The ocean holds many secrets, so much of it hasn’t been explored and to this day no one knows what’s really down there. One of the many creatures that have been with the earth since the humans are the beautiful yet dangerous creatures, the merfolk. In times of old they swayed sailors and crashed their ships, manipulating and seducing men to their graves at the bottom of the ocean where they’ve been left to rot. In the modern era, these darker times are gone but not the creatures that were a part of it.
Merfolk are filed under the fae banner and are one of its most prominent and wide-spread water elemental benders. They’re marked by the same site-wide immortal title as all the fae allowing them to be anywhere from 18 - 2k and are middle of the road when it comes to ease of riddance.
Abilities Preview;
Merfolk Telepathy - can communicate with other merfolk & sea creatures.
Hydrokinesis - the manipulation of water with their hands and tails.
Echolocation - merfolk have adapted vocal chords that allow them to use screams underwater, one released the sound bounces off objects and returns to them, painting a picture of their surroundings in special adapted receptors.
Bioluminescence - certain parts of their bodies will glow in the dark.
Sub Species; Sirens - They carry the powers of basic merfolks, however they hold another that is only held within themselves: the power of silver-tongued song.
Welcome to San Francisco, California! Once known for its sprawling art, inclusivity and tech-centered innovations, it took one misguided hand to see it to its knees. Now home of the most egregious mistake against the human populace since the supernatural world stepped from the shadows 500y ago; proof that these creatures are more beast than they ever were man. A city teetering on the brink. While the world sees only the dark epicenter of the future, the city itself refuses to fall as new alliances are formed, and ancient orders emerge from the shadows. The name of the game is no longer peace, it’s survival.
Depicted as terrifyingly bloodthirsty, the harpy have long since been a bedtime story used to scare children into behaving, something the harpies have protected and encouraged in order to preserve their way of life; what people are afraid of, they generally tend to avoid. This idea supports their need for solitude and keeps their wild matriarchal and largely untouched way of life, far safer than most other fae.
Earthen and air bound, the harpy are filed under fae, are immortal and subject to the site-wide age limit of 18 - 2k. Most noted for their toxins and matriarchal society, the women of this species are not to be trifled with!
Abilities Preview;
The Sight - harpies have a fairly advanced form of precognition (which is commonly referred to as simply ‘The Sight’) wherein they can foresee possible futures and how, where, when and why they’ll happen.
Shared Sight - the ability to share short snippets of their visions with another person.
Sight Linking - a linking of one harpy’s sight to another’s, this both intensifies the magic of their sight while also allowing them to mesh two sights and see the possible outcome if the pair of people they are sighting for were to interact.
Illusion Manipulation - the ability to warp a person’s senses (sight, hearing, touch, smell, taste or feel).
Sonic Scream - a projected high-pitched blast of sound that travels from the harpy’s mouth in a 2,000ft, singular directional diameter cone.
Piercing Eyes - a harpy’s eyes are easily unglamoured and a direct look into their hawk-like golden eyes will instantly render the other person immobilized for several minutes.