Myrans

Merfolk

by

Audira Brightblossom


My research among the Myrans required learning to hold my breath for uncomfortably long periods of time. These aquatic humanoids, forged by Yāerōnās, feature fish-like lower bodies with colorful scales that indicate their ocean territory of origin. Tropical Myrans for instance sport vivid rainbow patterns while deep-sea varieties display bioluminescent markings.

Through an ancient biological magick, their tails can temporarily transform into legs when they leave the water. The process looks painful (I witnessed it once, a sight which convinced me to skip dinner) but lets them walk among us for (1d4) days at a time before needing to return to water. The discomfort explains their distinctive gait, as if perpetually walking on pins. However, their beauty is as legendary as it is problematic. I've watched dignified diplomats reduced to stammering fools in the presence of a Myran emissary. Their perfect features, melodic voices, and graceful movements have inspired countless ill-advised maritime expeditions by lovesick fools.

Myran settlements occupy coastal shelves, constructed from coral, stone, and salvaged materials from shipwrecks. Their architecture accommodates both water-breathing and air-breathing visitors, with partially submerged chambers serving as meeting spaces between races. Living 120-150 years, Myrans often forge trading partnerships with coastal Ārdans, and maintain a special connection with water Elemyks.


  • Folk Talent - Water Mastery: You can breathe underwater indefinitely and swim Far in a single action. When in water, you may use Swiftness rolls with +2 dice for movement and physical actions.
  • Folk Talent - Siren's Song: Your melodic voice can entrance listeners. A successful opposed Charm roll will impose the Charmed Tribulation for 1d4 Rotations.
  • Folk Talent - Mesmerizing Beauty: Your legendary appearance can distract enemies in combat. Once per Rotation, when an enemy attacks you, you may roll Charm as a free action. If successful, they must re-roll their attack with -1 die as they become momentarily captivated.