Amary

Thia

Info


Created
7 years, 4 months ago
Creator
Thia
Favorites
4

Basic Info


name

Amarynthia (Amary, Ama)

name origin

epithet of the Greek goddess Artemis (Amarynthia "of Amarynthus")

picto name

Amary

species

Anthousa (flower nymph)

gender

female

age

appears as a young adult, doesn't age

size

about 95 cm/37.4 in. at the shoulder

orientation

asexual idemromantic (or quoiromantic...I'm not sure since I've seen differing definitions for each)

personality

friendly, playful, curious, cheerful, optimistic, enthusiastic, energetic, naive, childlike, persistent

likes

flowers, trees, any plants, butterflies, fireflies, dragonflies, birds, small animals, babies/children, dancing, basically almost anything really

dislikes

fighting and violence of any kind

favorite places

flower patches, especially ones with trees

set

magpie pelt, Great Argus (key) antlers, monarch butterfly mask

Profile


[profile on TEFc]


Sprouted from the ground like a plant...

Initially she had no memory of her "past life," but as she interacts with old friends and acquaintances, she regains some of her memories of these individuals.  Memories come more easily with those she had a stronger bond with.

Amary may be considered a "flower nymph". Similar to a dryad, her spirit is tied to flowers, as well as other plants to a lesser extent. She also has a connection with small animals and insects, especially butterflies.

She cannot die permanently, and will simply "regrow" if something happens to her.

Amary is affected by the weather much like a plant would be. She is energized by the sun and rain, and will be less energetic in other conditions. She will be more relaxed at night, and may become lethargic when it's snowing.


 

  Behavior

  • NEVER aggressive (any aggressive-seeming behavior is either playing around or accidental).
  • Very curious; may stop whatever she's doing to inspect someone/thing that has caught her interest.
  • Often if she sees other deer, she will want to go and meet them, or just see who they are.
  • May run off unexpectedly and forget to say goodbye.
  • Very friendly, will not hesitate to approach friends and strangers alike. But she'll try not to be too enthusiastic when approaching strangers, as she doesn't want to end up spooking them (but sometimes she forgets).
  • Everyone is considered a friend or potential friend unless they do something to change that.
  • Amary is very forgiving. If she met someone on good terms, it will be very hard for her to accept them as anything else. If she meets someone on bad terms, she still won't necessarily see them as bad, and will be quick to forgive.
  • Very playful, she will usually try to get anyone she meets to play or dance with her.
  • Tends to follow whoever she's with, unless they make it clear that she shouldn't.
  • Has trouble sitting still for long periods (but she's getting better about this).
  • Still has a very childlike mindset in many ways, often fawn-like in behavior.
  • Drawn to large groups. Will investigate with the hope of finding new friends.
  • Very few, mild feral instincts present, but rarely shown. Doesn't quite think like a human, either. As a nymph, her thoughts and behavior don't always match what's expected of a human or deer (or any other animal). Part of why she may have trouble understanding certain things.
  • Doesn't seem to fear anything, at least not anything physical. Even with dangerous creatures, it simply doesn't occur to her that she should be afraid. May be nervous in certain situations, but even that is rare.

Healing Power

  • If Amary is close enough to someone who is injured or sick for a long enough time, the other's condition may improve more quickly than normal. This effect may increase with time and proximity.
  • The same power also has a mild calming/soothing effect on those who are depressed, angry, or otherwise affected by negative emotions. This works the same way as the healing/curing effects.
  • Amary cannot heal/cure herself.
  • Amary's power is passive. She does not need to do anything to activate it, except to simply be near someone that is sick or injured.
  • The closer Amary is to someone, and the longer she is with them, the greater they are affected by her power. However, the effect will always be subtle, and most of the time will be barely noticeable.
  • The flowers from Amary's antlers have healing properties, and can heal any sickness or injury. This is a more concentrated form of Amary's healing power, and is faster and more powerful, though not instant. The flowers never wilt, and regrow when picked. Amary is not yet aware of this.
  • Amary's power does not necessarily always work on everyone. (It's up to the character's player to decide if they want their character to be affected)
  • She is not currently aware of her healing power.

Other Powers/Abilities

  • Powers affecting plants: Amary is able to influence plants to a small degree (such as making them move, like swaying or bending), and can heal plants and accelerate their growth. This way, she can keep plants near her alive for an indefinite period. She may be able to bring recently dead plants back to life, but this is a much more advanced and complicated form of her power that requires much more practice and energy, and is not guaranteed to work. [She has yet to discover this power]
  • Amary can communicate with flowers, as well as insects and small animals. This is a more intuitive ability that doesn't require effort or practice.