(Shark World) The Merfolk

Phowett

First Post
Hmmm... well it looks like I still had my trusty notes, so here's what I got on my merfolk kingdoms. There are six races of merfolk:

The Bluewater Merfolk. The most common merfolk of the seas. They have a few small kingdoms dotting the sea floor, but live mainly in small villages. They are the merfolk shown in the MM, with the blue hair, and blue/green body, and have the same stats.

The Sanjin Merfolk. These rare merfolk take great interest in magic. They ride through the water on top of giant sea horses. They have the ability to change into a human form of their selves, but must constantly drink water if they wish to stay in their human form for long or else they will change back into their normal bodies. In their human form, they can do anything that a normal human can, so you might see a Half-Sanjin every once in a long while. They have one large magical kingdom deep in an underwater crater, and try to keep their kingdom secret from others. Their appearance is similar to that of a Bluwater Merfolk, except that their hair is yellow, and the fish-part of their body is yellow and teal.

The Redcrest Merfolk. The merfolk are a very savage people, and live in small nomadic tribes. They often perform raids on the other merfolk. They take great pride in their barbarous ways, and are often compared to that of the a race that used to live called the orcs. Their bodies are muscular than most merfolk, and are a bit larger. Their bodies are completely covered in shades of red, except for their hair, which is black. They usually ride giant manta rays around.

The Vodalian Merfolk. This race of merfolk take part in the greatest kingdom of merfolks, the Vodalian Kingdom. The Vodalian Merfolk come in all shapes, sizes, and colors. Their kingdom is very royal, but rumors are that the real power behind the throne is a Brass Dragon. This kingdom is not hostile, but if trouble comes, they have a grand army to back them up.

The Deep Merfolk. This is the most evil race of merfolk. They live deep in the underwater caverns, but keep to themselves. If trespassers enter their lands, though, they will not hesitate to act. They are very ugly in appearance. They body is often mutated, and their claws and teeth are very long. They have a spiny line going down the center of their back until it hits the end of their tail fins. Their bodies come in dark shades of colors, or are grayish in color.

The Ningyo Merfolk. This race of merfolk struggle the most. Their lands are always being attacked by Sea Hydras, Orochi, and the Redcrest merfolk tribes. Their body is covered in scales, and are usually blue, dark green, or darkish grey.
 

log in or register to remove this ad



Game Mechanics For Merfolk PCs


Let me know if you think anything should be changed, since I'm not very good at this stuff...


Bluewater Merfolk:
+1 Dexterity, +2 Charisma, -1 Strength
Medium-Size
Swim Speed: 50 feet
Land Speed: 5 feet
+4 racial saving throw bonus against Enchantment spells or effects.
Free Weapon Proficiency with triton.
+4 racial bonus on Listen and Spot checks.
Bonus Feat: Alertness
Automatic Languages: Common and Bluewater
Favored Class: Bard


Sanjin Merfolk:
+1 Dexterity, +1 Charisma, +2 Intelligence, -1 Strength, -1 Constitution
Medium-size
Swim Speed: 50 feet
Land Speed: 5 feet
+4 racial saving throw bonus against Enchantment spells or effects.
Low-Light Vision
+2 racial bonus on Listen and Spot checks.
Automatic Languages: Common and Bluewater
Favored Class: Wizard


Redcrest Merfolk:
+2 Strength, +1 Constitution, -2 Intelligence, -1 Charisma
Large-Size
Swim Speed: 50 feet
Land Speed: 5 feet
Free Weapon Proficiency with heavy crossbow and triton.
Low-Light Vision
Automatic Languages: Bluewater and Redcrest
Favored Class: Barbarian


Vodalian Merfolk:
+2 Dexterity, +1 Charisma
Medium-Size
Swim Speed: 60 feet
Land Speed: 5 feet
+2 racial saving throw bonus against Enchantment spells and effects.
Free Weapon Proficiency with triton.
Low-Light Vision
+2 racial bonus on Listen and Spot checks.
Bonus Feat: Alertness
Automatic Languages: Common and Bluewater
Favored Class: Fighter


Deep Merfolk:
+2 Dexterity, +1 Constitution, +1 Wisdom, -4 Charisma
Medium-Size
Swim Speed: 50 feet
Land Speed: 5 feet
Free Weapon Proficiency with triton.
Darkvision
+4 racial bonus on Listen and Spot checks.
Bonus Feat: Alertness
Light Blindness
Automatic Languages: Undercommon (the sea variety)
Favored Class: Ranger


Ningyo Merfolk:
+2 Dexterity, +1 Charisma, -1 Intelligence, -2 Wisdom
Medium-Size
Swim Speed: 40 feet
Land Speed: 5 feet
Low-Light Vision
+4 racial bonus on Move Silently and Hide checks.
+1 racial bonus on Listen and Spot checks.
Bonus Feat: Alertness
Automatic Languages: Common and Ningyo
Favored Class: Rogue


Half-Sanjin:
Medium-Size
Speed: 30 feet
+2 racial saving throw bonus against Enchantment spells and effects.
Low-Light Vision
+1 racial bonus on Listen and Spot checks.
Automatic Languages: Common and Bluewater
Favored Class: Any
 

A general rule is that all ability mods should be positive numbers (2,4,6 etc) as this limits the ablity to min/max - amongst other things

Also can the Half-Sanjin breath underwater?

How do Redcrests and Sahuagin interact - it would seem that they are largely competitors filling the same 'niche' (ie that of Orcs)

Would love to hear more about the 'Kingdoms' too...
 
Last edited:

Tonguez said:
A general rule is that all ability mods should be positive numbers (2,4,6 etc) as this limits the ablity to min/max - amongst other things

Would love to hear more about the 'Kingdoms' too...

I agree with both of the above statements. THe differeent kingdoms fit in very well with the semidivine creatures domains.


I cans ee the Redcrest Barbarians being in the Shark's domain.
 


Looks good all you need to do is make the right changes as they said. Then all you need to do is come up with there stander hight and weight.
 


Remove ads

Top