Name | Nettle.
Age | 16.
Gender | Female.
Level/Tier | Virtuoso Tier 1.
House | House Phantasma.
Appearance/Attire | For someone who hasn't seen a comb in her entire life she is surprisingly comely if a bit... Strange.
Her skin is pale unto the point of looking almost undead due to just how little sun one sees when living in Stranglesun Swamp. Despite the vaguely deathly looking state of her skin it is without blemish, smooth and clear with nary a fault. Though she always tends to keep her head down and wear a mild-mannered expression her slim face tends to bring out her eyes that possess a deep dark nephrite green colour. Her hair which hangs down to the middle of her back curves with a modest wave and is a rich yet dark moss green colour.
She is a rather thinly built person. Her physique would make a quail seem buff in comparison. She is not as wholly feeble as she appears but she is no physical powerhouse by any means. As far as height is concerned she stands at a modest one hundred and eighty centimeters.
For attire she typically dons long dark brown robes, the darker color being ideal for concealing the many stains it has accrued both in the swamp and throughout her crafts. It has a big hood which is handy in rough weather. Her long abundance of hair is mostly tucked into the back though her front bangs hang out the front of the hood, covering her face for the most part when she has her hood up. For footwear she wears big hide boots that look several sizes too large on her feet. They were a gift from one of her fellow orphans, sewn together from the hide of a giant dead rat that was strangled to death by Stranglebriar Vines. Hanging from her shoulder by a hide strap is a large bag crafted from the stomach of a massive boar. She typically carries a long crook with her wherever she goes, this wooden tool having been treated with a special resin to keep it from decaying.
Alignment | Free Spirit.
Personality/Habits | Having grown up as an orphan in Stranglesun Swamp she was bound to be a strange sort. With thanks to the Caregiver she along with eight others survived in a wild region where close to everything was poisonous and somewhat on the larger scale when compared to species found in tamer wilderness. The Caregiver however was not a being with a terrifying lot in common with more... Common societies. She's been raised with a great knowledge of plants, the swamp and other less tangible presences but in exchange she's learned nearly nothing in regards to civilized society.
What some see as being distant and spaced out others might see as simply being a rather reserved individual. Both would probably be correct to some extent as far as that's concerned. She is quite mild tempered and takes most problems in similar stride. She prefers to think her way through situations rather than power through things. Nettle is not very outspoken either and she tends to remain distant in most matters. This attitude is not out of a fear of confrontation but rather her tendency to get absorbed in her own thoughts, often preferring to dwell on matters that pertain to her pursuits rather than on tangential matters. Some might accuse her of being antisocial but her lack of socialization with others is not out of an aversion to social interaction but rather a disinterest towards mundane matters.
With having spent pretty close to her whole life in the Stranglesun Swamp she's developed a definite affinity for plants. Her herbology is quite replete and she tends to work a great deal in all sort of natural substances. Be it medicines, poisons, venoms, psychotropics or anything not implicitly contained within the aforementioned branches of the natural world she's probably dabbled in it either back in her home terrain or in her studies in L'Mordryn Academy.
Outside of plants themselves her knowledge seems to cover many aspects of the natural world and even things less rooted in the realm of the logical.
Background | Abandoned as an infant she was found and taken in by a strange entity known only as the Caregiver. She along with eight other orphans were taken and given shelter from the swamp by this being. For most of the day the Caregiver would be absent leaving the children to their own devices. From time to time throughout the day the Caregiver would descend to their reality where it would brew strange stews or tell it's stories to them. It taught them pretty much everything they knew and it's stews bestowed subtle changes upon them. Whenever one of the orphans was hurt or ailing a taste of the brew would heal them right up in short time, leaving them good as new.
After many years on a diet of such stew they found themselves less susceptible to the hazards of the swamp. The new organs that had grown within them mixed their blood with a strange milky yellow sap-like substance that would eat away any unwelcome poisons and diseases that found their way into their bodies. In addition their irides had developed strange properties which made their sight more sensitive to the presence of the spiritual life surrounding them. Evanescent wisps, drifting shadows and ripples on the fabric of reality before them were all hints to a deeper layer of the world that laid before them.
Each of the orphans learned to survive in the swamps, each taking their own path in adapting to the struggles such life offered. In tree houses and home stumps they dwelt, living off the land and practicing their strange magic. Even before she made it to L'Mordryn Academy Nettle had gained knowledge of the art of summoning. She had made links with a fair selection of the plant life and even with a strange entity known as the Nidhogen.
_
The children might not have had an easy life but thanks to the Caregiver they had made the most of what the land had to offer. In truth the children were quite happy with what they had, strange as they might have been. Just as with any tale however change was in the wind. When the orphans were capable of living on their own the Caregiver ceased to appear within it's hut. They were greatly confused and concerned by this.
After all no more Caregiver meant no more of it's tasty stew, no more of it's bizarre but captivating stories and most depressingly of all no more of it's words of loving care. It was as much of a mother and father to them as they had ever known and now it was gone, nowhere to be found.
After a period of mourning in their respective ways some of the orphans simply returned to living as they did before, albeit with an air of melancholy stealing the spring from their step. Others, Nettle included, did not take the loss of the Caregiver laying down. Each one of them was determined to find a way to bring the Caregiver back so their family could be whole again. Each one of them went about the challenge in their own way. Nettle's way was to set out into the world with her companion Nidhogen and seek the answer beyond the swamp.
Amidst her travels she heard of the L'Mordryn Academy, a school dedicated to the art of summoning. It occurred to her that it may be possible for her to reach out and contact the Caregiver by becoming a better summoner. With this in mind she applied for the school and joined the ranks of many up-and-coming summoners. Having some prior experience with summoning already combined with her innate gifts helped her in excelling in class.
She continues to excel as she moves up in the ranks. Her standing amidst her peers means little in comparison to her true task: To find the Caregiver.
Favorite Summons | The Nidhogen.(
Currently Defunct. See ShwiggityShwah's CS for more details)
A Wood Elemental from Stranglesun Swamp who is capable of growing a great variety of things from itself. It followed Nettle from the swamp, joining her on her quest to find The Caregiver.
The Green KnightOne of Nettle's staple summons this being appears to be a somewhat leafy individual clad in full plate from head to toe. Beneath it's close helm lies not a face but a mass of vines, moss and leaves. The spirit's physical form is comprised entirely of plant matter which is formed to fill out the green armor it wears. It is a spirit of the seasons. It's role in legend is to serve as a living icon of each season's passage, embodying death and rebirth. It can grow and regrow plants from and around itself and manipulate them to it's will so long as their will is weaker than it's own. It wields a large heavy axe which has beheaded it's fair share of challengers, a weapon both solid in build and wickedly sharp. The metal comprising it's gear is also a spirit in it's own right and can benefit from The Green Knight's ability to regrow. The armor cannot grow past a certain point as it's image defines it like a strict code of DNA for the spirit. The axe is not bound quite the same and it's head can grow or shrink to best suit The Green Knight's needs though the process is not very quick.
Swamp Totem of Mru'Uu.A wooden totem that resembles a large distorted face of distinctly non-human origin. This totem serves as the physical home to the swamp spirit Mru'Uu, one of the many beings that embody the spiritual fibre of the swamp itself. By summoning this totem Nettle brings the swamp with it as Mru'Uu can superimpose the land to which it's tied to overtop the area in which it's placed. Trees, plants, mud, water and fog all seem to fade into reality changing any locale this totem is placed into a swamp. Aside from this the totem does little else since it's largely an inanimate object, the spirit inside cooperating solely to the extent it agreed to when it first made it's pact with Nettle and called the totem carved for it home.
Thistle Sprites.Small fae who called Stranglesun Swamp home. These little pale green humanoids are a playful kind though often cruel much like the thorned purple flowers they represent. The outer corners of their flesh such as the shoulders, elbows and knees amongst other spots possess harsh thorns which grow out from them. They tend to stand at only fifteen centimeters tall and all possess wild purple hair. They have translucent wings like a dragonfly's which allow them to zip about the air quickly though the beating of their membranous wings generates no audible buzzing. They are naturally invisible to the human eye unless they choose otherwise though other senses may still detect them freely. Their main ability is to grow thistles by targeting a surface with a rapid bolt of greenish purple energy which causes a thistle to grow out of said surface. It matters not where these bolts land. Be it metal, stone, scale or flesh, all surfaces will sprout a thistle in equal measure. It is no fun process for the roots will spread into the surface hit regardless of it's hardness which can be quite detrimental to many things if hit in a sensitive location.
Nettle currently only has three Thistle Sprite's linked to her.