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Not particularly, just mostly locations and what was still there and what wasn't.

What was far more interesting was the fact that I could find a 1955 fall/winter Sear's Catalog. All 1568 pages.
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Yah, but like ugh I cant take a break. I need to finish work from my other two classes I have. I gotta get a job as well. I hate life sometimes.

Small vent :'( sorry.
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Holy cow that's a lot. Honestly, I'd take a little break too. Don't worry about writing at all, just yet. Just relax when you can.
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Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 07:01 AM


Salem

Neutral
 
Posts: 5014
#3069341
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Table of Contents
Post One - Table of Contents & Plot
Post Two - Rules
Post Three - Guide to the Merfolk Appearances & Abilities
Post Four - About The Island
Post Five - About The People/Culture & Merfolk Transformation
Post Six - Roles
Post Seven - Sign Up Form
Post Eight - Threads and Links
Plot
A group of six humans arrive on a remote tropical island, looking forward to a relaxing vacation. The island is everything they hoped for—friendly locals, stunning lagoons, and endless adventure. But there’s one group that stands out: three locals who seem a little more intimidating than the others. These three blend in with the rest of the islanders, but something about them feels different. They’re quiet, distant, and always keeping to themselves. The humans start to notice that while everyone else is warm and welcoming, the merfolk seem to avoid eye contact and conversations, leaving a strange feeling in the air.

As the humans continue their stay, they begin to feel more uneasy around the trio. While they don’t think much of it at first, there’s an underlying tension that builds with each passing day. The three locals are never far away, always lurking at the edge of the group, watching from a distance. They seem to appear out of nowhere, and every interaction with them feels colder than it should. The humans start to wonder what’s going on, noticing the locals’ discomfort around them. Eventually, as the humans begin to explore the lagoons and swim in the waters, they’ll start to uncover the truth, realizing that these three are no ordinary islanders, and their intentions are far more threatening than they first thought.


Edited at November 10, 2024 08:24 AM by Salem
Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 08:41 AM


Salem

Neutral
 
Posts: 5014
#3069353
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Rules
1. Follow all of Eve's already made rules. You should already know them but if you don't click this link and scroll down to find the roleplay rules for the site: Click!

2. You're limited to one character in each role. (two maximum since there is only two roles) Please don't try to reserve a second merfolk spot if you already have a merfolk reservation or finished character, same goes for the humans.

3. You will have to reserve your own spot, you shouldn't be asking for other people. Admittedly I'm bad at keeping track of reservation end dates, so you'll be marked on the list for more time than you probably have. Reservations will last 48 hours with no extensions unless you're almost done, players can request to take your reservation slot if the time limit is up.

4. This roleplay is welcoming to the LGBTQ+ community, if you have a problem with that I'll fight you (kidding, I'll get a mod if you make a fuss out of it). Characters are welcomed to be anything they want ^^

5. I am the host. If you have a certain idea that will cause some chaos, please run it by me first <3 I'll probably find a way to have it happen in a way that fits the plot. NPCs will be played by me if they're important (ex. A shopkeeper) but otherwise can be played by you.

6. There is no limit for writing skills, but I would like semi-literate or above. No shame in small replies so long as there's something your fellow rp partners can do with it. No word limit, I mean. You're expected just one post every week and a half for the actual responses, but you're expected to be fairly active in the discussion so we know you didn't just ghost us.

7. If you would like to leave, the slot(s) will open up again but if you want to rejoin, feel free to PM me! I have a few fun ideas for how to get lost characters back in and so on. If you decide to leave the RP, you can have your character killed off or to simply go to an outside area but either way the spot will be open again here.

8. Please mark your characters as a WIP. Please PM me when they're done. I will not accept or decline a character if they're still marked as a WIP. If you need help in some area, pm me but please don't constantly ask the same questions over and over again.

9. Have fun! Put one of these three words under the "Other" section so I know you've read the rules. Grotto, Fathom, Kelp. Bonus points for using all three lmao

Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 08:43 AM


Salem

Neutral
 
Posts: 5014
#3069354
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Guide to the Merfolk Appearances
General Appearance
When Merfolk are in their natural aquatic form, their skin is usually very pale, ranging from opal white to light gray or pale green-blue. Some may have highlights of unnatural colors, but full blue or full unnatural tones of skin should be avoided for hunting purposes. Though rare, some may have pitch-black skin. Human-like skin tones are also common and normal.
Their eyes can be any color, often neon or crystalline, with red, pink, or purple being common. Human eye colors are rare and tend to come with slitted pupils, like a cat. The chances of having serpentine pupils increase with human eye colors, and heterochromia occurs in about 1 in 75.
Merfolk hair is often mistaken for dyed, but it’s entirely natural. Hair colors often match or contrast with their tail color. For example, a merfolk with a black tail might have white or black hair, sometimes with streaks. The texture is typically soft and fine.
Merfolk have scales around their waist, hands, wrists, and sometimes shoulders. Their hands are usually webbed in water. Tails can be bioluminescent and vary in style, inspired by fish, sharks, or dolphins. Females tend to have more fish-like or dolphin tails, while males often have shark-like or darker-colored tails.
Unique Features
Many merfolk have tribal tattoos, which they can never remove once chosen. These markings are common among both merfolk and their land-dwelling neighbors. Tails can feature any pattern, like stripes, swirls, or something unique to the character.
If your merfolk is bioluminescent, their tail and hair (only for unnatural colors) will glow. The glow can be partial, such as only the tail patterns or streaks in the hair glowing. Their eyes will always appear unnatural and glow, though it will be dimmer if they aren’t bioluminescent.
Merfolk often wear trinkets or jewelry made from pearls, coral, or other beautiful finds. Those who have spent time with humans might even possess items from their world, like a ring.
Merfolk from deeper parts of the ocean tend to resemble sea creatures from those depths, with unique tail types. They also often have deeper, more ominous voices, which may sound threatening even if they mean well.
Guide to the Merfolk Abilities
Abilities
Healing. Merfolk can heal wounds, but only if they’re fully submerged in water or mostly submerged. This healing ability works only for themselves or other merfolk and can’t fix life-threatening injuries. It’s more like a soothing, restorative power that helps with minor injuries like cuts or bruises, but it won’t save someone from serious harm. The water around them seems to speed up their body’s natural recovery, but it’s limited and can’t work miracles. It’s most effective when they’re submerged for longer periods, allowing the healing process to take place at its own pace.
Telepathy (W/ Merfolk Only). Merfolk can communicate telepathically, but only with other merfolk, regardless of their tribe or where they’re from. They can’t speak in groups, so the telepathy is limited to one-on-one communication. It’s not a constant connection either—it’s brief and only lasts for a short time. While it’s useful for passing quick messages or communicating silently in dangerous situations, it won’t let them stay in constant contact with anyone. It’s a skill that’s more about getting important thoughts across without being heard, but it’s not reliable for long-term or ongoing conversations.
Bioluminescence. Some merfolk have bioluminescent features, meaning their tail and hair can glow in various patterns or colors. This glow can be partial, like only the patterns on their tail lighting up or just streaks in their hair shining. Their eyes will always have an unnatural glow, even if they aren’t bioluminescent, but it will be much duller compared to their tail and hair. The bioluminescence is a natural feature, and it can be used for signaling or as a form of self-expression, but it also makes them stand out in the dark, which can be a risk in certain situations.
Hypnotic Gaze. Merfolk possess the ability to use their eyes to hypnotize humans, usually as a hunting technique. By locking eyes with their target, they can induce a trance-like state, making the human more susceptible to suggestions or easier to manipulate. This power is mostly used to lure prey or control humans for a short period. While it’s rare, if a merfolk is particularly powerful—or if they’re extremely lucky—they might be able to use this gaze on other merfolk, though it’s far harder to achieve. The effect is temporary, and it’s not always guaranteed to work, especially if the target is resisting or aware of the ability.
Siren Song. Merfolk can use their voices to sing a haunting melody that lures humans into a trance. The song is mesmerizing, often pulling humans closer, making them more susceptible to the merfolk’s influence. It’s a skill usually used to attract prey or lead humans into dangerous areas, and it only works on them—humans are the only ones affected by the song. The more merfolk who join in the song, the longer it can last and the stronger its effect becomes. It’s a dangerous power that, when used together, can manipulate or trap unsuspecting humans without them even realizing it until it’s too late.
Increased Senses/Adaption. Merfolk have heightened senses and physical abilities when they are in the water. Their agility, speed, and strength are far superior underwater, allowing them to move with ease and precision, far beyond what humans can do. Their senses are also far sharper in aquatic environments; they can detect vibrations, changes in water temperature, and even subtle shifts in currents. This heightened awareness allows them to sense danger and prey more easily. On land, however, these abilities are diminished, and while they remain stronger and more agile than humans, they are not nearly as formidable as they are in their natural habitat.
Weaknesses
Drying Out. Merfolk are highly susceptible to drying out if they aren’t regularly submerged in water. Their bodies depend on constant hydration, and if they’re out of the water for too long, their skin begins to crack, and they become weak. Dehydration can happen much faster for them than for humans. While drinking water or taking a quick bath can help them survive longer, it’s not a perfect solution. They still need to be mostly submerged to stay at their full strength, and prolonged periods of being dry can leave them extremely vulnerable. (They have about 12 hours before they need to do something.)
Polluted Water. Merfolk are highly attuned to the purity of the water around them. Polluted or contaminated water disrupts their health and abilities. Exposure to toxic substances or chemical waste in the water causes physical discomfort and can interfere with their natural regenerative abilities. While they can tolerate some mild pollution, heavy contamination can weaken them significantly, and prolonged exposure can lead to sickness, preventing them from fully recovering until they’re back in clean, fresh waters.
Salt. Salt, though a natural part of the ocean, is dangerous for merfolk when it comes in excess or contact with their skin for extended periods. Too much salt on their bodies can cause their skin to burn or crack, affecting their overall health and appearance. They tend to avoid overly salty waters, as it can quickly drain their energy, and they may feel sluggish or weakened in such environments. While saltwater is necessary for them to live, extreme concentrations or being exposed to salt directly—such as in salty air or salt-rich places—can have dangerous effects.
Sunlight, Fire and Heat. Merfolk are adapted to underwater environments, where heat is not a concern, but excessive exposure to heat, fire, or direct sunlight can be highly detrimental. Sunlight and high temperatures cause their bodies to dry out more quickly, making them feel weak, disoriented, and dehydrated. The sun’s rays can burn their sensitive skin, leading to discomfort and even injury. Similarly, heat from fires or other sources accelerates the drying out process, forcing merfolk to stay in shaded areas or take cover in water to avoid damaging their skin or losing too much moisture.

Edited at November 10, 2024 09:42 AM by Salem
Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 12:48 PM


Salem

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Posts: 5014
#3069408
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About the Island
Kai'ona Isle
The first island is the tallest, a mountainous sanctuary with rich green peaks that slope down into sandy beaches below. Trails wind through lush forests, and occasional clearings reveal panoramic views of the other islands scattered across the blue waters.
The second island is a natural marvel, with jagged arches of rock that hover above the ocean. Covered in a soft blanket of grass, the elevated formations let you walk high above the waves as they crash below, giving a feeling of walking on air.
The third island, reserved almost exclusively for the merfolk, is a mysterious stretch of towering cliffs and deep emerald water. Lush vines hang over cave entrances scattered along the rock walls, draping the cliffs in green curtains. The water here shimmers with a lime tint.
The fourth island is the favorite of visitors, with secluded waterfalls and hidden beach coves where rock walls offer privacy. These pools feed into the ocean, creating natural lagoons ideal for swimming and relaxing. Trails wind between the falls and beaches, giving humans plenty of spots to explore.
Lastly, the fifth island is a long, open stretch of beach that feels like it was made for pure relaxation. Soft white sand stretches endlessly, perfect for sunbathing, swimming, and all the usual beach activities. Here, the Kai'ona Isles feel gentle and welcoming.
Stillwater Passage
Beneath the waves lies a network of dark, hidden caves known only to the merfolk. A secluded, nameless island marks the starting point—a small, quiet place just a twenty-minute swim from the local islands (though for humans, it would take nearly an hour). Here, beneath a cluster of large rocks, a narrow opening descends into the depths, and a faint, deep blue light filters through, marking the cave entrance.
Inside, multiple paths branch out. The first leads to a space where the water recedes, leaving rocky ledges perfect for sitting or quiet conversations. This area is a favored spot for couples or those looking for a little privacy. Another path opens into a white stone cave illuminated by sharp bioluminescent blue lights—dazzling to the point that humans would find it nearly blinding. Here, merfolk gather to gossip and share secrets. This cave has two pools divided by a rock wall: one side colder, the other warm.
The final path stretches long and narrow, filled with dark, almost black water, leading to the heart of the caves. Once past this stretch, the path opens up to the first merfolk tribe's territory. Here, intricately carved white rock pillars and stairs blend with the water, providing a seamless way to transition between floating in the water or stepping out onto land.
Serpents Point
Serpent's Point is a hidden spot known only to merfolk and a few curious locals. There are two main areas here, both secluded from most. The first is in a peaceful, beautiful forest with a clear pond big enough for three merfolk to fit comfortably. It's quiet and serene, a perfect place to relax. The second area is harder to reach. It’s behind a waterfall, the kind that tourists often try to sneak to, even though they aren’t supposed to. The waterfall is covered in blue water, but merfolk can swim through quickly. After passing through, they'll start transforming back into their true forms. The water is deep enough to cushion the fall, but it’s best to be careful. Once inside, you can float and swim a bit. The rock overhead is pale and brown, and sunlight filters through a hidden gap above, making the area brighter than you’d expect.
Kuroka Strand
Kuroka Strand is the beach where most tourists stay, and they’re happy not to leave. There’s shade from giant tropical trees, but plenty of sunlight and sand to enjoy. The water here is crystal clear, one of the clearest you’ll ever see. Every night, pink, white, and red-orange flowers float around the water. By morning, tourists can’t resist picking them up. Some say the merfolk leave them as peace offerings, while others believe locals who know the lore leave them hoping for a gift in return. The story changes depending on who tells it.
Serin House, Talon Hall, Thorn Hall, Kaelani House, Elden House
The Serin House, Talon Hall, Thorn Hall, Kaelani House, and Elden House are all villas for tourists, stilted above the water with patios where you can dip your toes in or swim easily. The main difference between the houses and halls is the size—Talon and Thorn halls can hold five or six people, while the houses fit two or three. The Serin House is decorated with Plumeria flowers. Talon Hall is themed around the merfolk's darker side, while Thorn Hall is inspired by their lighter side. Kaelani House has an ocean theme with canna lilies and jasmine flowers. Elden House is themed with jaguars and morpho butterflies.
Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 01:25 PM


Salem

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Posts: 5014
#3069418
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About The People/Culture & Merfolk Transformation
About the Culture/People
The locals have their own language, but tourists usually can’t figure it out. It's not that it's a secret, it’s just that the words don’t sound anything like English. The locals also speak English, and they do so quite well, though their accents have a certain unique edge to them. The merfolk, specifically, speak English too, but their accent is much more noticeable—as if their voices were shaped by water itself. They can hide that accent when they’re on land, though, blending in more easily with humans. The locals and the merfolk get by just fine communicating with tourists, and most of them are pretty good at understanding English, but it’s clear there's something deeper in their own way of speaking.
Holidays are pretty standard for most people visiting or living in the area, but there are some unique traditions that stand out. For one, things like birthdays or funerals are treated with immense importance. Funerals aren’t seen as a sad event—they’re a celebration of life, a way to honor the dead. Instead of crying or mourning, the focus is on making sure the person has a peaceful and happy ending, ensuring their spirit moves on with joy. Birthdays are celebrated with feasts and music, and there’s a deep sense of respect and excitement for everyone’s personal milestones. It’s not just about the big celebrations, though; even the smallest gestures of appreciation hold weight.
As for the tourists, everyone is treated equally, but there’s a certain unspoken hierarchy. The locals are generally respectful, but they see tourists as somewhat lower in rank. It’s not meant in a rude way, and they try to hide this feeling because they want to be welcoming to those visiting their lands. It’s just a subtle reminder that the locals are used to their way of life and don't always fully see outsiders as equals—at least not in the same way they view each other. The locals work hard to make sure tourists feel at home, but there is a quiet understanding that they are the hosts, and the tourists are the guests.
The currency is standard, and it works just like it would anywhere else. People pay for what they buy, and everything has a normal, transactional flow. There’s no special local currency or anything complex—just regular money and an easy exchange system.
When it comes to culture, the locals place a huge emphasis on storytelling, dance, and music. They are incredibly proud of their rich traditions and heritage, often sharing stories passed down from generation to generation. Storytelling isn't just about passing time; it’s an art form. Dance and music are intertwined with their stories, and many festivals revolve around these traditions. It’s common to see groups gathering to perform songs, dance, and tell stories at night, especially during celebrations. The marketplace, which lies between the tourist and local housing areas, is always alive with chatter, music, and the sweet smells of food. There, you’ll find handmade crafts, fresh produce, and local goods.
Beyond the marketplace and tourist housing, however, there’s more to the island than most visitors see. The deeper lore of the place is something tourists will have to uncover themselves.
Merfolk Transformation
Becoming a merfolk is possible for humans, but it’s not an easy process. To do it, you’d have to earn the trust of a high-ranking merfolk or a group who’s willing to help. They’d take you to one of their caves, a hidden place deep under the island, where you’ll be left alone to lay under the moonlight. It’s not an instant transformation. You’ll stay there for 24 hours, and in the morning, you’ll be given food, but you’ll have to wait the full day before you can return to your normal life.
After this, you'll start noticing changes, small at first. You’ll find yourself more drawn to water, and before long, you might realize you can’t touch it without it affecting you. Your body will change, and soon enough, you’ll have a tail instead of legs. But it comes with a heavy cost—you can’t live without water. The more time you spend away from it, the weaker you’ll get, and eventually, you’ll die if you don't return to the sea.
Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 01:26 PM


Salem

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Posts: 5014
#3069419
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Roles
Humans
Sue Ann Sawyer | F (She/Her) | Played by Bleak (Page 2)
Beaudan Morcant | M (He/Him) | Played by The Tea Drinkers (Page 2)
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Merfolk
Pavati Walcott | F (She/Her) | Played by The Tea Drinkers (Page 2)
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Malachi Makoa | M (He/Him - They/Them) | Played by Salem

Edited at November 13, 2024 03:33 PM by Salem
Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 01:30 PM


Salem

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Posts: 5014
#3069421
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Sign Up Format
Full Name
Nicknames
Name Pronunciation
Name Meaning
Gender
Pronouns
Sexuality*
Moral Alignment
Personality
Temperament
Enneagram Type*
MBTI*
Appearance
Voice & Accent
Strengths
Weaknesses
Backstory*
Fears/Phobias
Favourite Quote
Theme Song(s)*
Affiliations
Other
Favourite quote means only one. * Symbol means optional, please put something or nothin there. Enneagram Type and MBTI are not needed if you do personality instead. For merfolk, appearance will require both their true aquatic form and their human form as well. Feel free to PM me with any questions you may have!
Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 01:31 PM


Salem

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Posts: 5014
#3069424
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Threads & Links
The Discussion Thread - Coming Soon!
The RP Thread - Coming Soon!
Please check back here when a thread has been made! They will be turned into clickable links.
Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 01:34 PM


The Tea Drinkers

Darkseeker
 
Posts: 2259
#3069425
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reserve merfollk >:D
Underneath It All | Merfolk & Humans | Fantasy RP | OpenNovember 10, 2024 01:35 PM


Salem

Neutral
 
Posts: 5014
#3069426
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@Brew
Reserved!

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