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.
Waterborn include but are not limited to, any aquatic-looking creatures, such as Mermaids, Selkies, Otter Selkies (like Seal selkies, but otters!), Nymphs, Kelpies, etc
There is no fixed standard for the True Form appearance of Waterborn. As long as the creature can be identified as aquatic, players are encouraged to unleash their creativity. We do encourage humanoid-like beings, such as Nereids, to at least alter their skin color or apply some other feature to make them seem aquatic. Whether it's a 'beautiful' or 'monstrous' being, drawing inspiration from established aquatic mythological creatures like mermaids, selkies, sprites, nymphs, or water dragons, or creating an entirely original entity—all are acceptable. However, avatars should avoid being cartoonish, anime-like, or in the "furry/anthro" style. Overly large creatures such as Loch Ness Monsters and Krakens are also not permitted. Please keep avatars 'reasonably sized,' not exceeding the dimensions of a horse.
Waterborn appear completely Human when in Human form, with no residual features like fins, gills, or scales that would be found in aquatic forms, though they have retractable fangs used for Toxin bites (see Toxin below).
CHARACTERISTICS
Waterborn age slowly like other Supernatural races, living up to 500 years, and their Human appearance reflects this aging process.
They are born in their True Form in the water and can't shift into Human form until the first full moon after their 16th birthday.
In Human form, Waterborn can breathe underwater.
Waterborn excel in the water, being faster, stronger, and more agile than any other race, whether in their True or Human form.
They can freely shift between Human and True Forms, except during a full moon or prolonged periods in Human form. Shifting is always a conscious choice, not accidental, although it may happen in "fight or flight" situations for less experienced individuals.
Immune to most Human diseases, Waterborn heal faster from wounds in their True Form. Severe wounds may take longer to heal and could be fatal if left untreated.
They are less affected by cold temperatures than other races.
Waterborn communicate underwater using "Siren’s Song," a language comprising whale-like or dolphin-like sounds. On land, they quickly learn and speak the local common language, though slang and idioms may pose challenges initially.
Emitting pheromones detectable only by other Waterborn, they can identify one another by scent, while others may perceive a faint "watery" or "fishy" smell.
ABILITIES
Hydrokinesis: Waterborn can control water, but it must be at least ankle-deep and not contained (e.g., no droplets, rain, humidity, or water inside living things). Collaborative efforts and Community Lead approval are required for large-scale phenomena like tsunamis or water spouts. Consent is needed to damage others' property.
Waterborn can communicate with any aquatic animal and can call on one (1) for aid. The animal's intelligence affects its response; for instance, Dolphins are smart and likely to help, while Trout may not understand.
Siren’s Song: This is the Waterborn language with magical qualities. Singing it attracts listeners, with humans being more affected than other Supernaturals. This ability is innate but requires practice and isn't dependent on the Waterborn's age.
Focused Siren’s Song: Waterborn can target a single person, who will be the only one to hear it. Effects range from mild interest to obsession, depending on the target's willpower and susceptibility. Always discuss and get consent beforehand.
While under its influence, the victim feels compelled to please and obey the singer. Compelling someone to do something extreme or self-harmful is very difficult and often fails. Consent is crucial.
The effects last for a few hours and then fade, potentially leaving the victim disoriented with fuzzy memories. How much they remember is decided by the player.
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.
Waterborn can attack by releasing toxins through specific methods like spines, stingers, or tentacles. The toxin isn't produced throughout their entire body, so only one method of delivery is allowed, and it cannot be through the skin. For instance, if a Waterborn has eight tentacles, only one tentacle can deliver the toxin.
Waterborn Toxin that is exposed to air dries quickly and becomes inert.
Waterborn Toxin gland in Human form is found in the gums, and the Toxin is delivered to the victim via retractable hollow fangs, much like a snake.
The release of the toxin is intentional and must be completed in two (2) posts. One post for showing intent, one for release. It is possible to unintentionally release the toxin in moments of extreme stress/distress, but it still requires two posts.
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
Waterborn experience physical weakness when exposed to polluted water or environments with high bacteria counts. The Waterborn Toxin is also less potent under such conditions. The effects include lethargy, difficulties in breathing underwater, potential poisoning, and a risk of death.
Waterborn, while still stronger than humans, are slower and less agile on land than other races.
Waterborn are not well-suited to extreme heat and can easily become dehydrated in their Human form. Dehydration leads to intense thirst and an increasingly uncontrollable urge to return to the water. To avoid this, Waterborn must drink ample water to keep well hydrated.
Waterborn can only remain in Human form for a maximum of 3 days before force-shiting to True Form. The rise of the Full Moon will also cause them to Force Shift.
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.
Waterborn are susceptible to Incarnate illusions and mind control, Vampire Glamour/Compelling, and Phral Magic.
Waterborn can be killed by normal means - severe wounds, Vampire bite, Werewolf bite.
Vampire and Werewolf bites made in aggression may cause illness, infection, and necrosis, depending on the severity of the bite. Severe or untreated bites may cause serious illness, such as fevers, delirium, weakness, or suppression of their Waterborn abilities, including shifting, and will require Phral Drabarni Healer intervention to heal.
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.