An outline of things I do differently with my merfolk. These things are made possible with mods. A lot of these rules are creative decisions I made for my story.
- None of my Reef or Reborn merfolk have a human form without the help of Sea Sorcery. Their mermadic form they are born or reborn with is their one and only form.
- Their tails are always the tails from the Neverland Set by Spinning Plumbob.
- Reef Merfolk are essentially the merfolk that were born under the sea, grew up in the sea, and typically live their entire lives in the sea. They were never human at any point in their lives.
- Reborn Merfolk are individuals that died and were brought back to life by a Sea Witch. It can never happen naturally. Sea Witches can only resurrect the dead as a mer.
- If they make a deal with a sea witch, they can exchange their voice, or ability to love, for the power to take a human form.
- Once a deal has been struck, there will be no going back for as long as the sea witch lives or the contract continues to exist.
- Only the Sea Witch that created the contract can dispel the contract after a deal has been made and payment received.
- My Reef merfolk gain the music lover trait as teens and are the only sims that get the Child of the Ocean and Clumsy Traits.
- The Clumsy Trait causes my merfolk to occasionally stumble which fits very well with a life that is primarily aquatic. The Clumsy Trait is only given to merfolk that gain a human form, and the clumsy trait replaces the music lover trait.
- Prolonged use of a human form by any merfolk gives them the Dagger Walker moodlet. Essentially, they feel like every step is like walking on daggers.
- This will not result in a forced transformation; it just makes them feel very uncomfortable.
- Reef Merfolk that can shapeshift into a human form can get forced back into their natural form if they get wet.
- Reef Merlings typically inherit their Father's Tail Color.
- For same sex couples, it's typically the same tail color of the partner that is already in a pod or doesn't/ wouldn't carry the pregnancy.
- Reef Merlings are born from song and the expression of love between 2 merfolk.
- They are always born into the world in the child life stage. I essentially randomly generate them in CAS.
- If a Half-Mer has children with a Reef or Reborn Mer, their children inherit the Reef or Reborn Mer's tail and are subjected to the same shapeshifting limitations all Natural-Born and Reborn Merfolk have.
- All of my Reef and Reborn Merfolk have the eternal youth immortality. They do not age past young adult.
- It's a play on how merfolk have attributes of beauty and/or handsomeness.
- Because Reef and Reborn Merfolk tend to be more beautiful and/or handsome, a sea witch might be willing to take their youthful beauty/handsomeness in exchange for a spell.
- This can be an alternative to exchanging their voice or ability to love, but it will age them significantly (straight to the Elder life stage). This option is exclusive for Reef Merfolk.
- Reef and Reborn Merfolk Pods are organized around a central merman or mermaid that leads the larger family group. Patriarchs are more common than Matriarchs, but both family structures exist.
- Pods with a patriarch have male heirs. Pods with a matriarch have female heirs.
- Certain skills like singing and playing most instruments are set to the maximum difficulty for developing those skills. My Reef and Reborn Merfolk always have max singing skill and have more time than any human sim to perfect other musical skills.
- This includes merlings, or child merfolk. They also have max singing.
- Mermen, Merboys, and Male Merlings are always shirtless and rarely have any kind of accessories, if at all.
- Mermaids, Mergirls, and Female merlings typically have various types of apparel and will wear various accessories. Most of what they wear is scavenged from things they find under the sea.
- Merfolk that can take human form tend to have apparel in their human form that allows them to blend in with humans. Merfolk new to the human world tend to be the exception to this.
- There are seven necklaces worn by seven mermen. These necklaces have a strong connection to the seven seas and the voices of the mermen that wear them hold a unique power. This power can be passed down to younger generations along with the necklaces.
- None of my Deep-Sea merfolk have a human form without the help of Sea Sorcery. Their mermadic form they are born with is their one and only form.
- Their tails are always the tails from the Down Under set by Spinning Plumbob.
- Deep-Sea Merfolk are essentially the merfolk that were born in the deep sea, grew up in the deep sea, and typically live their entire lives in the sea. They were never human at any point in their lives.
- Deep-Sea Merfolk have shark-like teeth and webbed hands. Their fishy attributes are much more noticeable
- Their eyes glow blue
- If they make a deal with a sea witch, they can exchange their voice, or ability to love, for the power to take a human form.
- Once a deal has been struck, there will be no going back for as long as the sea witch lives or the contract continues to exist.
- Only the Sea Witch that created the contract can dispel the contract after a deal has been made and payment received.
- My Deep-Sea merfolk also get the Child of the Ocean and Clumsy Traits.
- The Clumsy Trait causes my merfolk to occasionally stumble which fits very well with a life that is primarily aquatic.
- Prolonged use of a human form by any merfolk gives them the Dagger Walker moodlet. Essentially, they feel like every step is like walking on daggers.
- This will not result in a forced transformation; it just makes them feel very uncomfortable.
- Merfolk that can shapeshift into a human form can get forced back into their natural form if they get wet.
- Deep-Sea Merlings typically inherit their Father's Tail Color.
- For same sex couples, it's typically the same tail color of the partner that is already in a pod.
- Deep-Sea Merlings are born from song and the expression of love between 2 merfolk.
- They are always born into the world in the child life stage. I essentially randomly generate them in CAS.
- If a Half-Mer has children with a Deep-Sea Mer, their children inherit the Deep-Sea Mer's tail and are subjected to the same shapeshifting limitations all Deep-Sea Merfolk have.
- All of my Deep-Sea merfolk have the eternal youth immortality. They do not age past young adult. However, they do not have the same beautiful or handsome attributes their shallow water counter parts have. They are the merfolk that take a more monstrous appearance.
- Deep-Sea Merfolk Pods are organized around a central merman or mermaid that leads the larger family group. Patriarchs are more common than Matriarchs, but both family structures exist.
- Pods with a patriarch have male heirs. Pods with a matriarch have female heirs.
- Certain skills like singing and playing most instruments are set to the maximum difficulty for developing those skills. My Deep-Sea merfolk never have max singing skill, but they do have more time than any human sim to perfect other musical skills.
- They suffer from uncontrollable harpy screeches.
- Mermen, Merboys, and Male Merlings are always shirtless and rarely have any kind of accessories, if at all.
- Mermaids, Mergirls, and Female merlings typically have various types of apparel and will wear various accessories. Most of what they wear is scavenged from things they find under the sea.
- Merfolk that can take human form tend to have apparel in their human form that allows them to blend in with humans. Merfolk new to the human world tend to be the exception to this.
- Humans, Aliens, and Elementals turned into merfolk are the only merfolk that can shapeshift into a human form without first going to a sea witch. These are the Half-Merfolk.
- Half-Merfolk always have a vanilla tail.
- Half-Merlings Born from 2 Half-Merfolk are also Half-Mer and will inherit the tail of the Half-Mer that does not carry them through the pregnancy.
- Half-Merlings are born as infants and tend to live a life that is significantly more human than their Natural-Born counterparts.
- Half-Merfolk will die from old age if they weren’t originally an island elemental.
- They will age up to being elders and die from old age.
- Half-Merfolk don't organize into pods and some Half-Merfolk will further dilute their mermadic attributes until their descendants no longer have any mermadic powers.
- Half-Merfolk that have children with a human or alien will have a human or alien child. Some physical features unique to merfolk might remain.
- Prolonged use of a human form by any merfolk gives them the Dagger Walker moodlet. Essentially, they feel like every step is like walking on daggers.
- This will not result in a forced transformation; it just makes them feel very uncomfortable.
- Half-Merfolk do not experience a forced transformation if they get wet.
- Certain skills like singing and playing most instruments are set to the maximum difficulty for developing those skills. Half-Merfolk merfolk never have max singing skill.
- This includes merlings, or child merfolk. They do not have max singing.
- Half-Mermen, Half-Merboys, and Male Half-Merlings tend to wear more apparel and accessories than their Natural-Born counterparts. This is heavily influenced by their life on land.
- Half-Mermaids, Half-Mergirls, and Female Half-merlings typically have various types of apparel and will wear various accessories. Most of what they wear has probably been purchased in a human store.
- Half-Merfolk tend to blend in with humans easily and have a sense of fashion other merfolk don't have.
- Cursed Merfolk are merfolk that failed to uphold their end of a bargain with a sea witch and were transformed into monsters.
- Cursed Merfolk always have the same green tails from the Down Under Set by Spinning Plumbob
- Their tails are twisted into a new form similar to Deep Sea Merfolk, their skin becomes a sickly green, and barnacles begin to grow on their body.
- Their eyes are clouded and opaque, their hands become webbed, and the shape of their ears are altered.
- Their voices are also altered.
- Cursed Merfolk can shapeshift into a form similar to kelpies but they can't take a human form. They will have scales from head to fin, and they will not be able to walk like humans.
- No matter which form they take, their teeth are sharpened.
- Cursed Merfolk can't have children.
- Their cursed form does not suffer from many of the weaknesses other merfolk experience on land, but their presence will increase the risk of humans drowning and they may screech uncontrollably.
- These merfolk suffer from bad body odor.
- Cursed merfolk can't disobey an order from the sea witch that cursed them.
- If a sea witch releases a cursed mer from their contract, they will return to their original form.
- The Sea Witch that cursed the mer must dispel the contract.
- If the sea witch that cursed a mer dies, the cursed mer will be released from their curse and return to their original form.
- Kelpies have many different appearances that depend on what part of the ocean they come from.
- Shallow-Water Kelpies have brighter scales and Deep-Water Kelpies have darker scales.
- Kelpies are among the rarest denizens of the sea and tend to venture on land.
- Kelpies have a unique magic that helps them blend in with humans.
- Humans cursed by a Sea Witch take the form of a Kelpie and can use Kelpie Powers.
- Like Cursed Merfolk, cursed humans can't have children.
- There are rumors that the first Kelpies were originally humans transformed by a sea witch or the children of cursed merfolk.
- Because they can blend in the best with humans and have a form that allows them to go on land, Kelpies have a fairly comfortable time living on land among humans.
- There are many unknowns regarding the children of Kelpies, but any cursed merfolk that try to have children have kelpie children.
- Cursed humans can't disobey an order from the sea witch that cursed them.
- If a sea witch releases a cursed human from their contract, they will return to their human form.
- The Sea Witch that cursed the human must dispel the contract.
- If the sea witch that cursed a human dies, the cursed human will be released from their curse and return to their original form.
Aside from the spells and potions made possible by Spinning Plumbob’s Expanded Mermaids mod, I have taken certain creative liberties with how I handle Sea Sorcery in my story. The following is a list of spells unique to my story using features of this mod.
The spell used by sea witches to grant a merman or mermaid a human form for three days.
- While under this spell, a merman or mermaid can’t return to their mermadic form until the spell runs its course.
- If the mer is on land when the spell's effect runs out, their legs will change back into a tail wherever they may be. This can result in merfolk in an extremely dangerous situation stranded on land.
- Dark Sea Sorcery can make it possible for a merman or mermaid to permanently gain the ability to take a human form as well as allow the mer to return to their mermadic form whenever they want to.
- For the spell to be permanent, a mer must sacrifice the love in their heart or their voice. For the Reef Merfolk, a Sea Witch might take their youth.
- If the Sea Shifter's Charm is used by a Dark Sea Witch, the Dark Sea Witch can place the Sea Shifter's Curse on a mer.
- This Curse makes it impossible for any other Sea Witch to cast any version of the Sea Shifter Charm on that mer again.
- This Curse is used as a way to secure payment for their services or punish a mer for breaking a deal. It's most effective if a mer has a strong desire to walk on land.
There are different types of merfolk in my story and each variant has a different tail and a different set of abilities and limitations. Despite this, there are no hybrid merfolk.
- A series of charts to help identify what kind of mer is born from merfolk couples in my story.
- As a general rule, merfolk tail color is determined by the father, or whoever doesn’t carry the pregnancy.
- When Reef Merfolk partner with Deep Sea Merfolk, the Merlings take after the father.
- For Same-Sex Couples, the merlings take after the Patriarch or Matriarch.
- Half-Merfolk can get pregnant and experience pregnancy.
- All other merfolk do not experience pregnancy and merlings are born from the expression of love and song.
- Alien Merfolk are more influenced by genetics and tail color is influenced by Alien Skin Color.
- RM = Reef/Reborn Merfolk (Story Unique)
- DM = Deep Sea Merfolk (Story Unique)
- HM = Half-Mer (Story Unique)
- K = Kelpies (Mods)
- CM = Cursed Merfolk (Mods)
- H = Human
- A = Alien
- AH = Alien Hybrid
- V = Vampire
- W = Werewolf
- F = Fairy (Mods)
- AHM = Alien Half-Merfolk (Story Unique)
- ARM = Alien Reef/Reborn Merfolk (Story Unique)
- ADM = Alien Deep Sea Merfolk (Story Unique)
Each list starts with the type of merfolk that the merling inherits tail color and tail type from. The first spot is always the father, or the mer that would not carry the pregnancy.
Reef/ Reborn Merfolk have the Neverland Tail from Spinning Plumbob
Half-Merfolk have a vanilla tail
RM + HM = RM means that the merling will inherit the Neverland Tail and be considered 100% a Reef Merling.
RM + H = HM means that the merling will be a Half-Mer with a vanilla tail, tail color might be influenced by the parent, but can be random
The charts don't determine genetics, only the type of mer and the tail/ tail color they inherit.
The Merfolk that spend most of their time close to the surface and seen the most by humans. Myths and Legends are told about these merfolk. While some stories depict merfolk as malevolent creatures, Reef Merfolk have a benevolent nature and do not seek conflict with humans. They still suffer the repercussions of the bad rep created by their Deep-Sea counterparts.
- RM + RM = RM
- RM + HM = RM
- RM + DM = RM
- RM + H = HM
- RM + A = AHM
- RM + V = HM
- RM + W = HM
- RM + F = HM
- RM + K = HM
- RM + AH = AHM
- RM + AHM = AHM
The Merfolk that dwell in caves and the deep sea. They tend to have the strongest adversity to humans and the surface world. They also have a tendency to not get along with Reef Merfolk. Reef Merfolk have such a strong adversity to humans that they will more often than not cause them harm and blurred the reputation of merfolk as a whole. Deep-Sea Merfolk are malevolent while the Reef Merfolk are Benevolent. Few humans understand or know the difference.
- DM + DM = DM
- DM + HM = DM
- DM + RM = DM
- DM + H = HM
- DM + A = AHM
- DM + V = HM
- DM + W = HM
- DM + F = HM
- DM + K = HM
- DM + AH = AHM
- DM + AHM = AHM
- DM + HM = HM
Those cursed by sea witches and lucky enough to not have their ability to love taken along with their freedom can have children. While their children do not inherit their parent's cursed existence, they are always born as a Kelpie.
- CM + RM = K
- CM + HM = K
- CM + DM = K
- CM + H = K
- CM + A = K
- CM + V = K
- CM + W = K
- CM + F = K
- CM + K = K
- CM + AH = K
- CM + AHM = K
- K + K = K
While humans with merfolk ancestry exist, there is a greater tendency for these humans to lose all knowledge of merfolk and have their bloodline so diluted that they can no longer take a mermadic form or use mermadic magic. Conversely, multiple generations can result in a stronger mermadic bloodline and a return to a Reef Mer/ Deep-Sea Mer state.
- H + RM = HM
- H + HM = H
- H + DM = HM
- HM + RM = RM
- HM + DM = DM
- HM + A = AHM
- HM + V = V
- HM + W = W
- HM + F = F
- HM + K = K
- HM + AH = AHM
- HM + AHM = AHM
So rare that myths don't even exist, but they are the product of Aliens tampering with mermadic magic they don't understand. Very few Aliens know about merfolk, but the recent increase in Alien Activity in Sulani has resulted in them encountering Merfolk. Aliens can't abduct merfolk that live in the sea.
- A + RM = AHM
- A + HM = AHM
- A + DM = AHM
- A + AHM = A
- AHM + RM = AHM
- AHM + DM = AHM
- AHM + A = A
- AHM + V = AH
- AHM + W = AH
- AHM + F = AH
- AHM + K = AH
- AHM + AH = AHM
- AHM + AHM = AHM