Legends of Belariath

Nereids

The Sea Nymphs, or Nereids to use their proper name, are most comfortable in the depths of the seas and oceans of the world. They are somewhat more rare, most being understandably reluctant to travel any distance from their undersea homes. They are however, quite comfortable physically in or out of the water and can sometimes be seen capering happily on the warm sands of a secluded beach, or simply lounging languidly on the cool wet rocks, well worn by wind and wave, just beyond the breaking surf.

Nereids have complexions ranging from sea green to ocean blue, and a thousand shades in between. Their hair also varies, from green to blue, often streaked with white. Their eyes are often thought to change color, much as the sea changes with it's moods, from calm green or blue, to cold gray or even black. But their skin is always warm and only rarely will a Sea Nymph's eyes stay dark for long. Finally, like most of their kin, they can be found ranging from 4'5" to 5'7" in height.

Character Creation

Starter Classes: Bard, Thief, Mage, Druid, Healer, Laymen, Entertainer, Artisan

Advanced Classes: Hierophant, Seductress, Water Mage, Earth Mage, Air Mage

Starting Stats:

STR INT AGI RES STA SPL LFE
Basic Stats 1 2 5 2 2 2 8

Special Abilities and Disadvantages

Gaea's Kiss:

The Nereid is able to breathe underneath the water for an indefinite amount of time, and like the mer-people, her kiss allows another to join her in the watery depths. Because of her kinship with the water, the gifting of this ability can only take place in oceans and seas, even though the Nereid herself can breath in all types of water.

Mech: While the Nereid needs to make no roll to use this ability and is capable of breathing any type of water, the one kissed with this gift from Gaea is allowed one hour per kiss, and is unable to use magic while underneath the water, for their voice cannot be heard and their gestures lose the ability to spin magic from fingertips. Not useable in combat of course, and it must take place in salt-water; should it be attempted in fresh, then the most horrible of things might happen.

Sea Legs:

The Nereids are a nature spirit of few fixed positions, tending to go with the flow of the tide and the great currents of the oceans and seas, hardly needing to kick their little feet in order to navigate vast undersea distances. Having grown rather used to this way of life, Nereids on the land find themselves at odds with the rigidity and stillness of the terrain, it often dizzying them in the same way a bout at sea might nauseate one more bound to the ground. Without the rhythmic push and pull of the undersea atmosphere, many Nereids find themselves stumbling and bumbling about when leaving the waters behind. Though this sensation wont necessarily last indefinitely, Nereids will always be less than proficient on their legs; running, jumping and climbing all things they're quite capable of, but that they tend to be exceedingly bad at. Thus achieving escape or retreat while on land is a difficult proposition, making Nereids a favorite for slavers who don't wan't to break a sweat.

Nymphs In General

Note: The following information is generic to all Nymph variants - Dryads, Naiads, Nereids, Oreads and Sylphs

Background

Anytime the subject of females comes up within the smokey Inn or Taverns of Belaraith, it seems that the image that comes quickest to everyone's mind is that of a beautiful and barely clothed young woman. She peeks shyly from behind a tree, or splashes playfully within the cool waters of a secluded spring. Such images have inspired ages of word, of art, and songs. They are the very visions of the wild and mysterious beings, known simply as Nymphs

Nature spirits who take on the form of young adult females, human-like in their size, and their form. But oh they come with a far greater diversity then any other race could dare dream of. Nymphs can have hair in the color that eyes only dare to behold, usually complimented by their wide and innocenct eyes. Their skin is fair, or dark, and every shade in between, but always soft as silk to the touch. For the most part, their coloration will reflect their nature, for each Nymph has one. Shades of blues for the Water Nymphs, greens, for the Forest Nymphs and so on. They do not have wings, nor can they change size, but their magic, while subtle should not be discounted quickly.

To know a Nymph is to know chaos created by Nature. They appear naive and easily confused at time with the simplest of concepts (such as money), and yet, they can simplify the most complex of emotional issues into a perspective that only a child like innocence could truthfully appreciate. What they lack in common sense, they make up for with a moral compass, which rarely ever will lead them astray. One should never assume, that a nymph is unintelligent, far from it, there are nymphs who are very bright, quick to learn, and they all are as curious as the day is long. Because of this, one might wonder if it's all an act, or if they have some hidden motive behind their giggling whimsical behavior. Others just assume they are the wisest of us all, and have discovered the secret of life, but can only share it, by sharing themselves with us.

Imbued with a seemingly unconscious sexuality, most Nymphs even seem quite puzzled by the effect their presence can have upon men and woman alike. They exude desire with their every motion, each look, and every soft sigh that leaves their lips. For many men, a Nymph has only one purpose, to be ravished, repeatedly and often. Nymph's themselves are often accommodating in this respect, even going so far as to encourage this rather untoward behavior. Others may resist, perhaps even with success, but it seems Gaea herself has gone to far with her gift, and the Nymphs more often then not, surrender with pleasure after only a few moments of struggle.

Special Abilities of the Nymph race and things of note

Gaea has gifted her Nymphs with innate abilities regardless of their place of origin, which can be seen as proof of a greater purpose in their existence.

All nymphs are able to slightly shift their elements to benefit Nature around them, carrying a slight empathy with the things living within those elements. While Dryads are capable of healing sick and injured plants to the point of even spurring plant growth, the Naiads are able to bring a once dry spring back to bubbling life. Nereids tend to those things within the ocean, capable of creating salt water to a small pool with but a touch. Oreads, stoney as they may be, possess the the ability to heal fractures in their stones with the slightest inclination to do so. Sylphs, those floating beauties are capable of slightly shifting the wind around them, to help those things in flight find their resting places. While these little gestures are just that -small- influence, they are distinct gifts of their purpose as caretakers of their elements and the life that blooms, crawls, flies or swims within it.

Nymphs are able to draw small amounts of moisture from the air, when they need to. Squeezing their empty fist, as if holding a sponge will cause a small amount of fresh water to spill upon the ground. This is very useful to the Nymphs when tending to their gardens, as one might imagine.

While they are considered to have an expert knowledge of gardening, or tending to plants, it does tend to depend on their personal experiences. Each type of Nymph is an expert only at the vegetation that grows within her element. Never ask an Oread which seaweed tickles the most, nor a Dryad which pollen carries best on a southern wind, for such is best left to the Slyph to answer. Some nymphs have not learned what plants can be used for medicine, or magical purposes, but are capable of telling you which plants are dangerous to eat, or touch and which are fine to do so. However, most won't be able to tell you which is the most delicious to sample for such.

Because of this knowledge, and because of Gaea's need for her Nymphs, they are immune to plant poisons, and will not suffer from things like poison ivy. Hemlock tea, drunken by a Nymph, will not harm her, although she might be displeased by its bitter taste.

Nymphs share a limited empathy as well, with the wild creatures that populate their elements. Such creatures will never attack a Nymph, unless under extreme circumstances, such as an animal effected by rabies. Likewise, a Nymph is largely incapable of injuring, or assisting to injure an animal. They will resist having to preform such a hideous action, unless no other course reveals itself. By a Nymph's nature, she will often care for wounded or sick animals, healing them, restoring them back to good health and setting them once more free to wander Gaea's lands. They are capable normally of calming even the most frightened of beasts.

Every Nymph is granted a boon because of their inability to wear armor. Gaea provides it, with a shield that comes to them in the form of their element. This shield provides +1 defense (phy/mag) for every two levels the Nymph possesses.

While a Nymph is capable of being a thief, one finds they do not value money or possessions nearly as highly as some of the other races. Most Nymphs if they chose such, tend to be a 'good' sort of thief, selecting victims carefully, stealing only as much as seems appropriate and normally will donate their new found wealth to someone else who needs it. They have been known to not just pick a pocket, but to repeat the gesture, placing a coin or two within the 'targets' pocket without drawing attention to the action.

They can take any non-combat class, but Artisans are not common. Most nymphs seem to lack the discipline and patience that such a calling requires. However, they can specialize in any of the elemental spheres, except for fire, which is one that most have learned to fear and distrust. In addition to Mage, the Druid class is available as well. Being a Druid, seems to be more or less an extension of their affinity with nature, and not a truthful profession however.

Because of their make up, their instinctive desire to preserve and serve life, they are incapable of starting combat, and never will a Nymph take another human or humanoid's life. It seems it is impossible for them to even take the life force from the smallest of animals. While they can defend themselves, using defensive spells and non lethal magic, they cannot wear armor, nor can they adorn themselves with any weapon other then ones Gaea has made from natural fibers, such as a serrated shark's tooth, or a wooden sword, or perhaps an obsidian shard.

A Nymph's own flighty nature, and their inability to wish harm, or hurt on another, or perhaps even their lack of concern of 'Owning' anything, keeps them from taking slaves into their possession.

While Nymphs recognize no known hierarchy and live their lives largely independent of anything but instinctive direction they are drawn to their specific areas of nature. It might be more accurate to say, they are the manifestations given form of such spheres, for none can say that Gaea created them for specific purpose, or if they sprang forth unbidden from the chaotic energies of creation merely by accident.

Nymph Advantage

Gaea's Grace

A nymph who has been damaged, or found herself wounded only needs to seek out the element that Gaea has bonded her to. By immersing herself in the element her Creator has provided, she will fall into a state of slumber that lasts for 12 hours. Upon awakening, the Nymph will find herself totally healed, and her body restored to the beauty that Gaea crafted, no worse for the wear.

Mech: Any nymph who has found themselves wounded, may RP out retreating into their element, to 'slumber'. After 12 hours of 'rest' within (does not need Rp'd out, but the entrance to the slumber should be, as well as their appearance from it) the character is totally healed, and no matter the damage sustained, the Nymph appears as it did upon creation. Hair regrown, limbs restored, skin once more perfect. Taking part in such magical healing does not mean that tattoos are removed, or piercings become magically absorbed.

Nymph Disadvantage

Easily Distracted

While a nymph can be clever, it is not her fault that at times she can be utterly overcome with sensation. This in and of itself,makes it easier to soothe a Nymph into the sweeter nature that seems to always be underneath the surface of their 'wraith'. Perhaps this is the truthful reason they are not able to start combat, or why they do not protect every inch of themselves with the armor they cannot carry.

Mech: Nymphs find themselves unable to focus when someone begins to place skin to their skin. While this action might anger another race, for the Nymph it signals one of two things. Walk away, or give in to the want. OOC permission is needed for anything sexual of course.

Combat Modifiers

Disabilities and Their Mechanics
Type: Attack Defense Init
CloPhy RanPhy CloMag RanMag CloPhy RanPhy CloMag RanMag
Sight -30% -100% -30% -100% -30% -30% -30% -30% -50%
Hearing N/A N/A N/A N/A -25% -25% -25% -25% -25%
Speech N/A N/A -100% -100% N/A N/A N/A N/A N/A
Hands/Arms*** -25% -25% -50% -50% -25% -25% -25% -25% -20%
Legs/Feet*** -25% -10% -25% -N/A -25% -20% -25% -25% -25%
* Attack/Defense Enchantments are not effected, penalties apply to base stats.
* Those temporarily blinded in one eye will receive half penalties for blindness to all attacks.
** All penalties are cumulative.
*** Penalties are cumulative per limb.