Merfolk belong to the Aquatics group. Copy and paste in-world to join:
Merfolk may be found in the harbor, as well as in the aquatic temple hidden away in the depths.
The merfolk have been around Ascension as long as anyone can remember. While they are generally pleasant enough, these are not your typical flitting and singing Disney mers. They are tough, intelligent people long valued for their fishing skills and assistance in salvaging cargo from the common shipwrecks that occur in the waters surrounding Ascension.
They tend to band together in tribes called pods, led by one or two individuals who have proven themselves worthy of their position. The males tend to be burly and well-muscled, while the females are generally slender.
Referred to as merfolk, mermaids, mermen, merrow. Their divergent kin are the Nightmers.
Merfolk have the torso of a human and the lower body of a fish, porpoise, or shark. Their scales can be of any color. Skin tone runs the normal variations of human colors. Their hair comes in natural colors, though they sometimes dye it as humans do. They generally are nude from the waist up, but females are known to cover their breasts with shells, hair, jewelry, or otherwise. They are generally considered beautiful, though it comes with a vanity that may temper that effect.
These are “urban” mers, and may don piercings and tattoos, as well as wear clothing to make them blend seamlessly with humans when on land.
Same lifespan as humans.
PASSIVE ABILITY CARRIED BY ALL MERS:
⊱✦§ Landwalker §✦⊰
Using a common enchantment, these mers are able to transform their tail into legs when on land. The transformation is unlimited, but can be painful and exhausting after several times. If the landwalker gets *drenched* while on land, the enchantment is broken and their tail will return! (This can be rain, falling in water...whatever you like, and if you don't want to transform back you can say it wasn't enough water to do so)
You can choose FIVE abilities total. Note that some (Mental Gifts and Mage Class) may take up more than one "slot" each.
⊱✦§ Mental Gifts §✦⊰
Choose from the psychic/supernatural abilities listed for mutants. You can choose up to TWO of the abilities listed, but each one you choose takes up a slot.
Merfolk that take this power are the magicians, mages, warlocks, and wizards of their kind. Taking this power consumes THREE of your FIVE choices for powers and confers the ability of a trained Magus to the character.
⊱✦§ Aquatic Grace §✦⊰
When in water, they are faster and more agile than land creatures. This does not hold true on land.
⊱✦§ Poseidon’s Might §✦⊰
Choosing this gift gives the mer twice the strength of a normal human while in water. When out of water, they will be slightly stronger than a strong human, but this will decrease the longer they are dry.
⊱✦§ Song of the Siren §✦⊰
Perform an enchanting, haunting song that may entrance listeners. While in this state, they may be more open to suggestion, or may be lured into the waters by the singer. The song may only be used once per day. The effectiveness of the song depends on the will of the target, and certain races may be less affected than others.
-All gifts are decreased while on land, and will decrease further the longer the mer is out of water.
-They have a general allergy to silk. While in water, they will not be able to use their gifts if ensnared in a silken net.