Spirit folk who protect the gates of death. People of the Beyond.
Lifespan: 2,000 years
Diet: Mortal fare influenced by the animal features they bear
Habitat: Tropical deserts and river valleys or the Beyond
Socioeconomic Status: Oppressed
Akhs can phase through solid matter once per year. They can return to the Beyond without dying. They use meditation to achieve this, sending their souls without their bodies, but still finding physical form.
Akhs can send undead if they are not in the Beyond, see souls while in the Beyond or not, and guide any souls in the Beyond to their destination if need be. They are powerful psychopomps in the Beyond. They can protect the souls of the Dead there by touching them and giving them part of their own soul. They have special knives made of mictlanium for fighting enemies of the souls of the Dead (or of akhs). They have the ability to calm the souls of the Dead in the Beyond with their touch as well.
Every akh has powers associated with their animal features. For example, snake-headed akhs have a deadly poisonous bite. They have keen senses of smell and kinesthetics. They sometimes have the ability to control snakes with their voices. Hawk-headed akhs have keen eyesight, sharp voices, and the ability to sense the finest of movements. And so on.
Their respect for the dead is what the world knows them for, and this is a significant part of their culture, but it must be taken in context - they respect the dead because of their reverence for life. Death is simply the defining moment of a life and a profound moment of transition, as they can attest, to what comes next.
The number four is considered auspicious among akhs. They try to incorporate it into their daily lives - four meals a day, never doing something for more than four hours at a time (work, rest, play, etc.), having four windows and four doors within a house, having four sets of certain household items, and so on. Communities are laid out in four-by-four grids.
Akhs have strict rules about which hand can be used for what purpose - left hands are for actions and right hands are for reactions. In multiple akh cultures, cleanliness is highly valued, and appearances are important. There is a cultural preference for being well-groomed, clean-shaven, and for wearing make up (for all genders). Clothing was usually linen or other simple cloths, undyed, and fashion was important. However, there were no class- or gender-based rules about clothing among them - anyone can wear what they want, including going nude. Children wear nothing until they reach puberty. In general, clothing is considered a symbol of wealth.
Children are raised by their parents until they are about seven or eight years old, at which time they are taken under the wing of a specific parent, often the one who shares their gender but not always. Whatever occupation their parent has, they are trained in. If their occupation requires intensive learning, the child is sent to a school.
All akh cultures have some version of the game senet and other sports and games are common parts of their daily lives. Wrestling, racing, hunting, archery, sailing, water-jousting (jousting in rowboats), and swimming are very common activities. Children are taught to swim from a very young age. While hunting is popular leisure, it is also sometimes part of their survival. At the heart of most akh homes is their gardens. They give birth in their gardens, burying the placenta there, believing that this will draw their souls back to their homes when they die. They tend their home gardens carefully
They are feared by ruling classes and often subjugated.
PRO 8 ATH 8 STR 8 AWA 8 WIL 12 PRS 8 STH 8
Green beings of the riparian zones.
Aluvars are green fleshed beings with large dark green fines on their arms and backs. Their legs also have dark green fins, but their lower bodies can detach, leaving them with only a large tail fin. If they have legs, the tail fin is hidden. They do this to swim. Otherwise, they walk on land and stand about 5’ tall. Without legs, they are about 3’ long. Their faces are elongated, fanged, horse-like snouts with shocks of dark green hair. They tend to have muscular upper bodies.
Aluvar live in the riparian zones of the world, the areas where land and river or stream meet. They are amphibious and are able to live underwater or on land. They need water to survive, needing to submerge at least once a month as an adult (their younger lives are spent almost entirely in water).
Aluvar can speak to riparian plants. They are very strong if they have drunk fresh river or stream water recently, but they get weaker after an hour without drinking it.
If they have separated from their legs, their legs sit down and rest wherever they are left, waiting for their upper body to return. If attacked, the legs can respond by running away or kicking, but roll at PRO-6 to attack and cannot see where they are running. Most aluvars leave their legs in the shallows of water. Aluvars are very powerful swimmers without their legs and decent with them.
The fins of aluvars are sharp and poisonous. Their fangs can liquify that which they bite if it is flesh or phloem.
Aluvars live in small tribes in riparian zones, usually riparian forests, where they fish for food, keep their rivers or streams safe and clean, raise their children communally, and harvest local plants for various uses. They use mud huts, riparian caves, or homes built into tree roots along the bank of the streams or rivers.
Aluvars prefer quiet, and their arts are usually based on making things out of wood, reeds, grasses, mosses, and fishscales. They always have someone in their community whose job it is to keep watch on detached legs.
In the imperial areas, aluvars are oppressed, enslaved, and exploited. They are seen as monsters to be hunted and killed in the wild, and sometimes they are kept in zoos, where they usually die of dehydration.
PRO 9 ATH 9 Swim 11 Detached Swim 17 STR 9 AWA 8 WIL 8 PRS 7 STH 9
Silent beings of the dark.
Dehathuses are black-skinned beings about 5’ tall with large, hulking forms. They have feline claws and fangs, but their faces are part cat, part lizard. They have nictating eyes and reptilian tails. They have no tongues.
Dehathuses make no sound when they move, and they have no voices. They communicate with their tails and eyes. They can see in the dark, have exceptional hearing, and can drain the voices from people biting on their mouths and sucking the voice out. If they also eat the tongue, they can see through their victims’ eyes for a few hours.
Dehathuses are elemental beings of silence. They dwell in dark places - under thick canopies, underground, or in parts of the world that get little light. They live in small, silent bands that roam and hunt together. They are are nocturnal people. Imperials fear them.
PRO 9 ATH 9 STR 9 AWA 9 Hearing 11 WIL 8 PRS 7 STH 10 ESS 9
Antlered folk who protect and embody the forest.
Lifespan : 1,000 years
Diet: Meat-heavy mortal fare
Habitat: Forests
Socioeconomic Status: Oppressed
Forest folk appear to be 9’ tall beings with antlers. They are covered in greenish black fur, have eyes white as clouds, sharp fangs, hooved feet, and clawed hands.
Forest folk are able to speak to the plants of the forest they were born in or have attuned to (needing at least a year and a day there). They can see in the dark.
If they kill someone for being a threat to their forest, they can fuse the body of their victim into a tree, feeding the tree and the forest, and thus themselves. When they do this, the blood of the victim is absorbed and gives the tree the ability to attack enemies of the forest.
All forest folk have different powers depending on the kind of forest they live in:
Bloodwood Forest: no powers - they become cythreulig.
Bluebell Wood: they can make flowers grow and refresh people.
Boreal: they are immune to cold.
Broadleaf: they can make their skin hard as bark.
Cloud Forest: they can teleport within clouds.
Cypress Forest: they can walk on water.
Evergreen: they do not experience senescence before they die of old age.
Faeriewood Forest: they can see into the dreams of those who sleep in their forest.
Genesis Forest: they can unleash elemental magic that harms destroyers.
Hemiboreal: they are resistant to cold.
Jungle: they can become invisible.
Laurisilva: they have higher AWA than average.
Light Forest: they can see further than others.
Montane Forest: they are skilled climbers.
Needleleaf: they can make their skin rough like pinecones.
Night Forest: they can speak to shadows.
Petrified Forest: they can make their skin hard like stone.
Pine Barrens: they are immune to acid.
Rainbow Forest: they can empower others with a touch.
Rainforest: they can speak to animals.
Riparian Forest: they can breathe underwater.
Sallowwood Forest: no powers - they become cythreulig.
Silverwood Forest: they can heal with their blood.
Skywood Forest: they can walk on clouds.
Sparse Woodland: they are faster than average.
Subterranean Forest: they have cave sense.
Taiga: they can teleport to other taigas.
Thorn Forest: no powers - they become cythreulig.
Tugay: they can go longer without water.
Voidwood Forest: they are resistant to esoteric powers.
Woodland: they have better hearing than average.
Forest folk are protectors of the forests and thus make that a central part of their culture. They are allies of the native nations, but they keep to themselves. They are very good hunters and trackers, and they live in harmony with the forest. The imperials hate and demonize them.
PRO 9 ATH 9 STR 11 AWA 9 WIL 9 PRS 8 STH 8
Huge spirit folk made vast by harvest magic.
Giants stand anywhere from 10’ to over 20’. They have a vast range of appearances, varying by legends of giants in their area, but they tend to range the gamut of human appearances, just bigger. The commonest giants stand 16’ tall.
Giants have supernaturally powerful bodies with great strength, above average agility, slightly quicker healing speed, resistance to gastrointestinal diseases, resistance to senescence, sharper taste, proprioception, and balance, and, of course, great size. They can use nimusti exercises to alter their bodies (gaining more strength, speed, or resistance, or even growing new arms or legs in rare cases). They have a knack for farming that gives them innate senses into the needs of livestock and crops.
Giants can sense a turn in the weather up to a week ahead of time (usually about a day). During harvest season, they have +3 STR, ATH, and AWA. During fallow season, they have -1 STR, ATH, and AWA. This is based on where they are at the time. Many giants in one place can cause a confluence of harvest aether that can make the weather alter drastically if the giants are outside of their homelands.
During a times of scarcity, elder giants can multiply the food at the table by sacrificing some of their harvest magic, weakening themselves for the betterment of the community.
The harvest magic within giants imbues their bodies with supernatural size, strength, agility, regenerative properties, constitution, and capabilities. They are resistant to gastrointestinal diseases and heal slightly faster than average for human/humanoid bodies. Harvest magic also makes certain senses more intense: taste, proprioception, and balance. They age the same rate as humans, but they weather it better, only being affected by senescence, on average, after 80 years. Because harvest magic is inherent to giants' bodies, they can alter their bodies through will power alone, albeit through a long process, by doing special diets and exercises called nimusti, which consist of seasonal changes to diet, special foods called wisawek (special grains, spices, and milk), and running eight miles every morning, doing 400 crunches every week, and lifting at least 500 lbs. five times every day.
Giants are master farmers. A giant has an innate understanding of what crops and livestock need to thrive. A family of giants can produce enough food for a whole country if left to their own devices. Commonly, giants powers of harvest magic allow them to produce more than average. They run large, efficient, and vibrant farms.
Common features of giant farms are large, colorful livestock. Blue or pink oxen, golden or red cattle, amber or blue sheep, blue or yellow goats, red or blue chickens, amber or pink ducks, rainbow geese, snow white or golden pigs, and red and white bees are commonly kept. Because of nourishing, they are usually larger than average, though they are not specifically supernatural species. Crops raised by giants tend to be imbued with more nourishing power than average crops - and more flavor.
Giants are known for reshaping the landscapes around them. In the hill lands of their home nation, they create incredible terraces, rivulets, ponds, and even woods and canyons to grow crops and raise livestock in.
The original giants dwell in western Palhur and are called the Kiwihla. There are many other giant nations around the world:
Nations by Size
Giant nations come in different sizes.
Big (10'-13')
Large (13'-16')
Huge (16'-20')
Massive (20'+)
Giants among the Kiwihla live in farming communities, focused on extended families. The eldest giants have places of respect, but they earn this by sacrificing part of themselves in hard times. Giant children are nourished by their mothers till they are weaned, then they are taken care of by the community at large until they are strong enough to work. Everyone is expected to pitch in to work on the farm. Children have special tasks which combine meeting the needs of the community and teaching them new skills. When a giant is about 10 years old, they are given the opportunity to visit other farms in the community and stay there for a time to meet new people and learn other skills to bring back to their home farm.
Giants are considered adults when they have their last growth spurt, usually between the ages of 17 and 20, and meet their maximum height. They know when this is because they will grow rapidly in height for six months, then stop, usually gaining the last two feet in height during this time. Rarely, a giant will not naturally hit this growth spurt. In some communities, an elder giant will sacrifice some harvest magic to help the young giant along. Others will engage in numisti exercises to reach it, though this takes years and is very painful. Still others simply accept that they will not have their spurt, and some find it much later in life. Those giants who never have a final growth spurt are usually considered special wards of the farm. In the more conservative farms, they are not allowed to be married and must work harder to earn their place. In less conservative farms, they are treated as revered members of the farm and given special treatment because of it.
Giants love festivals, feasts, and celebrations. Every year sees major seasonal festivals: rebirth season (the start of the year), spring (celebrating the thriving life), midsummer (celebrating the hardest part of the work), harvest (the most important festival), and midwinter (the worst of it is over, light is returning). These seasonal festivals bring giants from all over together, usually regionally and not just within one farming community. Every giants' life is marked by special feasts at certain times of their life: birth feast, worker feast (when they start working), exchange feast (when they go off to stay at a different farm), return feast (when they come back to their home farm), the growth feast (the end of their final growth spurt and their ascent into adulthood), marriage feast, first child feast (combined with the child's birth feast), first grandchild feast (combined with the child's birth feast and parents' first child feast), elder feast (marking their retirement from work at the age of 60 or in times of debilitation by injury or disease), and their wake.
Every farm has special feasts unique to them as well. These usually celebrate historical milestones, new ideas, changes to the farm, successes or special achievements, or special guests. Hospitality is sacred and important to giants, and anyone who violates the laws of hospitality is outcast from the farm.
A giants' farmhouse will always feature a massive kitchen and dining area - sometimes these are separate buildings each. Outdoor stoves are often built for festivals, and at the end of the festival, when the massive stoves are still hot, giants will skate up and down the stove tops in special races.
Giants who are not farmers are rare, but those who leave farms for independent life often find themselves working on the fringes of communities meeting certain needs like logging, trading, fishing, or hunting. Within giant communities, the law is handled by the community council and certain giants specially recognized from each family as agents of the council who act as enforcers in times of need.
By size:
Tall, ichthyoid folk living in or around lakes.
Lifespan : 200 years
Diet: Fish-heavy mortal fare
Habitat: Lakes
Socioeconomic Status: Oppressed
Lake folk have fish-like faces, pale blue and green bodies, and webbed hands and feet. They stand about 6’ tall.
Lake folk can breathe underwater, are resistant to cold, and are not affected by changes in pressure. They can survive on land, but they need to return to lake waters once per week at least, usually once per day. If they are from a salt lake, they must return to a salt lake, otherwise, it need be a freshwater lake.
All lake folk can speak to the fish of the lake they were born in. They can restore themselves by sleeping at the bottom of the lake for a full day, even if they are near death by disease or injury, but not from aging. Some diseases are more difficult to heal than others.
Lake folk have the power to return to their lake of origin once per year, no matter how far they are from it, by diving into any body of water deep enough to entirely cover them.
Lake folk are a major part of certain native communities, protecting the major lakes of the area. They are hated by the imperials.
PRO 8 ATH 9 Swim 11 STR 9 AWA 8 WIL 8 PRS 7 STH 7
Part-fish, part-human legends of the seas.
Lifespan : 200 years
Diet: Augmented underwater fare
Habitat: Any body of water
Socioeconomic Status: Privileged oppressed
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 have the power to interact with magical 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 magical currents by singing 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 magical 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: 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: 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: 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 magical golden 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: 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: 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: 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.
Havfrue: The Havfrue are considered the original merfolk nation who live in a feudal society. 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. 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. 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. All children are assumed to have some connections to the lunar positions they are born under. 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. Because merfolk can control their forms somewhat, there are common trends amongst them for how they appear.
Iara: 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: 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: 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: 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: the Kymatistis are a patriarchal culture that is assimilated into various local cultures. They use their powers to control the seaways there.
Mataikan: 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: the Marmennill are known for their senses of 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: 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 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: 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 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: the Njuzu are very solitary, preferring 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 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 are part of the local cultures in a massive southern-central continent.
Pezvare: 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: 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, 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: 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: called merrows, 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 a distant southeastern continent. 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 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: 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 nation known for wearing armor as a knight on their upper bodies, they are a feudal nation constantly at war with the Havfrue.
Among the original merfolk, 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.
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. A local legend about a figure called Cola Pesce, a human transformed into a merman, is often told to scare people about interacting with them.
PRO 8 ATH 9 STR 8 AWA 9 WIL 9 PRS 10 STH 9
Legendary beings who carry the sun through the sky.
Rakibishaki are 7’ tall beings who carry the sun across the sky every day. They come in many forms, but they are always shining in sunlight. Many have equine, caprine, lupine, leonine, reptilian, or falconine features. They all have an aureole or halo of sunlight around their heads. Most have golden eyes and wavy hair, as many sun-associated beings do, and their eyes shine as well. They have four arms.
Rakibishaki can create weapons, armor, tools, vehicles, and other objects out of sunlight by grabbing it out of the air and molding it. They are often seen with spears, chariots, barques, sleighs, shields, wheels, hammers, bowls, oars, crowns, thrones, pens, staves, shawl, shoes, robes, slippers, scarves, rings, ribbons, tassels, and belts in their art and iconography, but in truth, they use it for any object.
They can also hold sunlight and alter it to its component colors. Once per year, they can reach behind the sun and draw forth triple the usual amount of magic.
In their own communities, they perform a ritual ride at dawn and dusk to guide the sun through the sky. They live in magical villages where they gather jewels to trade, make special crafts such as clothing and tools, keep special gardens with lotuses and other flowers, and keep orchards of special trees. They have special funerary rituals offering the dead to the sun and sleeping in trees afterward. They sometimes make objects out of materials other than sunlight, such as silver, gold, emeralds, fish bones, silk, copper, bronze, or palm leaves.
Because they have such great power, they are very watchful for rakibishaki who might cause harm. Those who do are locked away in windowless towers where they cannot see the sun.
They practice non-monogamy, have matriarchal communities, and do not distinguish between genders.
Imperials claim that they are demons.
PRO 9 ATH 9 STR 9 AWA 9 WIL 9 PRS 9 STH 3 ESS 10
Creatures from any colored lagoon.
Alignment: Elemental
Lifespan: 200 years
Diet: Fish-heavy mortal fare
Habitat: Lagoons
Socioeconomic Status: Oppressed
Rlagolas are 7’ tall animalistic beings with a combination of fish, reptile, and amphibian features. They usually have ridged, scaly flesh, clawed and webbed hands and feet, and massive maws filled with teeth.
All rlagolas can breathe underwater. They are resistant to cold and are not affected by pressure changes. They are very strong swimmers, and they need to submerge in water at least once a day. In their home lagoons, they can speak to fish, control the waters, and move with greater stealth. If they are in another lagoon, they can only speak to fish. If they are in other waters, they can sense the nearest lagoon. Once a year, they can dive into any body of water deep enough to cover them and return to their home lagoon from anywhere in the world.
Rlagolas live in small communities in their lagoons, hiding from others, keeping their own traditions. They dislike outsiders, though they trade with the native nations, and they hate the colonizers.
PRO 9 ATH 8 Swim 10 STR 11 AWA 8 WIL 8 PRS 7 STH 9
“Monstrous” folk of glaciers and tundra.
Lifespan : 200 years
Diet: Meat-heavy mortal fare
Habitat: Tundras and glaciers
Socioeconomic Status: Oppressed
Utakans are 7’ to 8’ tall beings with white and blue flesh, hair like thin ice crystals on their heads (but none on their white bodies), and huge black claws. Their faces are apelike with dark blue skin. They have disproportionately long arms that run along the ground.
Utakans are immune to the cold. Their shaggy ice crystal hair shimmers in moonlight and makes them hard to see on snowy fields or icy glaciers. Their claws are good for climbing on ice. They can see temperature, and they can unleash a blast of icy air with their breath. If they scream, they can cause snowslides or split glaciers.
Utakans live in sprawling clans in the coldest parts of the world, cousin to yetis and friends to animal folk in the polar areas. They are protectors of the tundras, and they are feared by imperials who seek to destroy or despoil their homes.
PRO 9 ATH 8 STR 12 AWA 8 WIL 8 PRS 7 STH 7 In Snow 9
Bark-skinned, furry “monsters”.
Lifespan: 200 years
Diet: Boreal fare
Habitat: Taiga
Socioeconomic Status: Oppressed
Vetochkas are 7’ tall beings with furry legs (usually mustelid fur) and bark-covered torsos and arms. Their upper bodies are more stiff. Their heads are a mixture of human-like, bark-covered, and animalistic. They have patches of bark and human-like flesh with animal-like eyes, teeth, and snouts. Some have horns or antlers, others do not.
All vetochkas are resistant to cold. Their barkskin is very tough and can repel some magicks. Their teeth are sharper than they appear, and they can smell anything out of place in the taiga (if they are in it). They can speak to animals native to the taiga (even if these animals are not in the taiga or have never been there, so long as the species is from there), and they can speak to and influence the growth of conifers and boreal plants.
In the coldest times, vetochkas can summon snowstorms easily if they act together. A single vetochka can summon a snowstorm, but it will exhaust them for a week (-6 until they sleep for eight hours, -5 for the next six hours, -4 for the next day, -3 for the next several days, -2 for a few more days, -1 for the last day, assuming they get eight hours of sleep per night).
Vetochkas live in sprawling clans in the taigas of the north and the south. They are protectors of the forests, and they are often confused by outsiders as a type of forest folk, though they themselves know they are distinct. They see forest folk as friendly rivals, but they share a purpose in protecting the forests and living things there.
The culture of vetochkas is ancient and complex. Their clan leaders are usually elders, but there is a loose hierarchy in every clan that favors hunters and warriors, then healers and spiritual leaders, then others. They are fiercely protective of children and the infirm, but they demand work from early ages.
Vetochka communities try to be in harmony with the taiga, but they also hunt and build from the wood there. They have small cities built around and in the larger trees. They honor the taiga leopards and tigers and wolves, fear the bears, and hunt the elk, caribou, and deer.
Every thousand years, the clans gather and choose a council to make major decisions. These councils last as long as its members live, then go vacant until the next millennial gathering. These four leaders are always a warrior, a hunter, a healer, and a shaman of young age.
In imperial societies, vetochkas are feared as monsters and cannibals.
PRO 9 ATH 8 Flexibility 6 STR 10 AWA 8 WIL 9 PRS 8 STH 7
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