Sheet's done! [hider=Peregrin] [b]Name:[/b] Peregrin [b]Gender:[/b] Female [b]Species:[/b] Nereid [b]Age:[/b] Adult [b]Nationality:[/b] Amierre [b]Appearance:[/b] Peregrin’s skin and hair are used for camouflage in the muddy depths of jungle rivers. As such, she has mottled flesh that ranges from green to brown. Her irises are large and brown, similar to a horse’s. Her hair is very dark, long and straight. She’s absolutely packed with muscle and has a mouth of sharp teeth. Her nose is very flat and she’s marred with scars all over. She usually wears a skintight grey bodysuit that extends to her wrists, ankles and neck. On top of this she will be dressed in loose fitting, easy to remove clothes like a robe, or a tunic. The bodysuit’s purpose is to retain as much moisture as possible and it’s not uncommon to see her pour water over the suit. [b]Equipment:[/b] Bodysuit (to retain moisture) Hunting Knife Leather Armour Rope Box of Waterproof Matches Metal Poleaxe Medicinal Poultice (For disinfection, sealing wounds and numbing pain) Fishing Net (typically used to carry her gear) [b]Backstory:[/b] Swamp Nereids often travel in pods - large swarms of them that writhe and linger in the deepest, darkest depths of the murky jungle rivers and lakes. They’re bottom feeders and predators that usually rise up to the surface when they feel the vibrations of disturbed water and drag whatever they can grab down with them. As such, they are less accustomed to life on land than the common Nereid. Whilst some of the swamp Nereids were caught to bring into the iron mine, many escaped their fate by swimming deeper into the coursing rivers that interlaced through the jungle. Swamp Nereids have a tendency to grow engorged Mana Hearts due to their smaller gene pool and the lack of organ harvesters so deep in the jungle. Magic, though common amongst Swamp Nereids, is not formally taught and errs towards an instinctive craft that’s loosely taught from generation to generation. Peregrin is no exception to the rule. Born into a large family that made up the majority of her pod, she was taught the magic of her ancestors from a very early age. The words mean nothing to her - relics of a long lost history - but the spells were an integral part of everyday life. Since none of the mages were formally taught, their culture wrapped around the constant fatigue that came with inefficient use of mana and involved frequent naps and lots of food. Only the elder nereids were able to refine their technique but many of them had been captured or poached when Peregrin was young. She spent an indeterminate amount of time swimming the lengths of the jungle waterways, never really surfacing save for something to eat. Meanwhile, her pod was consistently poached from and hunted down as inhabitants of the mines figured out their affinity for magic. What started as a group of 50 spread across the jungles had dwindled down to 20 during her lifetime. Peregrin was one of the few who managed to escape through unlucky circumstances when an aspiring explorer known as Samuel Cortez accidentally speared her in the side trying to catch a fish. Wounded and disgruntled, she promised to show the man the way back to the estuary in exchange for medical attention. It took several days, during which the wound had started to become infected. When they arrived Samuel found the relief team harboured by the shore after his failed expedition, ready to take back any survivors. Peregrin was bustled onto the boat alongside him and brought to a small encampment in Umbara where qualified healers were able to nurse her back to health. A long way from home and exposed to the vast benefits of civilised society, Peregrin decided to stick around with her human friend and join the League of Explorers. Her loyalty, however, is solely to Samuel Cortez and his dreams of becoming a trade baron. [b]Abilities:[/b] [i]Racial Abilities:[/i] As a Swamp Nereid, Peregrin has very keen senses that are accentuated for use underwater. Since air is less dense and clearer than the murky depths she grew up in, her eyesight is impeccable and her hearing is very sensitive. This is both a blessing and a curse; bright lights and loud noises can seriously disorient her if used correctly. Her body is used to swimming against strong currents and pinning large creatures to the bottom of the river which makes her quite strong but walking around on land is much more tiring than floating in water, so she tires quickly. [i]Spells[/i] [i]Scry:[/i] Using a reflective surface and a piece of biological matter from the target, Peregrin can provide a glimpse at where they are. The distance of the target and the duration of the glimpse increase the difficulty of the spell. The biological matter is consumed upon casting. [i]Swamp Song:[/i] A channelled spell. When cast, it produces a series of vibrations from Peregrin’s vocal chords that carry the spell to the listener’s ears and produce a weak but persistent urge to get as close to the source of the sound as possible. The closer the proximity to the source, the more powerful the urge. The spell makes Peregrin immediately detectable by any living creature within range and thus leaves her vulnerable to attacks, as she cannot move or defend herself whilst channelling. Blocking one’s ears or inhibiting the transmission of the sound can lessen its potency, disrupting the spell cancels it completely. It is much stronger underwater. [i]Hibernate:[/i] A healing spell. When cast on the self or one other, the target falls into a deep slumber which speeds up natural healing processes but leaves them vulnerable. Consumes mana from the caster until the spell is either cancelled or the mana heart is depleted, at which point the caster will fall unconscious for the respective amount of time it takes to replenish their mana. When cast on the self, the caster is unable to awaken until their mana heart is depleted and they subsequently recover, or if someone else is able to disrupt the spell. [b]Other:[/b] Some of Peregrin’s gear is carried by Samuel, though this is usually restricted to anything that can’t afford to get wet. Peregrin struggles to speak on land, which often gives the impression that she’s less intelligent than most civilised folk. When underwater, she can speak at length. [/hider]