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The Iron Dynasty, DeLaRose Role Play Group » Our Books » Merfolk of Valeria Book » The Valarian Merfolk Racial and Land Info

The Valarian Merfolk Racial and Land Info

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1 The Valarian Merfolk Racial and Land Info on Mon Jan 01 2018, 11:16

Physical Description

Merfolk, being an aquatic race of half human half fish are measured in length, not in height. But their upper bodies can be compared to the size of the upper bodies of humans. Normally anything from five feet six inches to seven feet. Tails can vary in length, but a good way to consider it is how tall the merfolk would be with human legs and add 33% to that for a standard tail. A serpent type of tail can add up to 50% more length. For instance Vexylla would be six feet tall with human legs and has a standard length tail fin, so her total length is eight feet long. But she matches the standard perfectly for merfolk in this respect. Not all merfolk will as they are a varied race.
Their weight is heavier than average humans or elves and can weigh in on average from two hundred to four hundred pounds.

Valarian Merfolk can vary in appearance and fin configuration, however they all will have characteristics that conform to their type Blue Gold or Black. One should be able to easily identify a Valarian menfolks type.
Blue Merfolk will have tails that are 'cool' colors, green blue indigo or purple as the primary color. They are the only type that can have unnatural hair or skin color. Their hair and skin can often be subtle or misty shades of cool colors, but not load or acid colors. They will typically have more fins and scales on their upper bodies. Their heads will be smaller and more aquatically shaped in comparison. A player of a blue merfolk should strive to make their characters more exotic and mythical looking, even more primitive in certain ways. They are merfolk of the open oceans and should look the part.
Gold Merfolk by contrast are the most human looking. Their hair and eyes are fair colored while their skin is more bronzed. They spend their days in sunlight waters and on soft beaches. They will have fewer fins on their arms and back. Their tails are predominantly 'hot' colors, very bright and colorful, even tropical looking and often have multiple colors.
Black Merfolk are the most evil and predatory in appearance and certainly will look the part of an evil sea witch or warlock. Black are, even among Merfolk considered to be the closest to the Leviathan in nature and thus have a mystique about them befitting Merfolk from the very deepest parts of the sea. Their tails are either black or have dominant black markings, fins should resemble those of highly predatory or the most deadly of fish. Their skin is the palest among merfolk and can have black markings, especially around the eyes or lips. Their eyes are black or silver in color. They have all black hair and sometimes hard and strong black nails which some may grow rather long and even sharpen them on rocks.
All merfolk have eyes with slit pupils like a serpent and can grow long hair. Mermen may or may not crop their hair, Mermaids almost never cut their hair.

Merfolk as far as strength, speed and agility are the same as elves, given the fact that they swim all day extraordinarily physically fit elves, with a top swimming speed of forty miles per hour standard. This applies both for short sprints and long distances as well. The human body is when pushed through the water remarkably hydrodynamic and combined with their powerful tail this makes them a remarkable swimmer capable of reaching those speeds, much faster than most fish and second to but a rare few species such as the Mako Shark and Blue Marlin. The average merfolk can spring from the water to a maximum distance of fifteen feet from the water to their waist.
They like many aquatic species have lateral lines that run along there sides good for sensing changes in water pressure and vibrations.
There eyes have reflective crystals linking the walls like hammer head sharks and can see well even in the darkest of conditions. Their slit pupils are capable of adjusting from from such darkness to full sunlight or vice versa in one or two seconds. The jelly filling in their eyes has a special dye that when too much brilliant light enters becomes darker instantly preventing injury and pain from sudden changes from darkness to light that would otherwise blind them. This dye becomes transparent again just as instantly as the pupils adjust to bright light. There eye sight is exceptional, the optic nerves are not backwards as what we see in human eyes but are turned around giving them slightly better vision, given the size and pupils, than a hawk has.
Their ears are also well made by the gods and are very sensitive, but the bones within the ears do not injure the inner ear with sounds that would damage the ears of most species. The inner ear is made more elongated so that when hyper extended the bones do not push against the eardrum enough to puncture it or for that matter even cause discomfort. The elongated design puts a limit to how much volume can be heard by the merfolk however as the bones can not change the amplitudes in the inner ear enough to relay exceptionally high volumes well, it also means that extremely soft sounds are heard as being slightly louder than they really are. As a drawback merfolk can't judge volume quite as well as other races. They can however, with such hyper sensitivity detect sound degradation to an extent that they can use this data to pinpoint the distance a sound has traveled through either water or air. They can not however, tell as easily tell how big or powerful the source of the sound is quite as well as other races but will have a limited range in this regard. Their lateral lines however can compensate for this and give them a sense of it while underwater. The hyper sensitivity can allow for them to pinpoint direction far better. The ear canals are much wider than normal allowing for much greater and much faster adjustment to changes in pressure.
The Inner ear mechanism for balance wasn’t just evolved, it like much of the Merfolk's body was engineered. Normally aquatic life simply shrinks the inner ear to enable aquatic acrobatics but the adaptation goes far beyond most aquatic species and enables a Merfolk to keep their sense of balance and orientation while doing the most mind blowing and dizzying maneuvers that would cause even the most acrobatic of seals or dolphins to loose their dinner. All while enabling the same excellent balance of even elves while on land.
They have three sets of tubes for balance, a set like a human or elf's, a set like a dolphins or whales, and a third even smaller set that reacts even faster and is even more unlikely to get off balance or dizzy. These three sets all go through a separate part of the brain that combines all the signals from the three sets into one signal. When one set becomes ‘jumbled’ due to aquatic maneuvers, that part of the brain blocks the jumbled signal, and relays only information from perfect signals.
They can withstand the high pressures of the deepest abyss in the sea, and the light pressures of the atmosphere and adjust between them faster than they can physically be moved without discomfort or injury. They can also withstand the freezing temperatures of the arctic waters and the heat of the water around thermal vents.

The Smackeral
Merfolk tails are extremely powerful, one strike from there tail can be devastating and break bones, knock unconscious or at the least stun and daze, and knock anything of it's feet for a distance that has a body weight up to 200% of the merfolk's body weight.

Merfolk bones while as strong as normal bones are a bit more flexible like one finds in marine life. They are not as brittle and while they are not necessarily stronger they can absorb far more shock.
Apart from the above specifications, their bodies are about as squishy as an elven body is, normal flesh but with bones that are a bit more flexible and shock resistant.

Merfolk may also change their tails to legs like those of a human or elves by sprinkling blood from the legs of any humanoid type land race that walks on two legs. There legs will be strong like their tails, coordination will depend largely upon how much time walking and running they have done with legs, however some things they will do exceptionally well to a level other races could never hope to achieve. Things requiring the simultaneous use of both legs such as jumping and landing with both feet they will do with a level of strength and coordination unobtainable by even the elves. Their legs will change back instantly if they get wet, at least eight ounces or one cup of water is needed. While changing back to fins and a tail is instant, transformation to legs is not and will take one or two minutes and the effect will last a minimum of twenty four hours and a maximum of thirty six hours. The effect can be refreshed simply adding a few more drops of blood. For which reason Merfolk often carry vials of blood around when walking on land.

Merfolk do not age or grow old. They sometimes however loose interest in life over tens of millennia of years. If they become too disinterested their minds start to die and they become more and more distant and inactive. Eventually they die leaving a perfectly functioning body behind with 'no one home'. When this happens the body does not normally become inhabitable by a spirit as the effects of having housed a cursed merfolk soul is still there. What happens is what is left follows bright lights instinctively, especially the sun during the day. When this happens they loose their natural instincts to eat or care for them selves but will follow the sun until their bodies are exhausted until they die, often washing up upon a distant shore. This is referred to by the Merfolk as 'Following the Sun'. When a Merfolk has entered this state, they are often followed by their mourning family and friends in a procession with much fanfare to bid them farewell.

A Merfolk's Mind

Merfolk can block telepathy whether physical or magical, they can not be controlled nor influenced. Their minds detect fear only subtly, fear to them is easily controlled and ignored. It is a very mild sensation they use as a sense for danger to alert them to be cautious, but never as a deterrent. Induced fear they sense differently, they are for the most part unaffected and only 'sense' that someone is trying to make them or others afraid.
Likewise darkness and temptations of the mind are sensed, but are easily dismissed.
Are able to see subtle signs in the expressions and eyes of other races, as well as read the energies given off by their souls. A merfolk can quickly see what is in the heart of others and have teachings and wisdom from the gods to determine good from evil. Can also sense Auras and their effects.
As a physical mental ability merfolk can see and feel magic and detect magic as well as se and feel magic being prepared and cast. Using this ability they are able to see the details of the magic.
Merfolk being created to assist the Leviathan were made not to fear certain things and are unaffected by fear inducing effects.
Merfolk have a sober mind, their minds are highly resistant to drugs and alcohol. Given their purpose, what else did you expect? You can't very well have Divinely Sanctioned punishers going about drunk now can you?


A Merfolk's Magic

The Merfolk of Valaria were created by the higher gods to assist the punisher of Valaria and even to be punishers themselves. As such their abilities to work and counter and control magic are second to none other than a lesser god, equal to any valid playable race or character as far as potency mastery and control are concerned. They channel their magic by simple intent, thought or will and need no runes or incantations or implements. They use their powers as easily as breathing with little or no outward signs which can make them rather dangerous in the right circumstances. The rules of preps in Role Play still apply as normal as do all other rules for Role Play.

Each Merfolk has counter spells, three of them each a separate ability. They are as follows.
-Counter Spell- Self explanatory, magic that counters a magical ability or spell.
-Redirect Spell- Redirects a spell or ability to a target of the menfolks choosing.
-Drain Spell- drains the magic from a spell or ability used. The merfolk may at the time of using this ability choose to retain this power for their own use, or dissipate the power without channeling it through themselves.
Barrier Spells
Each merfolk has three types of barrier spells that prevent damage from a generalized type of source. Tier One Merfolk can have no more than one barrier spell active that can protect from one attack or source of damage that falls under it's type. Tier Two Merfolk can have two barrier spells active that can protect against two attacks or sources of damage each that falls under that barrier spells type. Each barrier spell can last up to one hour RP time, or two turns in RP unless they protect against the maximum number of attacks at which time the barrier spell ends. For RP combat against another player it shall be two turns unless agreed upon to be an hour RP time before combat starts or the Judge, GM, or Moderator starts otherwise prior to combat. For general RP or combat against an NPC it is normally to be understood to be an hour RP time unless stated otherwise. These barriers are invisible and silent and can not be detected by means other than a form of detect magic. For combat with another player rules regarding preps apply according to the rules agreed upon prior to combat. Attacks that are united in some way shall count as a single attack. If attacks that fall under two types of damage are made, any barrier that protects against one of those types of damage may prevent the attack, also in the case of Tier Two Merfolk if two barriers are currently up that can protect against the attack, the first barrier cast shall be the one that takes the hit and only the first barrier cast. If damage can be and is defended sufficiently against by other means, the barrier takes no hits. Hits to a barrier are those attacks that would result in damage to the character the barrier is cast upon. Minor or insignificant damage such as but limited to scraps and bruises may be taken by the barrier or ignored by the barrier as judged by the player of the casting merfolk. It is advised to be remembered by the player that the barriers are magical and will protect against it's type of damage that is in some way potentially harmful, if the circumstance is such that a mere scratch might have ill effects or be taken advantage of it is perfectly legit to have the barrier protect against it and then in another instance when the same type of scratch has no potential ill effects to ignore the damage. A merfolk may cast these barriers upon any target and when cast upon another counts against their limit, a target may have as many barriers as the casting merfolk are able to cast upon them and may have barriers from multiple merfolk.
-Physical Protection Barrier- Protects against physical damage and poisons. If the merfolk is otherwise immune to the poison attack the barrier takes no hit from a purely poison attack.
-Magical Protection Barrier- Protects against magical damage or undesirable magical effects. A side effect of this barrier is that healing can not be done by magic from another character while the barrier holds. However, healing does not count against the number of attacks this barrier can withstand.
-Shock Protection Barrier- Protects against shock waves, pushback forces, winds and water currents, lightning and other forms of electricity, sound, vibrations, burning light, unwanted mental powers, and forms of energy that may cause harm that are not purely magical. As a side effect the target of this type of barrier can not benefit from air currents or water streams to include but not limited to the jet stream ability a merfolk may have or friendly telepathy or telekinesis upon their body.

Other Basic Magical Abilities
-Detect magic- Apart from their mental ability to do the same they can magically detect magic
-Detect magic prep and or cast- Apart from their mental ability to do the same they can magically detect magic preps and or casts
-Cleanse Water- Will cleanse and purify water of poisons, disease, curses, molds, yeasts, undesirable embraces, harmful darkness, stagnation, strong foul odors, harmful or inhabilitating drugs or effects and other undesirable or harmful things. Merfolk may cleanse up to a ten foot cube of water at first tier, and a twenty foot cube at second tier. Simple water only, fresh or salt water only and target water must be within thirty feet of the casting merfolk. Merfolk also have an aura that cleanses the same ill affects in both water and air not to exceed an eight foots distance from them.
-Crush and Collapse- This ability is a counter against elements or things projected through the water such as a dragons breath attack or cast fire from a demon or other forces not water that may be undesirable for some reason. The counter works by using the water to either neutralize or force the element to implode upon itself whichever makes sense for what the attack or occurrence is. The ability is limited by the volume per second the mermaid may collapse and crush. A 10 foot cube every half second for a tier one merfolk, and a twenty foot cube every half second for a tier two merfolk.
It may also trigger their "Cleanse Water" ability provided the type of attack targeted in some way defiles the water in a harmful way as a reaction to "Crush and Collapse". The volume of the projection that can be cleansed by this triggered cleanse shall be what the casting merfolk is capable of "Crushing and Collapsing". This ability can not be done effectively against freezing types of attacks or occurrences since ice is also water, however it may tighten the "beam" and reduce the area effected.


Each Merfolk has the ability to influence the evolution of an aquatic animal. it will take no less than seven generations to achieve full results, but will advance in each generation. For more dramatic changes it will take many more generations to accomplish the desired effect.This ability applies to natural sea creatures only, with the exception that Blue Merfolk can also influence natural land creatures evolution should they be lured to live out at sea. Only Blue Merfolk have the latter exception.
Merfolk will unknowingly do this with diseases that have entered their bodies. Bacteria, fungus, viruses, all become subject to this ability and will become more and more harmless each time it multiplies until the seventh generation when it becomes completely harmless. Some merfolk have learned to do this in the bodies of other races to heal their diseases as well. The subject however must be willing and spend some time in a natural body of water daily for no less than an hour for at least a month's time lest the merfolk's influence over the evolution of the disease vanish and they become ill once more as the disease returns to it's normal state. This one month period must begin before the healing and end after the healing had rendered the disease harmless.

Apart from these abilities, each Merfolk may chose another two abilities from a list for their given type.
A Merfolk character can be made to have only one such ability, or none. it depends on the creator of the character and how they wish to construct their merfolk character.

For a Blue Merfolk
-Rogue Wave- a large wave up to fifty feet tall that can only be used out at sea and not along the shore.
-Tidal Wave- a large wave up to fifty feet tall that can only rise close to shore and crash at the shore.
-Jet Stream- a jet stream under the waters surface that be up to fifty feet wide and travel as far as from one continent to another at speeds up to two hundred miles an hour.
-Sirens Song- Can sing a song learned originally from the Leviathan about returning to the Divine and source of all life. This song will draw creatures of the land irresistibly to the source of the singer if heard by them.

For a Black Merfolk
-Whirlpool- either a large whirlpool up to one hundred feet across and can extend to the very bottom of the sea floor, or a water funnel much like a tornado of water that can rise fifty feet tall and be moved about at a pace of five miles an hour by the summoning merfolk or remain stationary.
-Storms- A violent storm not to exceed a tropical storms magnitude or windspeed. Not Hurricane level. Waves caused may not exceed thirteen feet in height. The direction the storm travels is determined by the Merfolk upon summoning. To alter course or end the storm requires a separate use of this ability.
-Lightning- Can either channel the static electricity in the atmosphere as natural lightening if it is available, or summon magical lightning upon a single target.
-Sirens Song- Can sing a song learned originally from the Leviathan about returning to the Divine and source of all life. This song will draw creatures of the land irresistibly to the source of the singer if heard by them.

For a Gold Merfolk
-Red Tide- Can summon a red tide that can stretch up to two miles across. The poisons are powerful and will kill any living thing it comes in contact with. The poisons this produces are not found anywhere else and therefore resistances can not be developed. It will kill everything that remains in contact with the red water for longer than one minute. Death will occur in thirty minutes. Side effects are necrosis of the flesh that begin within one minute. Has no effect on 'true' undead.
-Undertow- can control undertows.
-Sun Spot- Can control the air and clouds to form a magnifying lens of sorts that will focus the suns rays much like a giant magnifying glass causing temperatures up to two thousand seven hundred degrees ferinheight.
-Sirens Song- Can sing a song learned originally from the Leviathan about returning to the Divine and source of all life. This song will draw creatures of the land irresistibly to the source of the singer if heard by them.

A Merfolk's Soul

The soul has always been a mystery, containing both darkness and light, and the free will to choose between them. It is the very essence of our being and what makes us, us. Each soul is unique, and precious, and all related and bound to one another. To make a soul to follow the Leviathan, to be able to judge souls and mete out punishment sanctioned by the Divine however, is impossible. For what soul can condemn another and be innocent? The Merfolk soul is very different indeed. It is not made of darkness and light, but what instead, manifests it and magnifies it within. Each Merfolk soul can only find peace when the darkness and light balance according to Divine will. The Merfolk soul itself is immune to either the corruptions of darkness or the effect of being blinded by Divine light. Because they do not have the Divine spark, they do not have the inner will to 'return home' as others do. They seek not to ascend, but rather that their world 'harmonize' with the Divine. Their soul, so different from other creations is not related, and therefore does not have the normal connection or empathies with normal beings, only to other Merfolk and the Gods. To them, the lives of other beings are a fantastic garden. A wondrous tapestry woven and created by the gods. One they must tend to, and assure that it goes well and according to the Divine pattern. For them, 'hell' is a world that the lives and souls sway from their god given destinies and fail to become what the Divine had in mind for them, their conscience instead of feeling guilty for the death of another, which their soul does not have the normal connection with, is guilty instead for allowing evil to disrupt this Divine pattern which is always seen by them in their very souls. The Merfolk, seeking only to harmonize rather than ascend, are naturally cooperative with each other to a degree uncommon among other races. That harmonization, is both inwards and outwards. This is why it is unacceptable that any Merfolk be under another's authority. They were created to follow their own will, for that will to be subject to another would be another disharmony with Divine will. The Leviathan knew this about them, and why he only seeks to teach and guide, never to rule over them. It is also why Merfolk never worship any God or Goddess. They have their nature given to them by the Gods, to follow that nature is the tribute they pay.
The essences of a Merfolk soul are highly destructive , they agree with nothing else created. They are of a different nature, magnifying any imperfection and destroying it. It will also unbalance the very elements and essences of that which it comes in contact with, creating imperfections that will cause it's destruction and rip it apart. Only the highest Gods that created the Merfolk have the ability and wisdom to deal with a Merfolk soul, and they made but one vessel capable of containing it, and that vessel is their bodies. Upon death, the Merfolk soul returns to the Divine for reincarnation as another Merfolk.
he Gods that created the Merfolk also cursed them. This curse makes them violent and bloodthirsty towards what disagrees with their inner nature. The curse combined with the very nature of the merfolk soul work hand in hand to make them the perfect punishers of evil. Guilty in their hearts not for murder or lack of sympathy, but for complacency against evil within their world.
That same curse while it will not destroy the Merfolk as it was made not to destroy or punish them, will destroy that which is not Merfolk. What touches the soul, becomes cursed. Hence, one should not drain them of their energies lest the curse fall upon them. Touching a Merfolk, nor being effected by it's magic, can relay the curse. Only that which captures, or devours the soul, or inhabit the body, or drain a Merfolk,s magic life force or spirit can one be affected. The very essences of a Merfolk soul can do this without the curse. There is a reason they were made thus, the Gods feared what may happen should the essences and natures of a Merfolk become subject to mortals, their nature and essences too destructive, hence they took extreme measures to assure that Merfolk would be contained, and that they should never interbreed with other races.
The Merfolk soul is a wild thing, carefully crafted to achieve the ends of the Gods who created them. Made not to be tampered with or corrupted by any. When you review how a Merfolk lives, and how they act, the nature of their soul reveals much about why they are the way they are. Why they feel beholden to none, why they are let loose upon the world so freely, why they are so malevolent and desire to do such violence against evil with such pleasure and yet, would give all that sadistic pleasure up and rather that they would not have evil to punish at all.
The Merfolk themselves are not a story of individuals running about free of normal constraints. Rather, it is a story of the end results of our own choices personified, the personification of the results of our own doing.


The Original Merfolk, the White
When the Gods first created the Valarian Merfolk Race, they were not born. They had no mothers who spent their pregnancy term in waters to develop their child into one of the three types. They were created by the Gods not as the powerful creatures of the sea who would aid the Leviathan in his duties, but rather they were created as the seed that would give birth to the Merfolk who would be. They are neither Gold nor Black nor Blue, but white. They have all of the abilities of all the types, but in a rather diminished fashion. At best they can summon two foot waves, focus the sun to be just a little brighter in a spot, make the waters turn a little instead of the powerful vortexes of a Black, call a small light flash in the sky but not bring down lightning, all abilities Merfolk may have they have but in a rather non dangerous form. Some of them however are extraordinarily powerful Sirens, and basic abilities like barriers and detecting and dispelling magic are as strong as Merfolk born today. No White Merfolk may obtain Tier Two, all White have Banishing and Binding abilities.
Appearance wise their fins are pearl white, as is their hair and eyes. Their fins are simple long and elegant and they have white markings all over their upper bodies. They are thin and frail looking, but are 5% stronger and faster than the average merfolk. They are cautious about their inner desires to punish evil, rarely if ever doing so, and extremely slow to be aroused to punish evil. However, once set in motion they become implacable and will not rest nor think about anything else until the evil that finally did provoke them is utterly vanquished. There are only a few White Merfolk in existence today, all of them in danger of 'Following the Sun'. Most occupy themselves with teaching and recording history to keep their minds occupied in an effort to stay the effects of their minds drifting away. A few others roam the seas like ghosts living almost like hermits.
To Play a White Merfolk one must first gain permission from Daya Autum as there are a limited number in existence. Also, one must demonstrate complete knowledge of all Valarian Merfolk Lore and Role Play.

Creature summoning

A Merfolk may also summon up to two species of aquatic animals from the prospective waters associated with their specific type, Blue Black or Gold.
The exception being that only Blue may summon mammals, and that Black may summon any apex predator with the exception of Orcas as they are mammals which only the Blue can summon.
The bestiary is the same as Earths, any animal that has not gone extinct within the last one hundred years may be chosen by a merfolk provided it meets with the above requirements.
To this list we add the kracken, a beast only a Black Merfolk may be able to summon should it be chosen as one of the two creatures.
In the future other creatures not found in real life may be added to the list. Below is the description of such creatures a Merfolk may also summon not found in Earths oceans.

-Sea Serpents
Sea Serpents come in two sizes, fifteen feet long and forty feet long. The two sizes are two very similar but different species. Both wander around the edges of coral reefs devouring the predators that come to feed from the abundance of food coral reefs offer. They will set out across the open sea going from one coral reef to another in search of sharks or other predators along the coral reefs. As coral reef dwellers, they are summonable by Gold Merfolk, each size counts as a separate summonable animal.
The fifteen foot variety typically come in matting pairs who share food equally and will aid one another without question even if it means certain doom. Both male and female will chase away those of the same sex laying sole claim for matting rights. The forty foot variety are strictly loners and mate rarely, combined with a higher demand for food, they are also far more rare than their smaller cousins. All sea serpents procreate by laying hard and strong as rock eggs along the walls of continental shelfs and abandoning them. Upon hatching sea serpents will fight to the death leaving the strongest to survive, the smaller then to find a mate and the larger to roam alone. Should they encounter one another on open water they typically ignore each other, unless they happen to attack the same prey (or ship) then they will fight. If they happen upon each other at a coral reef they will often yield to the more powerful sea serpent or matting pair of sea serpents. The outcome between a lone forty foot sea serpent and a matting pair of fifteen foot sea serpents is not predictable.
Both varieties were evolved in order to lower the number of predators feeding from the coral reefs who wander in from the open waters. Sea serpents of both varieties can come in many different shades of blue, grey, silver, black, and white. Some may even change between two or more of these colors at will. They are intelligent hunters who strike at their prey from below with a set of long razor sharp teeth , eighteen inches for a fifteen foot long sea serpent, three and a half foot long for a forty foot sea serpent. After sinking their sabre like teeth into their prey they will wrap their bodies around their prey to crush and devour them. Sea serpents have been known to attack ships thinking they are a large predator. Upon discovery that the ship is made of wood they will eat what sailors they happen to find and then leave not caring for the ship. Sea serpents are not related to the Leviathan and are simple animals with no magical powers.

-The Kracken.
The Kracken is neither Squid nor Octopus but a cross between the two, having the head of a squid and the propulsion of an octopus as well but advanced. It uses four chambers that draw in water from four separate intakes and squirt them out the same orarifice in a cycle that generates a smooth continuos stream. It has eight tentacles of equal size and shape linked on one side with the suction cups filled with hook like pincers to grab ahold. it's head and tentacle ratio is three to one with the head being the shorter in length. It's body can rival the Leviathan in size and can measure over eight hundred feet in length, but can be as small as one hundred feet in length fully matured as an adult.
These animals are the crowing achievement of the Black Merfolk's hand in evolving sea creatures. They were originally a tiny cephalopod smaller than a grain of rice used by the leviathan to eat away at organic material in areas no other animal could. It is immune to magic, including those of lesser gods, and it's ink retards both magic and fire instantly. They were in primordial times the Leviathans nano bots of sorts working in areas where he used his most powerful magics that would have killed anything else. After the Leviathan had finished his work he left the tiny krackens to themselves having finished his use for them. They were then discovered by the Black Merfolk, who saw in them incredible potential. There was a need for a behemoth sized predators with the Blues evolving whales, and with the Leviathan retreating to his deep gorges a need for a creature capable of bringing down the mightiest of creatures, potentially even fallen lesser gods. These kracken were ideal if not for there diminutive size. They began to evolve them larger and larger over hundreds and hundreds of generations eventually to be the behemoths and terror of the seas they became.
Highly intelligent like most cephalopods and with strength that simply is not be denied, and with beaks as strong as steel kept razor sharp by microscopic plates within their beaks harder than the rest of the beak leaving the rest of the beak to wear away with use so that the beaks stay razor sharp much like a rats tooth, the Kracken undeniably gave the merfolk the sheer muscle needed through the ages to keep the sea under there control.
The Kracken instinctively are fond of merfolk having been so radically changed by them, and may even attempt to play with any merfolk, gently wrapping the ends of there tentacles around the waist and pulling them about.

Second Tier

Below are the abilities gained in the earned second their.
To earn second tier one must first have completed a bio to the satisfaction of Daya. Afterwards, the Role Play quests and earning of second tier may begin. Upon completion of earning second tier one must update their bio before using second tier in Role Play. For details in earning the second tier abilities see Daya.

The water cleansing ability increases from a ten foot cube to a twenty foot cube. This not only greatly increases the amount of water a merfolk can cleanse but will also increase the rate at which 'Crush and Collapse' can be done as well. The cleansing aura however remains at eight feet maximum distance, only the used ability is effected.

These abilities earned in the second tier are water based, and can be done with up to four hundred cubic feet of water (20 x 20 Block) and up to one hundred yards away from the casting merfolk. Target water must be simple water or salt water. No water based liquids or drinks or things containing water.

Black
Water hardening- can make water like a hard gel and control it to entrap or squeeze potentially to death. Only one spell can be active at any one time, and hardened water may not form complex shapes, snake like lengths and blobs only.

Blue
Water cooling- can cool or freeze water, only one piece at a time and simple shapes only

Gold
Water heating- can heat or boil water

Second tier physical advancement choices. May choose only one upon gaining second tier.

-jump 10 feet higher
-immunity to poisons
-five miles an hour increase in swim speed
-five percent greater strength
-poison barbs

banishing and Binding Abilities
One may also do a quest to learn banishments and bindings. Like second tier, one must complete a bio to the satisfaction of Daya before beginning this quest and upon completion of quest and approval update their bio before using abilities in Role Play. The Quest to earn these abilities are posted as "The Leviathans Quest"

Enhanced Chosen Abilities
When one has done both the Leviathan's Quest and earned Second Tier, their chosen abilities get a bump.

-Lightning may target up to five
-Storms may produce twenty foot waves
-Funnels become strong enough to topple stone structures and tear through flesh and can go up to a mile inland.
-Tidal and rouge waves may be up to seventy feet
-Jet streams may be up to two hundred and fifty miles per hour
-Sun Focusing may be used upon moon and starlight at night to achieve a two inch beam reaching fifteen hundred degrees.
-Red Tide may be made into a fog with a second post. Fog will last a half hour, or one turn in combat posting and may move in at five miles per hour. May cover an area seventy feet by thirty feet and rise no more than thirty feet high. One breath may be deadly with the same symptoms as the tide itself.
-Undertows become strong enough to sink small boats.

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Anaya

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THE HISTORY AND ORIGINS OF ROSE LAKE

as revealed by the words of Morgylla, renowned of the merfolk, Grandmother of Vexylla,
to those merfolk youths in Ylla Village, in the Great Abyss near the gorges where the
Leviathan broods, sent there by their fathers to the Black Merfolk of  Ylla for the
furtherance of their education and preparations for their first meeting of the Leviathan.



"You have heard of the world above, and it's history and fall from the will of the Divine, and how it saddened the Goddess Lorraine. You have been taught how evil and foul and even arrogant those wrenched dragons and their worthless offspring have become, even, even to slay their own who would do good and might resume the Divine will and council those upon land that they might become worthy. From these wrenches such a dragon has emerged and evaded the murderous attempts of his less noble kin. He now resides among the royal family of Rose lake in the Konti Isles. There, he gives them wisdom which that family records and spreads to the people residing within those Isles, and to as many who visit there who will give listening to them. Their story, is one that I know. I was there and bear witness to those events and I shall tell you. But we must never reveal what I say to you today to any not of our kin. For though the Sky Keeper has fallen, and those upon land have nowhere to ascend now, some dim hope, some meager assemblage of what was meant to be from the founding of Valaria is now forming upon the Isles of Konti. They do what we can never, and must never even hope to do for we must never teach those upon land. Should those ignoble dragons learn of this, that dim hope and rare good would surely be severely endangered.
Grontis, is a fae Dragon. Not one of mighty powers, nor one of any meaningful stature. He is no larger than a tuna. He is however adept at camouflage, not only of sight, but he can change his very scent as well and alter his sounds. He is cleaver and tricky. Grontis studied much, and in his studies wandered far and wide. He had a particular taste for studying the Divine and most desired what scraps and pieces of Divine Wisdom he could salvage. As he studied and acquired knowledge, wisdom was not far behind and he began to think that perhaps dragons rather than ascending, have fallen short of their true glory. "


"He began to pity those upon land, and began to teach them and council them as best he could. Among other things he taught them an incantation, a prayer of sorts he was most fond of from the bits of Divine Knowledge he managed to salvage. It is rather weak in power, but helpful in the lost world above and most importantly can be done by anyone sincere regardless of magical ability or learning. It creates a faint Aura of sorts, a holy one that helps to dispel darkness and invites light and understanding within them. It clears away greed and madness from the mind allowing the people upon land to see more clearly. His work was discovered however by his belligerent kin and soon they tried to search him out to destroy him as they have done with all dragons whose will is to be what they were meant to be by Divine Will. He easily tricked them all, none could find them. Their keen sense of smell nor their eye sight could avail them. But one dragon, a particularly evil and loath some black dragon of some considerable size and power which he used nefariously to no good ends, who we have latter learned was named Vorrok, found a way to follow him. In his fruitless search for Grontis he happened upon a poor family holding hands and reciting the incantation Grontis had  taught them. He knew only Grontis could have taught the people something that would have the effects of this incantation. He was enraged and maddened, and in his furry bathed that family in his acidic breath melting them to the bone. He could see the faint aura of Holy Light, and easily found all who had said that incantation to slay them. He formed a murderous trail of blackened bones that could only lead to Grontis."


"The humans Grontis was teaching at the time were family members of a Royal house tragically displaced by war. The royals were desperate, not only for their own fate but that of the few still loyal to them and they clinged to Grontises words and wisdoms he taught, feeling strongly that this was the basis of a Kingdom their followers and their descendants deserved, and one that somehow would stand above the madness of the world they lived in and invited Grontis with them as they reestablished themselves on the uninhabited Isles of Grontis. The Isles were even then, a place we merfolk gathered around and the people and even dragons feared them. But those Royals, Fenstien by name, became convinced after hearing the true history of the world, that they need not fear us should they avoid repeating the treacheries and misguided ways common upon Valaria. That we would not seek them for destruction. Grontis, on his part felt that those Isles would be avoided by his kin and he would have a safe place to study and hide as he continued his studies and meditations, and a people to impart his wisdom too wanting to be more than what his vile kin had become. And so, they journeyed to the Isles picking up such disenfranchised people as they came across along the way. They did  make it to the Isles of Konti without trouble as they were too many for common robbers and the most feared robbers, that is the Kings, Queens and Rulers were all too happy to be rid of unwanted people who sought nothing but to banish themselves upon what they called cursed Isles hoping they would all perish and they would be rid of them. To the contrary, we merfolk were curious as to this people and did not disturb them. They worked hard and were fair one with another, not one was abusive or exploitive of another and they built wisely under Grontis's guidance. They commonly had that aura about them from the incantation upon those Isles. We Merfolk found no opportunity to punish. The Fenstiens were right in their assumptions, we bothered them not. Such a rare sight, I myself hearing of it went to see for myself not being far from those Isles. But I  was not the only one journeying to see them. Vorrok was trailing them madly, and soon he laid a path of the desolation of those who used Grontises incantation to the very shores of Firedore, and across the channel to the isles was the only path Grontis could have possibly gone. I was there in that channel watching from the beneath the waves as Vorrok spread his leathery wings, and grinned madly with arrogant malevolence at the Isles with his acidic saliva dripping from his rancid teeth onto the crashing waves of our sea from a high cliff."



"Oh what a sight he was! I could see and feel the evilness of the energies of his wrenched soul and my desire to punish him was awoken and great. In my own journey to the isles, I had spotted a particularly large and strong kracken we know as pain killer, for he had once crushed an overly large and belligerent demon specializing in inflicting all sorts of unspeakable pain within his tentacles, the one with the whitish cross shaped scar over his right eye from the same battle with the demon calling itself pain. I summoned him in anticipation and waited for Vorrok to land in a more, opportune place. His desire to terrorize and kill was upon those of the Isle, it was written upon his face and the energies of his soul were diabolic and set upon those Isles. The air was charged that late day as a storm was passing to the north, there was so much electricity in the sky above, just waiting for me to call it down. As he took flight I prepared to call the lightning, such as I had never done before and swam beneath the fast currents of the channel. He out paced me  as he flew and set the stench of his acid breath upon what ships the people were building melting and sinking those in the water and even upon those being built dissolving the wooden structures into rooting black pools upon the soils. He obviously meant for there to be no survivors as he left them with no way of escaping the isle. Circling above he flew back to the cliffs facing the channel and landed there  for all to see. "What have we here? Loath little mice scurrying for their lives! Is there not a dragon to defend you? WIll Grontis leave you to die by my claws? Did you think that you could set a new order contrary to dragons being above all? Fools all of you, behold my might and know you shall all die!" That evil dragon said to them antagonizing them and instilled them with fear. He must have known that Grontis could still possibly evade him, and if he failed to kill Grontis, his words and actions would crush his will and leave his soul broken. But Vorrok knew not that I had my desire to slay him! Nor that a kracken had just arrived and his tentacles were waiting to drag him under. He had not seen nor sensed my presence and I had him perfectly in view and was ready to slay him! I let loose with all I had, and a lightning bolt flashed and for a split second out shinning even the sun. A single trail of electricity flashed from the sky down upon the black horned head of Vorrok even as the pain killers tentacles were emerging from the sea."



"The people screamed in terror, not only from the dragon but they did not understand the purpose of the lightning and feared it also.  The sound of the thunder was such as even I had not heard before and rattled the rock and waters. The kracken's tentacles wrapped about Vorrok's body after the lightning had struck, they had found  what they had sought and pulled him from the cliff upon which he had landed into the sea.  As he struck the water I swam to his head and leaped upon face so that he could, if still alive see me. Oh how I wanted him to know it was I who had taken him to the deep! I thrust the end of my trident into the corner of his eye even till the fork prevented it from going deeper and pounded him between his eyes as they rolled back into his head and the tentacles of the kracken dragged him beneath the churning surface of the sea. Some of the braver of the new islanders ventured to the cliffs edge to see what they could. I heard them shout from above that it was the merfolk. I wondered if it was bravery, or foolishness that they came to see. Whichever it was, I decided I would not judge. Vorrok's bones still lie at the bottom of the channel to this day, a testament to the arrogance and stupidity of such evil. Grontis and the people were now free to pursue their desires, no other dragon had the knowledge to follow the trail Vorrok had make. As far as I can tell, the other dragons consider Vorrok to have gone mad not being able to find Grontis, perishing in the sea in his insanity. As for their search for Grontis they have surrendered it and probably think him to have died.
Over the years the residents of the Konti Isles prospered, and continued in ways wiser than others upon the land. They are friendly to us, and the first merfolk to walk among them came back telling that they revered us, he was given blood to transform his legs and a cloak to wear while he walked among them. The dragon taught the true history of the world, and of true gods and goddesses. The Royals relayed the wisdom Grontis taught, but not of his existence. Nor of how Vorrok was slain. It is only recorded in pictures and statues the royals had made by the local artists, a record and reminder for those who understand the symbols kept in the castle and at the Epipton Sea Watch Tower. They built fine ships, and rather than ravage and use up life in the sea and on land, they integrate it into their existence and keep balance with it. A special water was discovered on the isle, they use it for healing and for insights uncommon for humans.
Apart from the worship of gods and goddesses two cults have sprung up basing their beliefs upon the history of the world. James Epipton formed the Epiptons and built the Sea Watch waiting for the day when when they believe the leviathan would rise to slay all the evil dragons heralding the return of Lorraine to restore the Sky Keeper and ascension to the skids above. From the common workers and docks a belief was circulated that humans could become one of us, a merfolk, if only they could be deemed worthy and solve the mystery of why we are able to punish evil doers without spoiling our souls. I need not tell you how misguided such a belief is, but nonetheless they have refrained from following the ways of the Leviathan and have even been among the most noble on the isles. They are called the Sauritons and no matter how we deny such things they will never believe it, nor understand that we were created to follow after the Leviathan while such things are forbidden to them and all those who walk upon the land.
The Kontians began to trade, and make fine arts and crafts, collect pearls and silk to sell for the goods they themselves need. They are now respected among the vile nations, and recently many have come to visit them. And so they should! Let them come and see what wisdom they can learn, let them return and perhaps other nations will be inspired to seek their knowledge. The world above has no better hope."



"As for us, we also visit them. They have even made a building upon the lake easily accessible to receive us where they give us blood to sprinkle on our tails so we might have legs for awhile to walk among them and they give us cloaks to use. They will aid us and set us on our way should we seek to find evil upon the land to visit the Leviathans ways upon the evil, even giving us transportation and intelligence. We watch those isles and that channel closely, many adventurers patrol those waters waiting for any who would destroy those people and their tiny dragon. We have made that channel impassable for an invading army. Those on land have written agreements for what they call an alliance. Such foolery! We have no such contract, but benefit those upon those isles naturally, and they benefit us. They still value gold and wealth and lavish vain things, they are not a people who have achieved true worthiness, but they are by far, learning to follow the order prescribed by the Divine. Any who dare to spoil such a rare thing in such a monstrous world must eagerly be sought out by us and be destroyed. Keep the secrets of Grontis and the royals young ones, never betray that secret lest the wrong people or dragons learn of it. Do not speak to any not of our kin of the true history of the Konti Isles. No not even to a royal. Only to Grontis himself should he ever make himself known to you. Should you be adventurous and have powers, take head to patrol those waters every so oft and ensure that channel is impassable to those who would harm the islanders or their clandestine dragon. Should you walk the ways of the Leviathan and seek punishment upon one hiding upon the land, go first to Rose Lake, they will give you aid and council and needed knowledge of where to look and how to get there, of the people where you must go."

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[size=16]Introduction and general nature[/size]



[size=16]Merfolk, or at least the merfolk race used in this Role Play, were created by the higher gods of Valaria for the express purpose of aiding the Punisher of Evil in Valaria, the Lesser God known as the Leviathan. They were created with an inner nature perfect for being the people of the sea, and the sea being much like hell in Valaria. It is Valaria's dark abyss, it's oblivion, it is where souls are lost forever never to return from a watery grave.[/size]

[size=16]By inner nature, merfolk tend to the aquatic animals, punish evil, have little material possessions, use no form of currency nor value gold beyond a simple shiny thing, do not recognize slavery, and full fill the purposes of the divine in their own way as the gods intended. They live with little or no hierarchy or system of governance and abhor the idea of any form of rule over either themselves or other merfolk apart from their own parents and teachers. Even the Leviathan, whom the merfolk recognize as their lesser god, is not worshiped by them. Rather, he is but an infinitely wise, albeit rather dark, guide and teacher. Apart from the commands he gave to them when the merfolk first met the Leviathan, he assumes no more authority over them understanding them to be chaotic in nature. His commands are not hard or difficult for the merfolk to follow as the type of life prescribed is perfectly in line with their inner nature. For his part, the best offering any merfolk could offer is to live a life consistent with the intensions of the divine. Merfolk live a uniquely harmonious existence among themselves. There are no possessions or territory to fight over, food is abundant, and their minds are quite set on the fact that to prove oneself one does so by finding and punishing evil. The three things merfolk most enjoy would be raising and teaching the young or family and village, the advancement and abundance of aquatic life in all it's forms, and punishing evil for which they have a particular lust to do unique to them. They are a rather violent and bloodthirsty race, such is necessary if one is go about destroying the Valaria's most wicked. However, they are naturally cautious about it and slow to develop blood lusts but even then it must be triggered. it is an evil and selfish nature in others that arouse such things within them and not something that continually haunts them. They can enjoy visiting violence and punishments upon those deemed evil greatly, and also greatly enjoy hearing of other merfolks exploits in the matter, or better yet witnessing such events. It holds much fascination for them. Towards one another they are never aggressive, and generally ignore any threats or ill words from another merfolk should that happen. They simply are not interested and would much rather swim off together and visit any aggression upon evil doers together irregardless of what ever offense the other merfolk may have done to them. The Merfolk mind and psyche instinctively channels aggressive thoughts towards evil doers, while they are still in control of their thoughts, it's more or less automatic and this makes it difficult for them to direct aggression towards another merfolk, or for that matter, an innocent land creature. Not to mention there is a natural seduction at work, it is pleasurable for them to do violence to evil, towards an innocent or merfolk, this pleasure can not be known.[/size]





[size=16]With the Dragon having fallen from grace and murdering the Sky Keeper and the world above falling to madness and chaos, they have grown cynical of everything outside of the sea, seeing far to much evil on land and the opportunity to indulge in their bloodlust everywhere they look upon it. While they were specifically created to punish evil and be the Leviathans people, they recognize that those upon land were never meant for such things. Their knowledge and wisdom would only bring more chaos upon the land. Such was told to them by the Leviathan from the beginning. To never explain themselves to those who dwell upon land, to be unanswerable to them is considered a virtue among merfolk. While the evil on land gives them ample opportunities to indulge in their blood lust, the widespread chaos disgusts them and does not please them. While they are unable to share any wisdom with other races, they can try to influence good among them. This is the motive for merfolks collecting sunken treasures to give to the most kind hearted among those of land races that they meet. Mostly common people whom they believe won't be corrupted by the riches they bring them. Even blood thirsty merfolk share in the desire for a better world. As one might imagine, merfolk are most adept at seeing evil in other races with remarkable accuracy. The subtle movements of the eyes, and lines upon the face, the energies of their souls, it does not take long for a merfolk to see what lay in the hearts of others. Combined with a wisdom far greater than any race upon land could hope to be taught, and they can quickly determine who and who not they should punish…. or on rare occasions, bring treasures to.[/size]



[size=16]How evil are the merfolk of Valaria?[/size]



[size=16]And now to answer the question everyone has………….[/size]

[size=16]…………… are the Merfolk evil?[/size]

[size=16]The short answer is yes, yes they are! But keep in mind they are of a chaotic alignment, and like a chaotic evil character, their evil is not based upon self interest but rather more principled or philosophical in nature. Unlike the typical chaotic evil character that sees good and evil as opposing forces to be kept in balance, or sometimes as evil being good and good being evil, or again simply for the fun of it, the merfolk are simply punishers of evil. Just, sometimes they enjoy it… a lot. Whereas some chaotic evil characters seek to spread evil, the merfolk seek to stop it. In many cases, rather abruptly by rather devious or violent means.  They are 'evil' or sometimes 'neutral' by design, and strive to fulfill the purposes of the divine to both rid the world of evil and also to give other races a push towards ascending to goodness from the dark corners of their mind and psyche. They are an evil made to devour evil, both evil individuals, and to devour evil out of the hearts and minds of the residents of Valaria by their devilish presence and influence.They have absolutely nothing in common with demons, in fact merfolk consider demons unworthy, selfish and pathetic creatures deserving only of destruction. An insult to the very nature of Merfolk.  Technically the merfolk's alignment  would be chaotic neutral in most cases, mainly because they are more of a force of nature doing what they were designed to do by the gods and nature as opposed to wishing to see the world burn per se. In fact merfolk generally wish the world to be less evil and more good. But they could certainly also be chaotic evil depending upon the individual character in question. The Merfolk, being free of material wealth concerns, or concerns of life long love affairs, or of most sources of temptation or shame, are very difficult to corrupt or seduce in anyway. One seeking to tempt them will find that they have little or nothing to either offer or cracks in their character to work with. Sins that other races would stop at nothing to hide would be considered nothing noteworthy to the merfolk. The gods specifically made them that way because of their role as divine punishers. As a sanctioned race of punishing evil, it was seen to that they were reasonably incorruptible and safe from most forms of manipulation to ensure they would not stray from their intended boundaries and purposes and be as impartial as possible. It would be contrary to the will of the gods for their sanctioned punishers and devils of the watery abyss to run amok after all.[/size]



[size=16]Matting childbirth and education[/size]



[size=16]Matting among the merfolk is quite simple, it is done much like dolphins and they are live bearers to usually one child per pregnancy. Forms of long term relationships or marriage between mates is unknown among merfolk. They simply find a mate to mate with until pregnancy  is achieved and part ways.[/size]

[size=16]Merfolk fathers spend much of their time making rounds visiting their children they have with various mermaids in differing villages and are often the ones tasked  with finding appropriate villages to further a child's education, education normally being the foremost concern any good mer father has for their child. When they come of age youths are sent to a village of a different type of merfolk to be further educated, and when that village is satisfied with their learning, they are sent to yet another village of the last remaining type of merfolk so that each child spends time learning with every type of merfolk. It is not considered odd to send ones pride and joy off to a strange village, nor it considered a burden to receive such children among merfolk. It has been a long standing tradition from their early existence. No merfolk would consider mistreating such a youth and consider it not only their duty but a pleasure and an honor to be considered worthy of the fathers selection. After the final village is satisfied with the youths education they are sent to the Leviathan and after the Leviathan has spoken with them, they leave his presence as an adult.[/size]

[size=16]The type of mer a child is to become is not determined by heredity but rather by the type of water the mother spends the time of pregnancy in. Warm costal waters or a coral reef will produce a Gold. Open waters or cold rough stormy and rocky shores will produce a Blue. Dark waters and most notably the deep abyss will produce a Black. Mermaids usually always return to their own village for this and thus it is normal for a mer child to be the same type as their mother regardless of what type the father may be. All merfolk, regardless of their type are the same exact breed and species. An individual mer's genetics inherited from their parents determine how their bodies respond to the influence of the water type. Their fin conjuration, specific color patterns or strips or markings, all can differ between individual merfolk apart from the characteristics of the merfolk type.[/size]

[size=16]Merfolk are sexually aroused far less frequently than other races, and most of the time sex while pleasurable is done for breeding. That said, it is not unknown for them to engage in sexual behavior merely for pleasure. Such instances are never a source of embarrassment or shame for them. They do not marry or have life long mates, there is no one for them to remain faithful to and thus promiscuous sex is considered nothing to be ashamed of among them as there is no basis for any virtue in abstinence or fidelity. Because of their devilish nature, the gods made the merfolk unable to cross breed with other races, fearing the devious and violent nature so carefully balanced within the race would surely become an abomination if mingled with more corruptible races never meant for the purposes the merfolk were created for. Because of this, merfolk wishing to engage in sex solely for pleasure can resort to mating with other races as a means of eliminating the possibility of an unwanted pregnancy. Such a practice is not considered degrading in any way, it is however considered foolish as while among merfolk they understand it is a very temporary thing, other races have a notion of falling in love and life long romances or worse, marriage. While merfolk would never be jealous of each other, should a mate from another race entice them into a sustained relationship the results can be disastrous should the merfolk in question develop an attachment or fall in love. Merfolk in such cases can be rather vindictive and most unforgiving should the mate from another race break whatever promises they may have made, often resulting in the death of the merfolks mate. [/size]



[size=16]The Villages[/size]



[size=16]Merfolk villages are often small, the largest one might be two hundred including  children. The smallest population for a mer village might be thirty. If a village even has elders at all they would simply be a collection of the oldest merfolk at the time and of the most preceding generations. They have no homes other than small caves or crevices where they sleep, often pushing a rock to block off the entrance. A 'fancy' home would be one with a rock that fits the entrance really well and has a nice level sandy bottom with no protruding rocks. Sometimes such quarters are communal and shared by siblings, or a family, or even by an entire village. Other times they are solitary and each mer will have their own crevice. Some villages will have a favored area for meeting and socialization, or commonly an area ideal for children to play. Villages can move from time to time, however most times will stay within a generalized area. Merfolk do not make edifices or buildings, the most they might do is remove uncomfortable stones from where they sleep or match rocks to entrances, at the very most chip away at the rock for an entrance for a better fit.  Most merfolk spend less than half their time in their own village, but rather prefer roaming the seas, sometimes visiting the seas wild life to both enjoy the wonder and beauty of it and to care for it's well being and enhance it's evolution. Sometimes out on an adventure to punish evil or to solve difficult problems or challenges the merfolk face. The most gifted among them, that is, those who are fully accomplished in at least one ability and can summon at least one powerful sea creature, but most often two of each, are usually the ones urged to do the work of finding and punishing evil or resolving challenges and problems the merfolk face, while those less gifted often find themselves making a career of advancing the abundance and variety of sea life, evolving the sea creatures in new ways and constantly perfecting them and keeping them in balance with the rest of nature.[/size]



Cuisine

[size=16]   Merfolk do not cook their food in their own environment. They most commonly chase down a tuna and stab it with their trident or spear or pry open a few large oysters for meat. They are also fond of eating edible plant life and even leaves and seaweed. The oceans of Valeria are abundant with food, more so than earths oceans. They are pristine and from the coral reefs to the vast open waters to the abysmal depths life in may forms are abundant and offer a variety of food ready for the taking, and Merfolk partake of it raw. 
  On land Merfolk will readily eat raw fruits and vegetables, and generally prefer meat to also be raw. Some will eat cooked foods when it is offered to them while some will abhor it and consider cooked food ‘ruined’. Raw foods do not present the dangers of parasites or disease that they do with other races. Any parasites or diseases will have their evolution autocratically be subconsciously altered by the Merfolk in who’s body they have come to inhabit becoming weak and harmless within seven generations. Parasites if able to be a threat without reproducing generally get attacked by the natural normal flora within the Merfolk’s body, able to be adapted to handle whatever parasite might invade. Raw foods being richer in needed proteins and nutrients than cooked foods appeal to the Merfolk far more than even the most delectable of cooked foods.
   Merfolk when they wish to feed guests not of their race while on land may roast food simply by piercing it with a stick and roasting it over a fire. They may also use fragrant and savory herbs, wild onion, salts, pepper, and roots like horseradish. Their senses naturally are able to detect what will go well with what as it cooks and they have a profound sense of balance for flavors and smells. Their motive is to make the food ‘less ruined’ and the results are often surprisingly tasty for most races palates and can easily compare to even the best cooks even when it is a Merfolk’s first time trying. Thanks to their natural sense of smell and balance, provided of course they have savory herbs and spices growing  nearby to work with.
[/size]

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The Leviathan was grand and terrible, larger than either the Dragon or the Sky Keeper was. But the seas were vast and well beyond what even the mighty Leviathan could manage on his own, for the creatures of the sea were not intelligent and would not know to seek the Leviathan out to keep themselves in balance. To make matters worse, the Dragon upon his mountain no longer guided the peoples of the land, their souls knowing that they would descend to darkness and madness, would soon find themselves drawn to the sea when the Sky Keeper refused those who were unworthy. Which, how could any of them be worthy without the wisdom of the Dragon? But the Leviathan was a punisher of evil and a devourer of the damned. A cleanser of the world, and not it’s guiding light. The creatures of the land must never walk his ways. Their path lay not in the dark abyss but upwards, it is to the skies they must be destined and not to the treacherous seas. More powerful and even wiser gods had set such things to be.
That was when the Merfolk came. They were a wise and magical people with grand powers, and unlike the peoples of the land, their place was in the seas, a people destined to walk in the ways of the punisher of evil and devourer of the damned. Besides their grand powers over the seas and a few powers of other elements on rare occasions, they had powers to aid in the evolution and development of the creatures of the sea, and to keep them in balance with each other and the world around them. They had powers to counter, divert, or alter the course of magics. Surely a people with wisdom would find the Leviathan, and finding themselves in an unknown world would take council with him and his great knowledge and wisdom, dark though a knowledge and wisdom it was, as to how to manage their new aquatic world and how to keep the foolish and self enslaving peoples of the land at bay along the countless miles of shores and at the vast stretches of ocean surface and waves.



As the Merfolk swam the vast seas of Valaria, they delighted at what they found and played in the vastness of the waters among the creatures of the sea. They soon discovered they could influence the creatures in mysterious ways, and marveled at the newly found variety and abundance of life, and wondered at the darker aspects of the natural world that they found.For fish would eat fish, and rather than destroying their world, it only enhanced the numerous schools and created a delicate balance of life in the vast waters.Why was it so in this world? Above them was the Sky and the sun, they could not ascend to it to explore the wonders of lights and clouds. Together they might bask in the sun upon rocks, and wondered that they were kept to the depths. A very treacherous depths, covered by the surface which was sometimes peaceful, and sometimes riddled with destructive waves as if signaling to those above to beware the watery abyss they found themselves in. They wondered what it all meant and spent much time debating that question among themselves.
It was not long after that they encountered the Leviathan, who had been watching them from the rocky depths. News of the discovery spread quickly about such a large and magnificent creature, one that every Merfolk must soon behold, and talk among themselves about the meaning of such an aquatic behemoth.


One by one they all came to marvel at the mighty creature and even wondered if this creature too, was under their domain. They swam his length and eventually came to his maw and he began to speak. “Did you think that I too am under your power little ones? No, I am Leviathan, The punisher and vanquisher. You have come to this new world, and now you must wonder at it’s meaning. Have you not wondered that we are at the bottom of the world? You are in it’s grand abyss, the dark places and here you shall be it’s people. We are not of the skies above, nor of the land where they should rise to the skies. No, for you it shall be to dwell in the belly of this world and to keep it, even to follow me in my ways and together, we shall be the terror of this world, the force that drives them to their destinies. But to those foolish or wicked enough, the force that gives them the destruction that they have chosen for themselves, whether they understand it or not. I know that you must have many questions, and I shall answer them all in turn and council you and be your guide. But know this, that while it was given that those who walk on land also have a beast to council them that those who become worthy should rise to the skies, something is wrong. The beast of the Land, the great Dragon is becoming inwards of late. Finding himself dissatisfied with his people and mountain he is now jealous of the Sky Keeper. Instead of guiding the peoples of the land, he loathes them. I fear the world is in peril for without guidance the peoples of the land shall descend to madness and foolishness. Such shall not be your fate, the seas shall endure. You must keep these rules I have for you. You shall not envy the land nor the skies, you shall not value their wealth but be satisfied with the abundance granted you here. You shall never seek dominion over naught but what has been given, especially not over one another, nor over me. You shall not consume one another, and shall together share and enjoy the great wealth of the sea. You shall take no possession for yourselves other than what you can carry, and never value such possessions. You shall never marry or restrict a mate, but mate as it pleases you only be mindful of yourselves not to provoke one another or over populate the seas lest it become needful to reduce your numbers. You shall be one anothers keeper, and fail one another not. As for the world above, shun it. I have seen what is happening and fear worse is yet to come. Those whom are worthy can secretly be rewarded yes, and doubtless rare few shall find their way in the trouble that is now brewing but be wary. You must in contrast learn what I have for you. Have you not seen how creature devours creature? Let what lessons you learn from this guide you to keep the creatures and life in the sea in balance and bring it to even greater abundance. Let it be a lesson to you, for that shall be similar to how we shall deal with those who dwell on land . We can not be their teachers, we must not show them our ways nor let them walk in our paths. Their ways and destinies must be different from ours. I shall instruct you further when we I see each of you again. You will know when you are ready, and when you are, come to me. For now spread across the seas, multiply and fill our oceans. Watch over the creatures of the sea and guide their development. “ The Merfolk watched and listened in wonder at what they were told. When the Leviathan had finished he rested his head and closed his eyes, leaving them to wonder at his speech and talk among themselves. After much discussion the Merfolk did leave, and spread across the oceans.The Merfolk spread across Valarias vast sea, and as their young were conceived their development was influenced by the type of waters the mothers inhabited giving rise to the three types of Merfolk found in Valarias waters. Some to the dark abyss of the seas and became the Black Merfolk, and the ones most like the Leviathan in his inner nature and are the ones who raised the Kracken from the tiniest of cephlopods no larger than grain of rice to the greatest predator of the seas, even rivaling the Leviathan in size. Their scales and fins became predominantly black and their shape began to resemble the predators they raised they were the most fearsome in appearance.Their hair and eyes became black.They could call creatures of the oceans deepest depths and the inlands murkiest water as well as any apex predator with whom they most closely associated.They had powers over whirl pools and funnels and spouts and could call storms and also lightning. Others spread to the warm waters and soft shores and became the Gold Merfolk and grew wondrous coral reefs and become comely in appearance. There fins and scales like gold or the colors of fire and their skin tanned to a bronze in the sunlight waters. Their hair and eyes became fair.They had influence upon the creatures of these waters and with creatures of poisonous or unusual defenses. They had powers of the undertow and could manipulate the clouds and skies to focus the sun upon any point in sight to create hot temperatures and cause fires. They also had power to call forth the red tides, killing all within with poisons no living could withstand. Still others to the open and cold waters, and to rough rocky shores, they became the elusive Blue Merfolk, and the most aquatic in appearance. They were the ones to adopt simple land creatures and take them to the seas to become dolphins and whales, Sea turtles, seals and sea lions and such mammals that make their homes in sea. They have influence over the creatures of the open waters, among whom are the Orcas, a creature most coveted by the Black. Their fins became blue and green, and sometimes purple or indigo. Their skin would sometimes resemble human skin as other Merfolk, but have more scales. Other times it could be blue green or aqua that was misty and dark. Their hair likewise could be these colors or be darker but rarely solid black. Their eyes were darker shades of blues and greens. They had power over the waves and currents of the seas.


In time, the Merfolk would seek out the Leviathan and find him in gorges deep beneath the seas. He accepted them and taught them about not only the seas but what he knew of the world above. He taught them to see into the hearts of humans and elves, and to bring them to their abyss when needed. He taught them songs in a language none would understand about returning to the divine. The song would haunt any land race who heard it and without fail draw them. But to actually sing the song not all Merfolk could, but those that could became known among those that walk the land as Sirenes. The song is commonly used to this day to draw land creatures in their ships to perils, to crash their vesles and perish in the seas. Either letting their kin drown and eat the sailors flesh or to let the creatures of the sea feast upon them. He would educate the Merfolk, teaching them of gods and goddesses and of creation and of other races. As those who dwelt upon the land became more and more perverse, he warned them of their ways. Teaching them to be free, and to avoid following their ways. He even applauded their work with the other sea creatures, and showed them new creatures and ways to expand upon what they had already done. As new Merfolk were born,their home village would teach then all they could, then they were sent to the other parts of the sea to also learn from the other types of Merfolk. To a village of a different type they went, and when that village was satisfied with the youths education thus far to yet another village of the last remaining type of Merfolk so that each Merfolk youth would learn from all types, and be well familiarized with all. When the final village was satisfied with the youths education and deemed them ready, they sent them to the Leviathan to hear his words and wisdom.Such was how the Merfolk raised their youth. They feared not to send their children to strange villages, it was the custom to receive strange youth and considered it an honor. So it is until this day, although today the Leviathan broods in his dark gorges, and rarely sees anyone outside of education the young, and matters of education.
It was no secret when the Dragon slew the Sky Keeper, it shocked the world immensely. For the Merfolk it was disturbing, but they expected for the world above to fall. The warnings of the Leviathan had come to pass, and it seemed to the Merfolk that the world must be turning upside down. Theirs was the only place that remains true to any sort of will of the divine now. Albeit they were the underbelly, the devourers of those who become evil and not of those to ascend to the skies or follow the light per say. What was above had fallen, those parts of the world would be left to their madness. Surely their place in the sea, following the ways of the Leviathan, would be a busy one now. The Leviathan in turn after cursing the Dragon for what he had done returned to his gorge, brooding over the loss of the Sky Keeper, and the fall to foolishness of the wise Dragon. His curse would ensure that the Dragon nor any of his offspring would ever enter the seas He was never seen outside his gorge, nor took part in the seas again. But he kept his word to the Merfolk, and did not leave or ignore them as the Dragon did with those who walked the land to descend to madness or foolishness, but continued to teach and council them to this day. Only the Merfolk know his whereabouts, they will not tell someone if they inquired of him or for that matter confirm if he even still existed.
After the fall of the Sky keeper the Merfolk began their campaigns of ridding what members of the world were intrusive to what went contrary to the common good. Sometimes by luring ships with Sirens song to crash upon the rocks. Sometimes by use of their powers of storms waves or whirlpools or by lightning or burning with the gold’s power of focusing the sun with the clouds. Sometimes by means of summoning the seas great monsters or sharks. They earned a questionable reputation about the land.
But the Merfolk were not always treacherous or murderous. They favored simple folk, people who seemed to find their way in the troubled land forsaken of Divine Wisdom. Mostly common fisherman who might pay head to their warnings of taking to much from the schools of fish and listened to their advice. They were rewarded with knowledge of the fish, when and where was good, and when and where was not. Whether the time and place would be empty or the fish needed in the seas. Such fisherman despite their restraint brought an overall greater bounty by cooperating with the Merfolk and spent far less time toiling.The Merfolk in turn used such rare fisherman to reduce the numbers of overpopulating schools of fish. In some cases, were they found a particularly good and honest heart, whom they believed worthy and would remain so should they come upon wealth, they were rewarded with the treasures that were found in ships sunken beneath the waves. The Merfolk preferring that such people either lived free of the exploitations of those narcissist fools who commonly came to power and wealth, or that they despite the ways of the wicked world above came into power themselves. While the Merfolk did not value gold, they understood well that upon land, the wealth of gold was power.


If human and other land creatures are viewed with sharp cynicism and the Merfolk cull their numbers at will, darker creatures devoted to evil are intolerable and likely to be destroyed upon sight. Not with standing, if it is discovered or known that such creatures have rejected evil in pursuit of something better, such harsh treatment would normally be suspended. However they will judge the matter as one of what is in the best interest of the world at large as opposed to individual rights.
The darkness that the Leviathan and by extension the Merfolk represent, is vastly different than what a demon commonly represents. The Leviathan is sanctioned by the Divine as the punisher, the Merfolk are there to aid in his work and walk in his ways. Their role is to complete the balance of Valaria in cooperation with what is good, even at the cost of never ascending themselves to a higher plane. In contrast, pure evil seeks to destroy good and fulfill selfish interests. The two are vastly different and irreconcilably set against one another, anything pure evil will become the target of punishment and destruction. In all of the seas history, the sea were well kept from harboring true evil of invading dark creatures, and the Merfolk kept the ways given to them.
They would serve the seas well, and the world as best they could offer, even if their ways would be far beyond what the peoples of the land, especially humans, would or even could understand.

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