them still more horrific than they already are. While the Sea Witch does not possess the strength and martial might of the Marnendlar, they wield their magics with a ferocity and skill that is unrivaled by all but the most powerful of Witches. Sea Witches tend to have darker coloring than their kin, their forms often graced with jewel tones. Sea Witches have the distinction of being the only supernatural beings capable of controlling the weather. Sea Witch must choose which of their three magics will be their primary, the remaining two will be one level lower.
Special Trait: Sea Witch have the ability to charge the Trident of the Triton acting as their protector. Charged Trident allow the Triton’s next weapons attack to strike an entire group, rather than an individual. This ability can be used twice in twenty four hours.
Mermin Magic:
Enchantment - (See Magic, Witch Circles)
Weather Control - (See Magic, Mer Magic)
Hydromancy - (See Magic, Mer Magic)
Marbendlar (Triton)
Those born to the Marbendlar School are blessed with the veritable might of the seas even on land. While they can fill any role, from craftsman to statesman, they are most often found within the ranks of the Margygr, the warriors of the Mer, or filling the role of Warder for one the Sea Witch. The Marbendlar are the unrivaled kings of color amongst the Mer. They tend, as a general rule, to possess vivid and oftentimes clashing, or contrasting colors.
Special Trait: Triton are able to summon a trident from the ether to their hand. The weapon is not physical and cannot be taken from them. The Trident can be used as a melee, or thrown weapon. If thrown, the trident vanishes after striking its target (Or missing) and reappears in the Triton’s hand. Tridents do aggravated damage. Summoned Trident remain for one hour and can be resummoned twice a day.
Triton Abilities
Unlike the other schools, the magic of the Triton is either always on, or able to be activated on a moment’s notice.
Poseidon’s Might - Mer born to the Marbendlar school are blessed with considerable strength even upon the land.
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Omega/Lord/Lady: 20% stronger than all other Mer and Omega Shifters on land. Beta Shifters are still 80% stronger.
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Beta/Knight: 50% stronger than all other Mer and Omega Shifters on land. Beta Shifters are still 50% stronger.
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Alpha/Count/Countess: Equal in strength to a Beta Shifter on land.
Enduring Seas - Triton are able to withstand damage that would render other supernaturals unable to continue. While they do not regenerate out of the water, their mystical armor reduces all damage taken (Including aggravated damage) by 10% per rank of the Triton.
Summon Warparty - Triton may choose one sea creature type (Shark, Manta, Orca, other) to be able to summon at will. These creatures will fight for and obey the commands of the Triton summoning them.
- Omega: Can summon up to two creatures.
- Beta: Can summon up to four creatures.
- Alpha: Can summon up to eight creatures.
Venom - This ability can only be used once a day. This ability is more effective against opponents of equal or lesser strength. Base effectiveness is reduced by 5% for every rank the opponent is above the Triton. Base effectiveness is improved by 5% for every rank the opponent is below the Triton.
Base effectiveness for Venom is 35%
- (A Triton’s venom can be used on weapons, or through their bite) The venom of the Triton is strong enough to fell the most fearsome of monsters. While it will not, immediately, kill a supernatural, it will make them seriously ill and in need of healing if successful. Upon a successful attack affected characters will immediately start to feel weak. Regardless of their type, they will break out in fever sweats (Blood sweats for vampires) and have their strength reduced by half. In the second round, the victim will become disoriented, reducing the effectiveness of their attacks by half. In the third round the opponent will be rendered unconscious and lost to delirium. Magical Healing, along with Anti-venom, of equal or greater power, is required to banish the poison. A poisoned character will remain incapacitated until the appropriate measures have been taken.
- A Triton’s venom will kill a non-magical being in three rounds.
WARNING: The venom/anti-venom of a Triton is a highly prized magical component.
Marmaele (Siren)
As one might suspect, the Maemaele are the mer from which tales of the Siren arose. Those born to the Marmaele School are often possessed of delicately dramatic beauty and voices that are unrivaled on land or sea. Marmaele tend toward softer hues with hair ranging from crimson to the whitest of blonds.
Special Trait: Twice per day, Siren are capable of releasing a high pitched keen (affectionately termed Harpy’s Call) that renders enemies within twenty feet of them unable to move for one full round. Any aggression toward those affected by Harpy’s Call, banishes the power.
Siren Magic:
Summoning (See Magic - Witch Circles)
Healing (See Magic - Witch Circles)
Siren’s Song - Since the Dawn of time humans have been telling tales of sailors lured to their deaths by songs that gripped the heart and mind and compelled them to their doom. This ability can only be used once a day.
This ability is more effective against opponents of equal or lesser strength. Base effectiveness is reduced by 5% for every rank the opponent is above the Siren. Base effectiveness is improved by 5% for every rank the opponent is below the Siren.
Base effectiveness for Siren’s Song is 35%
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Enthrall - Those born to the Marmaele School are capable of using their voices to call and compel those of equal, or lesser, power. And occasionally, upon rare instances, those of greater power. While this ability can be used to lure a mortal to their doom, it is strongly advised that one gain OOC consent before resorting to such measures. Once a being is successfully enthralled they are compelled to immediately obey the commands of the Siren for three rounds. (Deliberately stalling on obeying the successful command is considered bad form and cheating.) Commands that cause IMMEDIATE damage to the compelled character grants them a 5% chance to resist. Successfully resisting in this fashion dispels the compulsion.
NOTE: Should the Siren form a Chorus (Three or more Siren of equal, or greater rank, the base effectiveness rises by 5% to Maximum of 50%. Effectiveness is based upon the rank of the lowest ranked Siren in the Chorus)
Roles within the Embassy Pod
Roles within the Embassy Pod
Ambassador: This is the leader of the pod, the equivalent in power to a Master Vampire or Witch, or an Alpha Shifter. The Ambassador is always a Duke/Duchess in the Mercourt and is responsible for acting in the King's interest with regard to the Governor's council. Within the Pod, the Ambassador's word is the law and all Mer are subject to their will. There is only ONE Ambassador per Embassy pod.
Embassy Council:
Hag: Hags stand as the leaders of the Sea Witch, two in number, they sit upon the Ambassador's council and are charged with defending the pod and assuring that the Mermin are properly trained. Hag holds the rank of Count/Countess.
Margygr: Margygr stand as the leaders of the Triton, the warriors of the Mer. They are almost always of the Marbendlar, although there have been Mermin filling the role in the past. Within the Embassy Pod, there are two Margygr, one filling the role of Military commander, the other overseeing Embassy security. Margygr always holds the rank of Count/Countess.
Seer: Seers are responsible for assuring the overall health and well being of the Embassy Pod and training the Marmeale in the use of their powers. The Seer holds two seats in the Embassy council. Seer holds the rank of Count/Countess.
Pod Structure/Society:
Within each Pod, particularly those bound to Embassies, the Duke, or Duchess, have the final word. Ultimately, they may speak something into law on a whim. There are, however, a few hard and fast laws that cannot be broken– lest one finds themselves put to death on the spot.
Society and Pods:
Mer society is feudal in nature with a Duke and/or Duchess controlling the direction of the Pod and those that live within it. Within their domain, the word of the Duke/Duchess is law-- barring restrictions and expectations placed upon each Pod by Poseidon. Internal machinations and politicing is common amongst Mer Pods, social and political maneuvering considered the norm. While there are many different kinds of Pods throughout the world, the pods located along the shores of land dwelling communities are either War Pods (Keep the land dwellers out) or Diplomatic Pods (Establishing Mer presence and aquatic supremacy with the local governments). The Pod in San Tuario is a Diplomatic Pod with the singular purpose of assuring that the needs and wishes of the Mer Court are observed and respected within the Regime. As such there are no 'commoner' Mer within the San Tuario Pod as player characters. They are present as NPC servants and workers, however.
Any PC Mer coming into San Tuario should expect to engage in court RP and to interact with the other racial groups in a diplomatic fashion. Gathering information, making allies, or simply supporting the pod in a protective capacity are all viable options. All Mer are welcome to live in the city, as is any other race, and are welcome to gain employment within the city, should they desire to do so. However, they are still expected to participate in the Pod's over arcing mission of diplomatic association. That being the case, players are encouraged to speak with the Duchess and/or Marquis regarding which racial group they would be most comfortable working with. be aware that those working with the Witches will need to be possessed of considerable patience and guile.
It is important to remember that Mer are harsh creatures with harsh punishments. It is also important to rememeber that the Duke/Duchess has sole determination of one's fate within a pod-- although they tend to take the will of their council into consideration, as well. In diplomatic pods, it is not at all unheard of for an 'offending' emissary to be gifted, for a specific measure of time, to the offended party.
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It is against Mer law to give land dwellers a clear understanding of the truth of Mer numbers. The number of Pods and their members is a closely guarded secret. War Pods work diligently to keep land dwellers from their camps, even when it is necessary to work with other members of the Regime. Diplomatic Pods, on the other hand, maintain a 'Social area' closer to shore that allow for interacting with the ruling parties of the Regime while within their domain. The 'dwellings' of Diplomatic Pods and their families are reserved for Mer only. Their location is fiercely protected.
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It is against Mer law to fail to come to the aid of a member of one’s Pod. The singular exception to this lies in those Mer who have brought trouble upon themselves.
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It is against Mer law to even attempt to teach Weather Control, Siren’s Song, or Hydromancy, to a witch.
Ultimately, it is the Duke, or Duchess, along with their council who determine what punishments will be for any given breach of law.
'Family 'Pods'
Family Pods generally consist of three or four Mer, with at least one of each School, that have bound with one another to create a stronger unit. It is the closest thing to 'marriage' in Mer society and can either be entered into by choice, or arranged by one's parents.
- These Pods are most common in Diplomatic and Military Pods.
- The Pods overall Social rank is determined by the highest ranking member of the 'Pod'. Duchal Pods, of course, being considered the ruling 'house'.
- Members of Family Pods are able to communicate with one another over vast distances telepathically and possess an innate sense of the well being of the other members.
- Family Pods working in concert with one another, are able to double the effectiveness of their magic.
- Regeneration and healing rates are doubled with all members of the Pod being together in the water.
- Familial pods are cemented with a bite on the other members of the pod. The ritual, which involves a bite, is as binding and permanent as a vampire's bond.
- While it is not common practice, Mer can form familial bonds with other races, barring vampires. The Bond, however, does not give them control over the other members of their Pod. Mer, however, are predators by nature and each member of the pod attempting such a bond must make a roll of the dice 1d100. Anything below a 50 means that particular Mer has gone into a feeding frenzy and will do their best to consume the non-mer podmate on the spot. Should the non-mer podmate survive the ritual they gain the following benefits:
* Bitten members of a Pod gain the ability to breathe underwater, manifest a tail in water, and resist the pressure and cold of the deep.
* Bitten members gain the ability to share thoughts and feelings with their podmates.
* Bitten members raise one level in power rank.
Note: In order to have a non-Mer-podmate, there MUST three mer in the pod (Triton, Siren, Sea Witch)
Ranks within the Embassy Pod
Duke/Duchess (1) [Alpha Leader]
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Upon the investiture of a Duke, or Duchess to a Pod, they are gifted with the means to create magically imbued gags that will bind the vocal powers of a Hag or Siren until it is removed by the Duke, or Duchess, or their trusted agent.
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Voice of Poseidon allows the Duke or Duchess to magically compel Mer below the rank of Marquis to do their bidding. There is a 5% chance per rank that this compulsion can be ignored.
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Upon the investiture of a Duke, or Duchess to a Pod, they are gifted with a horn that, when sounded, will summon the Pod to their location.
Marquis (1) [Alpha Leader]
- Second in Command
Count/Countess (9) [Alpha]
Knight [Beta]
Lord/Lady [Omega]
Relations with other Supernatural Creatures
Shifters: - The Shifter and Merfolk are often regarded as kin, albeit distant, due to their races sharing the ability to shift between forms. Both the Shifter and Mer, however, pay little heed to this suggestion considering it nothing more than fancy born from fiction. In truth, the two races are related, having split off from one another while Humanity was still in its infancy. The tale, remembered predominantly by the Elder Marmaele and the Bear, tells of a time when the two races were still one watching the humans from the safety of the wild places. While those who would become the shifters desired to walk safely amongst humans and know them, those of the seaborn races sought the ability to change for ease of camouflage and hunting, viewing humanity as nothing more than prey. The creatures of the land, children of the sun, were given the ability to shift their form between man and beast. Such boons, however, are not without cost and children of the sun found themselves rendered both sterile with their own and subject to the caveat that, when the moon was high and fecund, they must return to their animal forms. The creatures of the sea, children of the moon, were gifted with the ability to alter their forms and walk amongst their prey, as well. Perhaps due to their viciousness and the desire for violence and blood, their natural forms were altered such that they would, forever, mimic their prey possessing the upper body of Human men and women even in the seas. The point remains that, despite both groups claiming otherwise, Shifters and Mer share a distant ancestor and are, in fact, of one blood. Even so, modern relations between Shifter and Mer are an ever changing affair-- perhaps due to the suggestion that missing Shifter young have fallen prey to their seaborn cousins.
Witches: There is an ancient and abiding animosity between the Mer and Witches stemming both from the fact that Witches actively seek to bolster their magic with their body parts, and half-forgotten tales that speak of the Mer being instrumental in destroying the progenitors of the Witches. While the second is, for the most part, lost in half-remembered tales, the first presents a real and present danger for any Mer foolish enough to let their guard down around a witch. And really, at the end of the day, Witches are human, and humans, for the most part, are food.
Vampires: The Mer possess a firm and abiding respect for Vampires, giving the land-based Apex Predator its due. With the surface world being controlled by the night-dwelling vampires, the Mer have made a point to prove themselves valuable allies. Still, being Apex predators themselves, they make a point to keep a close eye on the vampires.