Merrow
Submitted by Todd Nilson
| Merrow, or the Murdhuacha (muroo-cha) Kin to the mermaids, the merrow are a strange race of water spirits. They tend to be kinder than the mermaids and mermen, but simultaneously possess a sinister side about which they seem to be quite disingenuous. Stories about male merrow tend to focus around drink. While the males of the species are quite ugly, with green scaly hides, black eyes like those of a pig, and webbed hands with claws, their disposition seems pleasant. If approached respectfully, and especially if offered a goodly drink of spirits, the creature has been known to form friendships with mortals that last a lifetime. It has been suggested that the creature invariably has a red nose because of its propensity for drink. Indeed, male merrow frequent rocky shoals, in hopes that a passing ship that crashes into the treacherous shoreline will be carrying a supply of liquor. The incredibly beautiful female merrow are more complex than their male counterparts and possess an obvious magical focus which may make them vulnerable to a cunning mortal. Often appearing prior to a storm, they have gained the reputation of being signs of destruction to sailors. Prudence, however, is the best explanation for their appearance before calamities, for the creatures crave the sight of mortal males on the decks of their ships but dare not appear in broad daylight as they may be netted and taken back to civilization as trophies. Choppy waves before a storm make an excellent cover for escape and afford them the slim chance that a sailor may fall overboard who they can save before soul is parted from body. According to Katherine Briggs, in An Encyclopedia of Fairies (Pantheon Books, 1976), "the female merrows are a lovely sight, with their flowing hair and their white, gleaming arms and their dark eyes." In addition, they always have red feathered caps or red cloaks, which have some manner of connection to their ability to "move through the water." In game terms, the female merrow, in their pursuit of mortal fishermen and sailors have created magical focii to aid them. The red accoutrement, be it hair comb, hat, necklace or form-fitting cloak, is what allows the merrow to change to her true form. The red item gives her the power to appear as a human woman or, to interlopers whom she wishes to affright, as a cow-like creature without horns. Unfortunately, if the item is lost (or, worse, taken) the hapless merrow may not regain her true mer-form and is stuck in either her human or cow-like form until it is returned. If the red item is possessed by another, the merrow must obey the wishes of that person until such a time as she can regain it and flee to the sea. The more sinister side of the merrow is their habit of harvesting the spirits of those drowned at sea. This is yet another reason why the female merrow (and perhaps likewise the males) keep watch during storms for ships to go down, for when one goes overboard and drowns, and the soul is parted from the body, the merrow collects it and places it in a device similar in appearance to a lobster cage. The merrow act quite innocently in regard to this practice, claiming that the poor souls were so freshly out of their bodies that they had to be kept warm by placing them in the cages. It is quite likely, however, that the fascination of the females of the merrow folk with mortal men extends to the collection of their souls, perhaps to listen to their voices tortured though they may be. These "Soul Cages" may be safely opened and their prisoners freed without notice, if only the male merrow are present and distracted. Even afterwards, the males cannot tell one way or the other whether the cages are still full. But when the females return, they will know immediately--and many a male merrow has known the sorrow of being an unobservant guardian of her treasures! Merrow are, like many fae, actually spirits capable of materialization. When they enter the depths of the ocean, they actually step into the Umbral oceans and may take sailors there with them, effectively saving mortals from drowning in this manner. This ability to part the umbral shroud for mortals also has the added benefit of befuddling the memories of any mortal who subsequently tries to remember what transpired in their underwater kingdom. Willpower 6 Rage 4 Gnosis 10 Power 30 Charms: Airt Sense, Cleanse the Blight, Flood, Healing, Materialize Special Notes: Females may alter appearance to seem a human female or cow-like hornless animal by using their special red item. When materialized, merrow typically take the following characteristics, although there may be considerable variance depending upon how many power points are expended: STR 2, DEX 4, STA 5 (especially males, who like to drink) CHA & MAN (use Willpower for all social rolls) APP 7 PER, INT & WIT (use Willpower) Abilities: Sing 4 (or Brawl 4 for males), Expression 2 Quote: "We are meroo-cha, and a very good day to you, young handsome stranger." |
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