Physically, the Mer are almost indistinguishable from half elves, at a glance. The only real differences are their toes, which uncurl into long spines of cartilage supporting membranes between them, making flippers, and their fingers, which have interlocking ridges on the sides to cut down on leakage. In only one other way do they visibly differ, but that only shows up if one is out of the water for too long a period.
Their skin is covered with gill-pores, with the greatest concentrations being on the inside of the forearm, on the inner thigh, on the front of the neck, and on pregnant women, the abdomen. These pores not only take dissolved oxygen out of the water, they obtain it by breaking up the water itself, as well as any other oxide they come across. When not enough material is provided from outside, i.e. too long on dry land, the pores begin to break down molecules inside the body, this leaves telltale bruise-like marks in the high concentration areas, although they proceed backwards, from green to purple. Mer also have the same basic life span as a Human.
Mer live just about anywhere water can be found, and crops raised or fish herded. Any major city usually has a Mer community, or has one nearby. As a result, many of these cities have very advanced sewer treatment systems, or, at least, divertments. There is also a mysterious Mer homeland, the Shallow Sea, sometimes called the Sculpted Lands. This roughly continent sized place resembles a hilly plain covered with up to 20 feet of water. Mer generally do their daily work in one environment and sleep in the other, to keep their chemistry balanced.
'City' Mer tend to take on the language and even culture of a region's major inhabitants. 'Country' Mer are much more relaxed, living in villages, farming or herding land or aquatic organisms, and generally having an okay time. Here, Mer children are raised by their grandparents, leaving the adults unfettered by immediate responsibility so they can do what they can to be sure they are ready when their grandchildren start arriving.
A Mer character can be a cleric, druid, fighter, mage, specialist wizard, thief, bard or psionic. For multi-class, any of the above, in twos or threes.
The Mer are the most wide-spread race on Takæla. Mer from the Shallow Sea are most familiar with their own tounge, and can learn Ancient. Those from another region are likely to speak what the local land dwellers do. Other languages are possible, but must be explained to the DM's satisfaction. Mer uses the Ancient alphabet.
Since Mer can break other chemicals into oxygen and something else, they receive a bonus of +1 for every 3½ points of constitution, but only against gas based attacks. (see Table 9 in the PH) But also because they have these gill pores everywhere, they suffer a negative bonus vs. liquid contact poisons or potions. (Acid, etc.) Mer Do Not! receive any other constitution bonuses.
Mer have specially constructed eyes, allowing them to see underwater as if they were wearing a clear mask. And since they do have flippers and hand-paddles already 'built in', as it were, they are rated at a movement of 18 in the water.
Underwater, Mer are able to detect the following information within 10 feet of the particular phenomenon (but they can determine their approximate depth or direction below the surface at any time).
| Detect current location and direction | 1-5 on d6 |
| Determine approximate depth below surface | 1-4 on d6 |
| Determine approximate direction underwater | 1-3 on d6 |
| Note that the Mer must deliberately try to make these determinations; the information does not simply spring to mind. | |
Mer get to multiply their Wild Talent chance by three before rolling it.
Because Mer's feet and ankles have been modified for swimming, they don't work as well for walking. On land, Mer subtract 2 from their dexterity.