Merfolk

A Merman clad in traditional Scuttlebug Plate Armour

Merfolk (or Mer) are aquatic humanoids who are found on many planets. Their flexibility as nomadic, aquatic omnivores has allowed them to prosper in many roles, but they remain largely nomadic as a species, and have no kingdoms or empires of note. The Mer of the uncharted planet Imperium are particularly successful as a species, and are common participants in the planet's rich nautical history.

## Geography

Merfolk are found almost entirely in the coasts and shallow seas surrounding Central Imperium, as well as some of the larger rivers and marshes that run inland. Although they are mostly nomadic pack hunters, many have settled either in towns and cities as permanent residents, or in popular spots that they consider good for hosting ambushes. These ambush spots are in turn monitored by travelers, who must take care when traveling near salty and brackish waterways.

Merfolk generally avoid fresh water, as their bodies are not equipped to thrive in such conditions. They can, however, thrive in brackish water. Thus, locations such as the Sand Swamp and the Capital Undercity are known havens for Mer.

While it is likely that Merfolk would spread to outside continents if given the chance, they are restricted to the shallows by their closest undersea competitors: the Melkai. Although Merfolk are adept at hunting and fighting in shallow, murky conditions, they are ill-matched in open water against the speedier and more coordinated Melkai, who will gladly prey on anything they consider vulnerable. Both races display excellent pack hunting strategies, but Merfolk are at a considerable tactical disadvantage in the open sea due to their reliance on ambush strategies. The prosperity of Melkai in the open oceans has thus been a constant barrier to Merfolk who would seek to spread out to other continents. Travel via ship, while an option, has not yet been attempted by the race due to the difficulties inherent in manning a predominantly dry vessel when one lacks land legs.

## Physiology

Merfolk are typically teal-skinned, with rough flesh that resists cuts and scratches. Their lower bodies are fishlike, with similarly tough scales. Along with this natural armour, Mer also have flexible, cartilage-heavy skeletal structures that allow them to squeeze in and out of otherwise treacherous areas. Merfolk thus make formidable foes when encountered in Imperium's shallows, as they are able to out-maneuver and outlast most unprepared foes.

Merfolk possess both lungs and gills, making them amphibious. That said, their lack of legs forbids them from traveling too far inland, and they require constant moisture to avoid drying out and damaging their bodies.

Mer typically have several webbed fins across their upper bodies, which can be opened and shut to help them maneuver in a pinch. All are born with barbels attached to their foreheads, and many use these barbels to attract smaller fish and other aquatic prey. Many Mer remove these barbels -or have them removed by overeager and sharp-toothed fish. A mer's eyes are designed to help them navigate through dark places, and some find that the barbel hinders their ability to safely navigate such environments, either by straining the Mer's eyes or attracting unwanted attention.

A Mer's tail is usually the largest part of its body, and requires a large amount of energy to sustain. It does not typically contain many internal organs as Mer often sustain heavy damage to their tails in fights with Melkai and other predators, and their survival depends on being able to recover from such injuries.

## Behaviour

The Merfolk of Imperium are skilled ambushers who live semi-nomadic but deeply social lives. They are relegated to many small clans, but these social bodies are flexible and can adapt to changing rosters with ease. They are divided into three castes: Soldiers, Sirens, and Charlatans. The Soldiers function as hunter-gatherers, but also protect the vulnerable members of the clan. Sirens are magic users and clerics who handle relations between the Mer and the Water Kingdom. Finally, the Charlatans are a blanket category that includes many types of Mer. Within a clan, a Charlatan refers to a trickster, a merchant, or one who interacts with other races. Those who leave their clan and become independent are also termed Charlatans, and are frequently monitored by their peers. Those Mer who forsake the beliefs of their people and instead live peacefully among the other races are still called Charlatans, but are surveiled with deep suspicion by their brethren. There are, however, no consequences for leaving a clan, as long as one proves to those who monitor them that they harbour no ill will toward Mer culture. A solitary Mer may join or rejoin any clan they wish, although they may find that they are watched closely for some times after reintegrating with their host culture.

Mer develop close connections with each-other, and the act of killing another Mer is the only crime that they view as unforgivable. Clans are almost always religious too, and care deeply for their patron deities. Many devote their lives to Elarel, who is the primary patron of the race. Some focus their devotion on Baugh -Elarel's general and the Baron of Brine- because of his connection to the sea. Others are devotees specifically of Brack, the Duke of Estuaries, who provides them with many excellent sources of brackish water. Mer are common sights in Elemental temples and religious sites, and will defend these locales with uncommon fervor.

Unfortunately, their devotion does not extend outside the boundaries of their race. Merfolk are known xenophobes, and generally view other races as either quarry to be hunted or fools to be swindled. Merfolk merchants and guides are widely mistrusted, but are still approached by those desperate for the services only a Mer could provide. The Mer do possess an unparalleled knowledge of Central Imperium's shores and waterways, and thus make excellent aides on voyages and expeditions. But, if one does wish to consort with a Mer guide, then inquiring into that Mer's background and keeping a close eye on it are both always advised.

Due to the nature of their ambush tactics, Merfolk are infamous decoys. They have spawned sayings among fishermen and sailors such as 'a Mer in the water is ten at your throat,' which references the popular Mer tactic of luring in ignorant travelers. Solitary Merfolk Charlatans frequently appear to those who wander near coasts and rivers, and will beg the aid of those they approach. Should a traveler fall for the Mer's con and join it in the water, they are almost never seen again. Those who are discovered to be of the Charlatan class are thus often persecuted by fearful members of other races.

Soldiers and Sirens interact less with the outside world but are no less dangerous. Soldiers study the art of the aquarapier from birth, and carry these unique blades for use in skirmishes both on land and in the water. Mer Soldiers are recognized as disciplined and deadly foes, and even Melkai will avoid a large party of them -although even the largest hunting party is no match for the massive Melkai packs that roam Imperium's open waters. Sirens, meanwhile, are rarely seen by other races. Those who do join hunting parties usually do so when the hunt in question calls for more than just trickery and bladework. Mer Sirens are most commonly seen in raiding parties: rare groups formed by clans who seek to ransack an unprepared vessel or small coastal settlement. While not as common as a Melkai pack, a Mer raiding party can spell doom for unwitting merchants and sailors who stray into murky waters.

Finally, it would be a mistake not to mention the Merleen who often anchor such raiding parties. These massive, whale-like Mer require the protection of clans and raiding parties, as they are otherwise easy prey for the endlessly voracious Melkai. That said, they are powerful mages in their own right, and often provide the sheer size and power that a party needs to sink a ship and repossess the treasures within. Physiologically, Merleen's upper bodies are identical to those of most Mer, but their tails have become colossal, blubbery bodies that -were it not for the existence of the Melkai- would fear very little.

Common legend states that the Merleen are Merfolk who betrayed Elarel and were thus cursed with such bulk as to be food for Elarel's favoured race: the Melkai. Very few manage to survive in Imperium's harsh waters, but those who do are able to settle in territory that would be far out of reach to most Mer. They are most commonly seen in parts of the ocean that are too cold for even the hardy north-sea Melkai. A sizeable Merleen population exists in the Northern Reaches, and have taken on the name of Siren to the folk there. These Merleen use their powerful voices and bewitching magic to shipwreck large vessels and feast upon their crews. The gap between these sirens and the Mer of Central Imperium is, thankfully, large enough to keep the two species from collaborating at all.

## History

Merfolk history is largely inaccessible to other races, as they are staunch protectors of their sacred lore. Scholars have deduced through research and the occasional Charlatan interview that the Sirens are the book-keepers of each clan, and record that clan's history in hardy, kelp-based volumes that are made to survive underwater. To share specific secrets or hand over a clan's history book to an outsider is seen as a serious betrayal of that clan, and will result in tireless persecution.

Despite how little we know about the specifics of Mer culture, they have left an impact on Imperium's history through their contentions relationships with the planet's other seafaring folk. Most notoriously, a large Mer clan took over the sacked human city of Riverport after the Mountain Pigmen destroyed it in the year 510 RH. After striking a deal with the Pigmen, the Mer helped transform the city into the stronghold of Hruk. Following the abandonment of the stronghold in 618 RH, a large conglomerate of Mer clans held onto the territory until the Kalvarr Riots, which split the clans and drew many toward the desirable prison colony. The humans were able to reclaim Riverport in 755 RH, at which point it became known as Crabshoot Bay. Merfolk are still frequently seen in and around the bay, and have since attempted to retake it, but such efforts have to date proven unsuccessful.

## Notable Appearances

* The Merfolk appear as common enemies in ***Axugaem2***, particularly in water-based environments. Merleen also appear in these locations.