Anthousai on Troilus

## Biology

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

### Appearance

Their hair resembles flower petals, and their skin resembles the color of the steam and leafs of the flower. They also smell sweet and leave a flowery smell on everything they touch.

### Aging

Their lifespans are 500 years.

Age formula: Their apparent age as a decimal multiplied by 500. You may lower by half if you want. For example, if they have apparent age is 13 than you would type .13 times 500 in the calculator. You get 65, and you can lower by half so that makes their age range 32.5 to 65.

### Source

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

Their source is flowers or flower patches.

## Culture

### On island

**Godly connections:** They don’t give Pan praise due to his lack of presence and because they retell the stories about the times he chased after nymphs due to wanting their love. They give their praise to lady Demeter, however they are not as faithful as the hamadryads tend to be. They don’t necessarily delicate the summer solace to her but they do make sure to give her a little extra thanks in between their celebrations.

**Family bonds:** Any nymphs that form out of the same patch view eachother as siblings, and they look out for each other. This leads to small groups of 3-5 siblings usually. Although occasionally there will be a large flower patch with up to 2 dozens nymphs.

### Off island

**Godly connections**: Like other nymphs they are protected by the goddess Demeter and they give her thanks for that. 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”

## Powers

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

### For any flower

#### Majors

**Chlorokinesis** (Major/Moderate/Minor)

* The ability to manipulate plants, nymphs do not have the ability to harm plants, only help them and reshape them. This also doesn’t include any control over flowers. They get all uses back when they rest enough to not be tired.
	+ 1-3 Alter a plant’s current condition by making it bend and grow up to 5ft (1.5 meters) They have six uses before getting tied
	+ 4-6 Alter a plant’s current condition by making it bend, as well as grow 10 feet (3 meters). They have 11 uses before getting tired.
	+ 7-8 Alter a plant’s current condition by making it bend, grow up to 15 feet (4.6 meters), and make plants sprout from the ground. They have 16 uses before getting tired.

**Flower-Oriented Chlorokinesis** (Major/Moderate/Minor)

* The ability to manipulate flowers and flowering trees, nymphs do not have the ability to harm plants, only help them and reshape them. They can also cause flowers to bloom and produce fruit when applicable. They get all uses back when they rest enough to not be tired.
	+ 1-3 Alter a plant’s current condition by making it bend and grow up to 5ft (1.5 meters). They can make 1 plant bloom at a time. They have six uses before getting tired.
	+ 4-6 Alter a plant’s current condition by making it bend, as well as grow 10 feet (3 meters). They can now also make flowering plants produce fruit when applicable. They have 11 uses before getting tired.
	+ 7-8 Alter a plant’s current condition by making it bend, grow up to 15 feet (4.6 meters), and make flowers sprout from the ground in full bloom even in adverse conditions. They have 16 uses before getting tired.

#### Minors

**Olfaction Manipulation** (Minor)

* The ability to produce or change scents. They can be good or bad smells, but they must be smells produced by plants in nature, no synthetic stuff! There is a limited number of uses before the user needs to rest for a significant period of time.
	+ 1: User can produce or change a scent which can be smelled in a 5ft (1.5 meters) radius of the user. This lasts for 3 turns and can be used 3 times before needing to rest.
	+ 2: User can produce or change a scent and now tie it to a specific thing or place, such as a flower or person. This can be smelled in a 7ft (2.1 meters) radius of the point of origin. This lasts for 4 turns and can be used 5 times before needing to rest.
	+ 3: The same as the previous level, except now it is smelled in a 10ft (3 meters) radius of the point of origin. This lasts for 5 turns and can be used 7 times before needing to rest.

**Nymphs Code** (Minor)

* Nymphs with a connection to plants have developed this code in ancient times to communicate with each other in a way only they, a few demigods, and some other nature spirits can understand. This code is a secret language that is now learned from nature itself, allowing them to receive and leave secret messages.
	+ Level 1 - They can leave messages that are temporary, lasting between 3 and 12 months. These are hard to perceive during the winter months.
	+ Level 2 - They can leave permanent messages, which are unaffected by the seasons. However, these can be dispelled by others who have this power.
	+ Level 3 - They can communicate directly through plants, allowing them to speak directly with others with this power within a 3 mile radius.

#### 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

**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.

**Aura Sensing** (given)

* Wood nymphs can tell when someone is a child of a nature god but they can’t tell which one exactly. With the exception being Persephone because Persephone is also related to the death of plants and such.

**Molting** (given)

* If the nymph wishes they can molt (submerge into) into their source plant, or land formation. They tend to feel well rested when they re-emerge (they will feel awful if their source has been polluted or damaged). The catch is they have an terrible concept of time while molted and can miss out on decades if not careful.

#### 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.

### For some flowers

Each of these powers has a requirement about the type of flower that rather general. The 1st bullet point of each power tells you the requirement.

#### Majors

**Toxikinesis, Eidika** (Major/Moderate)

* They may also only have this power if their plant is naturally poisonous.
* These nymphs have the ability to generate and manipulate the poison that naturally occurs within their plant. They may not control nor generate any other poison.
	+ Passive: These nymphs are immune to the effects of poison that originates from their source plant.
	+ 1-2: Can move poison in a 5ft radius around themself, the farther out the poison is the less it will be affected by the nymph and require more strain to control. They can also create a 5ft tall funnel of poison.
	+ 3: They can generate 5 fluid ounces (148 milliliters) of the poison that occurs within their source plant.
	+ 4-5: The radius of poison control expands to 10ft. Any poison funnel can now go up to 10ft. They can draw their poison out from inside a being (person, animal, monster, etc) roll a 1d20 to see if you succeeded. On a 15 or higher it succeeds, lower than 15 it fails, lower than 5 it makes the poison cause extra damage. This can only be attempted once every 3 turns.
	+ 6: They can generate 10 fluid ounces (295 milliliters) of the poison that occurs within their source plant.
	+ 7: The radius of poison control is now 15ft. Poison funnels can now be up to 15 ft high. They can solidify poison into basic shapes, such as spikes. Once the shapes leave the radius of control they desolidify and become liquid poison once again.
	+ 8: They can generate 15 fluid ounces (443.5 milliliters) of the poison that occurs within their source plant.

### For specific flowers

You’ll have to look at the power tags to tell if their a major, moderate, minor or given since their will be far too many sub-sub-sub headings otherwise.

#### Lavender flowers only

**Ancient Purification** (Major/minor)

* Lavender oil has been seen as a substance capable of purifying people in the ancient times by multiple societies. In Ancient Greece (and for our purposes Troy too) it was added to baths for this property. Nymphs of the lavender plant can sort of purify people with a slight amount of lavender oil. To do this they must smear a little bit of lavender oil across a willing person’s forehead as they funnel their purifying energy into the person. Since they are a nature spirit, it’s harder for them to purify people of curses put in place to help/protect nature, and curses placed by other nature spirits.
* Passive: They can easily produce the couple of milliliters of their natural oil needed for this power. Producing more takes time, and can severely dehydrate them.
	+ Levels 1-2: They can purify people of minor curses, those which come from demigods and weak monsters. They can only dispute curses which were cast with either a power in which the level they have with this power matches or is above the cursing power.
	+ Levels 3-4: They can also dispute curses from their fellow nature spirit. They can only dispute curses which were cast with a power in which the level they have with this power is above the cursing power.
	+ Levels 5-6: They can attempt to remove curses from powerful monsters, and depending on the monster they could have to roll between 12-18 on a d20 for the process to work. Please ask staff for an exact number.
	+ Levels 7-8: They can now also use this ability to challenge divine curses. However, when they attempt to purify away a gods curse it is ultimately up to the god if they want to let the curse go. The answer is no quite often, but it is worth a try since gods see purification as a holy practice and the vast majority of them wouldn’t taint that practice by cursing a practitioner