Ahoy me hearties, it be Irish Wolf here and I do be suffering a mutiny aboard me RP, Whaler's Luck ( whaler-luck-ooc-t20907.html ). So to keep them yellow bellied dogs from nippin me feet with rabies infested mouths, I do be forced to make them a new game. Arrrr, it be a sad day that a proud Role Play Captain be threatened by pirates from among his own (not so)loyal crew.Hahahah, just kiddin. A few members of Whaler's Luck wanted to do a game based off of the mermaids I added into the game to spice it up. I also have a list of Co-GMs, whoe's word is law, unless I countermand it. daughterofdon, Kohananinja, Aslin and Phedre. Heed them well my friends. Now I have gotten a quick summery of the characters and plot for the game.Mernamiris is an island city-state inhabited by merfolk, located just east of the Bahamas in the North Atlantic ocean. Taking place in the 19th century, the merfolk civilization has yet to see extensive contact with humans, although there is always the occasional encounter. The merfolk’s ability to remain largely undiscovered might also have something to do with the island being located in the infamous Bermuda Triangle, where all sorts of supernatural things can happen.
That’s the big picture. The story more closely follows one family of merpeople. The mother of this family is Nuliajuk, a middle-aged recluse trying to escape her dramatic past. When she was a young mermaid, she was betrayed by a human sailor who cruelly severed her fingers. Years later, and still bemoaning the tragic incident, she found a ten-year-old mermaid named Kina, abandoned in the middle of a storm. Kina had no memory of how she came to be orphaned, and Nuliajuk took her in and raised her along with her daughter Sedna and son Elyseon. Nine years later, Kina has grown to be a curious mermaid, devoted to her foster family.
To further events, there is the possibility that there exists a mythical object—the Harp of Poseidon—which can supposedly grant one who plays it the restoration of that which they have lost. One evening, Nuliajuk tells Kina that she had a dream that she sat at the harp and her fingers grew back. Mysteriously, Kina knows just what this harp looks like, and begins to uncover forgotten memories of seeing it in person. With the possible assistance of Joekapen a teacher with an interest in marine and human artifacts, Kina and her friends may embark on an ocean-exploring quest. Certainly, there would be more in store for them than just severed fingers and a magic harp.
Now I have a list of playable races and sea beasties for you, followed by character sheetsMerfolk: a race of humanoid beings with human intelligence. They look human for the most part with a strange blue/green tint to their skin and flaps of skin between all their digits. Their legs however are covered in a layer of silvery or light green scales, making it look like they have a "tail". These people living in small, city-state like societies, around an island if they can help it, mostly in the southern seas and oceans. With a second eyelid, they can see underwater, much like crocodiles. No hair grows on their bodies, other then on top of their heads and eyebrows. Merfolk can hold their breath for twenty minutes and come up to breath like whales and dolphins. If they need to swim fast, they lock their legs together and their arms to their sides and swim like dolphins do. Merfolk can spend about half a day out of the water before they start getting sick, afterwards they must spend about a day in or around the water. They can have sexual intercourse with a human but a Merfolk that can create a child with a human partner is very (and I mean very very) rare. Half-breeds are basically humans with one gift from their Merfolk parent (like they only get the second eyelid or the webbed fingers and toes or can hold their breath for twenty minutes).
Selkie: a race of humanoid beings with human intelligence. They are similar to the Merfolk and Humans in the general shape of their bodies but are covered in short soft gray fur, save for the face, which is left bare. Selkie also have very, borderline abnormally, large liquid black eyes.. They live in the colder northern waters, mostly near islands with caves or floating sheets of ice. Like the merflok, they breath air but can go nearly an hour before returning to the surface again. The “feet” of the Selkie was in truth flippers and they can swim very fast. They live in large colonies like seals and breath air. Like Merfolk, Selkie can have sexual intercourse with humans but unlike Merfolk, they cannot create children with humans. Contact between theses sealpeople and the merfolk of the southern oceans is rare and it is unknown if a child can be produced between them.
Thanoi: The cousins and natural allies of the Seklie against raiding Nekelari pods, the Thanoi resemble very large walruses with human face and very long flippers that can grasp like hands. Their populations normally live within Seklie colonies and trade their raw strength for food and weapons (mostly those the Seklie trade with humans for).
Nekel Closer to the regular image of a mermaid, the Nekel are a race of beings that look like the splicing of a human torso with tail of a dolphin. Like Selkie and Merfolk, they need to breath air from the surface but build no cities, liking like nomads. Like the Selkie, they can go an hour before needing to come up for air. An interesting face, the Nekel can mate with either a human, dolphin or fellow Nekel and produce a child. If the mother is Nekel or dolphin, then the child will be Nekel but if the mother is human, then the child will be human. There is a northern subtype, that appears to be a human torso attached with an orca's tail (orca are part of the dolphin family, not whale) called the Nekelari. There have been no recorded contacted between the southern and north types nor connect between the Seklie and southern type. mating between the Nekelari and Selkie as never happened.
Sea Monk A strange and vile creature, the Sea Monk is a combination of the tentacles of an octopus as legs, the body of a fish and the head of a man. Theses beings despise almost every other form of life and will go out of the way to kill off anything that enters their lairs or "territory" around them. Their numbers are few however and a female has never been seen. It is said that the devilish Sea Monks can control the Queath with special shells they were around their necks.
Queath A race of sentient sharkes, growing to nearly twice the size of their normal brethren and having the ability to speak. However they are cursed with an uncontrollable desire to kill, even members of their own race. Some might feel sorry for the big brutes that that goes away once the Queath have removed a limb or two. The only known time they will tolerate the company of even their own kind is when they are being controlled by a Sea Monk.
Sea Serpent: large snakes with dragon like heads and scales. Most rarely grow larger then sixteen feet but some of the deep-water species can grow large enough for four of the reptiles to threaten a sperm whale. Most are even tempered and can been seen around coastal villages and following ships. They eat scraps thrown into the water or hunt for fish and crustaceans. The large ones are uncommon and mostly seen as young serpents. The teeth and scales of the large deep-water ones are prized.
Kraken: a large octopus-like monster that is able to break apart or pull ships down into the depths. They are rarely seen and few in number, living mostly at the bottom of deep water trenches with giant squid.
Character ProfilesName:
Age:
Gender:
Race:
Appearance:
Profession:
Bio:
Mine
Name: Agu Fishspearer
Age: 23
Gender: male
Race: Selkie
Appearance: A big bull of a Selkie, nearly seven feet from crown to flippers with a barrel chest. His eyes are large even by his breed's standards, looking like inky black pool of starless night. Like most of his kind, Agu wears a pair of snug whaleskin breeches about his waist with a strap about his torso for his spear, made of carved and straightened whalebone and tipped with a two pronged bronze head. His fur is a uniform light gray color, with nay a patch of anything color.
Profession: former hunter turn rogue wanderer
Bio: Agu's childhood was much like any other Seklie pup's. He frolicked in the icy water near his colony's home, playing with a small herd of similarly aged pups, until he was about sixteen, when he took after his father and became a hunter. It was after his father's death (at the hands of a Nekelari raiding party) that he inherited his father's weapon, a highly coveted spear of whalebone and bronze. it was so prized that the dominate bull of the colony demanded that it was to be turn over to him at once. Agu refused and slew two of the Bull's guard before being forced out. With the great influence that the Bull welded in the Northern Atlantic, that he has been forced to flee farther south then any of his brethren has gone before, praying that the human stories of Selkies on the other side of the world are true.