Undine

Submitted by Josh J. on Thu, 2/2/2017 at 3:11pm

An Undine is an embodiment of water; they are fluid, given form. They are as mysterious as the depths of ocean itself. Those building characters of genuine grace and introverted curiosity may find a good choice of race in the Undine. 

v4 info

Shards of Orn verison 4.0 Information

Costuming Undine Undine must have unnatural blue shading around their eyes and lips.
Passive Effect Immune Frenzy You are Immune to Frenzy Effects.
            

Combat Effect

            

Packet, Push 30

You trigger a Packet ability by counting out the activity three times (e.g. ‘Aiming 1, aiming 2, aiming 3’). The ability cannot be interrupted unless you are Subdued. Once the ability is triggered, you deliver the effect by throwing a packet at the intended target.

The target must move directly away from the user. During this forced movement, they are immune to all attacks, may not perform any other action, and must flail their arms to represent the effect. The effect ends when they've moved 30 steps or reach an impassable obstruction, which “Stuns” them. The obstruction must be substantial, such as a built structure or tree, and cannot be another player. This attack may not be blocked normally and must be Countered with another ability or Immunity. “Push” abilities can also be used to Counter “Pull” effects and vice versa.

Narrative Effect Adapt Water

You are able to breathe and move normally in aquatic environments. This does not grant any inherent advantage in combat.

 

Costuming

Undine of all varieties must have blue shading on the eyes and lips. Freshwater dwelling morphs tend to be more true blue, while Oceanic ones prefer greener hues of blue such as teal or aqua.
These color preferences generally hold true for garment choices as well, along with a tendency to accessorize with naturally occurring objects such as shells or aquatic plants. Oceanic Undine may also wish to display fish-like scales, gills, fins, or webbed hands and feet.

Nature

Undine embody the element of water, are able to breathe underwater and withstand extreme cold. Constant hydration is a requirement for them to sustain life, and they lose water excessively through their skin. This need for replenishing themselves leads to most Undine inhabiting a body of water, choosing to spend most of their days submerged.

A relatively rare sight in Orn, Undine tend to shy away from populated areas and the other humanoid races. Living harmoniously with their element is their preferred way of life, leading to seclusion and isolation. Events which disrupt their element's natural cycle cause them great distress.

They are often quite out of touch with the civilized world, and seemingly mundane things can bewilder, captivate, or frighten them. This overly strong reaction to new stimuli is especially problematic when paired with their natural curiosity and short attention span, often landing themselves in situations where they experience vast changes in emotion or train of thought over a short period of time.

History

Undine are a byproduct of the vast elemental energy at war within the Maelstrom, a physical manifestation of water. How exactly they came into existence is something of a mystery, though legend has it that they were created unintentionally out of a group of sailors at sea when a powerful sorcerer tapped into the Maelstrom's energy either too aggressively, or with insufficient training.

The length of their lifespan is equally as mysterious, with most Undine having no standard concept of time. Their tendency to avoid the general populace coupled with their cryptic answers when asked their age have prompted more questions than answers. One can't help but wonder how long “Eighty-four shiftings of the flow” is. Since most freshwater Undine claim to have been around long enough to see their rivers grow and change over time, most scholars generally argue they must be long lived creatures.

They were first spotted in the oceans, however over time some migrated inland and evolved to better fit a more terrestrial lifestyle. Folklore claims that when the oceanic Undine first swam up estuaries from the ocean, their scales and fishlike skin was not prepared for the intense osmotic gradient of freshwater, causing them to bloat and shed their skin. Those which survived became beings comprised of liquid water, held in form merely by a thin skin of magic energy.

Bloodlines

Two distinct morphs of Undine have been observed, freshwater and oceanic. While sharing many of the same basic characteristics, there are some noteworthy physical differences. These differences are what led other races to categorize them into two distinct groups, however this is a social construction of primarily human origin, and Undine do not often follow this nomenclature.

Freshwater morphs are caretakers of the waters they call home. While it isn't unheard of for Undine to call a lake, pond, or wetland home, most tend to prefer flowing water; the vast majority will spend their entire life nurturing a single small stream until eventually it either becomes a deep river or dries up. One's water body drying up is considered a failing on the part of the Undine, and brings them great shame.

Oceanic morphs dwell in the depths of the ocean. They have had no need for travel over land, and tend to have aquatic features such as gills and webbed digits to aid in swimming. Many have additional fins on their bodies, and tails are not uncommon. They are not stewards of the waters they call home to the same extent as Freshwater Undine, though they will still attempt to repel invaders and protect the ocean ecosystems.

Organization

Freshwater morphs will stay with their parents only until they are capable enough to find and tend to a small stream of their own, while oceanic morphs tend to stay in extended family groups, referred to as schools. These groupings provide safety from ocean predators such as sharks, though that is partially offset by increased competition for resources. Once a school reaches a size where the benefits no longer outweigh the risks, some couples will branch off and form a second one.

Disagreements among individuals are rare, most Undine preferring to avoid conflict and find common ground and mutual understanding. They are neither matriarchal nor patriarchal, with the eldest couple holding a position of influence and respect together.

Couples tend to bond for long periods of time, though not necessarily for life. Oceanic morphs are more prone to changing partners, likely due to the increased availability of nearby partners.

Culture

All Undine prefer a simple lifestyle of harmony with nature, never seeking to make life more complicated than it needs to be. They generally spend most of their days simply lounging in or near water, listening to the steady ebb and flow of their element.

They value the preservation of their element above all else, going to great lengths to ensure the sanctity of the waters they call home. They choose peaceful resolutions to conflict when possible, and aim to win the allegiance of potential foes through kindness, empathy, patience and understanding. If forced into a physical confrontation, they still prefer to incapacitate their assailant rather than directly injure or kill them. This is especially true of freshwater morphs, while oceanic individuals are quicker to identify situations where physical force is prudent.

Relations

Naturally cautious of strangers, the freshwater morphs tend to avoid the other humanoid races. They are especially distrusting of the races which have a tendency to terraform their environment. Stewardship of rivers often requires the dismantling of attempts to divert water, and in so doing Undine often unwittingly cause suffering and inconvenience. They have built a reputation of being malicious and spiteful, despite their naturally peaceful demeanour. This misunderstanding leads to a general dislike of freshwater morphs, which have gained the derogatory nickname “Hydra” from the other races. Fortunately, most Undine are unaware that this is an insult due to their social isolation.
Oceanic morphs tend to be a little bolder, occasionally approaching seafarers out of curiosity. While meaning no harm, they often distract sailors with their appearance and like to observe passing ships from areas with shallow, rocky cliffs to lay on just below the surface. These areas are obviously dangerous for ships, and the disproportionate number of shipwrecks that occur after seeing Undine have build the oceanic morphs a negative reputation as well, having become associated as a bad omen. They too have derogatory nicknames, though theirs are based on gender. Females are referred to as Sirens and males as Grindylows.

Immortals

A fear of Syflare is deeply embedded in the psyche of all Undine. One of the primary reasons some Undine left the oceans long ago was in search for a better life away from that terror of the deep. Others chose the alternative, offering him tributes and reverence in the hopes that he will direct his wrath elsewhere. To this end, the Undine have a few temples deep within the ocean for the express purpose of appeasing Syflare.

Adventurers

While being an adventurer may seem contradictory to their general nature, Undine are more than willing to leave the peace and serenity of their homes to pursue goals or interests they deem worthy. An oceanic morph may have decided they had enough of Syflare's bullying, and venture inland to see what else the world has to offer. Perhaps a threat to the sanctity of the river shepherded by a freshwater morph is too great to handle alone, moving them to become a part of a broader cause in the hopes of mutual salvation. Curiosity can also oft get the better of a young Undine, leading them to venture forth and discover the world.
All Undine make a valuable asset in aquatic environments, and the versatility of their element allows them to excel in almost any endeavour, so long as it can keep their interest long enough. A lifetime of swimming provides oceanic morphs with the strength and stamina needed to succeed in martial combat, while the nurturing nature of freshwater morphs give them a predisposition to aiding the wounded.

Parlance

Dry Ones is a term used by Undine to describe non-Undine humanoid races. It is not meant as an insult, merely an observed fact since they are indeed dry relative to an Undine.

Hydra, Siren, and Grindylow. These are all derogatory terms used to describe various genders and morphs of Undine. Hydra is specific to freshwater morphs, while Siren and Grindylow are the female and male terms for oceanic morphs, respectively.

Don't go chasing waterfalls. This is a statement to reinforce the idea that looking for trouble is usually a bad idea, and conflict should be avoided where possible.

Let the rain flow. Often used by older Undine when giving counsel to a rash youngster who is holding a grudge. The saying is meant to imply that one should let things go, while also giving individuals permission to cry and let out the tension so that they may move on afterwards.

All rivers lead to the ocean. Meant to remind one of the interconnection of all water, it also can serve as a reminder that one's actions often have a way of coming back to them. Therefore one should always aim to treat others well.

There is always a larger fish. A reminder to always remain humble in everything that one does.

Beneath the turmoil of stormy waves, the depths of the ocean always remain calm. No matter how much distress one's situation may cause, always strive to look for the calm within oneself and often conflict will be more easily resolved.

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