WATERBORN

This page outlines the defining traits of Waterborn within the Unnatural Universe. All players need to familiarize themselves with these traits to maintain consistency during roleplay sessions. While creativity is encouraged, adhering to the established lore of the Unnatural Universe is essential for an immersive experience for everyone.


Waterborn are fictional beings that have been part of folklore, fantasy, and mythology for millennia. Each culture or writer has their own version of what Waterborn are, leading to countless variations in appearance, culture, and mentality. Think of the enchanting mermaids in Disney's The Little Mermaid compared to the fierce sirens in Greek mythology. Or consider the playful selkies in Celtic folklore versus the deadly mermaids in Pirates of the Caribbean. From the majestic creatures in Harry Potter to the eerie Waterborn in folklore, these beings have been reimagined in endless ways, making them a versatile and enduring part of popular culture. This is our version.

 ORIGINS 

Like all races in the Unnatural Universe, the true origin of the Waterborn is unknown. Waterborn are aquatic beings that can shift to human form and thrive in various water bodies. Every culture has its own myths and legends about Waterborn, but none have been confirmed. For instance, some believe Waterborn originated from ancient sea gods, like the tale of Atargatis, the Syrian mermaid goddess. Others think they stem from cursed sailors who became one with the sea. Your character can believe any origin myth or legend that suits them culturally or fits your out-of-character preference, but it doesn't make it true.

 APPEARANCE

NOTE:  While Lake Ashmore and its contributing rivers and streams are freshwater, Waterborn in the Unnatural Universe can exist in both freshwater and saltwater environments. Therefore, the creature's typical habitat, whether saltwater or freshwater, is not a limiting factor in your character’s appearance.


CHARACTERISTICS 

ABILITIES

NOTE: All actions affecting other players must be roleplayed as attempts, requiring two posts and clear consent.


WATERBORN TOXIN

Waterborn have a unique gland that produces a Toxin. This Toxin is only found in the gland and its delivery appendage. For all races except Vampires, small doses of the Toxin act as a narcotic, causing drowsiness and sluggishness. Larger doses cause intense pain and swelling at the affected site, which can spread throughout the body, potentially causing death as organs and airways swell and lose function. In Vampires, the Toxin causes a severe necrotizing infection that can spread if untreated.

NOTE:  While regular medicine might be able to treat some of the symptoms and buy time, only Phral can heal to avoid death.  Waterborn are immune to this toxin. 

VULNERABILITIES 

Regarding the Full Moon: The Full Moon is observed on Sim for three days and always on a weekend to accommodate the maximum number of roleplayers. However, your character isn't required to remain shifted for the entire weekend; shifting for at least one day is sufficient.

NOTE:  Waterborn are the only Supernatural race in the Unnatural Universe that is not affected by silver.

LIFESTYLE

Waterborn, as their name suggests, are aquatic creatures with a vested interest in maintaining clean waterways, as pollution directly impacts their well-being. They frequently collect debris from the water, depositing it on shores. However, they often keep objects they find intriguing or glittery, or those that are too heavy or might attract unwanted attention if left on the shore, such as cars. In ocean environments, they may strategically position large items to aid in the creation of barrier reefs. 

Like with any other sentient being in the Unnatural Universe, their moral alignment is not inherently good or evil; it varies among individuals. Older Waterborn are typically wary of land-dwellers, fiercely guarding their territories, while younger ones exhibit a strong curiosity towards them, which might have something to do with their inability to shift to Human form until their 16th birthday. Material wealth holds little appeal for Waterborn, as the aquatic environment provides all their necessities. Although modern technology from land-dwellers might interest them, particularly with the advent of waterproof and water-resistant devices, they generally have no practical use for such artifacts.

WATERBORN AND PHRAL

Underwater Breathing Charm: Phral that specialize in Mulengi Dori may use an item obtained from Waterborn, such as a scale, lock of hair, etc, to create a charm to allow non-Waterborn to breathe underwater for up to 3 days; however, keep in mind that non-Waterborn physiology does not allow for prolonged periods underwater.  Skin, hair, body temperature, etc are all affected and may cause illness or death.

Waterborn Toxin Healing:  Drabarni Phral are the only ones that can heal a victim from a Waterborn Toxin Poisoning via a potion antidote.

REPRODUCTION/TURNING

There is no “turning” into Waterborn.  Waterborn are born in their Waterborn True Form, and any land folk giving birth to potential Waterborn offspring must give birth in the water.  A sonogram might show that the offspring is not Human, but getting one can be tricky because of the need for secrecy (The Veil) and the mother must be sure of who is performing the procedure.

PODS and ASHMORE LAKE

Like all Supernaturals, Waterborn believe there is safety in numbers and create communities and living areas underwater.  Large Families or other groups are called Pods and are akin to Vampire nests, Werewolf packs, etc. 

ASHMORE LAKE

Ashmore Lake is home to the Waterborn in Ashmore, but there are streams and smaller ponds and the depths of the Quarry where Waterborn may be found.  There is a meeting place for Waterborn, and a Magical Air Bubble for prison…er… guests.