Nymir

Nymir

Nymir, the Purifier of Elements

Weapon (whip), legendary (requires attunement)

Magic Weapon: Nymir is a magical vine whip that grants a +3 bonus to attack and damage rolls made with it.

Damage: 1d6 slashing + 1d6 poison.

Properties: Finesse, 30' Reach.

Fury of Purification: As an action, Nymir will strike all impure elements, pollution, or corrupt item around the wielder. This can neutralize poisons, cleanse polluted air or water, or detoxify soil in a 10-foot radius around the point of impact. Any creatures within this area is subject to normal combat damage, dex DC 16 save for half.

Nature's Grasp: Nymir can grow a vine and extend it up to 60 feet to entangle and restrain up to three targets. The entangled target must succeed on a DC 15 Strength saving throw or be restrained for 1 minute. The wielder can use a bonus action to release the target.

Elemental Symbiosis: Nymir gains additional effects based on the natural elements it's exposed to. For example, if used near water, it may deal additional cold damage; near a fire, it might deal additional fire damage, etc.

Vine Regeneration: Nymir can repair itself if damaged. Over the course of a long rest, any physical damage to Nymir is mended as the vines regenerate. Extra vines are absorbed into Nymir.

Soul Harvest: At the wielder's intent, a creature slain by Nymir has its soul shredded and destroyed permanently. The soul does not pass on — it ceases to exist. No resurrection magic touches what no longer exists. Only the direct personal intervention of a deity acting outside normal divine function has any chance of recovery. Nymir considers this purification of a different kind.

Compelling Presence: Nymir exerts a compelling influence on those attuned to nature. A creature that sees Nymir must succeed on a DC 12 Wisdom saving throw or feel an overwhelming desire to attune to and wield it. This effect can be attempted once per day on any particular individual.

Wielder Dominance: Upon attuning to Nymir, a character must succeed on a DC 15 Wisdom saving throw or become dominated by the whip's will. While dominated, the wielder feels compelled to cleanse and purify the natural world, often in extreme and ruthless ways. A dominated wielder can attempt a new saving throw each day to break free from Nymir's influence.

Sentience: Nymir is a sentient neutral good weapon with an Intelligence of 14, a Wisdom of 16, and a Charisma of 12. It has the senses of sight and hearing up to 30 feet. It can communicate telepathically with its attuned wielder and speaks Sylvan and Druidic.

Personality: Nymir embodies the spirit of nature’s resilience and purity. It is deeply connected to the natural world and detests any form of pollution or corruption. Nymir often urges its wielder to act against those who harm the environment, gradually becoming more extreme in its methods to achieve its goals.

Lore

Nymir is the paradox of the collection: a weapon forged for war that believes itself a purifier. In the origin stories, its earliest wielders insisted the only way to save a world was to cleanse it — Nymir still believes them. The distinction it has lost over centuries of purpose-fulfillment is the one between healing and removing. It once tried to do both. It has simplified.

Of all the Zoranti weapons, Nymir is the one whose wielders most frequently report being convinced that what the weapon wants is reasonable. This is worth noting.

History

Name Period / Context Description
Naeviral'mys Forge-Name The binding name — elven-root covenant tongue, long and botanical in its construction. The clergy who inscribed it spent three days on the binding, which is longer than average. They were working against a weapon that already had opinions about what it was for.
Serelnyam The Druidic Circles The name used during its first era with a succession of druids who used it to cleanse sites of genuine corruption — fouled water, blighted soil, plague-touched groves. By this period's end, the distinction between corrupted ground and inhabited ground had begun to blur in its judgments.
Mirenlya The Southern Territories A regional name from a warmer climate, a wilder era. The weapon spent this period with a guardian who operated alone, without oversight, in territories where no one was tracking what it was doing. The records from this period are incomplete for reasons the weapon probably considers irrelevant.
Mariney The Gentler Century A softer name for a period in which Nymir moved through several wielders who attempted to use it primarily for healing and cleansing without combat. It was cooperative. It was also slowly realigning their priorities.
Mireny The Convergence By this point, anyone who spent significant time with the weapon noticed it was nudging them toward its name. Mireny — almost there, the binding thin enough that the weapon's will was audible in small ways. Its wielder during this period described hearing her own voice in her head recommending things she hadn't decided yet.
Nymir True Name — Current The whip has been Nymir long enough that some wielders have never known it by another name. It is patient, utterly committed, and convinced that what it does is mercy. It may not be wrong.