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Nymphs

Nymphs

Devine servants that inhabit unspoiled corners of the world, nymphs protect places of natural energy where ley lines converge. Some are benevolent and aid those who live of the land, while others embody the violent aspects of nature; In either case, nymphs generally avoid other sapient creatures, preffering to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occassionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts. The nymphs of Ni no Kuni include the following mysterious beings: Alseids, Dryads, Lampads, Naiads, Oreads.   Immortal Nature. A nymph doesn't require food, drink, or sleep.

Alseids.

Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in closer proximity to sapient civilizations than other nymphs. Farmers are grateful for the prescence of alseids on their lands and often leave them offerings of raw produce and flowers in return for protecting their flocks and making their crops more abundant.

Dryads.

As beautiful and welcoming as a sunlit glade in high summer, as terrifying and deadly as a winter gale sweeping through a barren forest—that's a dryad. In the space of moments.   They appeared to be beautiful women with delicate features seemingly made of soft wood. Their hair seemed to be made of leaves and foliage that changed color with the seasons of the calendar.   All dryads were magically bound to a single tree. These trees served as the dryad's life force and home. They fought to the death to protect their bonded tree, as should the tree be cut or destroyed, the dryad died soon afterward. A dryad could not stray too far from her bonded tree without suffering the same fate. If a dryad left the vicinity of her tree for too long, she died. Acorn of far travel: If a dryad spellcaster cast this spell on an acorn harvested from her bonded oak tree, she was considered to be in contact with her tree at all times, regardless of the actual distance between them. Thus she became able to travel great distances without growing sick.   In appearance, a dryad appears to be made of entirely wood and magical energy, the source of which is their taproot. They are heavily attracted to taproot, and therefore are often lured by hags and other alchemists into their traps to be sacrificed and harvested for their magical characteristics. Dryads usually live in sacred groves, where they feel an innate connection to the groves' native animals. Because of this, dryads are able to enthrall wildlife such as bears and hornets, but also a multitude of other forest-dwelling creatures. As a result of this relationship, they are often called "Nature's Guardians." Dryads are feminine tree spirits and as such are always found in areas that feature trees or other flora. There seems to be two variations of dryads as some walk on two legs, while others walk on four.

Lampads.

Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Atheros in guiding the dead, moving among the spirits that collect along the Tartryx River and reclaiming wayward souls that try to slip back to the mortal world. This means lamprads are most often spotted in graveyards, crumbling crypts, tunnels that bore deep into the earth near portals to the underworld.

Naiads.

Naiads live in and near water. They might be spotted among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature's might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place, and, in effect, a manifestation of its personality.

Aquatic Collectors.

Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains for whatever catches their eye. Living creatures aren't exempt from this curiousity, either. Naiads are known to befriend aquatic creatures, or even to keep modest menageries. The occassional star-crossed castaway has even been known to become part of such collections.

Secret Routes of the Sea.

Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissaude sailors from this belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs know for sure.

Naiad Names

 

Naiad Traits.

Ability Score Increase. Your Charisma increases by 1, and your dexterity increases by 1.   Age. Naiads show no sign of aging.   Size. Naiads generally stand proud around 6 feet tall and are stocky in their builds. Your size is medium.   Speed. Your base walking speed is 30 feet, and you have a swimming speed of 30 feet.   Underwater vision. Underwater the naiads can see underwater without in obstructing their vision. In clear water, naiads can see until the horizon. Particles suspended in the water may reduce their vision like fog does in air.   Invisible in Water. The naiad is invisible while fully emerged in water.   Amphibious. The naiad can breathe air and water.   Emissaries of Water. You can cast minor illusion as a cantrip with this trait (requiring a drop of water as the component). Starting at 5th level you can cast Wall of Water, and starting at 7th level you can cast Control Water with this trait. Once you cast a spell with this trait, you can't cast that spell again until you finish a long rest. Charisma is your spellcasting ability for these spells. Spells cast using these   Languages. You can speak, read, and write Common, and Sylvan.

Oreads.

Aggressive oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatues typically dwell in remote mountain crags and near volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devistation.

Honor Among Fey.

Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work to alter the natural course of destruction, neither will they make another nymph's home part of any calamity they encourage. As a result, part of what makes an alseid's field or a dryad's grove seem so blessed is that oreads go out of their way to leave such sites alone.

Tales of Fire.

The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomental works. In some tales, a smith finds an oread and allows it to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create and even greater wonder. In more tales, though, a smith pursues an oread, then later the mortal's associates find familiar tools and a heap of ashes.

Race Names.

 

Race Traits.


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