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monstertruckers) wrote2024-01-19 06:42 pm
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MERFOLK
MERFOLK
INFORMATION
Creatures associated with water, and all the perils and mysteries lurking in the depths. Mermaids (and mermen) are the most common creature in this family, but one can also find krakens, selkies, and even the odd kelpie and icthocentaur make an appearance. Some merfolk have the gift of shifting to entirely aquatic forms: seals, hippocampus, etc. The monsters have a knack not only for water, but also singing with hypnotic voices; the tales of merfolk luring humans to a watery grave is well known in Revan.
While one might think a merfolk on dry land would be easy prey, these monsters prove to be an adaptable lot. Many of them are skilled at summoning water or storms to help them adapt to varied terrain, and satisfy their need to be submerged.
MONSTER TRAITS
MONSTER GUIDE | NAVIGATION
< isopods >
SAMPLE BUILD: MERROW

INFO
Name: Merrow
Subspecies: Mermaid, Siren
Inspirations: Aquatic creatures including fish, dolphins, etc.
Art: Beagifted
Subspecies: Mermaid, Siren
Inspirations: Aquatic creatures including fish, dolphins, etc.
Art: Beagifted
MONSTER TRAITS
Starting Traits
Lower body replaced by an aquatic creature. Can be based on fish or an aquatic mammal.
Fish scales of any color that can act as armor, as well as extra fins on body or framing face.
Breathe underwater or increased lung capacity; can hold breath for almost an hour.
Bioluminescence, can be reflexive or controlled.
Spines that glow and/or have venom.
Water magic: can manipulate water/mist/ice, change water from one form to another.
Can also summon water from a nearby source. Summoned amount can be enough to submerge a person, and can be shaped into different forms. (ie, can easily create a magic fishbowl to rest in.)
Optional/Reward Traits:
Beautiful, compelling singing voice. Can draw others close and leave them open to suggestions. (Please get player permission!)
Compulsion to drown other creatures.
Splash transformations: becomes more aquatic when soaked, all the way to transforming completely when submerged underwater.
Shared Water Breathing: may share their water breathing with another creature after kissing them. This may temporarily impart gills or even fins onto the recipient, though not a complete merfolk transformation. The Merfolk may opt to impart one extra trait they possess onto the recipient, alongside water breathing. These changes last from sunrise to sunset or moonrise to moonset.
Protective of bodies of water and compulsion to submerge in them
Storm caller: voice can generate storms, typically when singing. Can range from rain to severe thunderstorms.
INFORMATION
Elegant creatures blending human and aquatic creatures together, often sporting a stunning fishy tail. Merrow can be any gender, and also can take traits from seals and dolphins. Some stories tell of mermaids saving shipwrecked sailors, others speak of merrow drowning anyone they can get their webbed hands on. Merrow can survive on land to a degree, but are most at home in bodies of water; whether that is the sea, rivers, or lakes. They are gifted swimmers. Merrow often bring a bit of water with them in the form of water and weather shaping magic.
LORE 1:
Nothing is more deadly in the water than one of the merrow. If you can, haul them to dry land and gut them like a fish… Though even then, care must be taken in regard to their magic and powerful voices. Merrow will gladly lure anyone to their deaths by drowning, whether that is with a siren song or with conjured storm, or simply dragging the unfortunate victim to the depths in their webbed hands.
-Steel Warden
LORE 2:
Merrow often are blessed upon those with a water affinity, or a gift for song. The blessing only amplifies those abilities, to make a creature that is peerless in the water. The most gifted of these monsters can even take water with them, creating a domain no matter where they travel. Their gifts promise that someone will always be out there to safeguard the depths.
-Silver Tear
MONSTER GUIDE | NAVIGATION
< isopods >
SAMPLE BUILD: KRAKEN

INFO
Name: Kraken
Subspecies: Cecaelia
Inspirations: Cephalapods: octopus, squid, cuttlefish, etc
Art: salamispots
Subspecies: Cecaelia
Inspirations: Cephalapods: octopus, squid, cuttlefish, etc
Art: salamispots
MONSTER TRAITS
Starting Traits
Lower body replaced by an aquatic creature. Can be based on any cephalopod or even jellyfish.
Prehensile tentacles like an octopus or squid, may possess up to eight of them.
Breathe underwater or increased lung capacity; can hold breath for almost an hour.
Bioluminescence, can be reflexive or controlled.
Spines that glow and/or have venom.
Water magic: can manipulate water/mist/ice, change water from one form to another.
Can also summon water from a nearby source. Summoned amount can be enough to submerge a person, and can be shaped into different forms. (ie, can easily create a magic fishbowl to rest in.)
Optional/Reward Traits:
High temperature tolerance, can swim in freezing or scalding water with no hinderance.
Shellfish armor; may grow in plates along skin/scales, or in a single large shell.
Strength of the depths: capable of withstanding intense pressures and physical punishment, as well as enhanced physical strength.
Requires extra water to function, either as drinking water or soaking in.
Protective of bodies of water and compulsion to submerge in them
Water Call: drawn to sources of water, whether that is a placid lake or a raging current, and feeling a desire to submerge. This can even extend to wandering out into storms or predicting them, if deprived of water long enough.
INFORMATION
Krakens are enigmatic and powerful creatures, blended with multi-armed creatures of the deep. Octopus, squid, even the nautilus lend an extra flair to a Kraken’s form. A few even pull from jellyfish, with long stinging spines on the ends of their limbs. They share water affinities with other Merfolk, but with an emphasis on surviving the depths. And of course possessing a generous number of extra limbs and tentacles. Their deep water affinity sometimes means that Krakens are more prone to dehydration, and thus more dependent on the waters; but many of them have a knack for calling water, or pinpointing the nearest source, meaning a kraken is seldom far from their domain.
LORE 1:
The Kraken are a menace to all ships; while it is rare to find one beyond the deep reaches of the waters, never let your guard down. Even in shallow climates and dry land, their tentacles possess freakish strength, and have even been known to poison humans. Thankfully, if they possess a regeneration similar to werebeasts it is a much slower process; thus, carve the limbs off any you see before moving in for the kill.
-Steel Warden
LORE 2:
Kraken are amongst the most resilient defenders of the deep. They are strong and tough in equal measure, while seldom sacrificing their gift for water magics. Such a combination makes for a powerful blessing indeed, trusted only to those truly at home amongst the waves... Or those who are ready to bring the gift and power of water inland. Either way, the Kraken make staunch allies, and terrible foes to any who defile their waters.
-Silver Tear
MONSTER GUIDE | NAVIGATION
< isopods >
SAMPLE BUILD: KELPIE

INFO
Name: Kelpie
Subspecies: Hippocampus, Ichthyocentaur
Inspirations: Equines, Fish
Art: Htg17
Subspecies: Hippocampus, Ichthyocentaur
Inspirations: Equines, Fish
Art: Htg17
MONSTER TRAITS
Starting Traits
Horse like shape: lower torso similar to a horse, resembling an ichthocentaur, or an entirely horse-like form similar to a kelpie. May shift in and out of this shape freely.
Lower body replaced by an aquatic creature or blended with one, typically some form of fish.
Breathe underwater or increased lung capacity; can hold breath for almost an hour.
Bioluminescence, can be reflexive or controlled.
Protective of bodies of water and compulsion to submerge in them.
Water magic: can manipulate water/mist/ice, change water from one form to another.
Can also summon water from a nearby source. Summoned amount can be enough to submerge a person, and can be shaped into different forms. (ie, can easily create a magic fishbowl to rest in.)
Optional/Reward Traits:
Compulsion to drown other creatures.
Fish scales of any color that can act as armor, as well as extra fins on body or framing face.
Strength of the depths: capable of withstanding intense pressures and physical punishment, as well as enhanced physical strength.
Requires extra water to function, either as drinking water or soaking in.
Water Call: drawn to sources of water, whether that is a placid lake or a raging current, and feeling a desire to submerge. This can even extend to wandering out into storms or predicting them, if deprived of water long enough.
Storm caller: voice can generate storms, typically when singing. Can range from rain to severe thunderstorms.
INFORMATION
Beyond their equine shape, few kelpie are ever alike. Some are malevolent monsters seeking to trick and drown people; others are ready to rescue those lost at sea and act as tireless steeds and stalwart companions. And still others are viewed as reclusive sages with command over the tides and weather. Hippocampus and Ichthyocentaurs are viewed as more benevolent, and proper kelpies as dangerous, but even this view is as fluid as the waters. On occasion, some wonder if these monsters share traits with Fae and even Unicorns... But with how unpredictable kelpie are, this has not been researched much. Kelpies are often seen as creatures best left alone, instead of finding out their natures the hard way.
LORE 1:
Some would tell you that Kelpie can be tamed, or even that benevolent sea-equines exist. These tales are foolish at best, dangerous at worst. Kelpie are well known for luring the unsuspecting to a watery grave through tricks and lies. Anytime you see such monsters, get hooks and harpoons into them as swiftly as possible to keep them from the sea. The only sure way to destroy them is to tear their heads or hearts loose before they can call on the waters to aid them.
-Steel Warden
LORE 2:
The nature of the Kelpie is a reminder that nothing is constant, and everything changes; from the face of the moon, to the tides becoming greater and smaller. So it is with Kelpie, ranging from punishing creatures to protectors. The same is true with their forms, and their manifold shapes. It is wise to always treat such creatures with respect and deference, until their nature is made clear to you.
-Silver Tear