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Fantasy Of The World That Lurks Below - Lore

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FireMaiden

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Merpeople: Merpeople have a long, lengthy history inhabiting the many oceans around the world. For a long time, while humans were struggling to survive, the Merpeople were thriving. Vast underwater cities, peace among every race, it was undeniably a heaven. But it has not been that way for at least two Hundred years. Nobody really knows why, but now, the cities lay abandoned, only the brave are willing to go search their ruins for answers, but those people are few and far between. Now, the Merpeople live in small communities, dwelling in ship wrecks and caves systems. A few rare to live on their own, but the threat of pirates normally brings them back to their families and friends.

Magically, the Merpeople have a way with manipulating their environment. Many of those you'll come across will be able to manipulate the water in some way. Other may be able to manipulate the plants or even animals. And there are those who can even do alchemic magic to either help or harm their fellow merpeople.

Life expectancy is roughly 100 - 125 years, but many people are lucky to get to 75. With the threat of pirates and predatory fish that are powerful enough to attack and overpower a mermaid/merman, and not to mention that it's sometimes hard to find food and people can get sick. There are many different causes of death.
 
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Sirens: Nobody, neither human or merfolk, can tell you when the first Siren made her appearance. Shortly after the first human ship sailed is the closest anyone can get at just a guess. Sirens are not born underwater, but on land, as human women. These women snuck aboard a human ship, anx upon their discovery or betrayal, was thrown overboard. Left to the oceans mercy. While they look the same, Norfolk can be either male or female, but sirens are strictly female. They can lure sailors to their death with their encaptivating voices, or helpless appearance. Sirens also tend to be on the violent side, more aggressive than their merfolk counter parts, because they harbor a resentment for humans.

Magically, Sirens of course all inheritally have a luring voice that let's them do what they are known for. They are also naturally stronger than their merfolk counterparts, and faster swimmers, but have a weaker connection to elemental magic. However, this is made up for by the fact that often, Sirens teeth can turn into a mouthful of fangs, and their fingernails into deadly claws that turn them into deadly predators.

Sirens can have children, however since sirens are all female, they will need to have a child with a male merperson. But that child will be weaker than both of it's parents, leaving halfbreeds to be the ones who are protected and serve many purposes but are not allowed to hunt or fight like many others in their community. Speaking of community, its uncommon for a Siren to live with others of their own or the merfolk.
 
Tentilla: A subspecies of merpeople the tentilla, rather than having the lower bodies of a fish, have a dozen tentacle appendages - eight dangling under their torsos, two extending from the small of their backs, as well as a pair sprouting from the rear of their skulls. This crucial physiological difference has its advantages and disadvantages. The most obvious benefits over the more common merpeople (who the tentilla call the finfolk) are the exponentially more manipulation opportunities and the combined crushing strength afforded by the limbs. As one can imagine, the additional appendages often proves overwhelming in combat. The most significant shortfall of the tentilla compared to the finfolk is swim speed. The tentacled subspecies is much slower out in the open water, which is why they prefer to not spend much time there.

While they are undeniably kin the two dominant strains of merpeople have long been wary of one another. Much of the distrust is justified, as the tentilla are a secretive and conniving lot. Another divide between the two is their interest in the surface world: while it's not uncommon for the finfolk to investigate ships and shorelines, tentilla seldom poke their eyes out of the sea. The tentacled strain believes (without evidence) it was the taint of the surface that poisoned the great cities of the finfolk. As a result, they leave the world of men to men.

Appearance: Palish and slender human-esque torsos freckled with patches of cephalopod flesh. Adult tentacles can reach up to nine feet in length and they can weigh upwards of seventy pounds. Most tentilla appendages are dark shades of red, but colors such as purple, black, indigo, and gold are also not unheard of.

Innate Abilities: One of their greatest survival/predatory strategies, and one of the reasons why the tentilla are mistrusted by other merpeople, is their ability to camaflaouge themselves. So long as they are in contact with a surface their flesh can mirror its simple patterns and colors. Should a tentilla perch ontop white coral, their flesh can then resemble white coral. Should they hide inside an undersea kelp forest, their tentacles and flesh can appear like a clump of green kelp. Because of this tentilla are masters of the ambush.

Society & Culture: There are only two known populations of tentilla - the cavernous city of Nautilus and its former colony Slithergill. Each city is governed by twelve noble families called shoals. And the shoals are ranked & favored in order of their might and influence, with the dominant shoal acting as the city's governing voice.

Shoal Ranks
Mantle - Lord of Shoal
Conch Criers - Heralds, Diplomats
Surf Sages - Educators, Lorekeepers
Racket Sharks - Economic Managers
Cuttle Witches - Thaumaturgists
Fathom Knights - Shoal Champions

Tentilla born outside of a shoal are referred to as ill-bred. They perform various lower status jobs throughout the city, including service in the Man O' Wars, the professional soldiers of the tentilla who are commanded by Fathom Knights.

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Undersea Caverns Surrounding Nautilus

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Nautilus, Capital of the Tentilla
 
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Undines - They are named after the beautiful nymphs if legends. The are known for their resemblance to Betta Fish. Despite their delicate appearances Undines are territorial begins. While they are not outright hostile towards outsiders they are wary and suspicious towards them. Like the fish that they resemble so much these merfolk can get aggressive. Undines have a love for aesthetics and beauty. The usually surround themselves with things they pretty as they are. Vain is often used to describe them. They are the type to crash pirate ships just to steal pretty treasures. Unlike Betta Fish both male and female are colorful and have long flowy tails.

Abilities: Undines have a gift when it comes to combat. Being they warriors that they are the merfolk posses impressive battle prowess. Their bodies are made for speed and flexibility, which mean capturing one is quite the feat.

Territory: The city of Mirovia is ruled by the royal family. The city is peaceful within as everyone unites instead of fighting amongst each other. There are solitary Undines who either leave the city or were born outside of it.

Appearance: Undines variety in both size and colors. They all posses the same flowy tails and growths on their bodies. Undines are smaller than typical merfolk but it only helps their speed.

Ex:
1 2 3 4
 
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Merrows: Distant relatives of merfolk merrows are carnivorous, beastly, and grotesque. Compared to their more handsome kin they have significantly weaker intellects. They aren't builders or crafters, they rarely use the simplest of tools, and they can't communicate with other species. Within their own groups (called broods) they use a crude throat click language that has proven impossible to decipher.

Merrows most infamous trait is their aggression; they attack and devour anything they can overwhelm. Roughly seven feet from head to tail, they aren't quite as efficient swimmers as merfolk in open water. And unlike merfolk, merrows cannot breath air.

Habitat & Community: Shallow waters or moderately deep sea beds. Because they're ambush predators they prefer coral reefs, rocky outcrops, shipwrecks, and kelp forests. Average brood size is between 5 - 10 creatures. In rare cases multiple broods will unite in service of a mighty merrow queen to attack well defended enemies. These extraordinary hordes are known as blood broods.
 

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