Sorry it came so late! I had errands today.
I'm not sure who will come tomorrow; I think a reptile though.
They’ll teach you how to swim - The Vanguards
Most common elements: The vast majority of Vanguards have been noted as possessing either Water of any of its subtypes, although there have been individuals having the Sound affinity.
Hereditary magic: Vanguards do not pass down much actual affinity, rather, they pass down the aptitudes for affinity, save for Spirit and its subtypes. Vanguards without an obvious affinity still possess a latent ability to acquire the same affinities as their parents. Offspring with only one Vanguard parent tend to possess the affinity of the non-Vanguard parent. Vanguards are able to acquire non-Water affinities, but they usually must be hereditary.
Magnet: Magnet is often able to easily disorient Vanguards when they are underwater, causing them to completely lose their sense of direction until the elemental assault subsides.
Sand: Sand will cause Vanguards to gradually lose their underwater abilities, culminating in the loss of their ability to hold their breath for extended periods of time. Their abilities gradually return once the Sand assault subsides.
Poison: Vanguards metabolize Poison more quickly than most other races, and although poisons are not necessarily “more” potent on Vanguards, they run their full course of effects on the Vanguards in a fraction of the time it would take in other races.
Common locations: Vanguards are not native to Owel, instead having arrived from Glissod several centuries ago. National Port of Owel was the city many of the first generation Vanguards arrived and remained at, and the majority of present day Vanguards can be found there. Major cities along the Miaoustok River, such as Gnawth, Prospector City, Miaoustok, Mew York, and Althar are often home to smaller populations of Vanguards.
Climate preference: As long as large bodies of water are in the vicinity, Vanguards will tolerate most any environment. They can handle saltwater and freshwater of any temperature, be it warm, cold, or polar.
Level of intelligence: All Vanguards are capable of higher-level thinking, such as the ability to plan ahead, to reason, rationalize, and to understand abstract concepts and principles.
Trivia: When underwater, Vanguards possess tremendous pull strength and heightened senses of hearing and smell. Oftentimes, a handful of Vanguards are enough to tow entire ships to port, whether for rescue or law enforcement purposes.
When the Vanguards first arrived in Owel, they arrived as one large community. They quickly considered the Port as their homeland, and worked and fought to defend it from outside threats and illegal activity arriving from the ocean, such as pirates, slave traffickers, drug dealers, and wanted criminals. The Vanguards were so successful at keeping these unwanted elements out that they were recognized by the city as an official branch of law enforcement simply called “The Vanguards”. Today, any race can join The Vanguards as long as they enroll in and successfully complete a lengthy, physically challenging course of underwater examinations. The first non-Vanguard races to partake in these courses discovered a trait of the Vanguard race: constant and prolonged interaction with Vanguards over the course of several months starts to affect non-Vanguard races, granting them lesser versions of actual Vanguard abilities. These abilities fade over time if the constant interaction with Vanguards is halted.