Mermen








    In the first age the peoples of Realm didn't concern themselves much with anything outside their own area, they stayed in the territory they'd claimed for themselves and began the long arderous process of building their civilizations.
    In the Second Age Swords and Sorcery ruled the land, and great nations waged war upon each other in a titanic struggle for supremacy.
    The third age concentrated on conquering a much different adversary, the sea.

    Discovered in the third age by a Human sea captain named Lawrence Calaback during a fishing expedition, the Mermen are the self proclaimed guardians of Realm's beautiful fresh water oceans, they despise all dry land races that try to infiltrate their peaceful waters with they're boats and fishing nets.  Mermen have a history of capsizing huge ships in the middle of nowhere and dragging the passengers and crew members to a watery grave underneath the silent waves.

    But Mermen also have a civilization of their own, they aren't mere savages that scour the waves looking for boats to tip over.  They too are ruled by an inner hierarchy of gentles, and they too till the ocean soil to grow the life sustaining Riceh Kelp which serves as their staple food.  Aside from an underwater environment and the less then friendly disposition toward land dwellers they have much in common with the dry land races.
The Mermen are ruled by a militaristic monarch named Antius, he believes that all surface dwellers are evil and pose a threat to the oceans, his troops kill any that trespass into his domain.  His daughter Antasa doesn't share his view and is actually a bit overly curious about the dry-landers.
Their capital Atlantia is set in the deepest part of the Dark Ocean, the only other thing that reaches down that far are the Mana tree's roots.
 

Nicknames: Fishes.

Character Creation: Most Mermen despise the surface even though they are amphibious their skin is very sensitive and dries fast.  There wouldn't be much reason for a Merman to go the the surface, work this out with your GM.  They prefer physical stats above all.

Appearance: Greenish blue skin with a semi external spine, large luminous eyes with webbed hands and feet.  They may range from six to eight feet tall and five inch long spikes adorn their forearms and legs, these spikes secrete a special paralyzing venom.

Starting stats: 4 in Anger, 3 Willpower Points, and 3 Ability Points.

Life Span: The average Merman lives for about 300 years, there are some exceptions.

Weakness: Mermen have no weakness in water, on land they face two, their sensitive skin dries easily then begins to crack and bleed finally they will shrivel up and die.  A Merman may stay on land without some means of staying wet for half an hour per dot of stamina, in deserts 15 minutes per dot and in arctic regions and hour per dot.  The second weakness is their large eyes which are adapted to seeing in the almost lightness depths of the sea, even the softest of light hurts them, they may move about in darkness unfettered.
In bright daylight:  Minus 3 to perception.
Dim Daylight:  Minus 2 to perception.
At night with a moon and stars:  Minus 1 to perception.
At night, no stars or moon:  Perfect sight.
Merman also can't swim in polluted water.

They have no personal grievance against any particular dry land race, they hate them all.
 
 


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