Name: Nimue Morwenna Zephyrine
Nicknames/Titles (Optional): Nimu ⎮ Admiral Nimue of the Bellepharen Navy; Naval Chief of Operations Nimue (CNO Nimue)
Age: 27
Ethnicity: In IRL terms, she looks Phoenician/Carthaginian with some aspects of Greek, Italian and Scandinavian blood.
Race: Quarter Nereid, the rest is actually grey elf
Gender: Female
Sexuality: Bisexual
Appearance-
Hair Color & Length: Changes to match the weather; i.e. stormy weather, she'd have some shade of grey hair, while in clear weather she'd have hair that looked perfectly bleached of color, leaving it as clear as a spring
Eye Color: Her eyes actually change to reflect the color and depth of the water she's near or in, so if the water is very clear and deep her eyes will look midnight blue. This also applies to when she's overtop a large underground reservoir of water, such as an aquifer, or an underground river.
Height: 5'6 3/12"
Weight: 209.32 lbs
Skin Color: A deep, leathery brown color from all her time on the open sea
Body Type: Her body is made up of more water than the average person's, giving her a slightly rounder figure than average; her chest is about average, as is her ass, and she's covered with scars and whatnot.
Facial Structure: Round, short chin, low cheekbones and a strong jawline.
Markings (i.e. scars, tattoos, etc.): She's covered in scars from fishing lines, cutlasses, knives and even from fish that managed to put up a struggle before they got gutted.
Face Claim (Optional): N/A
Voice Claim (Optional): N/A
Personality-
Basic Traits: She's a very pragmatic thinker, but don't let that fool you - she has a vengeant streak a mile long and an even longer list of reasons to add to it. She's an expert at getting the room to listen, and an even better commander on the water. When she makes a promise, she keeps it. And her threats are always promises. Despite being so pragmatic, she's also a very creative thinker, meaning if logic doesn't get her through something? Well, she always has the side of chaos to back her up. Due to the ammount of time she spent near or at sea - even as a child - she has less than optimal patience with those who dance around with words or who can't read her very well (she's very open with her emotions, as a matter of fact, so you'd have to be very ignorant to not see what she's feeling). Think Lawful Neutral with a slight tendency towards good and an ocassional lean towards chaotic.
Biases: Working on a ship, she's learned to get over biases.
Political Lean (Optional): She's closely tied to Bellephar, the nation to the west of Emarusia, seeing as she has full command of all naval matters regarding their military.
Motivations (Optional): She knows her history as a descendant of a servant of one of the old gods of Emarusia and wants to learn more about her past, and along the way she wants to see if she can bring back what Emarusia once was.
Flaws: She can be very harsh towards people at times, due to her distance from most people for more than half the year at sea (besides her crew). This tends to give her a very gruff and annoyed seeming attitude towards people when in reality she's forgotten how to talk to anyone normally.
Hobbies: Fishing, sailing, drinking, gambling, cartography.
Talents: Fishing, sailing, cooking, gambling, fighting, wayfinding
Strengths: Deep water (well, water in general), and she's actually a pretty good smooth talker despite her innate dislike of people who dance with words, so if nothing else she can talk her way out of a fine. She's also good at intimidation, if nothing else. She's amazing with daggers and certain types of polearms like spears and tridents, and is also decent with swords of any type. She knows when a storm is coming just by the way the air feels as well, even on land.
Weaknesses: Since she's so used to the open water, her land senses are slightly skewed, so she has trouble discerning what is what. Also, she absolutely hates fire, as it will actually deal more damage to her than it would anyone else.
Fears: She fears that she'll never reach her own goals for herself and constantly strives to be better and better. This is what's lead her to where she is right now in life, actually, but it might also be what causes her downfall.
Hopes: She hopes to learn the truth about her family and her family's history, and hopes she can finally put her forefathers to rest.
Power(s)- Riptide, Rehydration, Invigorate, Stormcall, Form of the Ocean Goddess, Fisher's Luck, Armaments of the Ocean Goddess, Sailor's Instinct, Oceanspeak
Basic Outline: Riptide gives her some control over the currents around her.
Drawbacks: Large currents take a lot of energy to control, meaning if they're caught in a large tidal vortex (a.k.a. a whirlpool) it would nearly kill her to slow it so the crew can get the ship clear of the influence of its pull. Smaller currents require less energy, but it will still quickly exhaust her to control them.
Inherent Limitations: She can't control any more than two or three small currents at once, or one big current. This is usually enough, but there are times where it nearly wasn't. She hasn't run into a time where it wasn't.
Basic Outline: Invigorate gives her a certain ammount of strength and/or stamina whenever she touches water.
Drawbacks: It works best with saltwater.
Inherent Limitations: She can't replenish more strength/stamina than the least powerful member of whatever crew/team she's on.
Basic Outline: Rehydration works much the same way as Invigorate, but with hunger/thirst.
Drawbacks: It works best with saltwater.
Inherent Limitations: She can't make herself completely full or hydrated as long as everyone else on her team is hungry or slightly dehydrated.
Basic Outline: Stormcall does what it sounds like it does - it calls a storm.
Drawbacks: It works best on the open ocean, where moisture and wind are unobstructed by anything, though she can produce tamed versions of storms on land.
Inherent Limitations: If the conditions aren't already there for the storm to happen, such as migh moisture in the atmosphere and/or clouds, she can't call a storm. It also relies on her endurance, so it doesn't work when she's asleep or anything.
Basic Outline: Form of the Ocean Goddess is a special power from her descent from the ocean goddess' nereids. It allows her to take the divine form of the ocean goddess, though for a heavy price. It gives her enhanced control over currents and even allows her to manipulate the water itself, calling down waves of todal wrath upon her target and giving her enhanced control over storms as well.
Drawbacks: Due to the nature of the energy her body is conducting when using this power, and the fact that she is only mortal, it will literally slowly kill her if she stays in the form for longer than 1 minute due to oversaturation of water in the cell walls of her body and the extreme ammounts of divine energy she's trying to control. Even staying in this form for thirty seconds raises her chances of getting skin cancer considerably, since the divine energy comes out as heavy UV light mostly. (This power is one of the reasons why her skin is so dark, actually. She's used this power once in her entire life before, and she stayed in the form for 2 minutes 2.3 seconds.) This power may also have a mind of its own, meaning it could potentially come out and do whatever it wants, though this is just speculation on her part.
Inherent Limitations: She can't stay in this form any longer than 3 minutes. Because she dies at that point. Also, she can only use the power once every 5 years.
Basic Outline: Fisher's Luck is a passive skill that simply increases the ammount of fish in a net.
Drawbacks: It can only multiply smaller fish. Anything larger than a Bellepharen Conger (which can get up to lengths of 9 feet and 209 lbs, mind you) and this passive doesn't work.
Inherent Limitations: To restate what was said in the drawbacks: anything longer than 9 feet or that weighs more than 200 lbs won't be multiplied.
Basic Outline: Armaments of the Ocean Goddess gives her a dagger and a trident; the dagger she keeps summoned at all times, while she only summons the trident in truly dangerous situations.
Drawbacks: The dagger poses no drawbacks besides a slight desire for more water intake. It has no real power on its own and serves as a focus for powers such as Stormcall or Form of the Ocean Goddess. The trident, however. . . well, that's a different story. It relies on its weilder's physical and mental strength to be weilded. Nimue only barely meets its base requirements and she can only call out about 3% of its total power (though that's more than she'll ever need). The trident enhances the output of powers such as Stormcall or Form of the Ocean Goddess, and allows for more versatility in each. When used in conjunction with Form of the Ocean Goddess, strange things happen to the world around her. To this day, she has yet to use the trident while using Form of the Ocean Goddess, though maybe something in Emarusia might force her to. . .
Inherent Limitations: She can't summon the trident unless she's fully hydrated as it uses whatever water is in her body to manifest. The only reason why she keeps the dagger constantly summoned is so she can call minor demonstrations of power to keep new members of her crew in line. The dagger only requires a minor increase in water intake.
Dagger-
Basic Outline: Sailor's Instinct is another passive ability that she was born with, giving her advanced knowledge of sailing and sea maneuvering. It also allows her to innately know how fast her ship is going and gives her an overall view of if she needs to make repairs or not.
Drawbacks: If it's a ship she doesn't know, this power's influence will either lessen or won't work at all until she learns the basics of the ship.
Inherent Limitations: If it's a ship she doesn't know, this power's influence will either lessen or won't work at all until she learns the basics of the ship.
Basic Outline: Oceanspeak allows her to communicate with ocean creatures, or creatures that favor the ocean as their habitat.
Drawbacks: It's a passive ability, meaning she lower the volume of the noise, but she can't turn it off. When she was younger this caused lots of issues, since she would be constantly found whispering to animals.
Inherent Limitations: The smaller the creature is, the more difficulty she has actually communicating, meaning small creatures such as shrimp can only give her basic info. She tends to gravitate towards bass and tuna for this very reason, since they're abundant near her home of Bellephar. However, the more intelligent the creature, the more difficulty she has determing which thoughts are hers and which ones are the creatures, so she needs to be careful, since the ocean spirits like to play pranks upon those like Nimue.