By Ernie Sawyer (ernies@diamondmm.com)
We are as alive as you are, and probably having more fun doing it too. Our courts are as effective, probably more so than you landwalkers, and far less bothersome and complicated.
Mer have a unique connection to the Dreaming due to the fact that they have had less exposure to Banality and their Grottos are better protected (harder to get to). Mer reincarnate much like most changelings except that their faerie soul travels from Earth to Arcadia and back in between. This results in every other incarnation being born on Earth and the remaining in Arcadia.
When Mers are in their "mermaid" form, their mortal seemings are that of large fish. The type and size of fish will vary but it must be native to the area, and the player and storyteller must agree on it.
Mers may choose any of the Arts in the Changeling: The Dreaming and the Changeling: Players Guide except Spirit Link. However, they most often pick Chicanery, Dreamcraft, Legerdemain, and Wayfare. In addition to these, they have their own Art: Binding.
The occasional Mer is adopted into a Nunnehi Nation and has the opportunity to learn Spirit Link.
Atlantis: The center of Mer society and fame. Within its walls are the source of the Glowstones, used to stabilize new Grottos and help maintain their strength. (equivalent to Tara-Nar)
Commoner: Any Mer without a title or another changeling. Most Mer don't acknowledge European Royalty except when travelling through their territory and sometimes not even then . . .
Fishie: A nickname for wilder Mers.
Glowstones: The source of a Grotto's Glamour. (Balefire)
Grotto: A place that is infused with Glamour. (Freehold)
Hatchling: A newly awakened changeling of any age. (Fledge)
Honker: A derogatory term for Selkies.
Landwalkers: All changelings not commonly found in the water (exceptions are Selkies, Kokua, Yunwi Amai'yine'hi [Water People], and Water Babies)
Sea Hag: A nickname for a grump Mer.
School: A family or group of friends that are mostly commoners. (Motley)
Tadpole: A nickname used for childlings. Most childlings like it less than a child likes to be called a "kid".
Wilder "fishies" are just that, wild. They are more obvious in play, but are more cautious in all other matters except love.
Grump mers are the most likely to spend their last days hiding out in deep ocean realms they fashion themselves to hide from Banality and wait out Winter. It is known that a few of these poor souls have disappeared, leaving nothing behind, not even their "Grottos". It is said some blame the Hidden Ones, but that is just a rumor . . . isn't it?!
No Mer can botch Subterfuge or Performance rolls.
Call of the Water: Because of the deep connection with the ocean and, it is told, Poseidon himself, Merfolk have gifts granted them by the sea. All Mers can breathe under water and shift their legs into a fish tail while totally wet (e.g., in the shower/bath, in a river, in a water fight, etc.) by rolling their Glamour (difficulty 6) with only one success needed, successes determine how fast. In "mermaid" form, the mortal seeming is that of a fish (appropriate to the tail colorations). In this form, not only can they breathe under water (they can breathe underwater in either form) but they can also share this ability with one other by spending a temporary point of Glamour. If their guest isn't enchanted they will need to enchant them (spending additional points of Glamour).
Note: Mer Birthrights will not affect other Merfolk, and are difficulty +2 to affect other changelings.
It is entirely possible for others to make this eye contact willingly and on purpose. When this is done the mer may break off at any time and the other person may do the same with a Willpower roll (difficulty 5 + their Empathy). This can become addictive to enchanted mortals, lovers, and grump changelings (because of the closeness it gives them to Glamour).
Due to the closeness with the sea and their travels to Arcadia, they automatically start out with a Gremayre of one.
Clurichaun: Drunkard idiots. They visit only when they fall in the water in a drunken stupor. However, if one sings or plays close enough to the shore, most of them are amazing musicians.
Dragonkin: Noble and beautiful creatures; they guard our grottos with genuine intent and care.
Eshu: These guys are great! Do you have any idea what they are willing to give up to here stories from another world . . . ours.
Ghille Dhu: The distance from water that I would need to go to see one is not worth the curiosity that inspire's it.
Nockers: They make great scuba gear and boats . . . too bad we don't need any. However, most of their contraptions do look nice sitting in the corner as sculptures. They are artists, not mechanics.
Pooka: Fellow shapeshifters. Fellow nothing else. They get under fin and are the worst . . . or best liars you'll ever meet.
Redcaps: Something tells me they don't take their tunafish out of a can.
Satyrs: Lusty lot they are! The easiest to summon, and some of the most fun. But, sample only, do not cater to addiction.
Selkies: Our not so distant cousins, the Selkies embrace not only the ocean, but the land as well. Theirs is a dangerous pastime and a noble cause so help them when it is needed; otherwise stand clear least they drag you down with them.
Sidhe: The Mer-Courts of Undersea would laugh if they saw these mockery of nobility; disregard their commands and instead teach them their lessons in humility.
Sluagh: Ick! Perhaps it would be best if they climbed back into their holes and hibernated until Winter.
Trolls: Awesome warriors! Even the worst are honorable. Little detail though . . . I've never met one that didn't sink to the bottom rather than take his armor off.