Aquatic humanoids from Norse sea lore, sometimes prophetic, dangerous, or strange rather than simply merfolk with another name.
Marmenill fit fjords, fishing grounds, skerries, and stormy crossings. They should feel like people of another law, not colorful underwater villagers.
Old Norse marmenill stories include sea-people or merman-like beings who may speak prophecy, bargain, or threaten sailors.
Use marmenill as sea informants, enemies of careless fishermen, guides to drowned halls, or strange witnesses to shipwrecks.
DM-only encounter details, stat blocks, and running notes are kept at Marmenill (Mermen) (DM).