Legendcrafter
2006-08-17, 04:08 PM
MERROWS
Merrows are amphibious creatures of the sea, existing perfectly on land, as well as underneath the sea.
Personality: Merrows are cheerful people who are nice to be around, making them good traders.
Physical Description: Merrows are tall but slim, averaging at 6'4" tall and usually weighing from 120 to 200 pounds. There is very little difference in the height or weight of male and female merrow. Their skin is covered in blue-green scales, ranging in color from almost completely blue, to almost completely green. They have no hair at all, not even on top of their heads. Merrows usually wear no clothes at all, save for a loincloth. Some might consider Merrows beautiful, but most people consider them too strange looking to be attractive. Merrows reach maturity at around 30, and live to be around 115 years old.
Relations: Merrows get along with all other races well, except for evil ones, whom they avoid due to their deciet.
Alignment: Merrows are fun-loving folk, but they believe that rules are very important for a good life, and are usually lawful. They also do not wish to be predjudiced at all, and tend to be neutral on the good-evil scale.
Merrow Lands: Merrows do not have any particular place they call their own, usually living in family clans on huge rafts, which they use to ferry the goods that they trade.
Religion: Merrows worship the High Steward of Water*, who created them.
Language: Merrows speak Aquan, the language of the water spirits, as well as common. If they are able, they usually take the time to learn the native languages of the people they trade with, in order to make them feel more comfortable with them.
Names: Merrows are named by their parents at the day of their hatching. This is a formal name that is usually only used in clan meetings. They also have a nickname, which they use more often, and a family name, which is usually based off of the goods that the family sells.
Male Formal Names: Hemashner, Shensad, Eimlendal.
Female Formal Names: Ennnaedel, Innosenni, Maatenil.
Nicknames: Esh-kamla (fish-catcher), Iel-dela (sea-jumper), Renten-mala (good speaker).
Family Names: Tennay-tla (gold seller), Wennra-tla (food seller), Fenli-ralai (coin changer).
Adventures: Adventuring merrows are usually those who are bored with trading, or those who have been evicted from the family trade for some reason.
Merrow Racial Traits:
+2 Charisma -2 Constitution: Merrows are very friendly, and get along well with people, but are physically weak.
Medium: As Medium creatures, merrows have no bonuses or penalties due to their size.
Merrow land speed is 30 feet, and they have a swim speed of 20 feet.
Low-Light Vision: A merrow can see twice as far as a human in conditions of poor illumination. He can deterine color and detail under these conditions.
Merrows get a +2 bonus to appraise checks.
Natural Armor: Because of their scales, merrows gain a +1 natural armor bonus, which increases by one every five levels (+1 at level 1, +2 at level 5, ect).
Automatic Languages: Common and Aquan. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Halfling, Orc. Merrows are traders, primarily, and usually take the time to learn the languages of those they trade with.
Spell-Like Abilities: Water Breathing, permanent.
Favored Class: Bard. A multiclass merrow's bard class does not count when determining wheather he takes an experience point penalty.
*See my deity list, which should be coming soon.
Merrows are amphibious creatures of the sea, existing perfectly on land, as well as underneath the sea.
Personality: Merrows are cheerful people who are nice to be around, making them good traders.
Physical Description: Merrows are tall but slim, averaging at 6'4" tall and usually weighing from 120 to 200 pounds. There is very little difference in the height or weight of male and female merrow. Their skin is covered in blue-green scales, ranging in color from almost completely blue, to almost completely green. They have no hair at all, not even on top of their heads. Merrows usually wear no clothes at all, save for a loincloth. Some might consider Merrows beautiful, but most people consider them too strange looking to be attractive. Merrows reach maturity at around 30, and live to be around 115 years old.
Relations: Merrows get along with all other races well, except for evil ones, whom they avoid due to their deciet.
Alignment: Merrows are fun-loving folk, but they believe that rules are very important for a good life, and are usually lawful. They also do not wish to be predjudiced at all, and tend to be neutral on the good-evil scale.
Merrow Lands: Merrows do not have any particular place they call their own, usually living in family clans on huge rafts, which they use to ferry the goods that they trade.
Religion: Merrows worship the High Steward of Water*, who created them.
Language: Merrows speak Aquan, the language of the water spirits, as well as common. If they are able, they usually take the time to learn the native languages of the people they trade with, in order to make them feel more comfortable with them.
Names: Merrows are named by their parents at the day of their hatching. This is a formal name that is usually only used in clan meetings. They also have a nickname, which they use more often, and a family name, which is usually based off of the goods that the family sells.
Male Formal Names: Hemashner, Shensad, Eimlendal.
Female Formal Names: Ennnaedel, Innosenni, Maatenil.
Nicknames: Esh-kamla (fish-catcher), Iel-dela (sea-jumper), Renten-mala (good speaker).
Family Names: Tennay-tla (gold seller), Wennra-tla (food seller), Fenli-ralai (coin changer).
Adventures: Adventuring merrows are usually those who are bored with trading, or those who have been evicted from the family trade for some reason.
Merrow Racial Traits:
+2 Charisma -2 Constitution: Merrows are very friendly, and get along well with people, but are physically weak.
Medium: As Medium creatures, merrows have no bonuses or penalties due to their size.
Merrow land speed is 30 feet, and they have a swim speed of 20 feet.
Low-Light Vision: A merrow can see twice as far as a human in conditions of poor illumination. He can deterine color and detail under these conditions.
Merrows get a +2 bonus to appraise checks.
Natural Armor: Because of their scales, merrows gain a +1 natural armor bonus, which increases by one every five levels (+1 at level 1, +2 at level 5, ect).
Automatic Languages: Common and Aquan. Bonus Languages: Dwarven, Elven, Gnome, Goblin, Halfling, Orc. Merrows are traders, primarily, and usually take the time to learn the languages of those they trade with.
Spell-Like Abilities: Water Breathing, permanent.
Favored Class: Bard. A multiclass merrow's bard class does not count when determining wheather he takes an experience point penalty.
*See my deity list, which should be coming soon.