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Merfolk - Rulers of the Deep

Overview

Merfolk rule the underwater empire of Meröc. They are served by many other races and have complete dominion over more of the world than any other political entity.

The empire has many outlying colonies, including several in the Outer Lothings. They have a treaty with the Kingdom of Pendar and do not reside within its borders. With a certain amount of assistance, the rulers of Pendar and Meröc have interbred, cementing the alliance and assuring peace for all time.

Residents of outlying merfolk colonies are expected to pay taxes for the privilege of being considered citizens. Taxes are 5 gp per head per year or 20% of income, whichever is greater.

The kingdom of Meröc does not tolerate underwater colonies within its borders that are not part of the empire. People living underwater who are not imperial citizens risk having their goods and property confiscated at the very least, and imprisonment or death in more dire circumstances.

Character Details

  • Medium-size: As medium-sized creatures merfolk receive no bonuses or penalties to attack rolls, armour class, grapple checks, or other size-dependent modifiers.
  • Merfolk have a swim speed of 50 feet. Their base speed on land is 5 feet. As with all creatures with a swim speed, merfolk receive a +8 racial bonus to their Swim skill. Additionally, they can use run actions while swimming, and can always take 10 on a Swim check.
  • Swim is always a class skill for merfolk.
  • Merfolk are considered aquatic creatures. As such, they receive no penalty to skill use underwater (unless otherwise noted).
  • Merfolk are versatile and learn quickly. The fill the same role underwater as is filled by humanity on the surface. They receive a bonus skill point at each level, and receive a bonus feat at character creation.
  • Automatic Language: Merfolk automatically speak Qeelin (the common language of Meröc). [n.b. This language is sometimes called "Aquan", but that is not its official name.]
  • Merfolk have low-light vision.
  • Merfolk are extremely clumsy on land. They can survive by breathing surface air for half an hour, after which they begin to suffocate. When out of water, merfolk suffer a -2 circumstance penalty to all Fortitude saving throws and a -4 circumstance penalty to Dexterity.
  • Favoured Class: Any

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NOTE: This is based on pages 5-8 of the Seafarer's Handbook, Copyright 2001, Fantasy Flight, Inc.

PLAYER NOTE:  Because this race is described outside of the d20 core rulebooks, your game master may require that you bring a copy of the Seafarer's Handbook to the table if you choose to play a merfolk.  Consult your CCG for specific details and restrictions.

 

 

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