Homebrew COPY_OF_Merfolk Species Details
Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race—and the world—far outweigh any ancient conflicts between creeds.
COPY_OF_Merfolk Traits
Merfolk are associated with knowledge, logic, and strategy, though the traditional merfolk creeds express this connection in different ways.Amphibious
You can breathe air and water.
Creeds
The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). A merfolk isn’t born into a creed but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren’t hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret. Choose one of these creeds for your character.
Ability Score Increase
Your Charisma increases by 1
Age
Merfolk reach maturity by age 20, usually reaching above 100.
Alignment
Mostly neutral.
Size
Merfolk are usually human sized, but go wild!
Speed
Your base walking speed is 30 feet.
Languages
You can speak, read, and write Common, and one more language of your choice.
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