Merfolk Colonies
Merfolk colonies are underwater settlements constructed directly at the shoreline of coastal cities, in sea caverns, within Enchanted Reefs, or along strategically important naval routes.
Maritime Government
Ursula's empire is openly hierarchical, strategic, and interventionist. Local government usually has three layers:
- Pod representation: pods manage daily life through elders, captains, or elected representatives.
- Civic council: pod representatives, guild leaders, reefwardens, current-masters, Navy officers, and religious figures manage public works.
- Ursula's authority: Sirens and Cerulean Court appointees can overrule local politics.
- Ursula usually doesn't get involved unless military, breeding, or intelligence-related interests are involved.
The Cerulean Court
The Cerulean Court is Ursula's ruling council comprising her most powerful and trusted Sirens, each overseeing a crucial aspect of her underwater empire:
- The Court of Currents: Transportation, communication, and commerce. Includes the Courier's Guild.
- The Court of Reefs: Expansion, construction, environment, and habitat adaptation.
- The Court of Pearls: Knowledge, research, technology, sorcery, alchemy, and Aethertech.
- The Court of Tides: Governance, intelligence, law enforcement, politics, diplomacy, and recruitment.
- The Abyssal Court: Demonic warfare, security, and the military. Includes the Navy.
Economy
Merfolk colonies are economically powerful because they control resources that land societies cannot easily access.
- Common exports: seafood, sea greens, deep-sea minerals, rare fibers, waterproof materials, alchemy components from Enchanted Reefs, and Water Aethertech.
- Common imports: Metalwork, tools, pottery, trinkets, 3D art, surface luxuries, spices, fruits, specialized cheeses, alcohol, Mindshards, and Dwarven machinery.
City Layouts
Merfolk cities are divided into seven major district types:
- The Undertide: A submerged Underward; provides a network of Aquatic Tunnels that route through a surface city.
- The Tidewalk: 0-20 meters deep; the coastal promenade district between a surface city and its adjacent Merfolk city.
- The Fringe: 0–5 meters deep; starts at the surf-line. Usually replaced by a Tidewalk.
- The Shallows: 5–30 meters deep; nearshore villages, gardens, and markets.
- The Midwaters: 20–50 meters deep; outer neighborhoods, farms, routes, and patrols.
- The Seawards: 20–100 meters deep; cavern districts cut into stone.
- The Deep: 100 meters and below; sacred, dangerous, industrial, or forbidden zones maintained by the Eldritch population.
The Undertide
The Undertide is an aquatic Underward district below the surface city, suited for Merfolk habitation. It is integrated with a network of Aquatic Tunnels, allowing passage through the surface city to points of interest and civic infrastructure. A main entrance usually exists in the local Tidewalk.
The Tidewalk
Tidewalks are waterfront districts of plazas and piers that connect a surface city and its adjacent Merfolk city. They represent one of the city's most important public spaces for both cultures, serving dozens of important venues and operations: diplomatic offices, marketplaces, parcel handling, recreational activities, and more.
The Fringe
The Fringe refers to the open shore and its surf-line in remote areas that don't have a Tidewalk. These areas are strongly impacted by tide, but represent the boundary where Merfolk and surface dwellers can interact most easily in the absence of better construction.
The Shallows
The Shallows are the nearshore districts of Merfolk colonies, usually ranging from 5 to 30 meters deep, representing the sunlit layer of a colony. They contain bright villages, civic infrastructure, farms, sea-gardens, and markets built in protected coves, reefs, kelp forests, seagrass meadows, lagoons, estuaries, and harbor waters. These areas are beautiful and deeply tied to aquatic fey, sea creatures, and enchanted reefs.
The Midwaters
The Midwaters represent the main residential and commercial body of the colony past the Shallows, ranging from 20 to 50 meters deep. Colloquially, the Midwaters refers to the seafloor area, while the Seaward refers to any areas built into bedrock.
The Seaward
Seawards are the essential cavern districts of Merfolk colonies: inhabited areas built into submarine cliffs, drowned valley walls, reef drop-offs, canyon sides, rift scarps, and the steep stone margins of the inner seas. Seawards range from roughly 20 to 100 meters deep, carved deep into the earth, and are planned in three dimensions.
The purpose of Seawards expands on the Midwaters, providing greater protection and access; especially for industry, naval bases, submarine pens, Jetlanes, and much of the colony's most sensitive and critical infrastructure. They have multiple entrances with reinforced gates to protect against demonic threats and other emergencies, such as Aqua Storms. Food vaults, Coldstone storage, preserved supplies, and Seaholds are available among other important supplies. Glowstone and Pranastone lighting is essential.
The Deep
The Deep is the dark, pressure-heavy layer below 100 meters. These are specialized settlements built below comfortable surface depths, maintained primarily by the Eldritch and Abyssal lineages. It contains temples, prisons, mines, ancestral tombs, or magical sites. These locations are involved in some of Ursula's most important magical research, deep-sea mining operations, and military access.
Environment
Merfolk cities are beautiful underwater environments, filled with aquatic constructions, castles, caverns, reefs, coral gardens, aquatic life, and bioluminescent plants. The number of trained sea creatures living within the colony often outnumber the Merfolk themselves. Some serve as pets, and others perform labor or specialized functions within the settlement.
Architecture
Merfolk architecture makes heavy use of stone, glass, living coral, Merwood, Ironreed, and Glowstone. Shells, pearls, and bioluminescent inks and materials may also be used for ornamentation. Rooms, floors, and ceilings feel more like smoothed out natural caverns; there are rarely any angled walls or edges. Doors are less common than thresholds to maintain good circulation, often including bead-shell drapes or seaweed drapes for better sound dampening and privacy. Thresholds are typically circular, usually reaching close to the floor without touching it. Public rooms often have large glass windows, and top floors typically have a large section of glass roof.
Shelving is usually fixed to walls from eye level and up, but can also be fixed to ceilings or floors for different buoyancy needs. Precious stones and beautiful materials are used throughout rooms to decorate. Tables are less common in homes than dining halls, but desks and similar surfaces have socketed frames that items can snap into. Merfolk supplies often come with reliable pegs to snap into these surfaces. Seating often removes front-facing legs to provide open tail space, and may come with adjustable tail rests.
Core Infrastructure
Seaholds
Seaholds are sealed underwater rooms that provide breathable air, pressure safety, lighting, temperature control, and living conditions for land-dwellers. Merfolk cities maintain Seaholds for residents, guests, diplomats, and future refugees.
Dining Halls
Merfolk dining halls are major cultural spaces, since hot meals require specialized equipment that isn't practical for most households. Dining venues can provide Sol-cooked food, performances, public announcements, and large communal pod gatherings. Many dining halls are built as vertical amphitheaters: multi-story balconies or ring platforms surrounding a central stage for music, storytelling, civic announcements, and performances.
Water Treatment
Merfolk actively maintain proper ecosystems to support their lifestyle. Oysters, mussels, clams, and sponges handle water purification. Nutrient, sediment, algae, and waste management is handled by a variety of microbes, snails, fish, sponges, seaweeds, and other minor sea life.
Jetlanes
Jetlanes are advanced travel routes within a colony, potentially doubling or even tripling one's movement speed in the direction of flow. They are primarily used for high-speed commuting and cargo lanes, but can also serve as defensive walls, chokepoints, and traps when threats emerge.
Aquagates
Aquagates provide an interface between water and air environments, connecting them without flooding or drying the wrong space. They are commonly used in ship undersides for Merfolk access, Aqua Tunnel gates that lead to surface chambers, and Seahold doors.
Lighting
Lighting changes dramatically with depth. The Fringe and Shallows still receive enough surface light for most civic spaces, though warmer colors fade quickly and the world takes on a blue-green cast. Some light comes from light-channeling coral and bioluminescent plants and animals. The Midwaters and Seawards rely more heavily on Glowstone, Pranastone, Glowdew lanterns, and controlled bioluminescent growths and gardens for daily visibility. In the Deep, natural sunlight is absent, and illumination becomes sparse, often designed around Abyssal and Eldritch senses.
Temperature
Merfolk tolerate cold much better than surface-dwellers, but still use Sol-heaters and thermal vents for comfort, nurseries, and land-dweller habitation. Coldstone is used for cold storage vaults, or for less frequent cooling purposes.
Culture and Daily Life
Sea Creature Integration
Sea creatures are prolific in Merfolk colonies. They serve as pets, workers, guards, couriers, cleaners, mounts, companions, and parts of the local ecology.
Sea life often adapts to remain near Merfolk settlements because the protected reefs, patrol routes, and Navy presence are safer than open waters exposed to demonic threats. This makes Merfolk colonies unusually active with aquatic life. The benefit is mutual: animals receive protection, food opportunities, and stable habitat, while Merfolk gain workers, companions, ecological services, and early warning against demons.
Tamed and settlement-adapted sea creatures react to demonic presence quickly. Fish scatter, dolphins call, eels retreat into guard tunnels, cleaner species abandon exposed stations, and trained watch-beasts follow alarm patterns before most Merfolk can directly identify the threat. This gives colonies valuable preparation time.
Food & Dining Habits
Merfolk colonies maintain a wide variety of food systems: fish herds, fisheries, shellfish beds, seagreen and seafruit gardens, eel and squid cultivation, spice harvesting, importing exotic fruits and spices, and more. Foods that can get hard-pressed into pellets, bars, patties, and other condensed ration pieces are common, especially for meals with many spices or ingredients. Where available, enchanted reef gardens provide high-value magical flora and alchemy ingredients.
Merfolk gather each night to feast in communal dinners; a cultural tradition that occurs in local dining halls. Most nights serve hot foods, and are accompanied by live music, performances, storytelling, or announcements by district officials.
Most meals at home are consumed cold. Raw, cured, brined, fermented, and chilled foods are everyday household fare. Beverages are usually acquired from surface dwellers and consumed above water. Underwater beverages are less common, as they typically require specialized containers to avoid liquid dispersal. One common exception is spice mixes, which are used in many seafood dishes, especially for hot meals.
Communication
Sound travels far underwater. This is excellent for alarms and terrible for privacy.
- Mer is the universally adopted aquatic language and allows clear extended communication underwater.
- Ondori dolphins carry messages and parcels for the Courier's Guild.
- Navy-approved long-range underwater messages can travel extremely quickly when infused with Water magic.
- Long-range sea communication is legally restricted and falls under Navy, Ursula, Nautilus, postmaster, and priestly authority.
- Quiet rooms with sound-suppression coral for private meetings.
- Post Office grottos where Ondori dolphins, couriers, and Tidewalkers exchange messages.
Writing and Record Keeping
For most purposes, businesses and upper class Merfolk use Mindshards to preserve text and records. Most forms of natural writing is through chiseling stone. Straight-point chisels are common for writing in tablets, woods, or shells. Specialized ink is plentiful, but the magic required to make it useful is not. Aethertech writing utensils are available, but require specialized paper that can endure aquatic environments.
Transportation and Cargo
Cargo crates are often standardized by buoyancy class. Ordinary crates use attached pressure bladders: filling the bladder raises the crate, while venting or flooding the bladder lowers it. High priority cargo may use Deepsteel frames or Aethertech. Cargo is often shipped using cargo sleds, submarines, or other underwater vehicles. Hydro-Lanes highways are used, especially across longer distances.
Pod Life
Pods shape housing, work, childcare, meals, courtship, business partnerships, and reputation. A Merfolk's pod is their first guild, household, school, political bloc, and safety net.
Hospitality
Aquamasks and Finsuits are cheap or free, but entering Merfolk territory still involves guides and restrictions. First visits are often designed to assist with understanding culture and etiquette. Otherwise, land-dwellers may misunderstand touching coral, breaking privacy, and other breaches of etiquette.
Utensils and Dining Manners
Merfolk use fewer utensils than surface cultures because many foods are whole, firm, wrapped, clipped, or eaten by hand. Knives, picks, and grips remain important for cutting, scraping, and extracting. Jars and mesh pens are common for storing.
Bathing and Grooming
Bathing is often communal. This is partially because of the social nature of the culture, but also because the best pressure jets, filtration, warmth, and advanced treatments require public infrastructure. This makes bathhouses important social spaces, similar to Merfolk dining halls and surface bathhouses.