Merfolk dnd

Merfolk dnd DEFAULT

Merfolk Erectus (5e Race)

Merfolk Erectus[edit]

guardians_by_igorkieryluk-d2zx04v.jpg
Three standing erectus.
(Guardians by Igor Kieryluk at deviantArt)

"The land will no longer be our border, it will be our frontier." -Jhiri of the Blue Gills Tribe

Physical Description[edit]

Also known as “standing merfolk” or “shallows merfolk,” this is a species of merfolk that have developed the legs and bone structure that allows them to walk on the land as well as swim through the water. These merfolk tend to be slender with long legs. They have wide mouths, large eyes, and webs of skin between their fingers and toes.

Their skin comes in many different colors, but are usually mottled shades of blue, green, or brown. The shallows merfolk have a broad lightly colored patch of skin along their bellies and faces, and a darker patch up their backs and along the back of their heads. Along with these broad patterns, merfolk usually have natural designs in their skin, swirls and spots of color along their bodies. Merfolk skin occasionally has some vestigial scales, but mostly feels similar to the skin of humans. There is a slight layer of oil on their skins that helps keep them moist out of the water and to move quickly in the water.

Like most merfolk, the legged merfolk have large fins that run down their lower arms and legs and up their back, necks, and heads that can be flexed and extended at will. The fins on their heads look superficially similar to hair when flaccid.

Merfolk erectus have a greater need for water than other races when they are away from the coasts they often drink more than others or take long baths, many simply stand outside in the rain. This connection with the water also makes them uniquely sensitive to extremes in temperature.

History[edit]

The progenitors of this strain of merfolk were advanced biomancers. They applied their magic to their fellow clansmen in order to alter the thick tails of their people into pairs of legs. This adaptation allowed them to expand their travel into new, dryer, territories. They spread across the sand and soil that once marked their borders, exploring their unique connection to the dry land and the deep seas.

Seals are popular pets among the shallows merfolk, their ability to live both on land and sea is appealing to them and they are often raised similarly to dogs.

Eventually, a unique culture arose among the merfolk that centered around the shores and the shallows. The standing merfolk built semi-permanent villages and settlements around the shores and in the water, usually around reefs. These settlements are designed not to weather storms and tides, but to be easily moved and rebuilt. Often other races have a difficult time dealing with the merfolk erectus simply out of difficulty finding where they’ve moved.

The merfolk erectus retain many of the personality traits of their sea-bound cousins, they are a curious and mischievous people, and frequently make surface dwellers the butts of their jokes or investigations. Some less savory merfolk take advantage of their knowledge of the waters to lay ambushes for sailors or run them aground on reefs.

Society[edit]

The curious and thoughtful merfolk are natural explorers, and their ability to stand on the soil have let them wanderers across nearly the entire world, unbound of firm ties to either the land or sea. The merfolk erectus have many settlements along the shores and shallow waters, but few that remain in a permanent location.

Most merfolk craft is made out of materials scavenged from the seas or shores, or traded for from land-dwelling communities. Much of their art, and tools incorporate a hodgepodge of materials and wooden parts are usually exchanged for shell, coral, or stone.

Standing merfolk wear little clothing while underwater, and usually wear loose robes while on land. What armor they wear is designed to be streamlined as well as tough, or to blend with the ocean floor.

Merfolk erectus are expected to be as capable on both the land and the sea, their children are raised underwater and then taught to walk at a young age.

The merfolk have difficulty with the heats for forging metals, as such, they trade for most of their metal goods. Any wood they collect is carefully treated and waterproofed before it is used by the merfolk.

Organized merfolk societies tend to be small clans made up of a few families living together in small villages underwater near the shores or in deep lakes, with a few larger buildings nearby on the land. They develop their underwater settlements in shallow water, preferring coral reefs or natural underwater cave systems. Anything built above the water is usually built on stilts or designed to be disassembled and rebuilt quickly.

Merfolk Erectus Names[edit]

Male: Agrata, Aquis, Avris, Bornet, Ceimu, Drake, Korma, Latus, Leomaris, Midus, Morgan, Namor, Nido, Orman, Pvorsa, Salas, Sedor, Talrand, Typhon, Wiggus.

Female: Anosa, Ariel, Atlise, Cordula, Corselle, Halimeda, Iren, Katara, Kella, Kilmie, Korra, Marilla, Morea, Nosae, Portia, Soreen, Tassab, Ulanda, Vesta, Yisea, Zegana, Undyne.

Merfolk Erectus Racial Traits[edit]

tumblr_inline_niaushcwPB1r9lhsj.png
A merfolk practicing hydromancy (Source: Magic the Gathering)

Amphibious coastal merfolk of the shallows and the shores.
Ability Score Increase. Your Constitution score increases by 2, and your Charisma score increases by 1.
Age. Merfolk Erectus reach maturity at 40 and live for almost a thousand years.
Alignment. Like most merfolk, merfolk erectus tend to be neutral.
Size. Merfolk Erectus stand anywhere between 5 and 7 feet tall and tend to have slender, flexible builds. Your size is Medium.
Speed. Your base walking speed is 30 feet, Your base swimming speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Amphibious. You can breathe both air and water.
Mask of the Seas. While in or near the water you can attempt to hide even when you are only lightly obscured by foliage, mud clouds, stone or other natural objects and phenomena.
Merfolk Weapon Training. You have proficiency with the net, spear, and trident.
Underwater Capability. Underwater combat does not impose any penalties or disadvantages on movement or weapon attacks. While underwater you have darkvision, you can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
Slippery. You have advantage on Dexterity (Acrobatics) checks against being grappled and saving throws to avoid being restrained.
Languages. You can speak, read and write Common and Aquan.

Random Height and Weight[edit]

Base HeightHeight ModifierBase WeightWeight Modifier
5′ 0″+2d12 in.75 lb.× (1d4) lb.

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Sours: https://www.dandwiki.com/wiki/Merfolk_Erectus_(5e_Race)

Merfolk (4e Race)

Merfolk[edit]

"I want to be where the people are, oh look and here we go... Well that was easy." ~~ Half-fish, half-human, 100% dolphin safe.

Racial Traits
Average Height: 7 feet long in fish form, average human height in human form
Average Weight: 125-200 lbs in human form; 200 lbs in fish form.
Ability Scores: +2 Charisma, +2 Intelligence or Dexterity
Size: Medium
Speed: 6; swim 7. squares
Vision: Low-light
Languages: Common, Deep Speech
Skill Bonuses: +2 Nature, +2 Dungeoneering
Fishy Shifter: Merfolk can take either their normal, fish-tailed form, or appear as a human. Transformation takes a standard action.
Aquatic: You are an aquatic creature. While in fish-tailed form you can breathe underwater, and in aquatic combat you gain a +2 bonus to attack rolls against non-aquatic creatures. Finishing an extended rest while away from a large source of water requires an Endurance check as if you were dehydrating.
Merfolk Weapon Proficiency: You gain proficiency with the trident.
Siren Song: You gain the power Siren Song as a Encounter power.
Siren SongMerfolk Racial Power
Your enchanting song washes over your foe, putting him completely in your power.
Encounter, Charm
Standard ActionClose burst 3
Target: One target in burst
Attack: Charisma + 2 Vs. Will
Hit: Target is dominated by you until the end of your next turn.
Level 11: Charisma +4
Level 21: Charisma +6

Native dwellers of the oceans of the Feywild, Merfolk are capricious warriors of the deeps. They live in underwater villages of 300 to 2000 individuals. They are usually located in underwater canyons and trenches for easy defense.

Play a Merfolk if you want...

  • To be a member of a race glorified in stories.
  • To be equally at home underwater and on land.
  • To be a member of a race that favors the Bard, Warlock, Warlord and Wizard classes.

Physical Qualities[edit]

While in Merfolk form, Merfolk have a long fish tail that can be blue, green, or even purple. They also have long gills along their neck and cheeks. Their skin tone ranges between shades of white to pale blue or pale green. Their hair can be brown, green, purple, black, or red. Females and non-warrior males wear their hair long and flowing, and most males wear beads. Warriors wear their hair short-cropped and often spiked in intricate patterns that designate rank. Merfolk tend to have green eyes, but virtually all shades are present in the population. Merfolk typically wear little to no clothing while in the water, although they will wear armor.

While in human form, their tails turn into legs and their skin turns into a human skin tone that most closely matches their Merfolk pigment. They lose their gills and the ability to breathe underwater. Their hair and eyes will stay the same color, which is one of the ways to tell a Merfolk apart from a normal human. While on land, Merfolk adopt the clothing styles of the locals so as not to stand out.

Much like the Eladrin, Merfolk have a 300 year lifespan and remain healthy throughout their lives.

Playing a Merfolk[edit]

Merfolk are a mysterious race that has maintained underwater cities for much of human history. Their own history remains largely unknown, primarily because they do not share it with others. Still, most historians believe that they are the descendants of ancient Eladrin who shirked their land form for aquatic prowess. These ancient Eladrin once lived in a mighty empire at the center of one of the fey oceans. Many stories depict them as malicious tricksters, using their singing ability to lure sailors to their doom, though this was used to protect the empire from outside influence. When the empire fell, most of the Merfolk scattered throughout the seas and worlds. Merfolk today are more moderate and friendly towards other races.

Merfolk are powerful protectors of the sea. They do the bidding of the sea gods, although they do not always agree on which god to worship. Some historians believe that religious strife led to the fall of the first Merfolk empire. As such, Merfolk worship many different sea gods, ranging from Melora to Poseidon to Neptune to even Circe and Mannanan Mac Lir. More twisted Merfolk tend to worship such non-deities as Dagon and the Charybdis. Regardless of their beliefs, all Merfolk are friends with their fellow sea creatures and seek to protect them from the harmful influence of fisherman and other land-based predators. For this reason,they are all vegetarians and prefer to eat seaweed. However, they have no such inhibition when it comes to land creatures.

Merfolk Characteristics: Capricious, charming, daring, impulsive, independent, protective, seductive, zealous

Male Names: Drake, Salas, Aquis, Sedor, Agrata, Typhon, Nido, Latus

Female Names: Anosa, Kella, Atlise, Morea, Soreen, Corselle, Ulanda, Ari

Merfolk Adventurers[edit]

Three sample merfolk adventurers are described below.

Bubbles is a Merfolk Bard who coveted the land life too much to stay underwater. She lives a fine life as a local entertainer, and sells seashells by the sea shore for extra gold pieces. When she learns that her underwater village is under attack by Kuo-Toas, she hires a band of adventurers to help her save her village from destruction.

Salas is a Merfolk Warlock who made a bargain with the sea-serpent god Ooga-Booga. In exchange for phenomenal cosmic powers, Salas traded his entire family to work as slaves to the serpent god. Yeah, pretty messed up, isn't it? As he wanders the world and gains experience, he slowly realizes just how bad a decision that was. Unbeknownst to Ooga-Booga, Salas begins to collect a group of warriors to rise against Ooga-Booga and save his family from slavery.

Kella is a Merfolk Wizard who does not fit in with her fellow Merfolk, specifically the Mermen. After her father arranges her betrothal to a nice man, Kella runs away from home and seeks out her destiny outside of Merfolk society. Along the way, she rescues a woman from a shipwreck and takes her to safety ashore. The woman, Susan, turns out to be a swordmage on a quest to save her lord from an evil archmage. Kella decides to join her because it sounds like a worthy task and, honestly, she has nothing better to do.


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Sours: https://www.dandwiki.com/wiki/Merfolk_(4e_Race)
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Merfolk.jpg

Plane Shift: Ixalan Merfolk Features

The River Heralds are merfolk—a race of amphibious humanoids at home throughout the oceans, rivers, and rain forests of Ixalan. They stand between seven and eight feet tall, with skin that ranges from deep burgundy through many shades of violet and blue, to green, bright orange, and yellow. They are humanlike in shape, but have long fins extending from their shoulders, forearms, middle backs, and calves. Frills of fins also protrude from the backs of their heads. All merfolk can breathe air or filter oxygen from the water, and they can walk on land or swim with equal ease.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Age. Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
  • Alignment. Most merfolk are neutral, living in close harmony with nature.
  • Size. Merfolk are significantly taller than most humans, standing between seven and eight feet tall and averaging about 300 pounds. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
  • Amphibious. You can breathe air and water.
  • Languages. You can speak, read, and write Common (if it exists in your campaign), Merfolk and one additional language of your choice.
  • Subrace. Merfolk are actually two separate subspecies. The green merfolk favor the land, walking among the trees and savoring the sunlight that filters through the leaves, while the blue merfolk are more at home in the waters of the Great River and the Inner Sea.

Subrace Features

Green Merfolk

Green merfolk generally have yellow chests and pale green faces, shading to dark blues and purples on their backs and limbs. The patterns on their skin suggest the colors of the tree frogs common in the rain forest, as do their eyes of orange, lime green, or sky blue. Their fins are relatively short and thick. They climb trees with ease, move through undergrowth unhindered, and often wield magic to shape vines and branches to their will.

  • Ability Score Increase. Your Wisdom score increases by 2.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
  • Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Blue Merfolk

Blue merfolk often have burgundy or magenta on their faces and chests, with lighter shades of blue and purple elsewhere. Their eyes are red, orange, or blue, and their long, thin, and elegant fins resemble scarves or veils of fine fabric. They swim easily, even upstream, and clamber over rocks and through rapids with ease. They prefer to dwell in shallow waters, but spend a fair amount of time on land as well.

  • Ability Score Increase. Your Intelligence score increases by 2.
  • Lore of the Waters. You gain proficiency in History and Nature.
  • Cantrip. You know one cantrip of your choice from

the wizard spell list. Intelligence is your spellcasting ability for it.

Plane Shift: Zendikar Merfolk Features

Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race – and the world – far outweigh any ancient conflicts between creeds.

Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.

Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.

The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). A merfolk isn’t born into a creed but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren’t hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret.

  • Ability Score Increase. Your Charisma score increases by 1.
  • Age. Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.
  • Alignment. Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.
  • Size. Merfolk are about the same size and build as humans. Your size is Medium.
  • Speed. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.
  • Amphibious. You can breathe air and water.
  • Languages. You can speak, read, and write Common, Merfolk, and one extra language of your choice.

Subrace Features

Emeria Creed

The Creed of Wind. Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.

  • Ability Score Increase. Your Wisdom score increases by 2.
  • Wind Creed Manipulation. You have proficiency in the Deception and Persuasion skills.
  • Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Ula Creed

The Creed of Water. Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.

  • Ability Score Increase. Your Intelligence score increases by 2.
  • Water Creed Navigation. You have proficiency with navigator’s tools and in the Survival skill.
  • Cantrip. You know one cantrip of your choice from the wizard spell list spell list. Intelligence is your spellcasting ability for it.

Cosi Creed

The Creed of the Trickster. No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.

  • Ability Score Increase. Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.
  • Trickster's Talents. You have proficiency in the Sleight of Hand and Stealth skills.
  • Cantrip. You know one cantrip of your choice from the bard spell list spell list. Charisma is your spellcasting ability for it.
Sours: https://d-n-d5e.fandom.com/wiki/Merfolk
What Your Favorite D\u0026D Race Says About You

Merfolk click to see monster

Merfolk, 1st-Level Warrior
Size/Type:MediumHumanoid (Aquatic)
Hit Dice:1d8+2 (6 hp)
Initiative:+1
Speed:5 ft. (1 square), swim 50 ft.
Armor Class:13 (+1 Dex, +2 leather), touch 11, flat-footed 12
Base Attack/Grapple:+1/+2
Attack:Trident+2 melee (1d8+1) or heavy crossbow+2 ranged (1d10/19-20)
Full Attack:Trident+2 melee (1d8+1) or heavy crossbow+2 ranged (1d10/19-20)
Space/Reach:5 ft./5 ft.
Special Attacks:
Special Qualities:Amphibious, low-light vision
Saves:Fort +4, Ref +1, Will -1
Abilities:Str 13, Dex 13, Con 14, Int 10, Wis 9, Cha 10
Skills:Listen+3, Spot+3, Swim+9
Feats:Alertness
Environment:Temperate aquatic
Organization:Company (2-4), patrol (11-20 plus 2 3rd-level lieutenants and 1 leader
of 3rd-6th level), or band (30-60 plus 1 3rd-level sergeant per 20 adults,
5 5th-level lieutenants, 3 7th-level captains, and 10 porpoises)
Challenge Rating:½
Treasure:Standard
Alignment:Usually neutral
Advancement:By character class
Level Adjustment:+1

A merfolk is about 8 feet long from the top of the head to the end of the tail, and weighs about 400 pounds.

Merfolk speak Common and Aquan.

Most merfolk encountered outside their home are warriors; the information in the statistics block is for one of 1st level.

Combat

Merfolk favor heavy crossbows of shell and coral that fire bolts fashioned from blowfish spines, with an underwater range increment of 30 feet. Merfolk often barrage their enemies before closing, when they resort to tridents.

Amphibious (Ex)

Merfolk can breathe both air and water, although they rarely travel more than a few feet from the water’s edge.

Skills

A merfolk has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

The merfolk warrior presented here had the following ability scores before racial adjustments: Str 13, Dex 11, Con 12, Int 10, Wis 9, Cha 8.

Merfolk Characters

A merfolk’s favored class is bard.

Sours: https://www.d20srd.org/srd/monsters/merfolk.htm

Dnd merfolk

Merfolk Features

Curious, thoughtful, and analytical, the merfolk of Zendikar are natural scholars and explorers. In the past, merfolk society was organized around their belief in three deities. But in the wake of the reappearance of the Eldrazi, the merfolk have realized that their faith was a web of lies, built on a corrupted memory of the Eldrazi titans handed down from generation to generation. In peaceful times, the merfolk might have fought over the ultimate meaning of this revelation. But faced with the danger presented by the Eldrazi broods, the merfolk have largely set aside their differences and joined together in a united force. Old grudges still linger, but the well-being of the merfolk race – and the world – far outweigh any ancient conflicts between creeds.

Merfolk are an amphibious race, born and at home in the water but comfortable on dry land. Humanoid in form, they have skin of ivory, silver, russet, blue, or deep purple. Long fins extend from the backs of their forearms and calves, and their fingers and toes are webbed. The hairlike growths on their heads are either thick and bristly like the needles of a sea urchin, or long and wavy, resembling fine seaweed. In either case, these growths typically range in color from red to warm brown to black. Male merfolk have similar growths extending down from their cheekbones.

Merfolk wear little clothing unless they are armored for battle. Even then, they drape themselves with nets and a minimum of cloth, wearing armor crafted of large, bleached seashells and augmented with leather.

The merfolk race is divided into three creeds, founded on the principles of Emeria (wind), Ula (water), and Cosi (the trickster). A merfolk isn’t born into a creed but chooses it upon reaching adulthood, and it is rare for a merfolk not to choose a creed. Merfolk of the wind and water creeds aren’t hostile to each other, but members of each creed regard the other creed with a vague disdain. Members of both those creeds regard the Cosi creed with suspicion and some degree of fear, and Cosi-creed adherents tend to keep their affiliation secret.

Ability Score Increase. Your Charisma score increases by 1.

Age. Merfolk mature at the same rate humans do and reach adulthood around the age of 20. They live considerably longer than humans, though, often reaching well over 100 years.

Alignment. Most merfolk are neutral, though merfolk of the Emeria and Cosi creeds have chaotic leanings.

Size. Merfolk are about the same size and build as humans. Your size is Medium.

Speed. Your base walking speed is 30 feet. You also have a swimming speed of 30 feet.

• Amphibious. You can breathe air and water.

Languages. You can speak, read, and write Common, Merfolk, and one extra language of your choice.

Emeria Creed

• The Creed of Wind. Merfolk who followed Emeria’s creed seek wisdom and truth in the Wind Realm, exploring the mystical forces—rather than natural causes—behind historical events. They are evasive and intentionally enigmatic in their interactions with others, and are often described as manipulative and deceptive.

• Ability Score Increase. Your Wisdom score increases by 2.

• Wind Creed Manipulation. You have proficiency in the Deception and Persuasion skills.

• Cantrip. You know one cantrip of your choice from the druid spell list. Wisdom is your spellcasting ability for it.

Ula Creed

• The Creed of Water. Ula-creed merfolk emphasize intellectual pursuits, stressing hard evidence and reason over passion. They are analytical scholars, chroniclers, explorers, and navigators who pride themselves on being blunt and straightforward.

• Ability Score Increase. Your Intelligence score increases by 2.

• Water Creed Navigation. You have proficiency with navigator’s tools and in the Survival skill.

• Cantrip. You know one cantrip of your choice from the wizard spell list spell list. Intelligence is your spellcasting ability for it.

Cosi Creed

• The Creed of the Trickster. No merfolk will openly admit to following the creed of the trickster, but those who do view Cosi as an ally who can grant them control over the chaotic forces of the world.

• Ability Score Increase. Your Charisma score increases by an additional 1 (for a total of 2), and your Intelligence score increases by 1.

• Trickster's Talents. You have proficiency in the Sleight of Hand and Stealth skills.

• Cantrip. You know one cantrip of your choice from the bard spell list spell list. Charisma is your spellcasting ability for it.

Sours: http://dnd5e.wikidot.com/merfolk-zendikar
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