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AiG. Dominate Species of their native environment without cost. Recurring per season. This one is Intensity 3. Can use half the sprit rank as difficulty grade to ease or hinder Boating, Seamanship and Swim in their realm.Vulnerable to foulness in environment - each reduces magic points by one for the duration. Direct their waters to flow contrarily. Make waters foul or sweet to drink to the point of causing or curing disease. Can animate salt water, becoming effectively identical to an undine Anaxial Annex. They are more aggressive than their riverine cousins, requiring less provocation to attack. Nereids employ whips made from magically strengthened seaweed or other natural fibre, and are generally willing to fight hand-to-hand alongside any creatures they may summon. They are not foolhardy, however, and will hang back or change into undine form should their opponents prove powerful enough to warrant it.
Nereids have green skin, often with traces of scales, and wild, dark hair. They are free to move throughout a wide region of the sea which may be dozens of miles across; the boundaries are not visible to humans, although mermen say that they can detect differences in the currents or the taste of the water that distinguish the home of one nereid from those of its neighbours. Such regions are dynamic, and the boundaries may move with the seasons, tides, or for other, less clear reasons, but the nereids' sense of 'place' is so alien to humans that it is unclear to what extent they are aware of these changes.
Nereids are particularly friendly with the Murthoi (blue elves), and seem to tolerate all but the most naturally destructive of native water beings.
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