Auria on Troilus

## Biology

This section contains all information about this subspecies of nymphs physical aspects.

### Appearance

Their bodies are composed of condensed fog. It takes them years to form their bodies enough to be seen as more than apparitions. However, by the time they are twelve they have certainly formed their body fully and are fully visible. However, those who formed their bodies later than other may still be clumsy even when it comes to simply things like walking. Their “skin” is completely white or light gray, and they typically have long, silky hair.

### Aging

Their lifespan is 600 years so they age much slower than mortals.

Age formula: Their apparent age as a decimal multiplied by 600. You may lower by half if you want. For example, if they have apparent age is 13 than you would type .13 times 600 in the calculator. You get 78 and you can lower by half so that makes their age range 39 to 78

### Source

These nymphs do not have two parents, they instead are born from nature and have a source region.

Their source are gentle winds and breezes. Along with the fog and mist that those gentle winds carry.

## Culture

### On island

**Family bonds:** Their families are a lot more clam than the other nature spirit families. The older nymphs sometimes take the young ones under their wing and raise them, but they tend to only raise one or two at a time. This leads to them rarely ever having siblings, and therefore they rarely ever have aunts or cousins either. The exception is when an Auria is pulled into another nature spirit family. Then things get chaotic.

**Godly connections:** Some of them join in the praises of lady Demeter, but it’s more common for them to not really care about the gods and trust in each other instead.

### On and off island

**Language**: Their version of storm speak sounds much more gentle than other wind spirits, and it is know for sounding lovely when sung.

**The arts:** They have traditional dances (which looks similar to Russian Folk Ballet such as “Birch Tree”) where they gently float around in coronation with each other. Also their singing is usually done as solos or duets to try and truly show of the quality of their voices.

### Off island

**Godly connections:** Instead of being under the protection of the goddess Demeter, they are all under the rule of Zeus, lord of the heavens. They are also apart of Pans kingdom so they often refer to him as “Lord Pan” and you’ll hear them say things like “what in Pan’s wild” and “Thank Pan”

**Family bonds:** They are all formed separately from each other so them having any family is rare. Sometimes when two or more are formed together by some miracle they’ll call themselves twins.

## Powers

Please refer to the powersets on the lineage page when choosing which powers you want.

### Majors

**Mist Control** (Major)

* This allows the user to have control over the mist that separates the mortal realm from that of the immortal. Some Auria have this ability, due to their source being connected with mist, and magical and mortal mist intermixes. The mist can create illusions that almost always affect the minds of mortals, or new comers to the world of Greek magic. To use this ability, they must focus on the illusion and envision it in detail. It is much easier to show people illusions of what they want to see. Strong enough users can control the mist to fool members of the Greek world. However this is more difficult as they are used to seeing through the mist. This power can only be used once a day.
* Levels 1-3: They can make small objects (~size of a desk lamp) appear real unless inspected closely when they use the mist to create them. They can also change small details about things one target in particular sees, like the writing on a street sign. To experienced people, they can see through it with a roll of 10+
* Levels 4-6: They can create larger objects that will appear real (~size of a chair) unless inspected closely when they use the mist to create them. Also they can mess with 2 targets visions simultaneously but this brings their control down to that of the last level. When focusing on 1 target they can shift greater details, but nothing major. Like, making a box disappear so that person trips, or making them not be able to see the dagger on their belt. A roll of 14+ is needed to see through it.
* Levels 7-8: They can create larger objects that will appear real (~size of a refrigerator) unless inspected closely when they use the mist to create them. If they mess with the minds of 3 targets their ability is that of level 1, if they mess with the minds of 2 targets they can use the ability of level 3. If they focus on 1 target they can shift major details like making a building appear to move a couple of inches, or making a sword ‘disappear’ from its holster. A roll of 17+ is needed to see through it.

**Aerokinesis** (Major/Moderate/Minor)

* Control over air and wind generation. Can generate wind blasts and gusts, sometimes able to suspend someone in air for a short amount of time. Also gives the ability to turn air into solid objects. This can be used to create miniature shields or even weapons, or other various useful objects. Creating objects takes a lot out of nymph however, and should only be used sparingly
	+ 1-3: able to create small gusts of wind able to knock someone over, as well as manipulate these gusts. Can suspend small objects in the air for a short amount of time. They can summon air to make small objects with the strength of glass Can only make 1 object per day.
	+ 4: As a spirit of the winds that has started to get a hang of their their control over the winds you’ve unlocked the ability of flight. You can float a couple of inches off of the ground for about an hour (6 turns in turn heavy rp’s such as combat). You can also fly for about 15 minutes before needing to rest for ten minutes. (In turn heavy rps this will be 4 turns on 2 turn off).
	+ 5: create medium sized gusts of wind to knock 2-3 people over. They can suspend objects the size of a medium sized dog or cat in the air for a short amount of time. Their summoned objects now have the strength of wood and can be made 3 times per day.
	+ 6: You can float a couple of inches off of the ground for about hours (12 turns in turn heavy rps). You can also fly for about 30 minutes before needing to rest for 10 minutes. (In turn heavy rps this will be 8 turns on 2 turn off).
	+ 7: large enough gusts of wind to knock 5 people over, suspend an unwilling person in air for a short time or to cushion their landing or can produce amounts of lift that can make themselves (or others) effectively fly for very brief periods of time (1 or 2 turns). Summoned objects also now reach the consistency of metal and can be made 5 times a day.
	+ 8: You can float a couple of inches off of the ground indefinitely. You can also fly for about an hour before needing to rest for ten minutes. (In turn heavy rps this will be 6 turns on 1 turn off).

### Moderates

**How Mist-erious!** (moderate/minor)

* This power allows for Auria to control things like mist, and fog since they are sourced by gentle breezes and fog. This power can be used twice of a day, with 5 turns in between uses, and the fog it creates naturally disperses in a couple of minutes (10 turns for turn heavy rps). This mist is a sphere.
	+ Level 1: At this level they can create enough fog to cover a 6ft (1.8 meter) radius the fog lightly obscures vision to the point of colors being dulled and fine details being hard to make out. At this level any form of wind power can get rid of the fog after 2 turns.
	+ Levels 2: They can now manipulate the fog they disperse within its radius, allowing them to more heavily obscure 2 specific peoples' vision (to the point of them finding it difficult to see much other than silhouettes). They can also disperse their fog early. It takes a wind power above level 2 to disperse the fog.
	+ Levels 3-4: They can create enough fog to cover a 12ft (3.7 meter) radius. The fog can be thick enough to obscure everyones vision to the point of not being able to see much other than silhouettes. If they obscures 2 specific peoples' vision those people will only be able to see fuzzy silhouettes that slightly shift around. It takes a wind power above level 4 with a roll above 10 to disperse the fog.
	+ Levels 5-6: They are now able to release a thick fog that’ll reduce everyone’s vision to only being able to see fuzzy silhouettes. Those with asthma or other breathing complications might find it difficult to breathe through this fog. A wind power above level 6 must roll above a 15 to disperse the fog.

**Just the wind** (Moderate/Minor)

* These nymphs can use the subtleness of their source to their advantage. Allowing themselves to sneak around so well that it is almost as if they are invisible. All rolls happen on a d20. After the turn limit is up they have a cooldown of the same amount of turns they just snuck around for. (So if they used level 1 to sneak for 3 turns they must wait for 3 turns before they can magically sneak around again). Also if they attack from their hiding spot the people trying to spot them get advantage.
	+ Level 1: They can stay hidden for 3 turns, a roll of 14+ is need to spot them, and a roll of 12+ is needed to even realize that they are being watched.
	+ Level 2: They can stay hidden for 6 turns, a roll of 16+ is need to spot them and a roll of 14+ is needed to even realize that they are being watched.
	+ Level 3: They can stay hidden for 9 turns, a roll of 18+ is need to spot them and a roll of 16+ is needed to even realize that they are being watched.
	+ Level 4: They can extend their ability to 1 ally of theirs, giving that ally the effects of the first level. However, if their ally is spotted they will be too.
	+ Level 5: They can extend their ability to 2 of their allies, giving them the effect of level 1. Also, they can extend the ability to 1 ally giving them the effects of level 2. However one ally is spotted, the whole group is.
	+ Level 6: Same deal as level 5, except if one ally is spotted the Auria won’t be automatically spotted. The second ally will be though.

**Hit and Mist** (Moderate)

* This ability allows for an Auria to briefly become intangible. This power is incredibly dangerous for them to use though, and their are stories about Auria who used it and then returned to nature (died) shortly after because of the amount of stress it put on their body. Also, this power can only be used once a day, (if they use it twice in 24 hours they will become extremely light headed and get disadvantage on everything because of how hard it will be to function) but to avoid long term side effects it should only be used once every 3rd day
* In rolling combat this ability doesn’t guarantee auto misses, but rather if the opponent is using a small/thin enough weapon rolls that would hit (9-12) go through the intangible spots
	+ Levels 1-2: They can only let a small speck on their body become intangible (~the size to let a needle pass through) however they can create 4 of these intangible spots on their body and maintain them for up to 6 turns. After using this ability they will have muscle aches in the areas that were intangible.
	+ Levels 3-4: They can let a larger area of their body become intangible. (~the size to let a thin arrow/rapier pass through) however, due to the larger size they can only create 3 of these spots and maintain them for 4 turns. After using this ability they will have muscles aches in that area. If they continually use this ability they will have cramps in the area’s they make intangible commonly
	+ Levels 5-6: They can let an even larger area of their body become intangible. (~the size to let a thick arrows/throwing knife to pass through) however, due to the larger size they can only create 2 of these spots, but they can maintain them for 5 turns. After using this ability they will have muscles aches in that area. If they continuously use this ability they will start to feel numb in the areas they make intangible frequently, and have less motor control in those spots

### Signature abilities

These are powers that are so closely tied to the species that they won’t count for the power total. These are always minors. If you want to make one of these keep in mind that they should be relatively weak, especially when compared to the minors of the species. Often times these are powers that are a bit too complicated or powerful to be a given but not strong enough that it should take a power slot.

**Lovers Curse** (Signature Minor)

* There are many stories in which nymphs are involved that relate to love, in one way or another. As a result, certain nymphs have developed curses that, while hard to detect, they place as inactive upon their beloved. Should the person cursed perform an act of romantic love (Kissing, Long hugs, Telling someone that you really love them.) to someone besides the nymph, the minor nature based curse activates, causing effects like sunflowers temporarily growing from the cursed person's skin, roots wrapping around their shoes whenever they stand still, or all flowers smelling like wet garbage. It takes a day after using this ability for the curse to be removed or placed on another. It usually requires a personal item related to the target, such as a lock of hair, or a beloved trinket.
	+ 1: The curse remains active on the target for 6 hours
	+ 2: 12 hours
	+ 3: A full day

### Givens

**Aura sensing** (given)

* Wind nymphs can mostly tell when someone is a child of Zeus based on the amount of power they can feel coming off of them. However they can not say for sure because their is always a chance their just a really strong kid of another sky based god. They can also tell for sure when someone is a child of a different sky based god but they can’t tell which one.

**Storm speak** (given)

* They can speak and understand a language that to everyone else just sounds like weird wind sounds. Venti, Sky gods, and a few demigods can also understand this language.

**Weatherman on Channel 5** (Given)

* Wind spirits have an uncanny ability to predict the weather of the current day due to their connection to the winds themselves. They'd be able to suddenly know what the weather would be including temperature, humidity content, and even wind speeds.

**Last Act** (given)

* This is a once per lifetime power. It’s when a nymph draws on their life force and forces all of the energy out. This allows them to do crazy things. (Ex: land nymphs making entire mountains). However they will become one with nature right after using this ability.

### Blessings

Blessings are given for temporary moments in role play. They are regulated by staff

**Demeter's Wrath** (Blessing)

* In a temporary moment in battle (often one when nymphs are in danger) Demeter sends her rage at the enemy through her child or a nymph. This gives them boosts in all of their powers so they can use them a level higher than they should be able to.

## Credits

These guys original creator was unknown but they were entirely reworked by Puffin

Durning that rework Cass (@littletrashgremlin on discord) made

* aerokinesis