View Poll Results: What aspects would you like to see in a mer RPG? (Pick as many choices as you like)

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  • TRANSFORMATIONS: Full time mers (Little Mermaid)

    41 45.05%
  • TRANSFORMATIONS: Part time mers (H2O)

    62 68.13%
  • GENRE: exclusively fantasy

    25 27.47%
  • GENRE: exclusively science fiction

    5 5.49%
  • GENRE: features both fantasy and science fiction

    56 61.54%
  • TONE: Light (minimal violence and adult themes, G/PG)

    20 21.98%
  • TONE: Medium (average violence and adult themes, PG13/R)

    65 71.43%
  • TONE: Dark (few limits on violence and adult themes, NC17)

    22 24.18%
  • TIME PERIOD: I have a strong preference for what time period the RPG is set in.

    13 14.29%
  • TIME PERIOD: I am somewhat flexible as to when it takes place.

    67 73.63%
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Thread: What would you want in a Mer Role-Playing Game?

  1. #81
    Senior Member Chesapeake Pod Merman Dan's Avatar
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    Jun 2012
    Piedmont Triad, NC
    One option that has drawn my eye, of late is Roll20 , a virtual tabletop billed as an "easy-to-use virtual tabletop that brings pen and paper gaming to the web the right way. Built on a powerful platform of tools, yet elegantly simple, it focuses on enhancing what makes tabletop gaming great: storytelling and camaraderie." Mind you, as it does not currently work in Safari, I'm still waiting to try this one.

  2. #82
    Quote Originally Posted by Aeolius View Post
    One option that has drawn my eye, of late is Roll20 , a virtual tabletop billed as an "easy-to-use virtual tabletop that brings pen and paper gaming to the web the right way. Built on a powerful platform of tools, yet elegantly simple, it focuses on enhancing what makes tabletop gaming great: storytelling and camaraderie." Mind you, as it does not currently work in Safari, I'm still waiting to try this one.
    I've encountered this, too... I need to do more research into it, and figure out what it offers that Skype doesn't, though. It does look pretty promising though. Aeolius, do you know of any online dice generators that you might recommend?

  3. #83
    Senior Member Chesapeake Pod Merman Dan's Avatar
    Join Date
    Jun 2012
    Piedmont Triad, NC
    I run my game via IRC. It has a built-in dicebot and can have custom die-rolling bots added.
    IRC Server:, Channel: #turucambi

    Some message-baords, such as those at EN World, also include die-rolling functions.

    Some IM clients like AIM including AIM include die-rolling commands like //roll

  4. #84
    Senior Member Chesapeake Pod Merman Dan's Avatar
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    Jun 2012
    Piedmont Triad, NC
    Apparently using WotC's VTT is no longer an option, as has been discontinued. Paizo, however, has announced one of their own. That makes the Pathfinder/Cerulean Seas option a bit more attractive.
    (Formerly known as Æolius)

  5. #85
    Member Pod of Cali Merman Craig (Delphinar)'s Avatar
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    Jun 2012
    Orinda, California, (Home town)
    I would put in a combination of full time and part time mers. Mers can have tails permantly in the sea, but they can grow legs so they can walk on land. And maybe there can be sea serpents or monsters like Ursula. Humans can also have a role in it.

  6. #86
    Administrator Pod of Cali malinghi's Avatar
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    May 2011
    Los Angeles
    Quote Originally Posted by Joy&RaptorsUnrestrained! View Post
    I've encountered this, too... I need to do more research into it, and figure out what it offers that Skype doesn't, though. It does look pretty promising though. Aeolius, do you know of any online dice generators that you might recommend?
    I like the possibility of using a videochat program, but I think google hangouts have skype beat hands down. it supports up to 10 people (last I checked you have to pay to videochat with more that one person on skype) and the call quality is way better. Plus its less buggy.

  7. #87
    Quote Originally Posted by malinghi View Post
    I like the possibility of using a videochat program, but I think google hangouts have skype beat hands down. it supports up to 10 people (last I checked you have to pay to videochat with more that one person on skype) and the call quality is way better. Plus its less buggy.
    Thanks Malinghi, here is one case where you have me beat in the familiarity with the subject area Again, videochat is unlikely to matter for all of the game (message boards should be fine for the majority of the interactions, though videochat will make things faster and more intimate when we set it up), but it's always good to know more.

    Also, does anyone object to making a sort of co-operative brainstorming (rules-free) character creation thread on the mernetwork? It'll help us narrow down what sort of characters we'd like to play, and what sort of options (powers, features, qualities, backgrounds, occupations/classes) we'd like to use.

  8. #88
    Senior Member Chesapeake Pod Merman Dan's Avatar
    Join Date
    Jun 2012
    Piedmont Triad, NC
    If you need a live chat option, for brainstorming, other than the MerNetwork ChatBox, feel free to borrow #turucambi (linked above)
    (Formerly known as Æolius)

  9. #89
    Hey guys, after a looooooooong time of thinking about this, I've begun to design a mer-pantheon for our characters to worship. Let me know what you think! The majority are styled after gods from Egyptian Mythology (animal heads) with a few designed after Greek, Norse, Hindu, Mesopotamian, Far Eastern, or even Lovecraftian gods.


    *Eleuthyria - The realm of the gods, its waters are actually amrit, the essence of immortality and empowerment. The realm's name derives from the word for "Freedom" or "Liberty," as it is believed that the Gods and the spirits of merfolk called to join the gods after death are gifted with true freedom from all the restrictions on their full potential. Eleuthyria is beyond the reach of living mer, though some blessed priests, priestesses, and mystics claim to have visited or foreseen images of the blessed waters. Eleuthyria is supposed to be a bottomless, shoreless ocean, and each god has his or her own sea.

    *Duat - The realm of the dead, Duat is an eternal twisting sea, said to be a mix of the nine rivers: the binding Styx, memory-filled (and memory-erasing) Lethe, burning Phlegethon, misty Eridanos, cleansing Alpheus, painful Acheron, freezing Cocytus, stormy Rasa, and swift Nu. Souls find themselves naturally carried by the river whose waters they most need to experience to be purified, though those most worthy are carried by the Nu the entire way. In each of the rivers are scattered bubbles and debris-like islands, often resembling a place or time in the waking world that no longer exists, or depicting scenes from the life of one of the shades. The rivers eventually swirl together into a towering vortex, though it can take years or centuries or even eternity for some of the more damaged souls to reach, and then the soul is usually drained from Duat and into either Eleuthyria or a new life on Earth. Rumor persists that there is a tenth river, the Bimini, the river of Vitality, which can immediately restore the dead to life and bring youth to the ancient, but if that is the case, it would be very difficult to find, not the least because of the perils of Duat, including some of the more vicious souls and the monsters trapped in the Underwaters. It is possible for the living to enter Duat, mainly through magic and ritual, though some claim that particular areas on Earth are closer to Duat than the rest of the world.

    *Raqia - The starry ocean, this is the realm of magic and elementals. Its waters are actually purely what modern gamers would call "mana"... the fuel of magic, and are a royal blue color with sparks of light and glitter within. Normal laws of physics and existence don't function the same way in Raqia, which is also the realm of dreams and thought, and is extremely reactive to the emotional and mental state of the visitor. Raqia can be visited through magic rituals (indeed, all magic rituals and spells essentially open a tiny gate between the physical world and Raqia, in order to cast the spell), though it can take an experienced and intuitive traveler to figure out the strange geography of the realm. There are some places in the physical world where Raqia can "leak through", resulting in some strange and enchanted locales.

    Gods according to rank:

    Greater Gods: Maerael, Hapi, Eosaere, Qualumbral, Nephrod, Monceros, Balaeph, Syngnath, Carcharao, Orcael

    Middle Gods: Polypo, Alaeym, Yuvriel, Kthal, Jyrlyaia, Enteroct, Njorrir, Shénlóng, Nagaraja/Sampa, Lophiss, Cnidare, Asterozus, Diomedes, Resona

    Lesser Gods: Thressis, Zaruna, Graldont, Falekki, Dermachelle, Batoiden, Pomacae, Istiara

    Demigods: Lille Havfrue, Xakch'k, Phinilay

    *Istiara - Goddess of Mirth, her head and tail are those of a sailfish, and she frequently carries a tambourine made out of a stretched sand dollar and clam shells in one hand and a veil of woven bubbles in the other. Her symbol is a dancing sailfish, or her unusual tambourine. She teaches that mers should not only seek out pleasant experiences, but that they should also work to make the lives of others as joyous as possible. Her priesthood works to comfort those who have suffered from tragedy, and they are great community leaders. Many pray to Istiara for good luck and happiness, healing, and guidance. Her realm in Eleuthyria is near the surface, consisting of a countless expanse of gleaming bubbles and foam, each sphere containing a perfectly happy, ideal world suited for one of her worshipers in the afterlife.

    *Pomacae - God/dess of Beauty, his head and tail are those of a Queen Angelfish, and she carries a mirror made of mother-of-pearl and gleaming surface water, so that he might show everyone their true beauty. As you might have noticed, she is referred to with pronouns of both genders... this is because, while all gods can change their appearance, gender, species, and so forth, Pomacae appears as male and female equally... sometimes at the same time! However, Pomacae is ALWAYS stunningly beautiful in some way. His symbols are her mirror and two angelfish appearing to kiss each other. He teaches that mers should work to make the world a more beautiful place, whether that involves improving one's own appearance, making beautiful works of art and architecture, or restoring the natural world to its pristine beauty. Another lesson that Pomacae endorses is that all things are beautiful, and that one must always seek to discover that beauty. Her priesthood include patrons of the art, relationship counselors, artists, animal breeders, however, Pomacae is not the god/dess of marriage or devotion or love, though he is the god/dess of beauty and attraction. Pomacae is often prayed to by artists, designers, teachers, and the young. Her realm in Eleuthyria is located in a vast and dazzling coral reef, with blindingly beautiful attractions at every turn.

    *Diomedes - God of Weather, has the head and wings of an albatross, and instead of scales, his tail has feathers, ending in flukes that are actually a second pair of wings. He swims through the sky raising or calming storms with a beat of his vast wings and a piercing cry of exultation. When he sheds a feather (something he only does willingly) it turns into a bolt of lightning, and the clap of his wings at that moment can be heard as thunder. His symbol is a soaring albatross or a feathery lightning bolt. He teaches that the storms of life are to be treasured times of celebration and that times of difficulty can be overcome by drawing on inner power. His priesthood include weather forecasters, elementalists (focusing on surface conditions, weather, storms, and air), storytellers, monster-hunters and guides. Legend has it that the sky gods of humanity once tried to conquer the seas, but that Diomedes drove them off, and remains ever vigilant against incursions of foreign gods and spirits, which is why he spends so much time on the surface of the sea instead of beneath it, and why storms themselves rarely have much effect far below the surface. Diomedes is prayed to during storms and difficult times in a mer's life, so that he might provide guidance on how to conquer or sooth difficulties, but he is also prayed to by mers who spend a great deal of time on the surface. His realm in Eleuthyria exists above the surface, in an immense storm cloud one can swim in, illuminated by harnessed lightning.

    *Asterozus - God? of Hope, Healing, the Heavens, and the Stars, does not resemble a mer in any way, instead appearing as an enormous, glowing sea star or brittle star. Legend has it that, in the times before the merfolk dwelled in the ocean, darker, more twisted things from beyond the world's edges inhabited the waters instead, lurking and plotting to invade. Asterozus was one of these creatures, but It (Asterozus is most likely neither male nor female), encountered the ancestors of the merfolk, and felt something stirring in its heart at the sight of them... a feeling of promise, succor, and strength that would one day be called Hope. Asterozus then joined the side of the merfolk, and began empowering them with Its chosen quality, healing them and granting them the power to overcome Its former brethren in the deep. When the last monster was driven from the world, it lashed out with hooklike claws, and tore Asterozus to countless pieces before being slain by the armies of mer warriors arrayed against it. Sorrowfully, they picked up the fragments of Asterozus, and with heavy hearts, rose to the surface to sing out their dirges in honor of their fallen ally... only to find that that the pieces began to grow into new sea stars, each one a mirror of Asterozus, and each one lighter than air. The fragments rose into the sky, forming a net of stars to keep out the creatures from beyond, and to shine down with hope to the brave watchers below. Asterozus' symbol is a sea star superimposed over a brittle star, so that it appears to have ten legs, five of which are thick and strong, and five of which are skinny and serpentine, with a star at the center. Asterozus' teachings are that working together brings greater gains than working alone, and that hopes should be nurtured and encouraged, while evils are fought back or offered the chance for redemption. Its priesthood includes healers, holy warriors, teachers, navigators, guides, and ambassadors. Asterozus is prayed to for protection from evil, hope in difficult times, guidance, and healing. Its realm in Eleuthyria is a rippling galaxy far above the waters of that realm, where each worshiper's soul forms its own stellar paradise, further strengthening and healing the world.

    *Lille Havfrue - Demigoddess of Transformation, Dreams and Souls, is a beautiful, youthful maiden who appears as a mermaid, human, or spirit of the air, alternatively. Her voice is incredibly beautiful, and her wisdom is profound. She was once a princess of one of the northern kingdoms of merfolk, who turned to magic and, through great sacrifice, sought to become human and find love with a human prince, therefore achieving an immortal soul. When he married another, she nearly gave into despair, but refused to sacrifice another's happiness for her own continued existence, and died, only to become a spirit of the air and being given a new chance. When she finally gained a soul, it was a semi-divine one, and she has since appeared to many merfolk throughout the world offering guidance and strength through dreams, or enabling them to change shapes in order to better reach their goals. It is also said that it is she who allowed the souls of the merfolk to reach Eleuthyria after all this time. Her symbol is a pattern of sea foam that suggest the image of a mermaid or a human girl. Her teachings are that change is rarely easy or pleasant, but that our actions shape whether or not the change is a positive or negative one, and that devotion, even if seemingly misplaced, offers its own rewards. She also suggests that followers trust in their dreams. Lille Havfrue has few priests, and no temples... just shrines. Many of her devoted followers are also worshipers of another god or goddess, or simply worshipers of the gods as a whole. She has no realm in Eleuthyria, instead she maintains an ever-shifting domain in Raqia that appears to be beneath the sea, on land, or in the sky at different moments.

    *Orcael - God of Doorways, Thresholds, Boundaries, Beginnings, and Endings, has the head and tail of a killer whale. He is a god of adventure and crossing over, of strategy and triumph... but also of risk. He patrols the surface and the depths, looking for lines to cross and places to explore. He teaches that true learning, growth, and power come from experience and, to some extent, trial-and-error, and that greater risks bring greater rewards. Orcael is prayed to for courage and direction, understanding and luck. His priesthood are often battle-scarred or experienced in some way, and each of them can offer a wealth understanding of new cultures, environments, and even social realms. Orcael's priesthood is also responsible for many of the rites of passage in mer societies. It is said that Orcael's realm somehow exists simultaneously in Eleuthyria, Raqia, Duat, and the physical world... as well as the realms beyond, and it is a place of strange contrasts and endless adventure.

    *Carcharao - God of Danger, Life, and the Hunt, has the head and tail of a Great White Shark, and is known to be feared as much as he is worshipped. However, Carcharao's goals are to provide for, support, guide, and teach the merfolk to survive. Instead of giving mers a fish, he teaches them to fish... by hunting them, so that they might experience the cycle of predator and prey. Carcharao guides schools of souls into the world, and he salutes them as they depart, but in between, he watches over them. He is the ultimate hunter, but also protective, and he expects his followers to learn the lessons he teaches them. Every danger in their lives is a message from Carcharao on how to avoid or overcome that danger next time, and while he is not a comfortable deity, which god or goddess really IS comfortable? His attacks and lessons will make them stronger and enable them to survive... for there are far greater threats than he in the waters. Priests and priestesses of Carcharao are just as dangerous, but also just as capable... they can survive away from civilization for years at a time, and they know much. Carcharao's realm in Eleuthyria is a vast world within the great shark, where one is simultaneously safe... and also part of the greatest apex predator alive. His symbol is a white diamond split in half by a horizontal line of waves... a stereotypical fin rising above the surface that turns into a daggerlike tooth below the surface.
    Last edited by Joy&RaptorsUnrestrained!; 04-20-2013 at 08:33 PM.

  10. #90
    I personally would love to see some sort or plot and an end goal. And a few more goals in between.

  11. #91
    Quote Originally Posted by mermaidandrea View Post
    I personally would love to see some sort or plot and an end goal. And a few more goals in between.
    Yeah, except for two problems with that statement. Number 1 is that this is a worldbuilding thread, primarily. Plots and end goals (not to mention middle goals) derive largely from the characters and what they can do (if everyone wants to be princesses, palace guards, courtiers and court magicians, it really doesn't make sense for one of the goals to be "protect the sea caravan by acting as guards" and nobody wants magic to play a major part in the story, a major goal of "unlock the secrets of ancient etlontyan sorcery before the city erodes completely" isn't going to be possible). Since we don't have a world built just yet, we can't populate it or change it with our characters. Think about it: a runaway princess character has very different goals and outlook compared to a mystic, an assassin, a feral mermaid, a healer, or a seductive merman singer. Only when we have a setting narrowed down can character creation (including goals) begin.

    Problem Number 2 is that roleplaying games are continuous storytelling efforts, not games with a final goal or winning solution. The characters and their story evolve over time, new goals replace old ones, some old goals fail, others are completed, and so forth. Plot is different for each "chapter" or "session" of the story. I have deliberately kept the structure open and free-form so that we can sort through the ideas and pull out the threads to the story tapestry when we're ready, though I think we could use more of it... what are some kind of plots and goals you'd like to see in the game?

  12. #92

    *Batoiden - God of the Sun, Heat, Fire, and Poison, has the head and "wings" of a manta ray, and a second pair of wings and stinger where the tail flukes would be on a normal mermaid. She is proud and beautiful, and very protective of the merfolk who join her, so much so that she has joined the Asterozus and Diomedes in the sky in order to defend the seas below from threats. That is one of the reasons why the surface is relatively safe for merfolk, compared to the depths where great monsters lurk... Batoiden and her heavenly warriors are fierce combatants. However, like fire itself, Batoiden is dangerous to merfolk as well... her presence dries out and blisters their skin and scales, or burns them, and so Batoiden's residence in the sky is also a self-imposed exile. Her lover, Cnidare, is the only one who can withstand the blazing presence of the Sun Goddess for long. Batoiden's symbol is a manta ray surrounded by the ring and rays of the sun, or a burning stinger needle. She teaches that passion and emotion are powerful forces, and should be given free reign... and that if one's passions are dangerous to others, it is the responsibility of someone truly passionate to seek out a place and situation where his or her spirit can burn brightly without causing harm. Batoiden's priests and priestesses eagerly combat the forces that threaten mers, and provide wisdom and training in achieving goals and seeking out solutions. They believe that volcanoes and deep sea vents, as well as sunny days, are manifestations of the goddess' pleasure, and that poisonous creatures have been blessed by Batoiden with the burning protection of their lady. Merfolk worship Batoiden in thanks for her protection, but also in thanks for sparing them from her wrath and fires and searing heat for another day, and some suggest that the fondness for carrying mirrors while sunning oneself on the rocks is a remnant of an ancient ritual of reflecting Batoiden's glory back at the goddess as a way of honoring her sacrifice and exile from the oceans. Batoiden's realm in Eleuthyria, is appropriately, far above the surface of the water, in a sea of flame and golden paradise, where all her worshipers live happily in celestial splendor, driving back the darkness with their newly gilded spirit-forms.

    *Cnidare - Goddess of the Moon, the Tides, and the Unseen World, has glowing but translucent skin, and the tendrils of a jellyfish instead of hair and a tail. Despite that, she is one of the most beautiful goddesses, and all are drawn to her, including the waters of the world. It is she who sets the tides in motion, and she who dances, each spin and twirl showing a new phase of the moon. Despite her inhuman allure, Cnidare is faithful always to her lover, Batoiden, goddess of the sun, and the moon goddess chose to join her burning spouse in exile rather than pine for her in the sea. Despite this, Cnidare descends into the waters to visit the others on a regular, cycling basis, resulting in moondowns and new moons. Legend has it that it was Cnidare who first gave in to curiosity and rose from the sea, seeking out the surface when the other gods remained in the deeps at the creation of the world, and that the merfolk have inherited the moon maiden's curiosity with each trip above the waters. The symbol of Cnidare is a moon jelly seen from above, with four crescent moons on the mantle. The moon goddess teaches that exploration is natural and important, but that in life, choices are necessary, and it takes strength to resist being pulled into difficulty by sticking to your choices with conviction. The priesthood of Cnidare consists of teachers, guides, wanderers, mystics, and marriage counselors, as well as hunters and guardians against supernatural threats, most often revealed by the soft light of the moon. Merfolk pray to Cnidare when they are threatened by magic or the supernatural, when they need to make difficult choices, and when they seek direction in life. Her realm in Eleuthyria is, like Batoiden's, floating far above the surface of the water, and forms a remarkably open and airy silvery city of gardens, parks, fountains, and gleaming pastel coral reefs.

    *Syngnath - God of love, fertility, children, and devotion, Syngnath has bony plates like armor, a long prehensile tail, and a fluttering dorsal fin, along with the head of a seahorse. He wields a spear of intertwined coral, whose slightest touch can make any mer fall in love with any other(s). Syngnath sees finding appropriate couples (or more, if necessary... his philosophies on relationships are remarkably open) and helping them meet and form lasting relationships as his great quest in life, though it is often a challenge. Syngnath is still looked upon by the other gods with suspicion because of his assistance in Batoiden and Cnidare's love, and some have accused him of being involved with the tragic life of Lille Havfrue as well. Syngnath persists in his duty, however, while wooing Pomacae in hopes that (s)he'll eventually decide to devote him/herself to something more than transitory beauty. He is also very popular among the merchildren, because once a year he is supposed to ride a chariot pulled by seahorses across the sea and deliver presents to the good little merboys and mermaids. His symbol is the seahorse pulling a seashell chariot. He teaches that everyone should treat others as they would want to be treated, and that good deeds are rewarded, and that devotion can change the world again and again, whether it is devotion to a goal, to a lover, or to oneself. His priesthood run orphanages, act as relationship counselors, and are surprisingly good with their hands, as they make a number of toys and gifts, and are expected to show their devotion to a particular craft throughout their careers. They are also fierce protectors of children and loved ones, and most weddings are performed at temples of the God of Love. His realm in Eleuthyria is a blissful, brightly-colored, childlike sea, where loved ones, parents and children, and even star-crossed lovers are reunited joyfully.

    *Balaeph - God of Fate, Destiny, and Chance, is also perhaps the largest of the gods... a vast entity with the tail and head of a blue whale. He is deeply concerned with his duty... so much so that he rarely seems to notice anything else. His perspective is so very different, even from the other gods, that even they cannot truly relate to him, and what seems desperately important to a whole kingdom of merfolk is completely ignored, while the god of fate tries to alter the life of a single mermaid. Dealing with Balaeph is confusing, but when he does speak, his words do provide clues to the future and prove to be very relevant, but only at some distant point in time. He spends much of his time straining the oceans with his baleen, invisibly altering the fates of everyone he passes in the process. His symbol is a vast, gentle eye. His priesthood are often oracles, seers, and mystics, but just as often problem-solvers and adventurers and even some tricksters and rogues... most often a mer feels called to his priesthood simply by ending up at the door to the temple haphazardly... or seemingly haphazardly, at least... and can come from any walk of life. He is often prayed for by mers seeking good luck, guidance, or blessings, or, more commonly, to thank him for recent good fortune. He has no specific domain in Eleuthyria... instead, he leads his rare followers throughout Eleuthyria, Raqia, Duat, and Earth, and each of them experiences what it is to be as vast as the god of Destiny, seeing the worlds clearly for the first time and understanding the reasons behind the seeming randomness.
    Last edited by Joy&RaptorsUnrestrained!; 04-20-2013 at 08:34 PM.

  13. #93
    Even MORE Gods...

    *Dermachelle - Goddess of the Land, Stone, and Sea Floor, Dermachelle has the head of a sea turtle and a long mermaidlike tail ending in a leatherback turtle's body, complete with four flippers where the flukes would normally be. Legend has it that Dermachelle only appears as in this form to be more relate-able to merfolk, and that she is actually an older being, like Asterozus. She is supportive of the few merfolk who worship her, but envious of their residence in the sea, rather than on land. She tried to make her own followers, the Kappa, humanoid turtle beings with dangerous attitudes, but many of them have since gone wild and attacked merfolk communities. Sculpture and architecture appease her tastes, but she can cause earthquakes (and therefore tsunamis) and raise or lower land from the sea. Her wrath is dangerous, even more so than Batoiden's, because it can strike without warning and the results are catastrophic. Her symbol is a sea turtle with a landmass rising from its back, and her priesthood is divided between the dark side (which praises Dermachelle for her power and seeks to gain that elemental force for themselves, relying on prayers from the populace that wishes to avoid the Earth Goddess' wrath) and the light (which constructs, builds, and supports the communities, encourages communication with the humans and the kappa, among other creatures, and patronizes the arts). Her realm in Raqia is a vast unexplored continent, that somehow enables merfolk to swim a short distance off the ground, though her dark side reigns from an archipelago of debris and flotsam in Duat.

    *Typus - God of Agreements, Vows, Justice, and Rulership, he appears either as a salt-and-pepper bearded merman with the tail of a whale shark, or a whale shark larger than a megalodon. He is thorough, cautious, and wise, deliberating over a proper course of action while being determined and just. He is supposedly the ultimate ancestor of each of the major noble houses in all the merfolk cities, though this is probably a legend, and nobles with spots similar to a whale shark are considered blessed with wisdom and strength as a result. His symbol is a spotted crown floating on the waves. His priests are often nobles, judges, or merchants themselves, and it is his temple that crowns most of the rulers of the city states. Typus is worshiped by those embarking on trade agreements, rulers and aristocrats, leaders of people, and those making deals with one another. It is believed that an oath sworn to Typus is unbreakable. His realm in Eleuthyria is a magnificent palace that stretches on infinitely in all directions.

    *Monceros - God of Magic, has the tail of a narwhal, as well as the tusk of one extending from his forhead. It is said that he created Raqia from his own tears when he realized that the merfolk on Earth could only reach the gods in Eleuthyria by dying, and therefore he created a way for mers to connect to the divine through the power of magic. His symbol is a narwhal with a sparkling tusk, and his priests are often teachers, mystics, oracles, and magic-users of varying sorts. He is worshiped by spellcasters and those who work with magic items, and many merfolk nations credit him with enabling the other gods to create mers in the first place, so many revere him on their birthdays, and ask for wishes at that time. His domain is in Raqia, and it is constantly changing, but always intensely magical, and the spirits of his followers have eternity to delve into the mysteries of magic.

    *Lophiss - Goddess of secrets, dark magic, and hidden things, she has the head and tail of an anglerfish. Whereas Monceros created and maintains the energies of Raqia, Lophiss offers dark powers from Duat, the Land, and the maddening realms beyond. A scavenger and a dealer in darkness, Lophiss lures merfolk to her, offering them what they want or need, in exchange for favors and secrets and sacrifices. Lophiss is the patron of sea witches and the guardian of the creatures that lurk in the darkness, and she is apparently the child of a primordial monster-god and a mermaid, raised as a mortal, until she learned enough dark power to seize the rank of a new goddess... possibly by slaying and sacrificing her horrendous father and taking his place. That, however, is the reason the rest of the mer pantheon tolerates Lophiss... she defeated a deadly enemy through cunning and power, in exchange for her own continued existence, place among the gods, and realm in the most stagnant reaches of Duat. Lophiss isn't evil... she doesn't force others to obey her, and she rarely kills. Instead, she offers choices. It is possible, though rare, to pick and choose which of Lophiss' deals to accept and which to refuse, such that one remains "good," but it is a slippery slope to even consider trying. Lophiss offers great powers, however, and though her appearance is strange and dark, her words are so very sweet. Her priesthood is actually more of a cult of sorcerers and sea witches, though every so often, a strong-willed, heroic follower of Lophiss appears, shocking everyone. Lophiss loves these kinds of followers, because they make her temples more popular, drawing in new faithful willing to take whatever she offers. Her symbol is a light in the darkness. She is prayed to for reasons of vengeance, envy, greed, and desire. Her realm is haunted by grim spirits and fearful creatures, many of whom were once merfolk.

    *Nagaraja/Sampa - God/dess of the Sand, Salt, Silt, Wisdom, and Preservation, and creator/monarch of the Naga, this being appears as a manyheaded snake with features of both a cobra and a sea snake, but Sampa is unique among the gods in that s/he is always incarnated in avatar form, as the Nagaraja, temporal and religious leader of the Naga. As god of the sand, Nagaraja is an intermediary between the sea gods and Dermachelle. As ruler of the Naga, he or she is terrifying to oppose, though he is also wise. At will, the gaze of the Nagaraja can bless an individual with great power... or disintegrate the poor mortal in pure rage. The symbol of the Nagaraja is a spiral with a wavy tail descending from the bottom. Merfolk priests of Sampa teach moderation and control, and are capable of amazing feats through mastery of their bodies and the world around them. The naga and the merfolk are on relatively good terms with one another, and mixed marriages are not uncommon, though the naga prefer to remain near or on the shore and in freshwater, and deltas, while the merfolk tend to dwell in saltwater habitats. Sampa's home in the Eleuthyria is ever shifting, reconstructing itself into a palace of gleaming copper sands that changes at the whim of the wise god.

    *Nephrod - God of the Dead, Spirits, and Duat, has the head and tail and armor and claws of a lobster, as well as a humanoid torso and arms. He is calculating and watchful, always alert and aware, and possibly as wise as Sampa. His symbol is a lobster shell with claws and head facing towards the viewer. He teaches that all things, even gods, die at some point, and that life is precious because of its fragility... and that the dead deserve respect and filial piety. His priesthood have a number of funerary duties, and guide merfolk communities in the reverence of their ancestors. Nephrod also opens the gates to Duat once a year, allowing the spirits of the departed to return to walk among the living. However, he is greatly opposed to the undead, and his followers destroy those kinds of monsters immediately. He is respected by the merfolk, if considered somewhat morbid, because he is also considered gentle and understanding. His realm is the entirety of Duat, but his followers see that domain as a place of wonders and mysteries and adventure, not the terrifying realm others perceive.
    Last edited by Joy&RaptorsUnrestrained!; 01-27-2013 at 02:23 AM.

  14. #94
    Quote Originally Posted by Joy&RaptorsUnrestrained! View Post
    Yeah, except for two problems with that statement. Number 1 is that this is a worldbuilding thread, primarily. Plots and end goals (not to mention middle goals) derive largely from the characters and what they can do (if everyone wants to be princesses, palace guards, courtiers and court magicians, it really doesn't make sense for one of the goals to be "protect the sea caravan by acting as guards" and nobody wants magic to play a major part in the story, a major goal of "unlock the secrets of ancient etlontyan sorcery before the city erodes completely" isn't going to be possible). Since we don't have a world built just yet, we can't populate it or change it with our characters. Think about it: a runaway princess character has very different goals and outlook compared to a mystic, an assassin, a feral mermaid, a healer, or a seductive merman singer. Only when we have a setting narrowed down can character creation (including goals) begin.

    Problem Number 2 is that roleplaying games are continuous storytelling efforts, not games with a final goal or winning solution. The characters and their story evolve over time, new goals replace old ones, some old goals fail, others are completed, and so forth. Plot is different for each "chapter" or "session" of the story. I have deliberately kept the structure open and free-form so that we can sort through the ideas and pull out the threads to the story tapestry when we're ready, though I think we could use more of it... what are some kind of plots and goals you'd like to see in the game?
    well, open ended plots are always fun. normally when i did RPGs they kind of ended up nowhere. a lot of it was really just improv.

    goals, i mean like "quests". i dont know if you've ever played any of the Fable games or not, but in those kinds of games there's always a quest. something like those. I'd like for there to be a main quest, with mini quests in between ^o^ i'd love to see someone play a villain.

  15. #95
    More MORE Gods:

    *Maerael- The actual creator god of the merfolk, there are many myths about Maerael, who is most often depicted as a powerfully built merman with lionfish fins as wings sprouting from his back and a glowing trident. In fact, Maerael's entire body shines with an inner light, and he is also a god of craftsmanship, invention, science, writing, and art. It is from his name that "merfolk" is derived, as "The People of Maerael." Maerael is believed to have a number of unnamed siblings, one who went to the upper atmosphere, one who went to live on the land, one who went to live on the earth, one who went to live beyond the world and so forth... but it was Maerael who had the vision to create and make his home in the sea, and to create the first living things in the waters, sculpting them over centuries until they evolved into all the different creatures of the sea and land... and then he began to work on his masterpiece, the first merfolk, made in his image. He is also a god of destruction, however, since in order to create, he must sometimes destroy, much like the waves crumble stone and carry away portions of the beach, only to deposit strange new things with each low tide. His symbol is a trident constructed of many kinds of seashells, and his priesthood are known for their skills and inventiveness, as well as their use of technology. Tools, weapons, and buildings constructed by the Temple of Maerael are known for their intricate qualities and subtle features, including enchantments and advanced tech. Maerael is also believed to have created each mer's soul before life by giving them a fraction of his own life, and during their lifetime he sculpts their bodies to fulfill his dream of their true nature. He is the most powerful god of the entire pantheon, though he prefers to let the gods do as they will unless all of Creation is threatened. His realm in Eleuthyria is a vast sea that is part art studio and part workshop and part museum, where a version of everything Maerael has ever created is saved for all time, and where his followers can happily create their own inventions forever.

    *Resona - The only goddess who is never depicted in physical form, Resona manifests as a deep and beautiful music that surrounds the listener and somehow intuitively provides the answers to any of her follower's needs/questions. As goddess of music, Resona is extremely powerful in mer society, and her presence and guiding hand can be felt throughout mer culture. Resona provides comfort, sorrow, love, anger, worry and humor, along with the other emotions and sensations that shape the mer psyche. Her symbol is rippling music score, and her priests and priestesses are renowned for their choirs and composers, dirges and battle songs, ballads and requiems and lullabyes. Each devotee of Resona is expected to make, perform, or write at least one masterpiece of music in some fashion throughout his or her life, and many take part in the creation of far more. Resona's realm in Eleuthyria is a vast sea of icebergs and crystals, from which impossibly beautiful instruments can be fashioned, all providing an echoing resonance that enhances and weaves together in harmony every tune performed in the realm.

    *Shénlóng - God of Order, Balance, Peace, and Intermingling, Shénlóng appears as a vast sea dragon, with catfish whiskers, and a pearl of many colors set in his forehead. His symbol is a stylized dragon. He teaches that the path to true peace is not simply being pacifistic (though that is a respectable quality to have) but to practice inner peace and serenity, linking and harmonizing the mind, body, spirit and community. He is prayed to in times of stress and conflict, and his priesthood is a haven for martial arts and seekers of peace. His realm isn't strictly in Eleuthyria, Raqia, or Duat... but in all three at once, somehow, and consists of a balanced and organized undersea garden.

    *Hapi - God/dess of Elemental Water, Hapi is more primordial and unknowable than most of the other gods, and when s/he manifests, it is often as a water elemental (a creature made of living water) with features of both men and women. His/her symbol is a crystalline globe of water, and Hapi's efforts to maintain the purity of the world's waters (salt AND fresh) have actually prevented some of the greater excesses of humanity. Fighting pollution is a common effort of Hapi's priesthood, though they are often considered a bit aloof (as they give greater value to the water itself, rather than the creatures or plants that live in the water or need it to survive). Still, Hapi is considered the most powerful of the different elemental/nature gods worshiped by the merfolk, and the most necessary. Hapi teaches that modelling oneself after the qualities of water... adaptivity, going with the flow, tempestuousness, clarity, and inexorability, among others. Hapi's realm in Raqia is a vast, crystal-clear sea, and the spirits of his followers become water elementals.

    *Njorrir - God of the Wind, Waves, Ice and War, is also, after a fashion, the god of breath. He appears as a warrior merman in scale mail, with ice blue skin and scales, and wide flying fish fins. Unlike Diomedes or Hapi, Njorrir is the God of the surf and spray, where water meets air... and where it freezes. Existing in this constant clash between two elements, Njorrir is appropriately enough, one of the primary war gods of the merfolk, and his domain also encompasses the conflict between the human and piscine nature of his people. He teaches that strength and strategy are available to all, even the least likely, and that knowing how to use each determines whether an individual survives and transforms to diamond-like perfection, or is washed away to be replaced by the next. He is also a god of travel and journeys, personal transformation and experiences, and his priests and priestesses are often itinerant, though many are stationed in various city-states militaries, particularly in the northern waters. Still, the Temples of Njorrir are also patrons of the arts, notably sculpture and storytelling and song (there are warrior monks capable of striking an iceberg with such force and precision that it shatters into a perfect statue of their choice, and of soprano priestesses whose songs are so high and pure that they can do the same with a single piercing note). Armies blessed by Njorrir have been known to ride the waves across vast distances, and to have their weapons coated with frost. His symbol is a frozen wave, and his realm in Raqia is a sea of icy glaciers, which constantly echo from the winds howling through the tunnels in a form of strange music, and where great mer warriors feast and hone their skills.

    *Falekki - The divine guardian and protector, she appears as a sleek mermaid with dolphin features and flukes, and who never speaks... what needs to be said, other than that her children, the merfolk, are protected? Many legends tell of her tireless devotion and the way she fiercely defends the merfolk against monsters and environmental dangers and even the threat posed by humans. Her constant smile, even in the face of danger, is comforting, and her strength and defiant spirit is empowering. Her symbol is a curved row of shields, resembling a smile. The clergy of Falekki are great prtectors and nurturers of the community though many of them take a vow of silence or sacrifice some other part of their lives as a sign of their devotion to those they protect. Falekki's realm in Eleuthyria is a sea of peaceful, temperate waters home to a seemingly endless pod of dolphins, Falekki's other children.

    *Enteroct - The Trickster God of Mischief and Chaos, is appropriately enough, a mystery. He (we assume Enteroct is male, though he has appeared in female and genderless forms as well) usually appears as some mix of humanoid or merman and octopus or squid (or even cuttlefish). Rumor has it that Enteroct is everything from the first mer god, to a hybrid of mer god and primordial monster, to a human who ascended to immortality, to a kraken's ghost, to an elaborate hoax played on the merfolk by some other species. If he exists, Enteroct is not actually cruel or evil or even particularly dangerous (aside from being a god), but he is a meddler, certain he can change things for the "better"... even if "things" are quite happy being the way they are. Sometimes the result is great conflict and devastation, sometimes it ends in wisdom and positive change, but Enteroct, at least, is always amused. His symbol is a set of spiralling, rotating octopus tentacles. His priests tend to be looked down upon, but they do make great storytellers and jokers. Usually, they work together to pull off some fantastic trick or prank. His realm in Eleuthyria is a vast and changing maze of scenery and props, costumes, and audiences, all seemlessly falling together into the perfect joke or entertainment. Rumor has it that Enteroct grants those faithful spirits who entertain him repeatedly some random gift... some have even ended up with new life (though often as the opposite gender, or some other twist to entertain the Trickster).

    *Graldont - The God of Hunger and Force resembles a cross between a merman and a Hammerhead Shark, with the oddly split head and sideways-facing eyes, and the great jaws in the middle of his "face", and the powerful dark tail fins of a shark. His musculature is an odd mix of bulky and skinny, as if he is at once starving and well fed. Graldont is a very direct god, seeking out whatever he hungers for at that moment and not letting anything get in his way. Graldont feels the hungers (and desires and thirsts and lusts and greeds) of every creature in the sea, and the rare priests and priestesses of Graldont claim that offerings to their god help satisfy the hungers in all things. Consequently, Graldont isn't a particularly beloved god (except among those merfolk who began their lives as sea creatures and those who really want to achieve their goals), but he is one that is worshipped pre-emptively... especially by travelers about to swim through dangerous waters. His symbol is a ring of teeth facing outwards like a sunburst, and his domain is a particularly fearsome sea in Duat full of enormous, half-eaten bodies of monsters and giants and shipwrecks.

    *Jyrlyaia - The goddess of the home and family, Jyrlyaia has the lower body of a seal, and soft fur covering even her torso, along with deep dark phocine eyes. Jyrlyaia teaches that strength and immortality come from caring for and being among your family, whether that family is blood or the deepest of friends. Jyrlaia's priesthood is full of mermaids and mermen who offer guidance and an attentive ear to members of families, in hopes of strengthening them, and for sponsoring communal gatherings that encourage the feeling of kinship. Her symbol is a pair of seal-esque eyes staring out at the viewer, and her domain in Eleuthyria is a vast colony of gathered merfolk followers and their families, eternally celebrating as if at some big party or gathering.

    *Kthal - The goddess of death (as in the act and instance of death, not the Dead or the Afterlife) and the psychopomp of the merfolk, is stunningly, dazzlingly, heartbreakingly beautiful, with long, flowing hair that caresses and carries off the dying to their home in the afterlife. Everyone who sees her describes her tail differently, but it is always their ideal of beauty. Her symbol is a slender hand gently reaching out from an arm coiled in dark hair. Her priests are, interestingly, surprisingly militant, ready to face death in a cause that they (individually) deem worthy. They also are rather philosophical, and provide comfort to the bereaved. She does have a realm in Duat, and it, like the Death Goddess herself, is heartrendingly beautiful, but it is also completely empty, noteworthy for being one of the few places where the living (if they survive the trip through Duat) can gain an audience with Kthal. What happens to the spirits of her own followers is a mystery, but Kthal herself spreads her essence across the many worlds, in order to be there for each dying mer. Rumor has it that both Carcharao and Nephrod has wooed Kthal, but that she is as elusive as she is omnipresent.

    *Qualumbral - The deity of darkness takes many forms, often appearing as a vague, shadowy figure, often with the tail of a coelacanth. However, Qualumbral actually has three main avatars: The Night Maiden, The Deep Lord, and The Twin, each embodying a different kind of darkness. The Night Maiden represents the cycle of darkness that comes to the surface and shallow waters with the arrival of each night, and often exists in a state of rivalry with Batoiden, Cnidare and Asterozus. She is, however primarily concerned with romance and wonder as well as rest and security, and has alliances with similar gods. The Deep Lord is perhaps the most powerful aspect of Qualumbral, as the vast majority of the sea never sees the light of the sun, and is therefore his domain. He is closely aligned with Lophiss, and embraces a survival of the fittest philosophy. The Twin, however, looks like a shadowy version of whomever sees him, and represents the shadows and shadowy sides of all things, including individual merfolk. In this form, Qualumbral acts as a sort of devil's advocate, testing merfolk and their convictions. His worshippers typically only encounter one of the three, unless they are of sufficient rank in his priesthood to experience all three shades of darkness and truly understand how they interact. The temples of Qualumbral offer introspection and are places of meditation, but there are rumors that more than a few merfolk who follow any of the three aspects of Qualumbral turn evil (adherents of the darkness god point out that more than a few turn good or neutral as well, but it is still a troubling statistic). Rumor also speaks of a fourth aspect of Qualumbral, the Unseen, representing the darkness of stealth, and a secret branch of the temple housing an order of assassins devoted to this forgotten aspect. The symbols of Qualumbral are all solid black silhouettes... of feminine lips (The Night Maiden), a fish (The Deep Lord), and a pair of shadowy merfolk swimming opposite one another (the Twin). The Unseen, if it truly exists, has no symbol that merfolk anywhere would recognize. The realms of Qualumbral appear to be split, one for each aspect. The Night Maiden's realm is a dark expanse in Raqia, while the Deep Lord's Realm is near the bottom of Eleuthyria. The Twin's realm is in Duat, a shadowy version of everything the visitor has ever experienced. It is suspected that if the Unseen exists, it's realm would be in Duat as well, though merfolk who do travel between realms hope they never visit it, and some fear that this deadly domain houses the slain souls of all the assassins' victims.
    Last edited by Joy&RaptorsUnrestrained!; 02-24-2013 at 02:56 AM. Reason: finished post

  16. #96
    *Xakch'k - The demigod of undeath, unrest, hauntings, and indecision, this nightmarish entity is of indistinguishable gender, appearing as a skeletal, six-armed mer with bony spikes emerging from the top of its skull down its shoulders and back and all the way to the tip of its fleshless tail. Xalch'k was originally mortal, the child of another god and a mer, but his or her corrupt path turned into a undying devotion to the destruction of the cycle of life and death. Xalch'k doesn't have an open church or temple, but instead has several cults of followers who likewise seek dark powers and undead servants and an escape from death. Xalch'k's symbol is a fractured humanoid skull with an eel skeleton coiled around it, the undead god's domain in Duat is a chilled sea of stagnant, clotted blood and reefs of tangled, warped bones.

    *Yuvriel - The goddess of conflict, battle, bloodshed, glory and anger, Yuvriel appears as a graceful scarlet mermaid with platelike scales covering her body and armed with daggers, a serated falchion, and sea-urchin spear, as well as tail flukes sharp as axe blades. Yuvriel teaches that conflict is inevitable, and that while peace might be comforting, no stories and legends come during peacetime. Her symbol is a crimson whirlpool, as if a funnel and a red tide had spun together. Her temple and priesthood are actually fairly popular, and responsible for the reverence of warriors in mer culture. That said, Yuvriel has no patience for abusers of power and rapine or pillaging are considered stains upon her honor... and that she deals with those who commit such acts viciously. Legend has it that Yuvriel constantly plans to spar with and outmaneuver Njorrir and Falekki and Orcael, but that she bows before the will of Kthal. The conflicts she cherishes aren't even necessarily violent... arguments, rebellions, defiance, stress, drama, and lovers' quarrels are also "blessed" by the scarlet goddess. Her realm in Eleuthyria is a vermillion sea, where her followers debate, battle, and spar constantly, in preparation for the day when their goddess calls on them to bring their millenia-honed skills to bear on enemies.

    *Zaruna - The god of sorrow and pain, Zaruna is neither male nor female, but appears as an androgynous mer with long, straight hair, gray scales, and deep blue eyes that constantly shed tears. The symbol of Zaruna is a rain of tears that sends out ripples into the water, and priesthood of Zaruna goes through a great deal of upheaval, since many are drawn to the engaging power of mourning, sorrow, and pain, but few can stand its full force for long. The Zarunan teachings say that sorrow strengthens the merfolk, and that tragedy teaches more about how to live and who one really is deep inside than triumph ever will. Zarunan clergy care for the poor, sick, and injured, but they also encourage mournful songs and poems, conflict and battle and personal pain. Zaruna's domain is in Duat, a sea of sharp, jagged rocks that cut but cause no visible wounds, instead filling a person with memories and experiences of pain and loss.

    *Phinilay - Demigod/dess of illusion, mirages, and glamour, Phinilay can look like ANYTHING, so very little is known about him/her. Some mer theologians have suggested that Phinilay's relatively recent appearance on the divine scene indicates that she's a demigod of some sort who apotheosized. Some, however, believe that Phinilay was actually just a rumor or a hypothetical thought... an illusion who became so real that he became a god. Phinilay's symbol is a mask of seashells, and the temples of Phinilay are known for their ability to decorate and disguise. Many magicians visit them for practice at creating elaborate magical or illusory effects. The realm of Phinilay is unknown... but presumed to be somewhere in Raqia. Attempts to scry into that realm tend to backfire spectacularly.

    *Thressis - The god of fear and creator of nightmares, Thressis is neither male nor female, but appears as something mind-numbingly terrifying for everyone who views It. Thressis is almost certainly one of the primordial sea monsters, but unlike Asterozus, It is inimical to all life. Batoiden has long struggled to banish Thressis, but the nightmare-maker is clever and resilient. Thressis' symbol is a silvery sea anemone with talons at the ends of its tentacles. Thressis' cult is, like Xakch'k's, underground and widely despised by most of mer society. Thressis draws worship out of fear and occasionally insanity as well. The realm of Thressis is a deep sea cavern system in Duat, echoing with horrid sounds that play at your most terrifying memories.

    *Alaeym - The god/s of co-operation, community, schools and learning, seem to be a sort of compound being powerful enough to count as a god... the spirit of community and learning appears as a school of countless, pixie-sized merfolk, all shaped into a giant mermaid or merman, and talking with one choral voice. Alaeym's symbol is a star formed of five webbed hands. The church of Alaeym is usually a major part of whatever community it finds itself in... they offer counseling and intermediary services, but their greatest contribution is probably to the training and education of the merfolk in the community. In fact, Alaeymites take a special interest in feral merfolk (those who were originally fish) and former humans (those that were born or raised among humans) because of the opportunity to teach these mers the skills and information they need as mermaids and mermen. Alaeym's realm in Eleuthyria is a crystal clear sea... utterly packed with swimming, talking, listening, and very communicative merfolk. It is said that the secrets of all four realms and beyond are shared in this domain.

    *Polypo - The god/dess of seaweed (and all plants), coral, and agriculture, this god appears as a mermaid or merman sculpted from a living reef (or, in deeper waters, some other sort of marine wildlife, such as the inhabitants of a vent, or a cloud of plankton). Polypo has two main aspects... the Wild One, and the Provider. The Wild One is the embodiment of untamed sea life (though usually more stationary sea life), and in this form, Polypo works closely with Carcharao, Graldont, the elemental gods, and, perhaps unsurprisingly, Shénlóng. The Provider, however, focuses on the aspect of agriculture and those animals and plants raised and tamed and grown by merfolk, and therefore is allied with Alaeym, Jyrlyaia, Falekki, Typus, Dermachelle, and Syngnath. While both aspects are important to mer culture and society, individuals tend to lean towards reverence of one or the other, and only the temple of Polypo has worshippers that praise both the Wild One and the Provider. The symbol of the Wild One is a delicate fan coral, reacting and swaying to the currents around it, while the symbol of the Provider is a ring of woven staghorn coral. Polypo is often prayed to for good harvests and healing (herbalists often revere Polypo as much as Asterozus), though there are some mystics who have turned the miracles of Polypo to more combattive ends (cages of coral grown in instants, entangling seaweed, giant anemone stings, etc). Polypo's two aspects have their own realms, which are linked to each other... The Wild One's realm is a tangled coral and waterweed sea in Raqia, home to some very elaborate elementals; the Provider's realm in Eleuthyria is a lush and colorful realm of prosperity and growth, where living plants and corals form vast, growing farm-cities.

    *Eosaere - The Queen of the Gods and the mother of merfolk, Eosaere is Maerael's equal and counterpart. But unlike the creative and destructive King of the Mer Gods, Eosaere is more of a guiding and compelling goddess, taking the creations of her divine "husband" (or brother according to some legends) and giving them new life, or helping them find their own way in the world. Like Nagaraja/Sampa, she is always being reborn as an avatar and living countless lifetimes among mortal merfolk. Unlike Nagaraja/Sampa, she is always incarnated as a mermaid (not a merman) and her identity and existence are hidden from knowledge. Mer legends are full of stories of mysterious and beautiful mermaids who arrive unexpectedly and change the situation for the better, before disappearing, leaving behind some token bearing the symbol of Eosaere: a pearl resting in an open shell. Eosaere's realm in Eleuthyria is a beautiful sea, home to all of the goddess' past incarnations, and bearing many scenes from her past lives, some beautiful, some tumultuous, some both.

    Male: 12 (Maerael, Shenlong, Njorrir, Graldont, Nephrod, Monceros, Typus, Baleaph, Syngnath, Carcharao, Orcael, Diomedes)
    Female: 12 (Eosaere, Kthal, Jyrlyaia, Falekki, Resona, Lophiss, Dermachelle, Cnidare, Batoiden, Istiara, Lille Havfrue, Yuvriel)
    Neither/Both: 12 (Alaeym, Qualumbral, Enteroct, Hapi, Nagaraja/Sampa, Asterozus, Pomacae, Xakch'k, Zaruna, Phinilay, Thressis, Polypo)
    Last edited by Joy&RaptorsUnrestrained!; 02-25-2013 at 07:58 PM. Reason: Finished

  17. #97
    Member Euro Pod OceanicStory's Avatar
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    Jan 2013
    Ayrshire, Scotland.
    A touch of transformation is what I'd enjoy best. Really, what better way to convey the magic and awesomeness of merfolk than to enjoy the moment in which you become one? Not to mention, a scene or two in which we come to terms with our changes, and learn how to handle them, would be good fun.

  18. #98
    Hmm... the World of Darkness games (particularly the New World of Darkness) tend to suggest starting out with your character's "Prelude"... before they become a Vampire, awaken to magic, are stolen away by fairies to become a changeling, turn into a wolf for the first time, discover that there are monsters out there to hunt, or become possessed by a ghost (none for the new Mummy game, though). Something like that might be a good suggestion to start with, OceanicStory, though only for those merfolk who were born human or fish. Those born as merfolk would be kinda left out, unless we could put some sort of similar transitional experience for them as well. Maybe a ceremony or encounter that awakens their full potential as merfolk, making them stand out from other mers, or some sort of coming of age thing (like the Little Mermaid's birthday visit to the surface in Andersen's story)?

  19. #99
    Ok, what main attributes should merfolk have?

    I figure arguments could be made for the following, but probably not ALL of the following:

    *Strength: (Rating of your mer's physical strength, used for lifting, carrying capacity, melee attacks, etc)

    *Speed: (Rating of how fast your character can swim, also a measurement of your ability to jump or "breach" out of the water like whales, dolphins, flying fish, manta rays, etc)

    *Agility/Dexterity/Grace: (Rating of your character's physical control, movement, and fine motor skills, as well as dodging ability, and possibly some forms of attack and many forms of thief skills)

    *Constitution: (Rating of your character's resistance to poisons, disease, exhaustion, also your endurance and regenerative ability)

    *Breath: (Rating of your character's ability to hold his or her breath in specific environments... cetacean merfolk use it to measure how long they can stay underwater, piscine merfolk measure how long they can sun themselves on the rocks without dehydrating, etc)

    *Intelligence: (Rating of your character's critical thinking, intellect, memory, and learning power. Useful in certain kinds of magic, as well as solving puzzles and conundrums)

    *Wisdom: (Rating of your character's spirituality and connection to the world around her, as well as to the power of the spirit and the heart, useful in certain kinds of magic, also helpful in healing actions and understanding supernatural effects)

    *Charisma: (Rating of your character's leadership ability and people skills, ability to inspire and gather allies)

    *Attractiveness: (Rating of your character's physical appearance, looks, and seductive capabilities, useful for gathering information and making allies of people who find you attractive, also has some dazzling potential at higher ranks.)

    *Unattractiveness/Hideousness/Alienness: (Rating of your character's unattractive appearance, whether ugly, unnerving, alien, or monstrous. This might seem like a disadvantage, but it is useful in intimidation attempts, some information-gathering, and can be helpful in combat as a way of startling opponents)

    *Manipulation: (Your ability to convince people to do what you want them to do, lying ability, etc)

    *Perception: (Your awareness of your surroundings, ability to notice and comprehend details, range of vision/hearing/scent, and tracking ability, useful for finding clues, hunting, increasing your accuracy with ranged weapons and powers, etc)

    *Wits: (Your awareness of your surroundings, ability to keep your cool in a dramatic situations, and spatial awareness in combat, helps maintain focus for spells and abilities in distracting situations, also allows you to detect sneak attacks or the presence of traps)

  20. #100
    A good list. Here are some suggestions:

    Some of these stats could actually be derivatives of other stats, instead of stats themselves.

    For mers speed could be the average of strength and agility
    Attractiveness could be the average of charisma and constitution
    Instead of being a separate stat, attractiveness could be just a low attractiveness rating
    Manipulation could be the average of Charisma and wisdom
    Perception the average of agility and intelligence
    wits the average of intelligence and wisdom

    Of course, it doesn't have to be the average. It could be some other formula.

    For my novel, The Accidental Mermaid, go to
    Coming in 2014: ​Spindrift

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