The Nereids
Basic Information
Anatomy
The Nereids are a race of amphibians native to Ecumene, making their home in the rainswept temperate jungles of Southern Oriens. As one of the Intelligent Races, they have achieved a high level of technology, intelligence, and society that not many other species have, and while the race cannot stray too far from the water, they have made the most of this by becoming the world's premier trade power. As stated before, Nereids (as they are commonly called) are a race of vaguely Humanoid amphibians, being more closely related to salamanders than anything else, though they are quite distinct from any other amphibious being.
The race is fairly tall on average, often being at the larger end of 5 feet. Their skin is completely hairless, smooth, and fairly slimy to the touch. The Nereids come in many different colors, with shades of red, blue, green, yellow, orange, and even purple being common. In fact, the skin of most Nereids is more often than not colored with at least two of the aforementioned colors. Growing Nereids will shed this skin every time they hit a growth spurt, with it being shed all at once while they sleep. As they are technically Amphibians, the skin of a Nereid is incredibly interesting. It is slightly thinner (and therefore weaker) than that of other races, but this is because it is both made to allow water to soak into it and because the Nereids primarily breathe through their skin. Glands in their skin discharge mucus to keep the Nereid's skin moist, which protects the race from many bacterial infections and molds that would otherwise afflict them, as well as giving them less friction when swimming. If a Nereid does not soak himself in water (either fresh or salt) for three days straight, his skin will stop producing mucus and begin to dry out, leaving him or her more vulnerable to infections, making it harder to breathe, and generally making it uncomfortable to move. If this is not treated, the Nereid will begin to shrivel up until they die, with the most a Nereid can go without soaking being around 10 days straight.
The respiration system of the Nereid is quite complex. In addition to being needed to keep the skin moist, the mucus a Nereid's skin secretes helps a Nereid's skin take in oxygen. Unlike other amphibians, the skin of the Nereids has evolved to be permeable to saltwater, as the mucus on their skin does not allow the salt to stick, but allows the Nereid to keep the water. While they do also breathe through their noses straight into their lungs, their skin acts as a conduit for oxygen to be funneled directly into the blood vessels at the surface of their skin, thereafter being circulated throughout the rest of the body. The noses of Nereids are notably small, and while they take more oxygen in through their nose than in through their skin, they can manually close their nostrils as well. Due to the fact that their skin permeates water, yet filters oxygen into their blood, Nereids are the only race with the ability to breathe underwater. Due to their large form (and therefore their large amount of skin), a Nereid can easily breathe underwater for about 8 hours straight before needing to surface and breathe through their nostrils. The lungs of the race are noticeably smaller when compared to those of other races because of this, although a Nereid will still die if their lungs are majorly damaged. The lungs of the Nereids are also quite uncomplicated things, whereas a Human's lungs have a great many nuances, the lungs of a Nereid are little more than incredibly simple-looking sacs that just happen to help a Nereid breathe. When they are born, however, baby Nereids (known as tadpoles) have gills due to their early days being entirely in the water, though these are lost as the tadpole grows.
Nereids break from the rest of amphibians by being warm-blooded, whereas most amphibians are cold-blooded. This means that they maintain a body temperature above their environment at all times. However, Nereids do not sweat. Raising their body temperature when they are cold is easy enough, as they can simply layer up or turn the heat on, but lowering it is harder. Due to their amphibian origins, Nereids cannot sweat. To cool off, they will often take a dip into cool water (as the heat will also accelerate their skin drying up) but failing that, they have a very interesting adaptation to help them both keep cool and warm up. As stated before, Nereids do not have any body hair to speak of, but they do have quite large and flashy sails upon their heads. This "sail" can hardly be called a true sail though, as it is in fact made out of the same material as a Nereid's fins, although it is much larger and much more solid to the touch. These head fins come in all the colors a Nereid's skin comes in, and share a color with all the other fins on a Nereid's body, although a Nereid's skin and fin pigments are always different. As with similar protrusions found in other species across Ecumene, the head fin is very useful for taking in and giving out a large amount of body heat, making it a very efficient regulation device, bringing in hot air when a Nereid is cold, and bringing in cold air when he or she is hot.
While they have about an average level of eyesight, on land, the race's semi-aquatic lifestyle has given it an adaptation for seeing underwater. The Nereids have something called a nictitating membrane, which is in effect a transparent third eyelid. It is not always covering the eye, but can be drawn across it for long periods of time to protect the eye from outside debris. While this can be anything from sawdust to sand, it is most useful in water. When the membrane is drawn across the eye, it allows the Nereid to keep their eyes completely open while fully submerged. The membrane also helps the Nereid's vision underwater, in effect allowing them to see through the depths nearly as well as they would on land, although things near to them are slightly blurry and their field of vision is somewhat limited, although much less than other races. Instead of proper ears, Nereids have ear holes to hear out of, positioned behind their head fin. This does not impact their level of hearing.
Nereids have notably longer fingers and toes when compared to other races, and this is due to the fact that their digits are connected by webbing. Due to their long fingers, the dexterity of the Nereids is not affected too very much, as the webbing only goes up to a bit below the middle of their finger, and the webbing itself is strong enough to hold up things but flexible enough to allow the individual fingers and toes to move fairly freely. When in water, the increased surface area the interdigital webbing provides allows the race to have increased propulsion when in water, as well as generally giving them a faster swimming speed. Nereids also have medium-sized fins going from their elbow to their wrist, as well as some going from the middle of their thigh to their ankle. These are the same color as their large head fin. The eyes of a Nereid are usually a shade of blue or green.
The race also exhibits a large tail protruding from where other races have their fittingly named tailbone. This tail is generally the same color as the majority of their skin, with the tail of a fully grown Nereid being around four feet in length and ending in a soft point. A rather large, fish-like fin, sits atop the end of a tail, although the bottom of the tail is free from fins. The tail itself is very flexible and can be bent in numerous ways, but only as a whole unit instead of in segments. The tail can be used either as a fish or a dolphin would to help the Nereid swim, adding to their credentials in the race of what race can swim best, although one would think the answer to that would be obvious.
As for sexual dimorphism, female Nereid are on average taller than male Nereid, although males have brighter skin. Their head fins are also different, as the head fin of a male Nereid is just one big thing. However, female Nereids have several head fins on their heads, and while they are arrayed in more or less the same shape as that of a male Nereid's, they have small spaces in between them. Nereid women also lack breasts, as baby Nereids (called tadpoles) do not nurse. Despite being completely unrelated to Humanoid races, the general build and facial features of both males and females are similar to that of Humanoids of the same gender. However, it cannot be forgotten that they are amphibians, and as such, they have more amphibian reproductive organs, though with some more advancement. A male Nereid's testes are attached to the kidneys, with sperm passing through the kidneys, into internal passages, and out through the cloaca. Likewise, a female Nereid's ovaries are also attached to the kidneys. After sufficient stimulation, the female will painlessly release a single egg out of the cloaca, upon which the male releases, fertilizing the egg (if relations are being held with a partner of different species, the male will only release after the partner does, as it activates the same hormones). As members of the Intelligent Races, Nereids can feel attraction to all of the other races, though they can only breed with their own kind.
Genetics and Reproduction
After the fertilization of an egg, it is traditionally placed into a freshwater pond inside the home. No matter if it is fertilized or not, an unwanted egg is usually burnt in its entirety, although the Trinitist church condemns the burning of fertilized eggs. This egg has no protective layer aside from a layer of a jelly-like substance that surrounds the egg and allows oxygen, carbon dioxide, and ammonia to pass in and out of the embryo's breathing space. The egg itself is rather small (only about two inches in diameter) and hatches after about three months, giving birth to what is known as a tadpole.
This tadpole is incredibly small to start and looks nothing like a proper Nereid, having no limbs or any real body to speak of. Instead, the tadpole only has a very oval, amphibian-looking head and a tail. Instead of lungs, tadpoles have gills. Over the course of a year, this tadpole will grow rapidly, slowly gaining lungs and small limbs. At the tail end of the year, the tadpole will rapidly begin to look far more like its parents in appearance, developing its fins, and fully developing its limbs. While a young Nereid is in the tadpole stage, its parents will drop small bits of food into its pond to feed it, as tadpoles do not nurse.
After the first year spent as a tadpole, the young Nereid will leave their pond and take their first steps, being around the size of a Human newborn, but fully capable of eating solid food and speaking in semi-complete sentences. The first steps of a Nereid are seen as very important in Nereid culture due to their development cycle, with a party usually following the day they first step out of their pond and into the world. They are considered a toddler for their second and third year of life and are considered a child until they turn 12, starting their teenage years. A Nereid becomes a fully-fledged adult at age 21 and reaches seniority at age 60. As a Nereid reaches old age, their skin and fins begin to dull in color, and their once smooth skin begins to wrinkle, although the production of mucus does not cease.
Dietary Needs and Habits
The cuisine of the Nereids has long been replicated, beloved, and lauded as some of the best in the world. It is always heavily spiced and/or sauced, and heavily utilizes seafood due to the average Nereid quite literally neighboring the sea. Indeed, Nereid cuisine has very little red meat, as the average Nereid does not live far from the sea. This lifestyle does not lend itself well to raising large animals such as unicorns, so the most a poor Nereid can get is pork or mutton. However, they do not quite mind, as there are plenty of fish in the sea. Some of these fish include cod, sardines, sea bass, tuna, snapper, swordfish, mackerel, brill, halibut, and other seaborne creatures like octopus, squid, crab, shrimp, lobster, and various mollusks. These seafood staples of Nereid cuisine are often grilled, boiled, fried, or put into a clay-pot stew. Poultry and pork can also be found in meat markets but in lower numbers. Garlic, olive oil, and onion make an appearance in almost every dish, and for those who can afford it, herbs and spices such as bay leaf, parsley, oregano, thyme, mint, marjoram, rosemary, and coriander are applied liberally to a great many dishes. Vegetables such as cabbage, collard greens, tomatoes, bell peppers, beans, and rice often accompany meat on a plate. Nereids also very much enjoy pasta, it making up the bulk of the poor Nereid's diet, but also providing an easy base for more high-class dishes. Garlic bread (made of ciabatta), interestingly, is a popular street food.
Tea is especially popular in the Nereid lands, perhaps due to the race's lactose intolerance. However, a great many types of grapes are cultivated in those rainy lands South of the Serento Mountains. Indeed, some of the best wine comes out of the Republic of Selguro and others, but the top-tier stuff is reserved for the nobility both internally and in foreign states. The common Nereid only really has access to cheaper, low-quality wine, although Nereids of every class tend to be quite stuck up about how their wine is much better than the alcohol produced elsewhere.
Due to their amphibian biology, Nereids need to eat less than other races of the same size. Because of this, they can subsist on two meals a day, the first of which is Café da manhã (Breakfast). This meal is often made up of some simple bread rolls with clarified butter, cold meat, and jam. Tea is commonly served alongside breakfast. The other meal of the day is Jantar (Dinner), a larger meal of soup, pasta, and some sort of seafood.
Additional Information
Social Structure
By the time the Temples of the Common Faith had split from the Cult of the Trinity, most Nereids were devout Trinitists. However, many Nereid nobles (as well as no small number of commoners) would renounce the Orthodox faith when Commonalism swept down the Syl River, as they (like the Elves) saw the Augus and his faith as a direct challenge to their authority over their lands. En masse, the Royal Courts of Lartaxo, Selguro, and Vallerm would convert and begin to tear down the old Trinitist churches and institutions to make way for the growing population of Commonalists. While the Commonalist population was growing, it was still not nearly as big or devoted as the Trinitist population. Within months, the cities of Odinco, Selguro City, and Portiniche were seized by angry mobs led by the merchant class of the cities, who refused to convert as the nobles did. The countryside was faced with similar mobs, and before long, every Nereid nation was without their nobles (aside from the Kingdom of Ocagos, as the nation was largely untouched by the schism). Recently, the three Republics of Selguro, Vallerm, and Lartaxo have united into one: Dourado.
Without a noble class to lead, the merchants soon stepped in. Without the nobility and with most of the Nereid population clustered in one area anyways, feudalism was easily abolished and the royal courts and kings would be replaced with assemblies made up of patrician families. Peasant families were gifted small plots of land to own as yeoman farmers, although petty landowners would of course emerge within the decades after, as natural disasters struck and some simply did not have what it took to run their own farm. To this day, many Nereids living in the Republic of Dourado live their lives on the soil given to them by the first Patricians, growing goods to sustain themselves and to sell at the markets. Most Nereids, though, live in the cities. Densely populated by legions of poor factory workers, the ritzy waterfront districts of Selguro City and others serve as little more than a silk veil covering cruel poverty. Unions are brutally crushed by private police, workers are denied most support, and all while the rich get ludicrously richer.
As stated before, the nobility of Ocagos did not make a conversion, and as such rule to this day. Without developed ports, Ocagos has remained a feudal monarchy well into the Steam Age, with various nobles owning large swaths of land that almost the entire Ocagan population lives and works on. However, the state has been recently hit with a large-scale republican insurgency that threatens the powers of the Ocagan royal houses.
Civilization and Culture
Naming Traditions
The naming traditions of the Nereid people are quite simple, being in line with most of Ecumene. Nereids have a given name and a patrilineal family name, simple stuff, really. For example, a name for a male Nereid could be something like "Marciano Abreu" or "Julio Bettencourt". As for women, some names are "Serafina Vaz" or "Adelina Freitas".
Centuries ago, the Nereid Republics that would one day coalesce into the Republic of Dourado had been rid of their landed nobility. However, the Kingdom of Ocagos still maintains a feudal social structure, with the names of these nobles having both an honorary prefix (Dom or Dona) and a nobiliary particle (de). While such names have disappeared from more developed nations, it is not uncommon to find an Ocagan nobleman named something like "Dom Luisinho de Abreu" or a noblewoman named "Dona Clementina de Silva".
Nereid Noble Titles
Rei: King
Principe: Prince
Duque: Duke
Conde: Count
Visconde: Viscount
Barão: Baron
Principe: Prince
Duque: Duke
Conde: Count
Visconde: Viscount
Barão: Baron
Gender Ideals
As with all Trinitist cultures of the world, the Nereid lands operate under patriarchy. It is nowhere near the lengths that the Dwarves or Men go to, but it is the general rule in the Nereid lands that women are of a fairer sex and should be sheltered, lest they fall to sin. To this end, it is shocking (though technically not prohibited) for a woman to leave the house without a male companion, and even more so for a woman of common status to dress immodestly. While headdresses are not mandated, due in large part to the impracticality of wearing a headdress over a head fin, it is expected of all common women to dress in simple gowns and other such womanly drapings.
While most male Nereids concern themselves with the hard work of doing factory work on a starvation wage or maintaining their small farm holdings, many Nereids in the city are recruited into the Armed Forces or the massive Merchant Marines. Of course, though the majority stay home and tend to shop or factory work within the cities, the frequent lack of men has given birth to a fairly sized feminist movement, which has become especially large in Selguro City. They advocate for greater rights for all Nereid women, hoping that they will one day be given the same respect and voting rights as their male counterparts, while still holding the idea that a woman should stay in womanly work, as is said in the Divine Record. Opinions on this movement are mixed, but it is generally looked down upon by most Nereid men.
Relationship Ideals
In the Republic of Dourado, arranged marriages have practically disappeared amongst the common folk, being replaced by marriages of love (although "strategic" marriages among Patrician Families and arranged marriages among Ocagan nobles are still common). In a uniquely Nereid twist on the Dwarven tradition of wedding rings, it is a tradition for a male Nereid suitor to fashion a homemade wrist bracelet made of seashells and coral (although the nobility prefers pearls). When he is ready, he will announce his intention to marry his lover instead of giving her the bracelet, as it is not to be seen until the day of the wedding.
The Nereid man will plan the wedding all on his own, with as much as possible being hidden from the bride. As with all Orthodox marriages, the ceremony is held in the local church, with the bride and groom on opposite sides of the altar and the bracelet hidden behind the groom's back. Incense is spread around the room as the two say their vows alongside the Vicar. After the vows have been said, all of those in attendance will begin to pray for the newlyweds as the groom presents his bride with the marriage bracelet he made for her. The Vicar will then sprinkle a bit of dirt onto the foreheads of the bride and groom, officially signifying their union in the eyes of the Gods. Once the bride has put on her bracelet, she can never again take it off. The groom, however, does not have a bracelet of his own.
After the ceremony, a few hours of feasting, sporting, and toasting occurs. As is tradition, the bride and groom will throw their glass drinking cups onto the floor at the end of the party, symbolically shattering their old life and starting a new one where they are together.
Average Technological Level
Is Dourado is quite technologically advanced, the Kingdom of Ocagos less so. Due to the concentration of most Nereids on the coast, the Republic's population is entirely connected by rail, with technology spreading easily due in part to both internal genius and the tentacles of Nereid trade penetrating deep into all the world. It is the Republic that most often discovers new and innovative naval technology due to its place as the world's premier naval power, with the world's first dreadnought being a Douradese invention. Meanwhile, Ocagos is a nation of poverty, even the most humble of Patricians having more wealth than their nobles, and the population at large living a short life of serfdom.
Major Language Groups and Dialects
Nereids speak a language known as "Nereid" which is in essence real-life Portuguese. This language uses an alphabetical system of writing known as "Runic", which utilizes 40 letters to form words and phrases, with the letters themselves looking quite like those used in the real-life Deseret Alphabet.
Common Etiquette Rules
While the Nereids are, on average, quite individualistic people who can often appear cold due to the fact their society looks down upon public displays of passionate emotion, but that does not mean they are without manners. The traditional greeting among the Nereids is a simple swish of the tail to the general direction of the person they are greeting. Indeed, the tail has its own etiquette, as if a Nereid is not careful, they could trip up someone else if it is just dragging on the ground. As such, it is expected for a Nereid to position their tail facing straight up into the air, parallel to their body if they are in a crowded environment. As Nereids can get easily dehydrated in both the throat and body, it is tradition to offer guests a pitcher of water upon arrival, especially if they had journeyed for a while to get to your home.
Because of their individualistic culture, Nereids put a lot of importance on trust. While often focused more on the self, Nereids are devoted to their parents and their siblings (cousins and such, less so), as they have made them who they are, and if you cannot trust family, you can trust no one. However, Nereid society does not see anything wrong with cutting ties with one's family if they are toxic or harmful to a Nereid's wellbeing, for in doing that, they had betrayed the trust of the one person who has a birthright to it. Nereids also tend to be incredibly good with their close friends, and while cold to most everyone else, it is common for Nereids to think of their closest confidants as practically family.
However, in an interesting twist, this culture of trust has given rise to nepotism. It is not only common but entirely expected for key positions, be they in business, government, or some other third thing, to be given to trusted family and friends before anyone else. After all, surrounding yourself with those you do not see as fully worthy of your faith will only lead to disaster. Case in point, the Patrician Companies have all been ruled by family lines going back generations, and all their key positions are filled by members of this "Patrician Family" or close friends of it.
Common Dress Code
Common clothing amongst the Nereids is both similar and very distinct from other races. Due to their head fins, hats are practically nonexistent, as are Trinitist headdresses (worn by women). Furthermore, due to the mucus that secretes from their skin, lightly colored clothes are a no-go. Therefore, Nereids will only ever be seen wearing darkly dyed clothing, such as those in shades of black, dark brown, dark red, navy, and dark green, lest the mucus stains be seen through their garments. Poor Nereids will most often dress in wool and cotton. Most Nereid men wear simple, loose fitting button-up shirts, the buttons allowing them to put a shirt on without worrying about fitting it over their headfin. Due to their large tail and the sunny weather, neither men nor women wear pants. Instead, Nereid men will wear a "fustanella", a pleated skirt that either goes down to the thigh or to the knees, depending on the season. Traditionally, the color of a man's fustanella will match the color of his shirt, although they will be separated by a wide sash (that serves as a belt) that is a different color from their shirt-fustanella combination. On the other hand, women will wear a long-sleeved, simple dress that goes down to cover their feet, a bodice, and a tight jacket that goes down to the waist. Women will often tie a sash around their necks to signify they are unmarried. During winters on the Selgurse Peninsula or all the time in the rainy regions of Vallerm and Ocagos, Nereids of both genders will wear a poncho. As for footwear, Nereids will wear espadrilles, as they offer ample room for the fin going down to their ankle.
While the nobility of the Kingdom of Ocagas has always made a show of themselves, the Patricians of the Golden Republic have taken pains to frame themselves in a different light ever since the Mercantile Revolutions. While the elites of other countries go to greater heights of extravagance, the Patrician Families prefer to keep it simple, although they are known to spend a pretty penny on silk clothing. High-class men can often be found wearing garments similar to the "thawb" of real life, the Nereid variety (known in their language as a Cobrir, meaning "cover") being buttoned up with a more open neck and a breast pocket. Under the thawb, an izaar-like garment is usually worn. Women, on the other hand, wear clothing similar to the Għonnella of real-life Malta over a modest, but tight-fitting, full-length dress. Of course, despite this relative simplicity, the clothing preferred by the high-class women of Dourado is not cheap, their Għonnella commonly being made of silk and their dresses being intricately embroidered and laced.
To the same concept, no official titles such as "Your Highness" or "Your Excellency" exist, as those are products of the monarchy. Instead, those of importance are simply addressed as "mister", "miss", "sir", or "madam".
Culture and Cultural Heritage
Houses And Architecture
Due to their unique biology, almost every Nereid is situated on either the coast or another more inland body of water. Those in more rural areas live in simple stone houses similar in appearance to the cabaña pasiega houses of real-life. They are made up of two stories, the top being a living area and the bottom being a storeroom. These farmhouses are located very close to permanent bodies of water so that the Nereids living within the house have easy access to water, either river, lake, or sea. Those living in the cities live in tall, solid stone houses that have their walls connected, often being divided into multiple floors in which different families live (being quite like those found in Venice). The least fortunate (which is a good amount of Nereids) live in apartments that look quite like this, but they are of lower quality, there is no separation, and the rooms are smaller. These dwellings are often brightly colored, making Selguro City one of the most wondrous in all the world to see. What is even more wondrous, however, are the many "Aldeias Marinhas" or Sea Villages. These are communities made up of individual, wooden houses suspended above the ocean via stilts. They are usually quite poor and made up of fishermen and former yeomen who have had to sell their land, but even still, they fascinate foreign tourists, and as the world becomes more connected, they have received a new income from a large tourist sector. Music And Art
The Nereid lands have produced a great many amazing painters and composers, many of which travel across the world doing work for anyone who will have them. While that is all well and good, Nereid folk music is much more interesting. It takes direct influence from sea shanties and rowing songs that help the many sailors of the Nereid lands work. This means that most folk songs of the culture, be they cheerful or mournful, have a nice steady beat. The instruments most vital to Nereid folk are the guitarra nereid (portuguese guitar) and the rabeca, with other, complimentary instruments include adufa drums, cavaquinho, viola caipira, gaita transmontana, castanets, and launeddas. Jazz has also made a huge splash in the cities, many jazz clubs and bars springing up in the city since the genre's popularization. Sports And Games
For obvious reasons, the Nereids are quite partial to water sports, including surfing (a Nereid invention), water polo, competitive swimming, and rowboat races. However, the most popular of these sports is "Bola de Água". As almost every Nereid lives near a source of water, it is very easy to play with and has very simple rules. Several players (usually five) will gather around in a circle in shallow water and bounce around a small ball using the palm of their hands. The goal is to keep the ball out of the water as long as possible and you are allowed to run, jump and move as much as you want to achieve that goal. If you hit the ball towards another player and they are unable to keep it out of the water, you get a point. As for land based sports, rugby is obviously popular, as are handball and bandy. Funerary Traditions
When it is believed that a Trinitist is dying, they are brought with haste to the local Church, specifically a secluded and comfortable basement room. There, while doctors care for them, the Church's Vicar will pray with them and the dying Trinitist will give their "last rites" to the Vicar. This last rite comes in the form of a poem that the individual made beforehand and now recites, professing their piety and humility for what might be the last time. After they have passed, their body is put into a stone casket and brought to the ocean (which is usually not too far from any Nereid's house). As the family sings a prayer, the stone casket is put on a burning raft and pushed out into the ocean where it will sink down once the raft burns. However, if the Trinitist does not die after professing their last rites, they must be held to the promises made in their last rites. If a Trinitist dies suddenly or is unable to make it to the Church and perform their last rites before they die, they are buried with their last rites folded under the head of the burial cloth. Philosophy
The Nereids are, on average, some of the most individualistic people on Ecumene. Due to a long history of each Nereid owning their own land and having to compete with other farmers or merchants, the average Nereid is slow to accept help and seeks to make their own way in the world. They are, however, usually quite quick to accept responsibility for wrongdoing, as taking personal responsibility for one's failures is a high virtue in Nereid culture. This view is only strengthened by Nereid governance, as most Nereids live in a state run by and for the mercantile class, a notoriously cut-throat business. In addition to this rugged individualism, they are also proud of their amphibious roots. While others would see this as holding them back, the Nereids see it as something that only makes them stronger. In a sense, they broke the chains that were holding them to the water and reforged them into tools that were used to conquer the seas and make the Nereids one of, if not the, most important races in Ecumene. The average Nereid is proud of this fact, just as they are proud of their own accomplishments, but most of all, they are proud to be a Nereid.
Due to their unique biology, almost every Nereid is situated on either the coast or another more inland body of water. Those in more rural areas live in simple stone houses similar in appearance to the cabaña pasiega houses of real-life. They are made up of two stories, the top being a living area and the bottom being a storeroom. These farmhouses are located very close to permanent bodies of water so that the Nereids living within the house have easy access to water, either river, lake, or sea. Those living in the cities live in tall, solid stone houses that have their walls connected, often being divided into multiple floors in which different families live (being quite like those found in Venice). The least fortunate (which is a good amount of Nereids) live in apartments that look quite like this, but they are of lower quality, there is no separation, and the rooms are smaller. These dwellings are often brightly colored, making Selguro City one of the most wondrous in all the world to see. What is even more wondrous, however, are the many "Aldeias Marinhas" or Sea Villages. These are communities made up of individual, wooden houses suspended above the ocean via stilts. They are usually quite poor and made up of fishermen and former yeomen who have had to sell their land, but even still, they fascinate foreign tourists, and as the world becomes more connected, they have received a new income from a large tourist sector. Music And Art
The Nereid lands have produced a great many amazing painters and composers, many of which travel across the world doing work for anyone who will have them. While that is all well and good, Nereid folk music is much more interesting. It takes direct influence from sea shanties and rowing songs that help the many sailors of the Nereid lands work. This means that most folk songs of the culture, be they cheerful or mournful, have a nice steady beat. The instruments most vital to Nereid folk are the guitarra nereid (portuguese guitar) and the rabeca, with other, complimentary instruments include adufa drums, cavaquinho, viola caipira, gaita transmontana, castanets, and launeddas. Jazz has also made a huge splash in the cities, many jazz clubs and bars springing up in the city since the genre's popularization. Sports And Games
For obvious reasons, the Nereids are quite partial to water sports, including surfing (a Nereid invention), water polo, competitive swimming, and rowboat races. However, the most popular of these sports is "Bola de Água". As almost every Nereid lives near a source of water, it is very easy to play with and has very simple rules. Several players (usually five) will gather around in a circle in shallow water and bounce around a small ball using the palm of their hands. The goal is to keep the ball out of the water as long as possible and you are allowed to run, jump and move as much as you want to achieve that goal. If you hit the ball towards another player and they are unable to keep it out of the water, you get a point. As for land based sports, rugby is obviously popular, as are handball and bandy. Funerary Traditions
When it is believed that a Trinitist is dying, they are brought with haste to the local Church, specifically a secluded and comfortable basement room. There, while doctors care for them, the Church's Vicar will pray with them and the dying Trinitist will give their "last rites" to the Vicar. This last rite comes in the form of a poem that the individual made beforehand and now recites, professing their piety and humility for what might be the last time. After they have passed, their body is put into a stone casket and brought to the ocean (which is usually not too far from any Nereid's house). As the family sings a prayer, the stone casket is put on a burning raft and pushed out into the ocean where it will sink down once the raft burns. However, if the Trinitist does not die after professing their last rites, they must be held to the promises made in their last rites. If a Trinitist dies suddenly or is unable to make it to the Church and perform their last rites before they die, they are buried with their last rites folded under the head of the burial cloth. Philosophy
The Nereids are, on average, some of the most individualistic people on Ecumene. Due to a long history of each Nereid owning their own land and having to compete with other farmers or merchants, the average Nereid is slow to accept help and seeks to make their own way in the world. They are, however, usually quite quick to accept responsibility for wrongdoing, as taking personal responsibility for one's failures is a high virtue in Nereid culture. This view is only strengthened by Nereid governance, as most Nereids live in a state run by and for the mercantile class, a notoriously cut-throat business. In addition to this rugged individualism, they are also proud of their amphibious roots. While others would see this as holding them back, the Nereids see it as something that only makes them stronger. In a sense, they broke the chains that were holding them to the water and reforged them into tools that were used to conquer the seas and make the Nereids one of, if not the, most important races in Ecumene. The average Nereid is proud of this fact, just as they are proud of their own accomplishments, but most of all, they are proud to be a Nereid.
Common Taboos
Offensive Slurs And Insults
Slurs for the Nereids include "Fishmen", "Coral Munchers", "Sharkbait", "Sea Monkey", and "Froglegs". Nereids often refer to other races as "Drowners" and "Mouth-Breathers". Cultural Taboos
It is quite taboo to take any favor from a neighbor without the means to repay it back in turn, as it is a sign of personal failures that you even need help. Indeed, even without a noble class to lord the land, Nereids as a whole refuse to form co-operatives, as one's failings are their own and no one else's. The ever-proud Nereids will also take great offense to any insinuation that their biology is "strange", whether it be a reference to their skin mucus or amphibianism. Not offering a visiting Nereid a pitcher of water is seen in a similar light, as while it is a strict procedure in the Nereid nations, when other races do not do it, it is seen as a sign of disrespect. Interestingly, it is considered very bad luck to clean up spilled water. Macabre as it is, the Patrician Families of the Republic of Dourado still practice duels. Due to the habit of Patrician Companies to maintain private armies for their own security, small-scale armed confrontations between the forces of rival companies are somewhat common, but they are expensive for a multitude of reasons. They are, however, tolerated as a way to keep things "honest" between the Companies, rationalizing that if they weren't allowed to swing a few punches every so often and then pay the required price, things would become much worse for everyone involved. Furthermore, it is said shady dealings can be prevented this way, for no one would want to risk a duel over a backhanded business move, although, in practice, this latter rationalization is not further from the truth. The same principle applies to duels. While illegal for those not considered Patricians, those who are can sign a paper with another Patrician that declares their intent to duel. Common reasons for dueling include a breach of privacy, a gross personal offense, or a long-standing grudge. After signing, the two Patricians will assemble in a public place with their "second" (who will negotiate with one another to see if satisfaction can be provided without a duel) and fire at the other with a single pistol round, although tradition dictates that if they must be hit at all, they must be hit in the leg (this being seen as proper satisfaction for any harm done or any honor lost). Duels themselves, though, are quite extraordinary (though not entirely unheard of), and being killed in a duel is even less so.
Slurs for the Nereids include "Fishmen", "Coral Munchers", "Sharkbait", "Sea Monkey", and "Froglegs". Nereids often refer to other races as "Drowners" and "Mouth-Breathers". Cultural Taboos
It is quite taboo to take any favor from a neighbor without the means to repay it back in turn, as it is a sign of personal failures that you even need help. Indeed, even without a noble class to lord the land, Nereids as a whole refuse to form co-operatives, as one's failings are their own and no one else's. The ever-proud Nereids will also take great offense to any insinuation that their biology is "strange", whether it be a reference to their skin mucus or amphibianism. Not offering a visiting Nereid a pitcher of water is seen in a similar light, as while it is a strict procedure in the Nereid nations, when other races do not do it, it is seen as a sign of disrespect. Interestingly, it is considered very bad luck to clean up spilled water. Macabre as it is, the Patrician Families of the Republic of Dourado still practice duels. Due to the habit of Patrician Companies to maintain private armies for their own security, small-scale armed confrontations between the forces of rival companies are somewhat common, but they are expensive for a multitude of reasons. They are, however, tolerated as a way to keep things "honest" between the Companies, rationalizing that if they weren't allowed to swing a few punches every so often and then pay the required price, things would become much worse for everyone involved. Furthermore, it is said shady dealings can be prevented this way, for no one would want to risk a duel over a backhanded business move, although, in practice, this latter rationalization is not further from the truth. The same principle applies to duels. While illegal for those not considered Patricians, those who are can sign a paper with another Patrician that declares their intent to duel. Common reasons for dueling include a breach of privacy, a gross personal offense, or a long-standing grudge. After signing, the two Patricians will assemble in a public place with their "second" (who will negotiate with one another to see if satisfaction can be provided without a duel) and fire at the other with a single pistol round, although tradition dictates that if they must be hit at all, they must be hit in the leg (this being seen as proper satisfaction for any harm done or any honor lost). Duels themselves, though, are quite extraordinary (though not entirely unheard of), and being killed in a duel is even less so.
Interspecies Relations and Assumptions
For time immemorial, the noble and reliable horse has been the beast of choice for almost all Nereids. Giant Elk nor Axe-Beaks are not native to Southern Oriens, but horses are and have long been used for warfare, agriculture, and general transportation because of it.
Aside from a brief break during the War Of Two Empires, the Nereids have been largely neutral in world affairs, for anything else would hurt trade. It is no different now, although out of pragmatism, the Republic of Dourado has become a very close trading partner of Sylvania and their militaries will often war game together, though nothing more. As such, the Nereids have no particular hatred or love for any race aside from the usual xenophobic prejudices.
Lifespan
65-70 years
Average Height
5’8-6 feet
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