Star Wars Roleplay: Chaos

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Approved Lore Finfolk

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OUT OF CHARACTER INFORMATION
GENERAL INFORMATION
  • Name: Finfolk
  • Classification: Cultural Group
  • Origins: Chaldea
  • Affiliation: Confederacy of Finfolk (CoF)
  • Symbol: N/A
  • Domain: The oceans of Chaldea
  • Estimated Population: Rare
  • Demographics: 100% Human or Near-Human
  • Description: Similar in appearance to the Melodies of Yavin 8, the Finfolk have a humanoid upper half and a fish lower half. They also have fins, gills, scales, and webbing, and they come in various colors and designs. But unlike the Melodies, all of their fish parts are artificial, part of an elaborate diving suit known as an Atargatis Skin. This skin can be removed, allowing them to walk on dry land. But the Finfolk are addicted to wearing the Skins and most inevitably "return to the sea".
PHYSICAL INFORMATION
  • Distinctions: The Finfolk are technically shapeshifters, though they have acquired alternate traits and abilities from technology and alchemy rather than the natural course of evolution. Specifically, they wear Atargatis Skins, a kind of special diving suit, in order to take an alternate form. While the skins function as, well, a second skin, the change they bring upon the wearer is far from permanent. They can be removed at any time, revealing the original being underneath. It is because of this that their outward appearance doesn't change with age - outside of the suit, they cease to be Finfolk in the physical sense of the word, and their bodies will age appropriately according to their original species. The sex of the wearer will be apparent either way, as the Skins are made to accommodate differences in anatomy between males and females.
  • Races:
    • Mer: The "civilized" Finfolk that are found in oceanic communities along the coasts. They interact regularly with land-dwellers, occasionally removing their skins to walk upon dry land and intermarrying with the locals. People who have met them usually describe the Mer as friendly and good-natured, if a little wild and eccentric. The romanticism surrounding stories of merfolk, a common mythological being in the lore of many cultures across numerous worlds, comes into play in the inherent appeal of the Mer.
    • Qalu: These mysterious Finfolk live in the depths of the seas. They are said to be practitioners of the Dark Side, monstrous in appearance due to corruption and inbreeding, and cannibalistic. They are the ones who supposedly lure and abduct land-dwellers, leading them to a watery grave. However, it is important to note that these characteristics have never been confirmed as true, and may merely be rumors. The extreme isolation of the Qalu from all other groups may have led them to spread these stories about themselves in hopes of keeping outsiders away from their waters.
  • Force Sensitivity: Standard
SOCIAL INFORMATION
  • Membership: You are not born Finfolk, but rather become Finfolk by wearing a Skin. Anyone can become one of them.
  • Climate: The Mer are especially enthusiastic about welcoming new kindred into the community. The Qalu more frequently gain new members from among the Mer than from land-dwellers; such individuals are typically dissatisfied with the way the Mer run things, or feel the call of the sea particularly strongly. It is common for the Mer to visit dry land in order to find mates. Out of necessity, the Finfolk have to remove their Skins in order to walk on dry land, and there are many stories of jealous land-dwellers stealing these discarded Skins in order to keep a Finfolk lover from returning to the sea. Such tales always end in tragedy, with the desperate Finfolk eventually finding their Skin and abandoning their lover or else going mad without it.
  • Reputation: The Finfolk hold a unique place in Chaldean society, as they live outside the bounds of the Chaldean Potentium, which rules the land. They are therefore not subject to the same laws and customs, which can lead to some friction between the two groups. But for the most part, the Finfolk are known for their casual and carefree attitude toward members of the Potentium, as well as offworlders. When Chaldea held a vote on whether or not to join the Galactic Alliance, for instance, representatives from each of the major Finfolk "chapters" (their term for a settled community) were included, but they caused little trouble and were not particularly vocal during the proceedings (though they drew some ire from opponents of the decision, as virtually every Finfolk representative voted in favor of joining the Alliance).
    If one were to ask the average Chaldean what they disliked about the Finfolk, their notorious tendency to abandon family members, especially children, would be the first issue that came to mind. It is unfortunately extremely common for Finfolk to leave their families, usually because they cannot fight the call of the sea. Because of this, the children of Finfolk are usually raised by a foster family or single parent. Even if their Finfolk parent or parents visit them often, the addictiveness of the Atargatis Skin will always require them to leave again, often for increasingly longer amounts of time. Wearing the Skins on dry land is possible, but impractical, and those who try to compromise by simply going for a swim in their pool every day typically can't keep up this practice for long - something about the Skin makes one crave the open waters of the ocean.
  • Curios: Atargatis Skins | Personal Aquatic Enviro-shield Generator
  • Philosophy: Religious beliefs among the Finfolk vary. Most harbor morals and values similar to the average Chaldean. Though many may still consider themselves Potentiates, being a Mer or Qalu does not align with certain key Potentiate doctrines regarding the use of alchemized materials. Therefore such individuals may be considered "lapsed" or apostates. Offworlder Finfolk are considered rare, but there are a few, and they are allowed to continue to practice their beliefs so long as they do not disrupt the lives of others.
  • Outward Views: While the Qalu are more infamous for their total isolation from land-dwellers, the Mer can also be fairly shy, only interacting with land-dwellers on occasion. They usually don't pay much attention to things outside their world and will be largely ignorant of galactic events. They tend to avoid conflict, as conflict may lead to them being hindered from returning to the sea.
  • The Arts: Finfolk have been a common subject of art since ancient times. For example, a famous painting of a female Mer hangs in one of the major buildings of the Chaldean Academy. The Finfolk also have their share of artists in a variety of fields, ranging from traditional art to music to filmmaking.
  • Architecture: Mer cities are derived from sunken land cities, such as Pirivena and parts of Calabiyau and Nezamiyeh. These structures may still be recognizable as Chaldean, or they may have been thoroughly altered by sea life moving in. The Nezamiyeh Finfolk chapter also incorporates a major coral reef into their city, which is large and vast enough to be used as housing.
  • Habits: Returning to sea is a "habit" in the sense that they are compelled to do it. And yet, virtually all Finfolk inevitably also return to land periodically throughout their lives, shedding their Skins for a time and walking on two legs rather than swimming. Why bother? Psychologists have theorized that, while the Finfolk are actively choosing to be more aquatic, they can never fully deny their true nature as dry landwalkers.
  • Lifestyle: Becoming Finfolk technically is a lifestyle choice. But anyway: the Mer live in various underwater cities. These are permanent settlements, and while they may travel between them, they typically live in only one place for the majority of the time. The Qalu are nomadic, but even they tend to stick to the depths.
    The offspring of Finfolk must be born on dry land for obvious reasons. Children are not permitted to wear the skins until they reach maturity, and therefore they must also be raised on land. They attend school as all Chaldean children must, receiving a typical basic education. Depending on who is raising them, they may or may not be aware of their Finfolk parentage. Upon reaching adulthood, they may be offered the opportunity to become Finfolk, being gifted with a Skin and asked if they will "return to the sea", but it is not a requirement nor even an expectation. The decision is treated very seriously - wearing the Skin even once may cause the wearer to become addicted, at which point the notion of free will becomes blurred. A young person might also be encouraged to stay on land in order to complete their education before becoming Finfolk, for instance.
    Finfolk have been known to hunt for both food and sport. Bands of hunting parties gather to pursue and catch prey, wielding either waterproof weapons brought from dry land (harpoons, spears, and knives specially treated so as not to rust being favored) or weapons fashioned from whatever is available. Depending on the nature of the hunt, they may release their catch or kill it to be eaten. These hunting parties may also act as warriors for the protection of the group. There are not many deep sea predators which pose a significant threat to the Finfolk, but there are a few which they must defend themselves from should the need arise.
  • Laws: Both the Mer and the Qalu practice a democratic form of governance. Decisions are made either by an elected leader or leaders, or via a direct vote on a proposition. In the past, the Finfolk have stayed out of the broader politics of Chaldea's land-dwellers, as evidenced by their going into hiding during the Chaldean Civil War. While they may purchase items using credits, among themselves Finfolk more often engage in tradeoffs of goods and services. Their laws are heavily based on Chaldea's constitution, although they do have their own set of rules when it comes to Finfolk-specific issues, such as the ownership of Skins, theft of Skins, borrowing Skins, and so on. Crimes committed on land are subject to the land laws (that is to say, Chaldean Potentium laws) while crimes committed at sea are subject to the Finfolk legal system, which is much more fluid in nature and largely dependent on individual communities. That said, there is one universal Finfolk law that is chief over all others: do not steal an Atargatis Skin from another Mer, even if yours is lost or damaged. This can get you permanently banished from all Finfolk communities, and it is extremely difficult to have this banishment lifted, usually only succeeding in special circumstances.
  • Customs & Traditions: When a Mer dies, their Skin is taken and carefully stored in a secure location until it is needed. Usually this happens fairly quickly, as there is always someone who wants to join the Finfolk. Becoming one may involve a ceremony or celebration of some sort, though this is not required. Brand new Finfolk are given an introduction to all the members of their chosen community (if they haven't met them already) and a rundown of the general area, as well as access to various underwater/waterproof gear and equipment.
  • Education & Training: The average Mer becomes one as an adult, having received a typical Chaldean education. Learning how to swim in a Skin is a must, and they will most likely learn how to hunt underwater and evade predators as well.
  • Diet: Omnivore; the Finfolk subsist on a diet of edible sea plants such as seaweed, as well as fish and other sea creatures. Their diet may change during their sojourns on dry land as other kinds of food become available to them. Allergies and other dietary concerns are dependent on their original species.
  • Communication: Underwater, the Finfolk communicate through sign language. Their dialect is based on the galactic standard, although it also includes gestures involving tail and fin movements. They also use a number of group-specific slang terms, such as "return to the sea" which more broadly refers to putting one's Skin back on after removing it.
Strengths:
  • Creatures of the Deep: Finfolk can survive underwater for an indefinite period of time, so long as their suits continue to function properly. This includes being able to breathe underwater through the use of artificial gills, adjusting to cope with changes in temperature and pressure, as well as being faster and more agile in the water than a typical land-dweller would be.
Weaknesses:
  • Only Skin Deep: The only thing separating the Finfolk from land-dwellers is the Atargatis Skins they wear. Should they be separated from their Skin, the Finfolk will become despondent and desperate to have it returned to them, behaving much like an addict craving a fix. While there have been cases of people going years without wearing their Skin, this was always because they didn't have access to the Skin - once they find it or have it returned to them, they waste no time in donning it and returning to the sea. Likewise, if something punctures their Skin or causes it to malfunction, they may drown.
HISTORICAL INFORMATION
Finfolk is a term used to describe the communities of sea-dwelling "shapeshifters" that live in the oceans of Chaldea. These include the Mer, who make their home in the underwater ruins of the city of Pirivena, as well as the mysterious Qalu peoples further north. One is not born Finfolk - instead, one becomes Finfolk by donning an Ataragatis Skin, a special diving suit which enables the wearer to survive underwater indefinitely.

The Skins were originally created by Atargatis Industries, a fishing and diving company that was managing the harvesting of deep sea pearls. The Skins were designed to allow divers better maneuverability in the depths. This was a full body suit that covered the wearer from head to toe and included a system similar to gills which allowed the wearer to breathe underwater. Once you wore one of these suits, they would fuse to your body until you decided to take them off. The problem was, wearing them was extremely addictive and most people found that they didn’t want to take them off after spending just a few hours in them. In fact, the longer one spent wearing the Skin, the more difficult it was to remove.

Years later, it was discovered that the Skins were “enchanted” or alchemized with the Force. The local authorities stepped in to stop the manufacture of the Skins and strongly discouraged anyone from wearing them. But the damage had been done. A small community of people who chose to permanently remain in the suits had quickly developed not long after their introduction, and it was thriving by the time Atargatis was forced to cease and desist. Their undersea haunt was located just off the coast of Pirivena, once a major metropolis, now largely abandoned. As the ocean began to overtake the empty structures of the once-great city, the “Finfolk”, as they now called themselves, began to occupy them.

The division between the Mer and the Qalu came about through disagreements about how much interaction they should have with land-dwellers. Mer believed it was necessary to interact with them, whereas the Qalu wanted to totally isolate themselves. Thus, the Qalu wound up moving their community further north, where they seemingly cut off all official contact with both the Mer and the land-dwellers.
 
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:: HERO of KORRIBAN ::
Moderator
Salamander Salamander

I really love this submission. There is one thing I could use some clarification on.

Under Average Height you mention it depends on the original species, and later you talk about how this species will often find others to mate with. Is that where this is coming from? If so maybe wording this to reflect that height is determined by the species of the finfolk sexual partner would be helpful here.

If you could clear that up for me I think we are good to go.

This is a suggestion of course, so let me know what you think!
 

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