Merfolk

A race that came to Alandor from the Elemental Plane of Water following the Planar Clash. Aggressive hunters, they guard the oceans.

Origin
Merfolk inhabit the Elemental Plane of Water and is one of the few civilisations that can. For thousands of years they have supplied themselves with whatever the ocean gives them and the rest they take.

When the Planar Clash brought their homes into the Material Plane, they found that Alandor was covered in new waters. Most left their homes in the Elemental Planes to settle in Alandor, as the waters there were uninhabited and free.

The Deities and the Creeds
The Merfolk believed in nothing more than the water and the sky for a long time, believing in the natural forces that fed and occupied them.

After a harsh season, the Merfolk tribe was plagued by the presence of a large beast that destroyed their nets and traps, killing several exploring Merfolk and eluded them for many years. There was only one solution: three of their strongest warriors were chosen to track the beast and slay it.

Emeria, Ula and Cosi
Emeria, Ula and Cosi were the three triplet sisters that were chosen. The trio was unstoppable in any path of life, adapting to each other's strengths and weaknesses when they traveled, tracked and killed.

The sisters tracked the beast for 30 days and 30 nights before they found the beast's lair. Though they did not know it, it was a gigantic Hydra. It is said that the fight between the sisters and the hydra lasted for 30 hours before the beast was finally slain. The sisters brought the body back to their city and the meat from the Hydra is said to have fed every single Merfolk for 30 weeks.

Emeria, Ula and Cosi were considered heroes and when they passed away 150 years after slaying the Hydra, their Creeds were adapted to Merfolk life.

The Age of Potential
Emeria, Ula and Cosi were all 30 years old when they slayed the Hydra and it was considered a blessed number. Merfolk come of age around their 20s, but they cannot chose a creed until they reach 30 years old. It came to be called the Age of Potential.

Names
Merfolk names consist of hard sounds and they always acquire two: they are named by their parents, and then take an additional name when they take on a creed after reaching their Age of Potential.

Male names: Agrata, Aquis, Ceimu, Korma, Latus, Midus, Namor, Sedor

Female names: Cordula, Halier, Kilmari, Morea, Soreen, Ular, Yisera, Undyin

Appearance
Merfolk are an amphibious race, born and at home in the water but still comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy like fine seaweed. In either case, these growths typically range in colour from red to dark green to warm brown to black. Some have similar growths extending down their cheekbones, almost like a beard.

Merfolk wear little clothing except for their armour. Even then, they drape themselves with nets and a minimum of cloth, wearing armour crafted of large, bleached seashells and augmented with leather.

Age
Merfolk rarely die before reaching 100 years, though they decay faster than humans in their later years. The older Merfolk retreat to the greater cities when they reach an old age, and become scholars and leaders.

Personality
The Merfolk are a curious and mischievous people, and frequently make surface dwellers the butts of their jokes or investigations. Some less savory merfolk take advantage of their knowledge of the waters to lay ambushes for sailors or run them aground on reefs.

They are clever and cannot be considered calm nor tempered, as they range wildly in that department. Merfolk are explorers and are curious by nature. They enjoy trading in harbours and help shipwrecks that are on their grounds.

Subtypes
There is no racial difference between following the different creeds. It is a choice the Merfolk individuals make when they reach their Age of Potential, always after coming of age.

Emeria - Wind Creed
Merfolk who follow Emeria's creed seek wisdom and truth, exploring the mystical forces - rather than natural causes - behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.

Ula - Water Creed
Ula-creed merfolk emphasise intellectual pursuits, stressing hard evidence and reason over passion. They are analytical chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.

Cosi - Trickster Creed
No merfolk will openly admit to following the trickster creed, but those who do, view Cosi as an ally who can grant them control over the chaotic forces of the world.

Trivia

 * Not mermaids, more akin to Naga
 * Merfolk is one of the oldest races in all of the Verse