top of page
MERFOLK

 

Legends suggest that merfolk originated from the interbreeding of fae and water sprites, with their presence appearing throughout various cultures, such as Greek mythology (sirens), the tales of King Triton, and Saint Senara's story in Cornwall. Mermaids continue to feature in modern stories, such as Takahashi’s Mermaid Saga. While traditionally depicted in Western or European mythology, merfolk are a complex and varied species with widespread influence across cultures.

 

Types:

  • Saltwater Merfolk: Reside in oceans and seas, often depicted as sirens.

  • Freshwater Merfolk: Reside in lakes, rivers, and other freshwater bodies. These are often mistakenly called "Nymphs," but they are distinct from fey, who do not shift.

Shifting:

  • Merfolk can shift into their mer form when they come into contact with the type of water they are specifically attuned to (saltwater or freshwater). For example, a saltwater merfolk would need to be in saltwater (such as an ocean or sea) to shift into their mer form, while a freshwater merfolk would shift when immersed in freshwater (like a lake, river, or stream). Essentially, merfolk are bound to their specific water type for shifting purposes, and cannot shift unless they are in the appropriate environment.

  • Sirens are not forced to shift under the full moon, but the moon does call to them, and can affect their mood, just like it affects the tides. Full moons they tend to be more aggressive as well as more prone to wanting to breed.

Social Order and Hierarchy

Merfolk follow a complex hierarchical structure, often influenced by their lineage (Patriline or Matriline). Their social groupings are either Clan (family-based) or Band (non-related members). The hierarchy includes:

  • Patriline or Matriline Leaders: The most dominant, usually the head of a clan, responsible for leadership, protection, and education of younger members.

  • Siren merfolk are distinguished from regular merfolk by their immense magical power, control over water and weather, and greater influence over others through enchanting abilities. They represent the pinnacle of merfolk society and magic, carrying with them the highest social status, potent abilities, and an aura of authority that regular merfolk lack.

  • Beta Types: Support the leadership and enforce order within the group.

  • Omega Types: The more submissive members, following the orders of their Betas and Alphas.

 

Age and Power:

  • Omega/Novice/Young (18-100 years): Least powerful.

  • Beta/Moderate/Adult (101-300 years): Moderately powerful.

  • Alpha/Elder/Ancient (301+ years): The most powerful and dangerous.

Social status within a band is highly competitive, with constant jockeying for power. Mating, arranged marriages, and alliances are common to maintain or enhance power, though inbreeding has become normalized in some families. Merfolk are highly protective of their kin, especially mothers who may go to great lengths (including killing) to protect their young.

Physical Description

Merfolk are tall, lean, and have luminous, pearl-like skin. In human form, they have neck gills that can be hidden. Their eyes are large, dark, and protected by a third eyelid used in water. In mer form, they possess shimmering scales starting from the waist, extending down into a powerful tail with a fluke. Their tails can be any color but reflect their skin tone. Their voices and laughter are highly expressive, evoking aquatic sounds like waves or the lapping of water.

 

Senses & Reflexes:
Merfolk have enhanced senses:

  • Smell

  • Hearing (including vibration detection)

  • Night Vision

  • Taste

  • They also possess excellent depth perception and heightened reflexes. Their tails are immensely strong, able to crush or deliver powerful strikes.

Weaknesses:

  • Vain and Mischievous: Merfolk can be deceptive and enjoy toying with the weak.

  • Jealousy and Rage: Particularly with mermen, who are known for quick tempers and jealousy.

  • Vulnerability to Fire: Fire wounds are dangerous to merfolk.

  • Decapitation: Like most supernatural beings, decapitation is fatal.

  • Full Moon Influence: While it doesn't force merfolk to shift, the full moon calls to them, often making them more prone to hunting during these nights.

Diet:

  • Normal Food and Drink: Merfolk are capable of consuming regular food and drink without issue.

  • Alcohol: Due to their enhanced stamina and inherent healing abilities, merfolk require significantly more alcohol to feel its effects, but it is still possible for them to become intoxicated.

  • Drugs and Poisons: Merfolk are highly resistant to drugs and poisons. Their innate healing abilities often render these substances inert or significantly reduce their effects.

  • Flesh and Blood Consumption: Merfolk can eat flesh and drink blood, which can enhance their magical abilities and accelerate their healing process.

Merfolk Abilities & Traits

 

Shifting

  • Merfolk shift to their aquatic form upon contact with their specific water type. Full immersion forces the shift, and the moon calls them to the water. There is no partial shift—merfolk fully transition into their mer form.

 

Healing

  • Rapid Healing: Merfolk can regenerate most injuries quickly. However, they cannot heal aggravated wounds (e.g., supernatural claws, fire, or decapitation). These can only be healed using mermaid tears.

  • Tears of Healing: Some mermaid tears possess exceptional healing abilities, capable of mending even severe injuries. However, acquiring these tears is difficult, as merfolk are typically indifferent to human emotions.

 

Senses

  • In Human Form: Merfolk can sense unshielded supernatural beings of the same level or lower than themselves.

 

Enchanting Abilities

  • Siren’s Call: Merfolk can charm individuals of the same level or lower using their song, voice, or gaze. The effectiveness and duration depend on the target’s consent.

  • Mind Roll: Merfolk can enchant others by influencing their thoughts through their voice, eyes, or song. The target hears the sounds of the ocean or lake (depending on the merfolk’s origin), smells aquatic scents, and is compelled to obey the merfolk’s desires. This influence can extend to the target’s thoughts, memories, and behaviors.

  • Enchanting Voice: A variant of Mind Roll, this ability works more slowly and can be used to create addiction or enslavement in weaker individuals. Over time, repeated use can have long-lasting or even permanent effects.

 

Elemental Powers

  • Undertow: In or near water, merfolk can manipulate it to create waves, splashes, and even pull victims under without physical contact. They can also adjust the water's properties and temperature.

  • Nature’s Fury: Merfolk can influence the weather by gathering or dispersing clouds, affecting both water and air. The scale of this power varies by merfolk level: Beta merfolk can create rain showers, Alphas can summon typhoons, and Sirens can command hurricanes.

  • Thicker Than Water (Alpha and Siren ONLY): Advanced merfolk can manipulate water within their own bodies, shifting its location or changing its temperature. This ability requires intense concentration and can leave the user vulnerable while in use.

 

Additional Traits

  • Pretty Poison: Some merfolk secrete toxins through their skin or fins, similar to venomous species like the Lionfish or Rockfish.

  • Tone-Deaf: Merfolk can emit a high-pitched, high-decibel scream similar to LRAD systems. It disrupts the hearing of most humans, causing physical pain and incapacitation. The scream affects others with heightened senses and can only be sustained as long as the merfolk can maintain it.

 

Alpha Leader Only:

  • Call (Leader Ability): The leader of a merfolk group can telepathically communicate with others, coordinating hunts, battles, and offering comfort in times of distress.

  • Neptunes Blessing : A elder siren can manipulate the water of their type [salt or fresh] in order to create waves, whirlpools, floods.

  • Call the Herd: use their song to call other merfolk to them.

  • Fury of Salacia : create heavy storms and waves that can sink ships, cause massive flooding, and even rumored to create tidal waves by the eldest of their kind.

 

Stamina by Age Group

  • Omega/Novice (18-100 years)

    • In human form: 6x that of a human

    • In mer form: 8x that of a human

  • Beta/Moderate (101-300 years)

    • In human form: 10x that of a human

    • In mer form: 12x that of a human

  • Alpha/Elder/Ancient (301+ years)

    • In human form: 20x that of a human

    • In mer form: 30x that of a human

© 2024 por Vero.

This is a fanfiction work created for entertainment purposes only. No copyright infringement is intended. All characters, settings, and other elements of the original work belong to their respective creators and copyright holders. This story is not intended for commercial gain or to claim ownership of the original material.

bottom of page