Merfolk

A playful splashing, musical laughter, and the flash of prismatic scales are the most folk usually see of merfolk, if they're lucky to catch a glimpse at all. Elusive and rare, these amphibious humanoids are native to the Upper Planes of Annwfyn and Arcadia, and those that form communities on Wormwood often build secretive and secluded cities away from the gaze of humanoids. Those lucky enough to meet a merfolk, tell stories of ethereal beings of shimmering scales and gossamer fins. Hundreds of poetry, prose and songs have been written by bards and starry-eyed sailors who've been dazzled by a merfolk's beauty.

## Patrons of Art and Beauty

To Merfolk, nothing is more precious than the creation and preservation of beautiful things. Intricate carved seaglass, hauntingly beautiful instruments, and sprawling epics that take upwards of six hours to perform, all of these are examples of merfolk creativity. Additionally, merfolk that interact with other creatures will enthusiastically look to collect instances of their artwork as well, and merfolk cities will often have entire districts dedicated to galleries and museums. Merfolk are constantly looking for ways to improve the visual aesthetics of things, and don't see the point in creating something if it isn't pleasing to the eye.

Its rare to find a merfolk who doesn't adorn themselves as well, as beautiful creatures, merfolk look to turn themselves into living works of art by way of wearing elegant textiles, piercings, or tattoos. Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.

## Fascinating Foreigners

Those rare merfolk who choose to leave their home plane to live on Wormwood, make their homes in wet and humid climates. Rainforests, coral reefs and lush swamps are all ideal habitats for merfolk, and they will guard their homes ferociously from anyone who comes close, often shrouding the surrounding areas in dense fog, impenetrable vegetation, or deep waters.

Merfolk that travel in the greater world expect to be treated as the most beautiful creature in any given room, as they often are. Their colorful fins light up any tavern room, and the fantastical tales they have to share of their homelands are sure to stir even the hardest of hearts. Even merfolk who aren't natural performers can impress with their ethereal magics, or knowledge of forgotten lore.

## Merfolk Names

Merfolk names are melodic, but with larger and darker tones. Female names are more melodic than male names, which is mostly because their names always end in a vowel.

**Male names:** Teg Om, Tet Koran, Tag Kon, Tulnun Allul, Jafral Nan, Joyol Gennak, Vin Kan, Jag Oggor, Nal Gel, Dannal Ezem, Dallal Am, Nitrong Kattam

**Female names:** Huro Dun, Ola Maggir, Thasi Bem, Lanaru Adek, Coraya Kek, Anono Zazzon, Noza Mak, Gada Vegak, Otu Ur, Nazoro Zanar, Lirura Bal, Jadayo Addec

## Annwfyn Merfolk

The merfolk from the fey lands of Annwfyn are the more colorful and excitable of the merfolk. They stand between seven and eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fins extending from their shoulders, forearms, middle backs, and calves. Frills of fins also protrude from the backs of their heads. All merfolk can breathe air or filter oxygen from the water, and they can walk on land or swim with equal ease. These merfolk foster a deep connection with nature, and are predisposed to being bards or druids due to their fey origins, although many often seek to follow the path of illusion and subterfuge.

### **Annwfyn Merfolk Characteristics**

*When creating a Merfolk character, you can use the suggested ability score increases or, as detailed in Tasha's Cauldron of Everything, you can instead increase one ability score of your choice by 1 and one different ability score of your choice by 2.*

*(Cha+1)*

**Creature Type.** Fey/Humanoid

**Age.** Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

**Size.** Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.

**Speed.** Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

**Fey Ancestry.** You have advantage on saving throws to avoid or end the charmed condition.

**Amphibious.** You can breathe air and water.

**Temporary Gigantism.** At 5th level, as an action, you can grow to a larger size as if under the effect of the Enlarge portion of the Enlarge/Reduce spell. This lasts for one minute or until dismissed using a bonus action. Once you've used this ability, you must complete a long rest in order to use it again.

**Languages.** You can speak, read, and write Common, Sylvan and one additional language of your choice.

**Subrace.** Annwfyn Merfolk are actually two separate subspecies. The green merfolk favor the land, walking among the trees and savoring the sunlight that filters through the leaves, while the blue merfolk are more at home in the waters of the ocean and coral reefs.

### **Green Merfolk**

*(Wis+2)*

Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will.

**Mask of the Wild.** You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

**Toxin Resistance.** You have advantage on saving throws to avoid or end the poisoned condition, and you have resistance against poison damage.

**Cantrip.** You know one cantrip of your choice from the Druid spell list. Wisdom is your spellcasting ability for it.

### **Blue Merfolk**

*(Int+2)*

Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fins resemble scarves or veils of fine fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well.

**Lore of the Waters.** You gain proficiency in History and Nature.

**Craftsfolk.** You have proficiency in one Artisan's Tool of your choice.

**Cantrip.** You know one cantrip of your choice from the Wizard spell list. Intelligence is your spellcasting ability for it.

## Arcadian Merfolk

Curious, thoughtful, and analytical, the merfolk of Arcadia are natural scholars and explorers. The merfolk of Arcadia are slightly more muted in their coloration than their Annwfyn cousins, though they are no less colorful. They have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.

### **Arcadian Merfolk Characteristics**

*When creating a Merfolk character, you can use the suggested ability score increases or, as detailed in Tasha's Cauldron of Everything, you can instead increase one ability score of your choice by 1 and one different ability score of your choice by 2.*

*(Cha +1)*

**Creature Type.** Fey/Humanoid

**Size.** Merfolk are about the same size and build as humans. Your size is Medium.

**Speed.** Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

**Darkvision.** Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

**Amphibious.** You can breathe air and water.

**Magical Cunning.** You have advantage on all Intelligence, Wisdom, and Charisma saves against spells.

**Languages.** You can speak, read, and write Common, Celestial and one additional language of your choice.

**Schools.** The Arcadian merfolk are divided into three schools of thought, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). A merfolk isn’t born into a school but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren’t hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret. Choose one of these creeds for your character.

### **Emeria (Wind) School**

*(Wis+2)*

Merfolk who followed Emeria’s creed seek wisdom and truth, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.

**Wind Manipulation.** You have proficiency in the Deception and Persuasion skills.

**Wind Magic.** You know the Gust cantrip. When you reach 3rd level, you can cast Fog Cloud as a 2nd level spell once with this trait. When you reach 5th level, you can cast Warding Wind once with this trait. You must finish a long rest to cast these spells again with this trait. Wisdom is your spellcasting ability them.

### **Ula (Water) School**

*(Int+2)*

Ula-school merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.

**Water Navigation.** You have proficiency with navigator’s tools and in the Survival skill.

**Water Magic.** You know the Shape Water cantrip. When you reach 3rd level, you can cast Identify once with this trait. When you reach 5th level, you can cast Locate Object once with this trait. You must finish a long rest to cast these spells again with this trait. Intelligence is your spellcasting ability them.

### **Cosi Creed**

*(Cha+1; Int+1)*

No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.

**School of the Trickster.** You have proficiency in the Sleight of Hand and Stealth skills.

**Cosi Magic.** You know the Minor Illusion cantrip. When you reach 3rd level, you can cast Charm Person as a 2nd level spell once with this trait. When you reach 5th level, you can cast Invisibility once with this trait. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability them.