Merrow
Overview
The merrow are touched by the realm of Day, a realm of reason and shining light where sky and ocean merge. They are rational, calm, curious people who are fascinated by the complexity of the cosmos.
Merrow prefer roles that suit that allow them to remain principled and detached. They are at home in the conclave, some of the Empire's most brilliant magicians have been merrow, but they also flourish in the Synod, where their calm reason allows them to judge others impartially. A few Merrow have a fascination for economics but many find trade and commerce prosaic. Few merrow are effective battle leaders, they often lack the charisma and passion to motivate soldiers but they do make effective generals having a ready mastery for strategy and tactics. The passion and oratory of politics as well as the inevitable grubby compromises of politics often vexes them
merrow combine elements of fish, dolphin/porpoise and Eastern Dragon. The Eternals of the Realm of Day have a “split” based on whether you are going “down” or “up” in the Realm. The deep eternals are more fish-like, and a bit more “Cthulhoid” wheras the high eternals are more like eastern dragons and swim through the air. The rank-and-file Eternals are more humanoid, closer to the Merrow PCs.
The merrow lineage is intended to appeal to players who want to create “clever” or magical character concepts, but it would also work in conjunction with espionage agents, scouts and loremasters of all types. Fans of Lovecraft and his successors can be mysterious or sinister Deep Ones and play up the alien and magical elements. People who don’t like Lovecraft can play more with the calm, focused elements, the “Wu Lung” elements, and become civil servants and canny warriors.
The merrow encourage an element of “eastern”, “vulcan” or even “vorlon” roleplaying tropes without becoming Japanese/Chinese. The concept allows for “alien” roleplaying by having apparent character aberrations, but without tipping over into comedy Malkavian madness.
What they are not
- They seem fairly straightforward.
Sobriquets
Tritons, Deep Ones, Fishfolk, Fendwellers, Vodyanoi, Mentats, the deep
Iconic Trappings
- Gills or barbels. Gills are the definitive trapping of a Merrow. These must be represented by latex gill, not lines drawn on the neck).
Other Trappings
- Webbed fingers. possibly with talons.
- Mottled skin. blue, green or blue-green colouration is likely, but there is also the possibility of brighter shades (like a carp) or more metallic shades to underline the Day theme. Hair colour may naturally complement skin colour or be absent altogether.
- Inhuman eyes. costume contact lenses for pupiless white or black, or eyes with strangely dhaped pupils (such as double or tri-lobed).
- Fins on head or forearms. Maelstrom Axolotl-style head fins, for example, or arm pieces that suggest fins or fronds.
- Barbels. Barbels are hanging tendrils around the mouth, like those of a catfish, the “moustaches” of an oriental dragon, or even something suggestive of D&D illithid facial tentacles.
- Quiet voices. Merrow don’t have to whisper but they often have quiet voices.
Roleplaying Merrow
Merrow blood influences the character of the one who possesses it. Not every Merrow expresses these effects to the same degree, but characters who strongly express these roleplaying effects often possess stronger blood than those who do not.
- Merrow are curious. They want to know things. Some are experts – they are fascinated by an area of understanding and seek to master it. Others are polymaths and want to know absolutely everything.
- Merrow are calm and cerebral. They think about things before they act, they are rational, and they try to keep strong emotions in check. When their emotions break free, however, it’s like a storm or a tidal wave that carries them along.
- Merrow are focused. They pursue the things that interest them with stubborn doggedness, persevering despite the setbacks and having remarkable fortitude. Once they set their mind to something it is very hard to dissuade them. They are very goal-oriented, making them excellent researchers, spies, civil servants and the like.
- Merrow may degenerate into madness. Some merrow become increasingly alien, to the point of psychopathy (or possibly sociopathy). Their pursuit of knowledge becomes all consuming, their calm restraint becomes cold emotionlessness, and their focus becomes obsession. They perform horrific experiments to expand their knowledge. They watch dreadful events out of interest as to how they will play out. They stop thinking about things in a human way and start to think about them in a detached, monstrous way. They satisfy their curiosity for the sake of learning something new rather than to gain any practical advantage. They ignore and discard anything that doesn’t fit in with their obsessions, and are quite capable of just killing anyone who has something they want or gets between them and something they are interested in.
Advantage - underwater breath
Merrow feel calm and relaxed underwater. They don't panic as others might when submerged, and all their bodily functions slow when they are underwater. Coupled with their gills, they are able to exist underwater for much longer than an equivalent human.
The Blood
Despite their appearance, Merrows are as warm blooded and mammalian as any human. They mate and breed just like humans do, they often have hair, and they give birth to live offspring.
Merrow children are born with gills – they may actually be more fishy when born and get less fishy as they get older.
Lines of the Merrow
Merrow find a special place in a few nations of the Empire.
- The “Fendwellers” of Bregasland in the Marches are often Merrow-born.
- The Boatmen families of the great rivers of the League often include those with Merrow blood; either born there, or arrivals from elsewhere.
- Merrow children from Brass Coast are often sent to be raised in Urizen, in the belief they will have a happier life.