Spirit folk connected to their islands.
Taxonomic Order: TheFolk
Alignment: Poioumenonic
Energy: Ethereal Essence
Lifespan: 1,000 years
Diet: Sunlight, soil nutrients, and water
Habitat: Forested islands
Barhanas evolved from the Arboreal elves.
Barhanas appear to be anthropomorphic figures with rose pink skin, patches of bark on their bodies, and leaves for hair. Their eyes are pockets of light. When they stretch out their arms, an image of a tree appears around them.
Barhanas reproduce with one another via ethereal conjunction, bonding to one another physically and forming a new barhana. They can reproduce with any other species this way except menywod, always producing a barhana, but culturally, any reproduction with a being who is not a barhana is frowned upon.
Barhanas can elongate their arms, and when they do, the arms become like that which they are bonded to. They form tree-auras when they do this, no matter what they are bonded to.
Barhanas can bond with anything they can see and touch. Their bonding is done through touch and will - they touch what they wish to bond with, and they will the bond to happen. They can only will the bond to happen if they can see what they are touching. Once bonded, they will be able to sense that which they are bonded to at all times, be able to share characteristics of their bonded target, be able to communicate with it if it is intelligent enough to be communicated with, and transfer their own characteristics into the bonded target.
Barhanas can bond their entire being to any being or thing on the island they dwell upon and thereby connect to the entire island, permanently. If they are not dwelling upon an island, they begin to change and slowly lose their identities. If they are bonded to an island, they can leave that island and remain bonded and maintain their identity.
To bond to an island, they must find something on that island to bond with that is not self-aware or intelligent. That is, they must bond with a non-mortal on the island. Usually, this is a plant, often a tree, but it can be an animal, fungus, or natural object (stone, glass, dirt, even fog). It must be something that is naturally part of the island in order for them to bond to the island through it.
Once bonded to an island, they cannot change that specific bond. However, they can temporarily bond with anything or anyone even while bonded to the island. Temporary bonds last either until the barhana or the bonded target choose to break the bond or for about six hours for every level of success in the bonding roll (momentary for a tie, six hours for a normal success, twelve hours for a special success, eighteen hours for exceptional). To bond, the barhana rolls their bonding power against the WIL of the target, even if the target is consenting.
Barhanas can influence plants if they bond with plants. They can influence animals if they bond with animals. They can influence fungi if they bond with fungi. And so on. They must be able to see the being they bond with, so bonding with microorganisms is nearly impossible in most situations. If they bond with unintelligent things (rocks, for example), they have no influence over similar objects, only the specific one they bonded with. If they bond with another mortal, they will not have influence over other mortals nor even the mortal they are bonded with. Bonding with other intelligent beings is usually reserved only for procreation.
Barhanas can transfer characteristics between themselves and their bonded target at will, but they cannot take so much from their bonded target as to incapacitate it without breaking the bond, even the permanent bond. In fact, it is extremely dangerous for them to do this with their permanent bond. Therefore, for every point they take, they must return one to the target that is of equal weight - a base state for a base stat, a substat for a substat, a mundane skill point for a mundane skill point, a language skill point for a language skill point, an esoteric skill point for an esoteric skill point, a point of power in an ability for the same, etc. They cannot transfer bonuses from possessions, charms, spells, etc.
If the barhana takes characteristics that go beyond mere points, an equal exchange is still required. For example, if they turn their skin to stone to match a stone they are bonded to, they must let the stone borrow their skin. If they take the eyesight of an animal they are bonded to, the animal then must have their eyesight. And so on.
Cacophony can disrupt the connections of a barhana. Void and ibbissu can also disrupt them.
There are three nations of barhana:
Duillials: the original nation, in the northern Island Bridge.
Rungials: a nation in the central Island Bridge.
Temnials: a nation in the southern Island Bridge.
Duillials are a widespread nation throughout the northern Island Bridge, ranging from southeastern Jesenranu to western Mahad. Every Duillial community is different, based on their preferences for what they bond to. Every island has a different community, and every community identifies itself with a different aspect of their island. Most choose to bond to their islands through plants, but some do choose to bond to the local fauna or other features of the islands. The most famous non-living example is a community who bond to a set of cliffs that are part of their local lore; others famously bond to volcanoes or special rocks or crystals. Each island centers their community identity on these bonding preferences. A typical community all bonds to the same kind of plant, usually a tree. Olive, oleander, and laurel trees are the most common.
Those that bond with plants keep intricate, beautiful gardens that sprawl throughout their villages and towns (there are no Duillial cities). The gardens spill over roofs, run along walls, line the narrow, winding streets, and fill the parks and public spaces. Trees dominate the area such that towns are almost indistinguishable from forest. Every community is led by a council of landowners who control most of the island, usually, and who form bonds as political ties. They are elected by the privileged among the community who have enough status to be allowed to vote. This is determined by what roles they take in the community.
The eight privileged roles in the community are tree-keeper, fruit-gatherer, hunter-fisher, boat-maker, net-maker, faith-speaker, town-protector, and feather-finder. Tree-keepers are gardeners, botanicists, and orchardists. Fruit-gatherers not only gather fruit, but manage the distribution of food in general. They cultivate the orchards and the great fields of cereal grains that make up the center of Duillial agriculture. Hunter-fishers are responsible for all animal management in the community. Boat-makers are also skilled sailors and map-makers. Net-makers provide nets and other rope materials for the whole community, especially the hunter-fishers. The faith-speakers are religious leaders (see below), and town-protectors are warriors (see below). Feather-finders are crafters of clothing, ornamentation, and common items. All other community roles are generalized and undertaken by non-voting members of the community called commoners.
Children are raised by their immediate families, though some landowners’ children are raised by servants. They are encouraged to practice bonding from a very young age. They are not capable of a permanent bond to an island until they are at least fourteen, so anything they bond with as children is always temporary. By the time they are fourteen, most have been taught the traditions, legends, and norms, and they begin training to bond permanently with the island. It is rare that someone chooses to leave the island they grew up on, but when it happens, they are encouraged to take a raft and explore for a few years. Most return. By age sixteen, they perform the ceremony that takes them to the special bonding place where they bond with the plant (or animal, etc.) that the community chooses for bonding with the island.
If they are children of landowners, they are trained in one of the eight privileged roles as well as in governance. If they are children of privileged non-landowners, they are trained in the roles of their parents. If they are children of commoners, they are trained generally to do something useful for the island.
Otherwise, Duillial culture is extremely variable. They are heavily influenced by Stayflian cultures, Mahadi cultures, Talunese culture, and the various cultures of the Reever Sea and northern Taggarus. This blending of cultures is reflected in their bonding with other mortals to learn and grow.
The other national cultures vary in some ways:
Rungials: Rungials are heavily influenced by Mahadi, Dabusenses, and Taggaran cultures, but their main focus is finding ways to survive in the stormy, violent regions of the central Island Bridge. They are known for their ability to avoid or fight destroyers, and they are more likely to bond with animals than other barhana.
Temnials: a nation in the southern Island Bridge known for their connections with the unique floral and fauna of the island countries there. They are integrated strongly into many cultures, but especially those connected to the rainbow serpents.
Barhanas are beings of ethereal essence and can use it innately. They are capable, therefore, of using any other energy of any being they connect with and many they have not. The only energy they cannot wield is cacophony, which disrupts their connections. They mostly use poioumenonic powers; they avoid using ikehua lyua pele, which they view as “too close” to the islands.
Duillials worship a being they call (Pul Banaane Vaala) the Bridgemaker, a Divine representation of connectedness that is partly seen as a concept and partly seen as a colonial entity. They worship this entity via a syncretic faith that mixes a fertility cult (focused on building massive statues), more organized religions from around Jesenya and Mahad, polytheistic faiths in Stayflies, and conceptual faiths from Dabusen. Their faith leaders are chosen to speak to the Divine on behalf of the people, and they do this through communing with spirits, elementals, ancestors, and other conduits between mortal and beyond. These are a mixture of shaman, druid, guru, and prophet.
Because of their interconnectedness, barhanas view gender as a matrix of identity, biology, and community. They universally use neutral-plural pronouns in their own languages.
Duillials live in a feudal society.
The town-protectors intentionally bond to animals and plants that give them better protection, speed, senses, and other characteristics that help them fight and guard their homes. Every community has a strong force of them, and every landowner has their own private force of them.
Their language is entirely made up.
The eight privileged roles in the community are tree-keeper, fruit-gatherer, hunter-fisher, boat-maker, net-maker, faith-speaker, town-protector, and feather-finder. Tree-keepers are gardeners, botanicists, and orchardists. Fruit-gatherers not only gather fruit, but manage the distribution of food in general. They cultivate the orchards and the great fields of cereal grains that make up the center of Duillial agriculture. Hunter-fishers are responsible for all animal management in the community. Boat-makers are also skilled sailors and map-makers. Net-makers provide nets and other rope materials for the whole community, especially the hunter-fishers. The faith-speakers are religious leaders (see below), and town-protectors are warriors (see below). Feather-finders are crafters of clothing, ornamentation, and common items. All other community roles are generalized and undertaken by non-voting members of the community called commoners.
Barhanas are viewed as obscure and reclusive beings. They are often though to be myths spoken of only by sailors.
Lamaera, Barhana Manifest, Healer, Aeonian
Faranasia, Ranger of the Island Woods, Aeonian
Aeralasian, Sorceress of the Green Isles, Aeonian
Duillials: 1 million
Rungials: 500,000
Temnials: 500,000
Other: 500,000
PRO 8
ATH 8
STR 8
AWA 8
WIL 8
PRS 8
STH 8
Part-fish, part-human legends of the seas.
Taxonomic Order: TheFolk
Alignment: Poioumenonic
Energy: Ausa
Lifespan: 200 years
Diet: Augmented underwater fare
Habitat: Any body of water
Merfolk were spun from the many different legends of part-fish, part-human beings, told by sailors in many styles. Many stories tell of mortals drowning and becoming merfolk; while they do not currently form this way, it may well be their origin.
Typically, merfolk have the upper body of a human and the lower body of a fish. The type of fish varies by region and nation, but they are almost always oceanic fish or mammals (like dolphins). Freshwater fish are much rarer, but do exist. Some common variations in their form include the following:
Those with two tails
Finned arms, legs, neck, back, and/or head
Fish-like facial features
Facial features such as antennae or other bumps or even horns
All merfolk have gills in their necks.
Their human half can have the appearance of any sort of human or metahuman, as well as some variations with blue, green, or violet skin tones and hair colors. Sometimes their noses take a reddish hue when they leave the water. Some have more fish-like skin, resembling local aquafauna.
Some merfolk have sexual features associated with both patriarchal genders.
The fish part of a merperson molts every three years or so.
Merfolk reproduce sexually with one another. Some lay eggs, while others have live births. Some rare merfolk will reproduce sexually with landdwelling spirit folk, humans, or metahumans, producing offspring whose species is shared with the birthing parent. Reproducing outside their species always results in live births. Those merfolk who lay eggs cannot reproduce with non-merfolk, but they can reproduce with fish folk, with similar results.
Merfolk eggs are about two feet in diameter, ovoid, and colorful. Baby merfolk are born or hatch with more fishlike forms and grow into their more human-like upper body.
Merfolk have the power to interact with narrative currents and combine them with currents of water. This can be used in many different ways which vary by culture and individual. Most merfolk will only know how to use these powers in a small number of ways, usually no more than three, at most six.
Merfolk can read narrative currents by singing or speaking a story into the waters around them. This only works while they are submerged in water. This is commonly used to predict upcoming events. Different merfolk have the power to read currents about specific things, including weather, disasters, epidemics, the quality of a harvest or fishing season, whether someone will have a child, whether someone will fall in love, how individuals are connected to one another, whether someone will get something they want, what secrets someone is keeping, and random knowledge or lore.
Merfolk can also direct this power inward, using the blending of narrative and marine currents to alter themselves or others who are attuned to either kind of current. Common uses for this power include changing their own size, taking a water form, taking different fish or marine animal forms, healing diseases, visiting someone’s dreams, altering someone’s luck, sense and communicate with spirits, influencing underwater animals, keeping objects dry underwater, grant protections against specific energies, retain youthful appearance, or even control or influence the bodies of others. If a merperson uses a conch shell to amplify their voice, they will have stronger influence over physical currents.
Those merfolk who attune to moonlight will resonate with a special light that allows them to control and ride waterspouts, sense and follow rainbows, be healed by moonlight, and control currents directly.
Attunement is always united between narrative and physical, water-based currents. Merfolk attune to them by combing their hair within these currents; if they do not have hair, they will comb where hair would be. As they comb, they sing or speak stories that are connected to them somehow - these connections are usually because the stories are passed down in their families or through their local cultures, but they are sometimes more abstract.
Even freshwater merfolk need to submerge in saltwater periodically to survive. They cannot survive on land for very long without returning to water.
There are many, many nations of merfolk around the world. They are the most common subaquatic mortal species:
Adaro: southern Island Bridge nation with shark, swordfish, and sawfish features.
Apkallu: Mahadi nation known for their inventions.
Aycayia: Reever Sea nation associated with flowers.
Balıkhalkı: a nation throughout the central Island Bridge known for dancing in the moonlight.
Bhaual: “Deep Ones” that dwell in the lowest reaches of the oceans and worship the Eldritch in a massive city with cyclopean walls called Yhuathnagh.
Ceasg: Lyrillan nation with salmon features.
Chernava: Vesturian nation who dwells in rivers.
Hairen: Unbulese nation with drooping skin.
Havfrue: the original nation near Jesenranu.
Iara: river nation in eastern Palhur known for their river dolphin and manatee features.
Jengu: western Taggaran nation known for their gap teeth.
Kataw: Vada’daro nation known for their dark hair and eyes.
Kulilu: Seinamese nation known for their destructive behavior.
Kymatistís: Stayflian nation closely related to the Havfrue.
Mataikan: Gamayaranese nation known for their multi-armed forms.
Marmennill: Thaerglundish nation known for their senses of humor.
Mintuci: Bearheart nation known for their sea turtle features.
Morgen: Jesenranic nation known for their golden treasures.
Muldjewangk: southern Island Bridge nation known for taking large sizes.
Narandan: Uruoese nation known for protecting fishermen.
Ngal-kunburriyaymi: southern Island Bridge nation who serve rainbow serpents.
Ngeụ̄xk: Nandjan nation known for controlling bridges.
Njuzu: Domkumban nation known for their solitary lives.
Nommo: northwestern Taggaran nation said to come from another planet.
Owu Mmiri: Delerian nation from western Taggarus who live in rivers.
Pezvare: Danuan nation who are said to be those who were lost at sea.
Pincoye: eastern Palhuric nation with sea lion features.
Sakanahito: Tenzanese nation known for their red cockscombs and sea serpent features.
Siyokoy: Vada’daro nation known for associating with octopi, eels, rays, and squids.
Suire: Lyrillan nation known for their magical caps that allow them to go on land.
Taong Isda: Vada’daro nation known for associating with marine mammals and sea turtles.
Triton: Stayflian nation known for their powerful use of conch shells.
Vittorian: Talunese nation known for their frog features.
Zitiron: Jesenranic warrior nation known for wearing armor.
The Havfrue are considered the original merfolk nation. They dwell in a kingdom called Gwythion in the Indigo Sea and partially in the Borean Ocean. Their kingdom is ruled by the Søkonge, or Sea-King, and Sødronning, or Sea-Queen. They are always members of one of six noble families, each of which is a powerful faction in the complicated ruling noble classes.
The ruling noble classes control vast stretches of the oceanic plain and coasts, but by tradition, the upper reaches of the seas are open to the whole population. These upper regions are called the Solvej, or Sun Road, because they are defined as the region where the most sunlight reaches and are used primarily for travel. The nobles maintain their ownership of massive fish farms, kelp beds, mines (especially gold), and conch and coral sources through their warrior vassals, whom they pay well in gold and magic. Commoners are either subjects of the nobles or free folk who hire out their labor. The most powerful and wealthy commoners are either esotericists, artisans, or merchants, both of whom require special permission from nobles to practice their craft.
Children are raised either by their extended families or by servants. Noble children are tutored privately unless they take an interest in some special knowledge (such as faith, esoterica, or sciences), at which point they will be sent to elite schools maintained by their families or allied families. If a school is run by a rival family, they will not be allowed to attend it, unless they do so in secret. Thus, there is a tradition that some merfolk noble children are disguised via their powers to attend and learn from rival schools. Commoner children may attend these elite schools if they can afford them, but most cannot. There are less expensive schools or even free ones run by the faith, but they exist primarily in cities and are not available to all commoners. Most commoners are educated by their parents as best they can.
Havfrue are considered adults on their 22nd birthday. The ceremony for their coming of age involves their loved ones gathering to sing them the story of their life so far, which they may wield (if they capture the narrative) to transform themselves in some profound fashion, giving themself a power or new form. Nobles spend a great deal of money hiring singers to weave power into the narrative (quantity over quality).
The Havfrue live mostly near the coasts and therefore deal with landdwellers quite often. They use their powers and knowledge to make alliances with different landdwelling countries, companies, or communities. They often trade with them, and they will help their sailors or ships. They use passwords and codes to know which sailors and ships are their allies. Fishers will often provide them with materials they can’t get under the sea in exchange for good fishing, sailors will ask for predictions about the weather, and explorers will even trade for locations of sunken treasure. It is not uncommon for them to kidnap and drown landdwellers whom they are in conflict with, though their reputation for doing this is outsized. It is true, however, that younger merfolk aren’t always aware that landdwellers cannot breathe underwater, which has led to tragedy in the past.
Because the energy of ausa is rooted in the perspective and style of an individual, mirrors are very important to merfolk in general. In Havfrue, mirrors, which are a source of power for merfolk, are controlled by the nobility. While many commoners are allowed to have them, they are easily confiscated and refused as well. Not owning a mirror may make the work for a commoner more difficult, especially in the kelp beds or in fish-herding; thus this helps keep them in line.
Mirrors are a symbol of status and a symbol of power, but the specific design is a symbol of family. Every family has their own shape, size, and ornamentation they prefer on mirrors. Some use different fish (often reflected in their own bodies) or marine life, others use shapes of waves or currents, and others still use forms only seen outside their watery domains. It is considered a sign of nobility to feature a land animal or plant. Others still have simple patterns. The meaning is always associated with that specific family, passed down from parent to child.
Combs, which are also central to the powers wielded by merfolk, are not controlled. They are ubiquitous, in every shape, form, and size, every design, every color. They are so popular and common that they are often seen scattered in the waters. Metal is more expensive and land-made ones even more expensive still, but coral, stone, fishbone, and shell combs are everywhere. Most merfolk will have at least a dozen, even if they are handmade.
The jobs most commoners have are fish-herder, kelp tender, miner, coral harvester, shell gatherer, servant, quarrier, courier, and various artisans. They work the farms and mines for the nobles. Kelp tenders tend more than kelp - they are undersea gardeners and farmers in general; the name is focused only on their most common crop, which is a staple of undersea diets. Rarer jobs include hunter, ship scavenger, submariner, and elite artisans like glaziers.
Food is, of course, fish-based. Undersea plants are rarer and thus a smaller part of their diet, save for kelp and algae, but fish is ubiquitous. Larger fish are kept and herded like cattle - marlin, swordfish, tuna, grouper, snapper. Smaller fish are kept more like chickens, in great encasements where they can be scooped out at convenience. Fish that are poisonous to humans are usually also poisonous to merfolk, however, and not farmed. Porpoises are kept as pack animals. Some whales are hunted, but not blue whales, which are considered sacred. Sharks and rays are hunted and feared. Urchins, sponges, and various non-fish like sea lilies, sea cucumbers, and so on are farmed or gathered as well. Shellfish are often farmed - crabs are farmed by the thousands. Squids are harvested for ink, but rarely eaten. Bioluminescent animals are kept as sources of light. Jellyfish, bioluminescent or not, are considered a fun pet in spite of their stingers.
Octopi and dolphins are never hunted or killed. It is considered a grievous crime. Like blue whales, they are considered sacred. All three are considered equally intelligent. Octopi are revered by esotericists, especially. Orcas are not eaten, but they are feared enough that sometimes they are killed if and only if they are posing a threat to a community.
Nearer to shores, walruses, seals, sea lions, sea otters, saltwater crocodiles, and sea snakes are more common. Pinnipeds are considered both sources of food and of pets. Walruses take a role in Havfrue homes as a mix of dog, cow, and pig for landdwellers. Otters and seals are more often pets than food, though they can be both. Sea lions are more exotic and dangerous to keep. While crocodiles and snakes are uncommon in the seas where the Havfrue live, among those merfolk who do commonly see them, they are seen as dangers to be avoided or killed, much as they would be to humans. Sea snakes are more feared than any other mundane sea animal.
Among the Havfrue, hippocampi, some water horses, and other magical animals are common. Underwater dragons are known and feared, though some seek them out for wisdom or treasure. Ysians and undines are welcome among the Havfrue, more so sometimes than other merfolk nations. It is not uncommon for the Havfrue to hold prejudices against other underwater folk.
Living underwater, the sun is less important to merfolk than the moons. Almost all underwater folk have adopted the Mesoine calendar, and the Havfrue are no different. They hold festivals on every triple full moon, called Tremåner. These festivals involve swimming to the surface to sing, holding mirrors to “capture” the light, dancing with lanterns, and creating whirlpools to play in. They usually end with the children receiving gifts and being sent home, and consenting adults engaging in sex near the surface. Children conceived on these nights are called lettebabyer, or light babies, and assumed to have greater magical powers than others.
All children are assumed to have some connections to the lunar positions they are born under. Those born (not conceived) on a triple full moon (night or day) are assumed to be better with mirrors and often urged to take up making, designing, or using them. Those born under a triple new moon are considered cursed - at night is worse than during the day - and sometimes abandoned or neglected. Those born under more waxing moons are considered luckier or more able than those born under more waning moons. Crescent moons are considered indicative of speed and insight; gibbous moons are considered signs of physical strength and charisma. There is a complicated calculus the Havfrue and other merfolk consider when it comes to lunar positions and births. All children are called marmæler.
Music is the most important art and entertainment among the Havfrue (and most merfolk). It is part of their magical powers. Songs always tell stories; those that don’t are considered unpleasant and even rude. Storytelling is also common without music. Other forms of performance are welcome - puppetry, theatricals, dance, spoken poetry, and so on are all shared by noble and common alike. Visual and graphic arts, like painting and drawing, are rare and require special materials not common and not practical underwater. Etchings and sculpture are more common, but considered the province of the rich. Writing is always done on hard surfaces, usually stone, with sharp blades rather than pen and ink or pencil and lead. Chalk is sometimes used if it can resist the currents.
Because merfolk can control their forms somewhat, there are common trends amongst them for how they appear. Nobles will give themselves tails of powerful, fast, and large fish, unless they practice a specific esoteric craft or are among the faithful, in which case, they will take double tails or a specific kind of eel. Nobles prefer black, grey, dark blue, or other dark colors. Commoners use smaller fish and often take more colorful tails. Rich commoners will try to emulate the nobility, but sailfish and marlins are only allowed for nobility. No Havfrue will take ray, squid, octopus, or other tentacled or unusually shaped sea life forms, for they consider this embarrassing and strange - something only a udlænding (foreigner) would do. Yellow hair is common.
Other national cultures vary significantly:
Adaro: in the southern Island Bridge, the Adaro nation is known for taking a form with high placed gills (usually behind their ears rather than lower on the neck) with a shark’s dorsal fin worn like a horn. They will have a swordfish or sawfish spear in their heads as well sometimes. They are belligerent toward outsiders (because of years of attacks against their territories). They use poisonous fish as darts. If they hear people in boats above their homes, they will attack them, so local sailors avoid paddling in some areas. The Adaro are adept at dream magicks and will visit people in their sleep.
Apkallu: in Mahad, the central Island Bridge, and western Dabusen, the Apkallu nation is ancient and powerful. They are mostly fish-herders, but they have special castes of sages (who wield sceptres), weavers (who use spindles), warriors (who go naked), and hunters (who wear land-based foliage) who have significant roles in their culture. Their leaders are seen to wear mural crowns. They also revere inventors, and they are known to have invented underwater appliances to use in their homes. Special underwater fruits and cereals are commonly eaten or land-based ones taken as tribute from landdwellers who ask them for safe passage over the seas. Fertility rituals are common among them.
Aycayia: in the Reever Sea, the Aycayia nation is known for their shared wealth, their communal lifestyle where they make sure they all have what they need. Local landdwellers say they take “beautiful” forms because of the colorful fish they emulate, and they often use hibiscus flowers in ornamentation. They are often attacked because of their use of gold and silver.
Balıkhalkı: in southern Jesenranu, the northern and central Island Bridge, Mahad, and western Dabusen, the Balıkhalkı is a nation who dwell more in freshwater regions, in rivers and lakes. They wear their hair long and green, keep their skin pale, and go about dancing in the moonlight. Landdwellers often go to them to learn of impending disasters. (Based on the Susulu.)
Bhaual: the Bhaual nation dwells in the deepest seas. They are very feared by all who know of them. Called the Deep Ones by landdwellers, they are more fish-like in facial features than other merfolk nations. They raid on land under the dark of new moons for victims. They prefer forms with greyish green skin, white bellies, and ridged backs. Their eyes are large to help them see in the dark. They are usually bigger than most other merfolk, partly because the seas they dwell in are suffused with Eldritch energy. This also grants them longer lives. They eat fish whole and alive. They keep Wyren gold jewelry in strange forms that landdwellers often seek out. Their massive city with cyclopean walls is called Yhuathnagh, and it lies in the depths of the Red Sea where few landdwellers have ever been.
Ceasg: near Lyrilla, the Ceasg nation commonly take a body with a grilse (salmon) tail. They move between sea and freshwater often, because they protect landdwellers they have taken a liking to. It is said they will swallow landdwellers whole if they are angered by them. They love the music of harps. They have one of the strongest relationships with landdwellers. They are known for their skill at helping sailors avoid storms, guiding them to good fishing grounds, and taking on feminine forms the landdwellers are attracted to. Women among them are sometimes called maighdean na tuinne ("maid of the wave") or maighdean mhara ("maid of the sea"). They are fond of eggs of any kind. It is a common practice among them to offer three “wishes” (uses of their powers) to landdwellers who please them.
Chernava: in Colesh and Vesturia, the Chernava nation dwells in a massive river. They are a feudal nation who are subject mostly to the Vesturian crown and assimilated into their culture. Those in Colesh sometimes have a more nature-based religion and often take watery forms. Their leader is a princess of Vesturia.
Hairen: in Unbul, the Hairen nation take forms with webbed hands and drooping skin. They have mastered the art of keeping a coat of saltwater when they leave their undersea homes to protect themselves. This causes them to collect dirt and plant material on land, giving them a gross, slimy appearance, which does not bother them. They are assimilated into Unbulese society otherwise.
Iara: in eastern Palhur, the Iara nation is led by women. They bask in the full moon, take river dolphin and manatee forms if not fish, dwell in the vast rivers of the rainforests, and wear their hair long. Their singing attracts everyone, and local landdwelling men fetishize them sometimes. If they are angered, they perform ritual mutilation of their enemies, removing their mouths, noses, fingertips, and genitals, which has led to unfounded accusations of cannibalism.
Jengu: in western Taggarus, the Jengu nation (sometimes called Liengu or Bisima in different regions, called Miengu in plural) wear their hair long and have gaps in their front teeth. They dwell in any body of water in the region, and they are known for their complex rituals and relationships with landdwellers. They often take up a religious role in local cultures, being intermediaries for spirits. They farm crawfish, work as healers, and are led by women. They are a major part of the landdwellers’ pirogue races. They also often keep objects the landdwellers give them underwater, using their power to keep these things dry to hide them from those who might steal them.
Kataw: in Vada’daro, the Kataw nation wear long, wavy or curly black hair and have black eyes. They have beautiful underwater houses. They are known for their sad story songs.
Kulilu: in Seinam in Mahad, the Kulilu nation is mostly known for their destructive nature, their constant attacks on ships, coastal towns, and other underwater settlements. They are terroristic and dominant, a warrior nation bent on conquest.
Kymatistís: in Stayflies, the Kymatistis are a patriarchal culture that is assimilated into various local cultures. They use their powers to control the seaways there.
Mataikan: a Gamayaranese nation, the Mataikan are assimilated into the local cultures in various ways, usually as either protectors or raiders of ships and coastal towns. They are fish-herders and hunters.
Marmennill: a Thaerglundish nation, the Marmennill are known for their sensesof humor, laughing loudly at foolish antics. They are stereotyped as being incautious and get caught in nets often. In these instances, they trade a use of their powers (predicting weather or good fishing) in exchange for release. Also called Marbendill, the Havfrue think of them as stupid.
Mintuci: near Bear Island, the Mintuci nation are often confused for yokai. They are often bald, very short, and dwell in rivers. Their faces are purple or red, and they take on sea turtle features. They mimic local yokai like kappa by distorting their bodies such that their arms are connected in a way that means tugging on one will shorten the other. They go on land more often than their cousins, being sometimes found in montane bodies of water. They use their powers to grant luck in hunting and fishing, creating amulets to protect people. They like puppetry and land-based livestock.
Morgen: the Lyrillan nation of the Morgens (or Mari-Morgans) are a powerful, woman-led nation who use their vocal powers often. They dwell near the coast in caves or at the mouths of rivers. Their love of gold makes them targets for landdwellers, whom they ably defend against with their magicks. They are known to flood whole towns in revenge for acts of theft. They prefer youthful appearances and are sometimes considered vain.
Muldjewangk: in the southern Island Bridge, the Muldjewangk nation dislike industrial development in their area and are known to destroy more modern boats like steamboats. They will take larger forms to terrify landdwellers, but prefer the standard merfolk form. They will sometimes use their powers to cause bloody blistering on enemies. Sometimes they ambush folk by hiding in clumps of seaweed. They are a hostile nation due to the constant invasions of their territory.
Narandan: in Uruo, the Narandan nation are assimilated into the local culture and serve as protectors. They warn fishers of bad weather by singing or throwing rocks.
Ngal-kunburriyaymi: also called yawkyawks, the Ngal-kunburriyaymi in the southern Island Bridge are known for taking on saltwater crocodile forms, wearing seaweed in their hair, and keeping dragonflies, snakes, and swordfish. They are servants of the rainbow serpents.
Ngeụ̄xk: the Ngeụ̄xk nation in Nandja (based on Suvannamaccha) live near bridges, which they see as encroaching into their territory. They are otherwise fond of landdwellers. They hold races and revere underwater speed.
Njuzu: in southeastern Taggarus, the Njuzu are very solitary, prefering to keep a single body of water per Njuzu. They are known to like alcohol, which they take as tribute from landdwellers, whom they offer healing. They live in freshwater but go back to the sea often. They are also known for their willingness to use their powers to cause problems for landdwellers who displease them.
Nommo: the Nommo nation in northwestern Taggarus lives near desert coasts. They are shamanic and assimilated into local cultures as teachers and protectors. Local legends say they came from the sky “with fire and thunder” and created a water reservoir. It is said they lived on a planet circling a distant star, but this is probably a myth. They practice endocannibalism.
Owu Mmiri: the Owu Mmiri river merfolk nation lives in western Taggarus where they are part of the local cultures.
Pezvare: a nation off the coast of Danuo, they look very similar to landdwellers and share a lot of ancestry, leading to rumors they are the ghosts of those lost at sea. They have white skin, red hair, and scaly bodies, commonly. Otherwise, they are assimialted into Danuan culture. The Havfrue view them as creepy.
Pincoye: eastern Palhur, the Pincoye nation (Pincoy - male, Pincoya - female) are divided by gender. The men take on sea lion features. They have bright golden skin with handsome and manly human faces and long golden hair. They sing to attract women on land and in the sea. Women have long blonde hair and are considered beautiful by local landdwellers. The women perform fertility rituals for the local fish herds and dance to bring abundance (by facing the sea) or scarcity (by facing the mountains). All Pincoye practice the funerary practice of carrying the dead - their own or that of the locals - to a special “ghost” ship kept off the coast. A third gender, the “sirena chilota”, are women who have golden scales and hair. They are fish-herders. They have large flukes and strong tails that help them swim long distances. It is said their tears have special magic.
Sakanahito: also called ningyo, in Tenzanai, the Sakanahito nation live in fresh and saltwater. They have either red hair or a red cockscomb, and some of their more mystic members will take a form with no torso - just head and fish tail. They sometimes wear golden horns. Their bellies are red and they have carp tails, and their hands are webbed. Some rare ones have snake tails instead, or even have a third eye. They are sometimes confused for yokai, and they are largely assimilated into yokai culture. The oni believe that eating a Sakanahito will bring them a long life.
Siyokoy: in Vada’daro, the Siyokoy nation have webbed hands and large fins. They are green or brown in color and even sometimes have tentacles. They prefer to take squid, ray, eel, or octopus form and often have these animals around them. They are hated by the Havfrue as monsters. They are known to use their powers to possess landdweller bodies.
Suire: the merrows of Lyrilla, the Suire are a powerful nation with a relationship with the fey folk. Tradition says their magical caps (cohuleen druith or cochaillín draíochta) that glimmer in moonlight allow them to switch between land and water, and if they lose their cap, they are stuck wherever they are. They are green haired and scaled, have red noses, stubby arms, and green eyes. Also called muirgheilt (women) or macamores (men), they have complicated relationships with landdwellers. They like to change their forms often. Salmon skin is commonly worn, and on land, they use fey glamours to take on landdweller forms like hornless cows and pigs. They use lobster pots to store esoteric powers and even souls. Their music is called sambuga.
Taong Isda: the Taong Isda are the third merfolk nation in Vada’dar. They are vicious to landdwellers due to the invasion of their territories. They protect their territories more ferociously than most, using their voices to drown and control landdwellers. They keep dugongs, sea turtles, and small cetaceans like dolphins. Their flowing hair that is often curly or wavy is used to commune with the currents, and they are attuned to the moons and speak to moon spirits.
Triton: the Stayflian nation of Tritons (male is triton, female is tritoness) is world famous for their golden palaces. They are the greatest performers of conch shell music. They live in the depths. They keep their shoulders barnacled with seashells. Their skin is cerulean in color, their hair green or gold, their eyes blue, their nails like the shell of a murex, their tails delphine, and their skin sharklike. Wrestling is a common sport, and dolphins and hippocampi are kept as steeds. Powerful Tritons might have wings or claws, and some have double tails.
Vittorian: in Talune, the Vittorian nation have duck and frog features. They explore deep into land and sometimes even have feet - duck feet. They collect lost treasures from the sea and trade with landdwellers. Their eyes are always reddened. They are assimilated into the local cultures.
Zitiron: a warlike Jesenranic nation known for wearing armor as a knight on their upper bodies, they are a feudal nation constantly at war with the Havfrue.
Merfolk are beings of ausa, the poioumenonic energy of perspective and style, meaning that their understanding and personal character affects reality around them. This takes the form mostly of shaping their bodies and other powers as listed above. They can also wield ausa like landdwellers do - through weaving - and they are very good at it. Other poioumenonic powers are very common among them, as well as wielding conflueverant, lunar aether, bailaohu jinghua, hvittdogg, nzwara murazvo, prasinofos, hasken fure, parfum de marais (if in or near wetland), and bijalee. Celestial and infernal powers are possible but not as common, except in some cultures where, for example, radiance, liberation power, Eldritch energy, or pravum are used. Blood energy and humors are commonly wielded; emotional resonance are also often used. Psionics are rarer, and soul energy rarer still. Shebvic energies are not uncommon, but not a major part of any culture except the Zitirons. Paradoxical energies are rare, save for momentum.
The Havfrue faith is a worship of several deities: Ansigt (the Face), Hale (the Tail), and Andet (the Other). Ansigt gives them their voice and stories; they wove the merfolk into existence from the many currents of the world. Hale provides the seas and waters of the world. She is the Sea Mother, and she is both feared and honored. And Andet is a monstrous figure who dwells deep underwater; Andet is an Eldritch being that may or may not be associated with an actual Eldritch. No one honors it; they simply avoid it. It cannot be described.
The faith plays a major role in society. Among the Havfrue nobility, religion is considered of the utmost importance, and everyone must conform to the strictures laid down by Ansigt. Among commoners, there is more of a trend toward honoring Hale, because she affects their lives more directly. The church is therefore two-fold: the elaborate, ornate cathedrals of Ansigt where præster (sing. præst) lead services and indoctrinate the people every week, and the shrines and temples to Hale where people only come during full moons to make offerings and where præstinder (sing. præstinde) lead rituals of sacrifice and physical performance.
Among the Havfrue, the nobility try to enforce a binary, patriarchal view of gender. Men wear beards and are encouraged to appear menacing and fearsome to landdwellers, women are encouraged to stay “beautiful” by local and landdwelling standards. Women wear seaweed in their hair and keep clouds of foam around themselves; men go topless and try to look fierce.
Those who defy gender binaries are frowned upon but not necessarily banned - if and only if they take up esoteric or faith-based occupations. Anyone trying to be of different genders outside these roles is ostracized.
Among other nations, non-binary views of gender may be more common, as the power to take on different forms leads to a great deal of variance in appearance.
The Havfrue have a feudal economy.
Warriors play a vital role among the Havfrue. They serve the nobility directly and get more wealth and power because of it. They are wielders of tridents, spears, harpoons, and other polearms; they wear special light armor; and they prove themselves by fighting rays and sharks. Leaders amongst warriors come from the younger siblings of nobles, unless a commoner proves themselves to be very skilled and powerful. Commoners are often conscripted to fight as pikemen or basic soldiers in times of need.
Havfrue is based on Danish.
There are many treasures in the seas and the Havfrue trade them with landdwellers.
Some common roles include the following:
Baron/esse
Danser: dancer
Digter: poet
Dukkefører: puppeteer
Geddemand: common soldier (pikeman)
Glarmester: glazier
Greve/Grevinde: baron/ess or earl/ess
Guiden: blue mage
Guldsmed: goldsmith
Havmand: kelp farmer
Hertug/Hertuginde: duke/duchess
Hyrde: fish-herder
Jæger: hunter
Kurer: courier
Lærer: teacher
Mejetærsker: coral harvester
Minearbejder: miner
Præst: priest of Ansigt
Præstinder: priestess of Hale
Samlud: shell gatherer
Sanger: singer
Skuespiller: actor
Skurvogn: shipwreck scavenger or treasure collector
Sødronning: Sea-Queen
Søkonge: Sea-King
Sølvsmed: silversmith
Spejlsmed: mirrorsmith
Spydmand: warrior (spearman)
Stenbrud: quarrier
Tjener: servant
Ubådsmand: submariner (sailor of undersea ships)
Væver: weaver and professional wielder of ausa
Videnskabsmand: scientist of any kind
Merfolk are often seen as kidnappers, murderers, cannibals, bringers of misfortune, and wreckers of ships. They are hated by many landdwellers, but also fetishized and worshiped.
Mangeansigter, Mother of Many Faces, Merfolk Manifest, Aeonian
Rechnayazhenshchina, Chernava Princess, legend
Wâchilt, ancient protector of land-dwelling traitors
Adaro: 500,000
Apkallu: 1 million
Aycayia: 50,000
Balıkhalkı: 300,000
Bhaual: 10,000
Ceasg: 50,000
Chernava: 100,000
Hairen: 1 million
Havfrue: 3 million
Iara: 500,000
Jengu: 1 million
Kataw: 1 million
Kulilu: 50,000
Kymatistís: 50,000
Mataikan: 1 million
Marmennill: 100,000
Mintuci: 50,000
Morgen: 100,000
Muldjewangk: 100,000
Narandan: 1 million
Ngal-kunburriyaymi: 50,000
Ngeụ̄xk: 500,000
Njuzu: 500,000
Nommo: 100,000
Owu Mmiri: 100,000
Pezvare: 10,000
Pincoye: 1 million
Sakanahito: 1 million
Siyokoy: 500,000
Suire: 100,000
Taong Isda: 500,000
Triton: 100,000
Vittorian: 10,000
Zitiron: 10,000
PRO 8
ATH 9
STR 8
AWA 9
WIL 9
PRS 10
STH 9
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