The Nimorians

The Nimorians are a humanoid race with the natural ability to heal through their very touch, making them valuable allies to entertain and expert soldiers when committed to a cause. They live in a strictly matriarchal society, but are tied heavily to the maintenance of good relations with the other water races due to the strange curse that blights them.

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Male Nimorians are sterile and unable to contribute to the continuing existence of the Nimorian waste, to this end they end up as servants to the matriarchies and almost always serve as the military force of the Nimorian Kingdom.

To this extent, Nimorians have always favoured breeding with the Morigena or the Fomori, though courtship and matrimony between the Feymori and the Angmori is not unheard of.

In springtime, the fertile females of the race can become crazed with the need to procreate if they have not already bore children or been tied in wedlock, possessed to such extent that they must sate the urges within them from any who they happen to fall upon and gives rise to many of the sea legends of harpies or mermaids who prey upon careless sailors.

History: From the start of their creation, the Nimorian females have been bound to the fate of the royal line of the Morigena, thus compelling some form of mutual cooperation between them and the other elemental races of water. This was a way of life that was pleasing to the Nimorians, but a cause of discontent among those that would become known as the Fomori. As the Fomori rose up and tried to destroy the royal line of the Morigena, they also targeted the Nimorians in an attempt to change their destinies forever. The Nimorian warrior-caste however, was not as easy to roll over as the Fomori had believed. The Nimorians helped the royal line of the Morigena to escape and to survive and they fought alongside the other races of the Elemental Union during the Age of the Void.

The Nimorian matriarchal society remained outside of the Wrotan Republic once the Age of Fire began, maintaining their close ties to the Morigena and working towards understanding with the redeemed Fomori, they also enjoy ties to the Feymori, only the Angmori remain distant.

Physical Characteristics: Nimorians can survive for great periods of time on land but prefer the sea. At night whilst on land a Nimorian will sleep in a bath of salt water to keep their skins invigorated. Their clothing is often lightweight and females almost always dress provocatively, if at all! Male Nimorians wear armour and weaponry according to the status of the female they are guarding. Nimorians have pale flesh and gills down both sides of their neck, their hair ranges among green, blue, purple or silver and some are even known to have pointed ears.

Culture: The Nimorians are a strange people who dwell primarily underwater in a matriarchal society led by a Queen, they are however a baffling and strange race who for a long time in the early ages of the world spent their time in the company of Lord Morian and had close ties to the Morigena before their schism and the fall to the Void. For the longest time they enjoyed particularly close ties with the Morigena for it is a well known fact that the male Nimorians are infertile and the future of the species as a whole lay in the procreation with other water children, to this end, the majority of true Nimorians are female and most nobles likely to be encountered are on the search for suitors, male Nimorians tend to act as bodyguards and are always highly trained warriors.

Racial Advantage: The Nimorians were blessed by Lady Yaleena with the ability of ‘Divine Healing’; they may heal up to three wounded locations per day and restore three lost hits to that location, this is done by laying hands on the wound and holding their hands there for a ten second count while the divine blessing takes effect. They are also an amphibious race and magic users are the only ones who may begin play with the ‘Elemental Healing’ magic skill list.

Racial Disadvantage: Every spring the female Nimorian feels the pull of ‘Spring Fever’ the need to procreate and will employ whatever tactics it takes to get her man. As spring comes to an end the Nimorian female becomes more desperate and underhand and should be played out within these parameters. True Nimorian males are infertile and most submit willingly to the female rule as they lose all ties involving any form of Mundane Psychology employed against them.

Notes: Somewhere in here are mermaids and sea spirits, harpies and eunuchs. Nimorian males can be exceptional warriors with their natural ability of being able to heal themselves or each other.

Houses

The House of Una is the leading royal family of the Nimorian People, based previously on as strict matriarchal system with ties to the Morigena royal line and with many connections in the Houses of the Fomori, the Feymori and even occasionally the Angmori, as such they enjoy good diplomatic relations across the water races of the Elemental Union. Recently the Queen passed her crown onto her son, King Everyl Telluwyn.

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Seat of Power: They rule from the Nimorian Kingdoms capital city 'Vanora' which to outsiders is little more than an expansive mountain peak villa and port above the waves where the kingdom is situated, but the wise and the few who have been below the waves know that it, like the other colonies of the kingdom go deep down into the sea and is but the tip of Nimorian society.

Supporting Houses: The House of Una is comprised of many Nimorian houses of nobility, nominally the ones who have over the passage of time built lasting links to the other water races and built influences.

Court Structure: While the matriarchs gather in the court as held by the Queen, the maintenance of buildings and true hosts (as is across all three of the main colonies) is overseen by the Priestesses of Pleasure, leading to many outsiders to assume the courts are places of debauchery. This is far from the truth and little more than a lack of understanding by those who make quick, unenlightened assumptions. It is in fact so much more, a place of elegance, decorum and passionate politicking that is controlled by the rights of rulership and the wisdom of divine inspired religion.

Below the Waves: Going beneath the waves, into the heart of House Una, a visitor may get easily lost - which for those without any abilities to assist them, also fatal - it is not pleasant to drown after all. But shaped from coral or formed from natural caves and tunnels that have been excavated over time, there is a hive of Nimorian houses, industry, military and a functioning style of life that cannot be found anywhere else in Urutau.

House Advantage: They gain the Social Status of Royal Blood.

House Disadvantage: Demons can take double benefits from a member of the Royal House of Una.

The House of Maryssa is located to the east of the Nimorian Kingdom, the House has always concerned itself with balance, prestige and the arts of healing; placing itself as loyal supporters to the ruling House of Una. Some say this makes the House a little bland and weak, but through the focus of powers, abilities and loyalty, they have earned an unshakable position that defines the power structure within the Nimorian Kingdom.

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Seat of Power: House Maryysa rules from the city of Numara.

Supporting Houses: There are many supporting houses, including the House of Stayne which have steady relations with the Morigena of House Dae.

Court Structure: The Court is led by the Grand-Matriarch of the House, with a council of lesser Matriarchs from among the supporting houses; the maintenance of buildings and true hosts (as is across all three of the main colonies) is overseen by the Priestesses of Pleasure, leading to many outsiders to assume the courts are places of debauchery. This is far from the truth and little more than a lack of understanding by those who make quick, unenlightened assumptions. It is in fact so much more, a place of elegance, decorum and passionate politicking that is controlled by the rights of rulership and the wisdom of divine inspired religion.

Below the Waves: Going beneath the waves, into the heart of House Maryssa, a visitor may get easily lost - which for those without any abilities to assist them, also fatal - it is not pleasant to drown after all. But shaped from coral or formed from natural caves and tunnels that have been excavated over time, there is a hive of Nimorian houses, industry, military and a functioning style of life that cannot be found anywhere else in Urutau.

House Advantage: Loyalty: When confronted with means of Deception or other such 'Mundane' or 'Enchanted' Mind effects that would see them betray their people, they may call 'No Effect' three times per event.

House Disadvantage: The First Cut is the Deepest: The first wound suffered on any given day of an event for the member of House Maryssa will not fully heal, until natural healing closes it after a night’s sleep, therefore they will remain for the rest of the day on -1 Hit Point to that first struck location.

The House of Thalassa has throughout the years, enjoyed more of a connection to the Fomori and the Morigena than any of the other houses, owing to its proximity to the Fomori Islands, it is also the house where there have been more rebels and Void-Tainted than amongst the others, again due to its proximity and situation of being right amongst the strife of the Champion Race of Water. To this extent, there is, to the west of the house, somewhere between the Nimorian Kingdom and the Fomori Islands, a colony of Void-Tainted Nimorians who owe greater allegiance to the ways of the Fomori.

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Seat of Power: The House of Thalassa refer to their main settlement, or underwater city, as Thallassitude, it is here from which the leading family (led by Duchess Narlin Thalassa circa 915AoF) rule and hold court to the lesser houses, and is a hive of activity and politicking.

Supporting Houses: The House of Thalassa is comprised of many Nimorian houses of nobility, nominally the ones who have over the passage of time built lasting links to the other water races and built strong influences.

Court Structure: The Court is led by the Grand - Matriarch of the House, with a council of lesser Matriarchs from among the supporting houses; the maintenance of buildings and true hosts (as is across all three of the main colonies) is overseen by the Priestesses of Pleasure, leading to many outsiders to assume the courts are places of debauchery. This is far from the truth and little more than a lack of understanding by those who make quick, unenlightened assumptions. It is in fact so much more, a place of elegance, decorum and passionate politicking that is controlled by the rights of rulership and the wisdom of divine inspired religion.

Below the Waves: Going beneath the waves, into the heart of House Thalassa, a visitor may get easily lost - which for those without any abilities to assist them, also fatal - it is not pleasant to drown after all. But shaped from coral or formed from natural caves and tunnels that have been excavated over time, there is a hive of Nimorian houses, industry, military and a functioning style of life that cannot be found anywhere else in Urutau.

House Advantage: Members of House Thalassa are trained in the Arts of Deception and Stealth and gain +1 to both skills at character creation, even if it takes the skills to level 5.

House Disadvantage: Being more prone to the perils of the Void and possessing more allegiance to the Fomori, members of House Thalassa must spend fifteen experience points to buy off a Void Point.

Skill Lists

The Matriarch: Being a female dominated society, it is understandable that many great Matriarchs rise up to prominence.

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Level One: Noble Blood: Resistant to Mundane Poisons and Alchemical Concoctions they have only half effect upon the Nimorian, for good or for bad purposes.

Level Two: Closing & Cleansing: Additional to the natural Nimorian healing ability, the character may stabilise an additional two wounds per day, cleansing them in the process but the recipient does not recover any Hits to the Location. This will pause the targets Death Count.

Level Three: Greater Nimorian Healing: The Nimorian character gains an additional three natural heals per day.

Level Four: Noble Blood II: Immune to Mundane Poisons and Resistant to Enchanted Poisons (they only do half effect). Mundane Alchemical Concoctions may be taken for full positive effects but Enchanted Concoctions only work at half effect at the time of application/ consumption.

Level Five: Nimorian Presence: The Nimorian is possessed of a special ‘Enchanted’ disposition beyond the normal ‘Mundane’ comprehension of those around them and this can usually be of use to their advantage to keep matters civil, calm or as a prelude to romance, only a 'Cool' character can hope to resist this ability and such targets must win a Simple Test to be able to initiate combat against the Matriarch. This ability does not work against the Void-Tainted, who get an automatic resistance versus the presence of the Nimorian.

The Nimorian Freelancer: A male Nimorian discontented with the life dropped upon them by a female dominated society, many of these individuals decide to make their own path during their life outside of the Nimorian Kingdom, they are known commonly as Nimorian Freelancers.

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Prerequisite: Male Nimorians only.

Level One: Scarred Background: Owing to the feeling of needing to make their own way in life away from their people, The Nimorian can choose one of the following three options when taking the first level of this skill list:
- +1 Hit Points to All Locations.
- +1 Mundane Dodge per day.
- +1 use of Natural Healing per day, as per the Nimorian Racial Advantage.

Level Two: Wandering Medic: The Nimorian gains +1 to their First Aid and Chirurgery skills.

Level Three: Freelancer: The Nimorian gains +1 Hits per Location, +1 Mundane Dodge per day and +1 extra Natural Healing per day as per the Nimorian Racial Advantage.

Level Four: Bounty of the World: At the start of each live event, the character may take four trade items from the Trade Referee, be they items of forage, trade or random use, representing finds over the past weeks since the last live event.

Level Five: Greater Nimorian Healing: The Nimorian gains additional Natural Healing per day as per the Nimorian Racial Advantage, but instead of the standard abilities they also gain Healing +5 Global Hits per use five times per day.

The Nimorian Soldier: It is a well known fact among the societies of the Nimorian people that it is the sterile, male side of their society who fulfill the duties of Guard, Soldier and even servant it many ways. And yet many take these roles without argument, some aspire to work the system, and some leave, finding sanctuary in other nations.
Prerequisite: Nimorian Males only.

Level One: Cold Efficiency: Trained from an early age, the Nimorian Soldier can pick up any weapon and use it with proficiency doing 'Singles' with the weapon picked up.

Level Two: Tough Upbringing: The Soldier has learned a life of hard knocks, and gains +2 Mundane Dodges per day.

Level Three: Scars of a Soldier: The Soldier gains +3 Hits to all Locations.

Level Four: Its all in the Reflexes: This ability grants the character Four Enchanted Dodges.

Level Five: Greater Natural Healing: The Soldier can heal +5 Hits to a Location, five times per day in addition to their other natural healing as per the Nimorian Racial Advantage.

The Priestess of Pleasure: For the Nimorian people, not all religion is devoted to the worship of the Lords and Ladies it is also revered in the workings of the flesh.

Prerequisite: Must be a Magic User.

Level One: Sense Attraction (Spell)/ Lore-Passion: Casting this spell allows the Nimorian to sense attractions between the parties in the range of the spell. The Priestess gains a Lore speciality in Passion equivalent to their level in this skill list as a whole.

Level Two: Seductive Defence (Spell): This spell allows the Priestess to ‘enchant’ a target to send them away rather than allow them to attack her. This spell may be used versus two targets within the duration of the spell.

Level Three: Emotional Manipulation (Spell): The Priestess may trigger, heighten or reduce the emotions of their target.

Level Four: Enthrall Target (Spell): The target hit with this spell becomes completely loyal to the priestess for the duration of the spell only; Continued exposure to this spell makes the target more
positive towards the Priestess over time, but initial reactions after the spell has expired can be negative and grants the former target immunity for half hour versus any attempt to placate them by the Priestess.

Level Five: Enthrall Mob (Spell): As per the level four spell, but this spell effects all targets within a five metre radius, excluding the caster of course.

The Warrior Maiden: Not all females are content to let the males of their species do the fighting, formed into elite orders, each of the three main houses have special units of the warrior maidens.

Level One: Battle Senses: The character gains a Mundane Dodge once per day.

Level Two: Battle Hardened: The character gains +2 Hits to All Locations.

Level Three: Battle Mind: -3XP when buying combat skills from the Fields of Battle after Character Creation.

Level Four: Battle Focus: The Character is Immune to all forms of Mundane mmind effects.

Level Five: Battle Healing: The Nimorian gains the ability to naturally heal up to five hits per location up to five times per day in addition to their natural healing as their racial ability.

Nimorians may also learn The Way of the Kraken.

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