Merfolk1 (mermaid f. and merman m.), called sapiaquali-oths in the language of their alghollthu creators, are amphibious humanoids most often encountered in the temperate waters and coastlines of Golarion. A merfolk's torso resembles that of a humanoid, while their lower body is dominated by a fish-like tail and fins. They can be highly territorial,23 though some are also curious about the lives of surface-dwelling peoples.4
From the waist up, a merfolk's body resembles that of a powerful, aquadynamic humanoid with large eyes, and ears whose slight points resemble an aiuvarin's. Their skin runs the gamut of hues; the complexions of those near shore often resemble the predominant human or elven cultures in their home region, while more distant and deep-sea merfolk have skin of deeper blues, dark grays, or translucency.4 The humanoid halves of merfolk bear a reputation for beauty among land-dwellers reinforced by tales of popular folklore, despite many merfolk cultures' reclusiveness or xenophobia.53
A merfolk's lower body is composed of a scaled tail and fins similar to that of a giant fish, with a similar diversity in scale coloration that tends to share traits with local fish populations: iridescence in temperate zones, brilliant colors in the tropics, and translucency or bio-luminescence in the depths.6 Like many types of fish, merfolk scales are often darker on their backs and lighter on their undersides, which helps camouflage them against deeper-water predators.3 Some merfolk that have the features of a shark or another apex fish possess a shark's sense of smell, especially a sensitivity to blood; such merfolk may have rows of serrated shark teeth or a viperfish-like nest of needles within their jaws that can open significantly wider than a standard merfolk's jaw.7
Female merfolk are generally smaller in size than their male counterparts, but all tend to weigh an average of over 200 pounds and measure between six and eight feet in length.8[citation needed]
Merfolk are naturally adapted to life underwater, but they are amphibious creatures; merfolk can breathe both in and out of the water. They are even capable of traversing short distances across land, though these journeys are rare, and merfolk tend to stay relatively close to their aquatic homes.4 Merfolk favor temperate waters with plentiful fish,4 and can be found in the coastal and deeper regions of the Arcadian and Obari oceans, as well as the Inner and Steaming seas.2
Some cyclopes enjoy feasting on merfolk flesh, and the cyclopes of Butcher's Rock were even willing to trade a valuable prisoner for delicious merfolk flesh, which is said to have a fishy flavour.9
Powerful merfolk may exhibit one or more primal magical traits, such as: perpetuating bad luck; transforming their tears into short-lasting pearls that enthrall others to pick them up ahead of any other task before the pearls dissolve into salt water; growing legs in place of their tail to walk on land; or opening small portals through which the limbs of a kraken can attack.10
There are legends based on some fact that suggest eating merfolk flesh grants the feaster good health, long life, or even immortality, although such stories are fiercely rejected by merfolk themselves, sometimes violently. A few merfolk indeed possess blood that has minor healing properties, and if their heart and liver were consumed within an hour of their death, all the consumer's physical injuries would be healed and they would stop aging for eight years.11
The sapiaquali-oths were the result of the alghollthus' first attempt to create humanoids. However, they were quickly forgotten and left alone by their creators, who moved on to other experiments and began interfering in terrestrial societies. The merfolk have forgotten about their origin, but are instinctively xenophobic and prevent intruders from entering certain deep places of the oceans for reasons they do not fully understand—these are actually remnants of the instincts imprinted by the alghollthus in the distant past.12 Many merfolk still serve alghollthus, sometimes willingly.2
Communities formed by merfolk tend to resemble surface communities in several ways. Settlements are unified into territories with aristocratic nobles whose politics and diplomacy strongly resemble those of surface nations.13 Many merfolk communities keep their distance from surface dwellers, however, by sheltering themselves in hidden communities and fiercely protecting the territory they hold from outsiders, whether from above or below the waters.52143 While some warn away lost or misguided sailors from hazards, they will attack any who show them hostile intent.3
As a result, most merfolk settlements remain unknown to those on the surface, and encounters between merfolk and surface dwellers are uncommon. It is partially due to the infrequent sightings and defensive reactions of merfolk toward surface dwellers that their presence is sometimes considered an ill omen by sailors.5214 However, some merfolk are genuinely curious about the lives of surface folk, with a few going so far as to use assistive devices or transformative magic to explore the lands.4
The unusual River Kingdoms settlement of Outsea is a notable exception, where many merfolk live and regularly interact with surface folk and other aquatic ancestries. Other merfolk note the exception, however, and consider Outsea merfolk to be unusual.15
Merfolk have a deep understanding of magic, which for them is a mundane tool that all merfolk regularly use as tools and weapons in lieu of fire and metal. Even merfolk who lack formal training have some skill with magical abilities.6 They are also renowned as naturally talented musicians, most often in singing,3 and many strive to bring music to the world around them.4
Merfolk who become adventurers never do so lightly.11 Some have a strong curiosity about the surface4 or travel because they must, either from losing their homes through exile or violence, or to seek the means to defend their homelands or cure its people of an affliction.311 A very small number are reluctantly exiled from their communities due to their lack of musical ability, which some merfolk cultures consider to be a sign of being cursed.3
Merfolk magical affinities lead many to become wizards, witches, or magi, while those less adept with magic become fighters or sometimes rangers.11
In addition to the settlements listed below, merfolk can also be found among the undersea canyons of the doomed continent of Azlant.19
Merfolk have emigrated to the Plane of Water, where they live in seclusion in dimly lit seas. They use illusion magic and other mundane techniques to hide their homes, often to the annoyance of travelers and the plane's other inhabitants.21 Several tribes live within the Jungle of Worms, using it as shelter from the dangers of the plane's open oceans.22
Paizo published a major "Ecology of the Merfolk" article in City in the Deep 70–75, featured merfolk in Blood of the Sea, and featured merfolk as an ancestry in Howl of the Wild.
For additional as-yet unincorporated sources about this subject, see the Meta page.
Cambion
(tiefling)
Other heritages
1E uncommon
2E legacy planar scions