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Heroes Community > Heroes 8+ Altar of Wishes > Thread: Fae Faction
Thread: Fae Faction
gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 20, 2011 06:23 AM
Edited by gnomes2169 at 00:27, 26 Jul 2011.

Fae Faction

Since all these people are complaining about these prissy little, good looking, wussy arse "Good" elves and pixies, I've decided to turn them back into their good ol' darker history.

Faction name: The Fae
Colors: Green, Black, Brown, Red.
Symbol: Black oak
Stance: Cause misfortune and ruin for these poor mortals. Have fun shortening or ruining their pathetic lives.
Creatures: Old Fae creatures of lore, mostly European (Elves and pixies), but some other cultures as well (The Kelpie.)
Ties: The Fae Queen, a monster who's commands are enforced by the most subtle of snares on all of the Fae, making her irresistible. To the human or magical eye, her glamors make her beautiful, she is truly hideous.
Capitol: Unknown

Creatures:

Core:

Fairies/ Nixies:

Fairies are small beings, usually in between thumb and ankle high, that enjoy snaring wanderers in the woods and causing other misfortunes. Is is said that they can be driven away by certain smells or songs, and that they are attracted to the wrong smell or song. Thing is, everyone knows all the songs, but no one knows which songs work and which don't... and people who have sung wrong have disappeared.

Nixies are just not that content with sitting in the forest, waiting to bring misfortune down on a passer-bye's head. They viciously seek out gardens and houses to practice their mischief, and more or less get away with it because of their ability to blend into their surroundings. Nixies are far nastier than their cousins, the pixies, and much of their mischief involves the letting of blood...



Abilities:

Flyer (Basic & Upgrade) Flies. *Shrugs* Simple to explain, and I need no story.
Fae (Basic & upgrade) A Fae creature, not effected by the "Disaster-bringer" racial effect. All creatures of this faction has this ability, except the Embodiment of misfortune.
No retaliation (Basic & upgrade) "The pin-prics of light flitted around so quickly that I couldn't swing back as their claws and magics burned at me." Melee attacks suffer no retaliation effects.
Havoc bringer (Upgrade) "I tripped over my own boot, slipped on a patch of water and stepped on a rake. I swear that I never even saw the creatures, but I knew that they were out there, doing these things to me..." -Farmer John. The Nixie may cast "Misfortune" on their enemy for five rounds, once every six rounds.

Elves/ Twisted elves:

Fae Elves are sometimes mistaken for demonic or otherwise pure evil beings. Sylanna removed her blessing from select elves, causing them to shrivel and their minds to twist. Their bodies were deteriorating until the Fae Queen found them, and tied them to her forever. Now, they serve to further their queen's mischief and cause, stealing children and replacing them with Doppelgangers, filling enemies full of arrows and performing sacrifices to their profane master.

Twisted elves have discovered Fea magic to replace their connection to nature. They are creatures who twist the earth into a semblance of their own ruined forms, entangling enemies in roots, making impassible bramble walls and using their glamor to become invisible. Their arrows cause rot and festering disease.



Abilities:

Child thief (Basic & upgrade) "I put my child to sleep and kissed her goodnight. I looked in her blue eyes and told her, 'Mommy loves you very much' and went to bed. When I woke up, my child's eyes were yellow."  Reduces the growth of neutral and enemy creature dwellings by 1. Increases the growth of shifters and Doppelgangers by 1.
Blood sacrifice (Basic & Upgrade) "I saw them do it, I's did. Little men with bows, they-they cut open me neighbors on a pedestal... they gave the blood to their Fae companions, and then the aura I felt became stronger. May be used to reduce the cooldown time of any Fae creature's specials by 1 round for the duration of the battle. Effect peaks at -2 rounds. Requires the Elf to sacrifice 1 core creature for every 20 creatures in the stack.
Nature's dominion (Upgrade) "Here now, I though only them pointy-ears with Sylanna's blessing could change nature. Well, I just had roots grab me feet, trees pop out of nowhere an' squirrels droppin' nuts on me head! If that ain't elfy magics, I don' know what is." The Twisted elf has a spell book with the spells "Entangling roots", "Bramble wall" and "Misfortune" in it. All spells last 3 rounds and have a cooldown of 5 rounds.
Whither wood shot (upgrade) "The elves sent out a proud army of thousands to deal with the mischief-causers in the woods. Along the way, black bolts slowly peppered their ranks. None thought anything of them until those hit became weak, the slightest scratch festered and a fatal hit instantly decayed to the core. All the while, taunting voices cat-called to the elves, harrying them.  When the elven army returned, they had not lost many men, but those left were broken men and women who refused to return to those woods." Ranged attacks deal a "Rot" effect to enemies, lowering movement and attack by 1. This effect may stack six times (Minimum of two movement)
Invisibility (Upgrade) "I swears sir, I didn see anythin! All I's know is that three arrows hit me companions and then a little man- or was it woman?- with pointed ears, she ran laughin inta the woods." Twisted elves may use a turn to activate their invisibility glamour. While invisible, movement is cut by two, and the Twisted elves cannot cast spells. They also cannot be attacked or retaliated against. Invisibility lasts for three turns, no matter what. Cooldown of ten turns.

Redcap/ Bloodcap:

Redcaps are, for all intents and purposes, evil gnomes who's only real purpose in life is to kill, kill, kill, maim and kill mortals who wander beside their warrens, with a little bit of mischief on the side for desert. Unlike most Fae, the Redcaps are evil, gleefully evil. They have no problem admitting that they are no better than backwater demon scum, though they might take offense to being called weaker than their infernal brethren. They are arrogant, malignant, resilient to magic and gain strength as they slay their foes. In other words, they are the worst neighbor to have. One of the Redcap's favorite activities is posing as a garden gnome and then cutting of peasants' legs at the knees.

Bloodcaps are, somehow, worse than their brothers; the Redcaps. The only real difference is that they show restraint and learn from their prey. This makes them dangerous foes, as they most often watch mages and other workers of magics. Though they really don't have a flare for it, they can translate little things into glamors innate in all Fae creatures through their connection to the Fae Queen.



Abilities:

Blood letter (Basic & Upgrade) "The Gnome-thing dipped its hat in the blood of his foes. Cackling once again, he danced a merry jig and killed the next knight to come at him, with only one attack." If the Redcap kills enough creatures in one shot (Based on a %), then maximum and minimum damage are both increased by 1.
Magic resistance (Basic & Upgrade) "Well, priests aren't the most powerful offensive spell casters anyway... Might as well make them more useless." Redcaps have a natural 50% magical defense, and have a 35% chance to resist and offensive spell outright.
Cunning retaliation (Upgrade) "Well, I waited until the peasant tried to stab me and over-extended himself, leaving his soft belly open for my scythe. That's when I attacked. Fool never stood the glimmer of a chance." The Bloodcap deals 25%+ greater damage on retaliations.
Adapted glamor (Upgrade) "I was catching up to the little blighter I was! Killed me goats he did! Right as I was about to split his Beedin red little head in two with my axe, he up and out ran me! Me farm is ruined, and I didna get any restitution for it..." The Bloodcap can cast "Inner Fire" and "Haste" on itself. Lasts for three rounds, cooldown of six rounds.

Elite:

Kelpie/ Feral Kelpie:

Kelpie are ancient creatures that inhabit waters like rivers and streams. They are drawn to the sight of humans standing on their shores and offer a "Ride" to them. The Kelpie is surrounded by a glamor that makes its requests and demands impossible to resist for any mortal that it encounters. This horse-like Fae has its prey mount its back, and then drags the poor victim into the water, where it drowns and devours them. These creatures were imprisoned long ago to the waters that they inhabit by magic that can only temporarily be undone.

Some Kelpie have turned into wild, savage things over the years of their imprisonment to the lakes and rivers, losing their cool, cutting intellect and becoming something... more unholy than before. The Fae Queen unleashes them on land, and they bring the horror caused by their hypnotic song to the land dwellers, sometimes depopulating villages and leaving nothing but bloody streaks leading to the rivers...



Abilities:

Swim (Basic & Upgrade) "It was in the water, m'lord. At first I thought the country bumpkin was seeing things, but then I saw it too. There was a horse down there, I'll bet my life on it. It's keeping up with the ship, sir. Sir? It saw me too." The Kelpie gains extra movement, initiative and moral in the water (Any ship-battle or battle with a river/ body of water.) The Kelpie suffers no penalties moving through the water.
Hypnotic call (Basic & Upgrade) "Fool humans, dance for me. Listen to my song, please me. Dance on my waters. Come, humans. Come and drown for me..." If the Kelpie stack has more health than a target enemy stack, then it may cast the spell "Mind control" once every ten turns for two turns on the target stack.
Drowning aura (Basic & Upgrade) "I charged the horse sir, lance lowered. There was a solid hit, but such powerful creatures take a bit of killing before they actually die. I drew my blade as the horse twisted my lance out of my hands, and felt a sensation of swimming through water as I swung the blade. I found myself gasping for air, but only breathing in water. Fortunately for me, the archers took it down." Creatures without the "Swim" ability take a small amount of damage at the beginning of each round if they are adjacent to the Kelpie. Kelpie also take a small % less damage from fire spells and attacks, and a small % more from lightning.
Frenzie (Upgrade) "Blood! I can smell it, beating through these creature's veins! Blood, blood, blood! I must feast, so hungry, must feast! Die!"  When attacking a "Living" creature, the Feral Kelpie gains a second attack and a minor damage boost.
Immunity to mind control (Upgrade) "The warlock grimaced as the horse-thing tore into his forces savagely. 'I just had these spawned from the fires of Sheogh,' he muttered, annoyed. 'I won't allow this thing to do any more damage,' but it might make a useful pet, there was no reason to just kill the thing outright. Such savagery might be useful. Stretching out his mind and magic, the Warlock touched the Kelpie's mind, and drew his probe back, shuddering. There was no way to touch that rage, no way to control it. The beast would have to be killed." The Feral Kelpie has immunity to mind-control and like effects.

Shifter/ Doppelganger:

Shifters change their shape. Growing up, they are generally brought by elves to the cribs of stolen children to spy on and scout out their prey. Shifters obviously have little regard for humans, after all, they're just another dumb animal to shift into, no more use than any wolf or raven, though they are far more fun to... "Play" with.

Doppelgangers are shape-shifters that take their level of infiltration to a whole new level. Unlike Shifters, there are few ways to ward or protect yourself from a doppelganger. They can shift their body into inanimate objects as well, such as armor, blades and stone. They can partially-shift their bodies to keep advantages from multiple creatures.



Abilities:

Animal-shift (Basic & Upgrade) "One minute it was a bird, the next a bear. I dona' know what it really was though... Maybe a squirrel?" The Shifter may change shape on its round after moving instead of attacking. It can change into a Raven (Gains flying speed and initiative, lowers all other stats), Bear (Much higher health and physical attack/ defense, much lower initiative and lower move), Wolf (Much higher move and initiative)  Serpent (Gains more physical defense and the ability "Poison Attack", Lower initiative) or Human (Base form). The shift takes a turn, and the Shifter can only be one animal at a time. Damage is carried over as a % of health, not healed. (A shifter changing from a bird with 20/40 health into a bear with 50/100 hp, in other words if it had 50% damage done to the top creature, it will still have 50% damage to the top creature.)
Elemental-Shift (Upgrade) "I was fighting a bear, then a ball of fire, then a viper, and then a large chunk of metal. I was thoroughly confused as to what I was actually fighting. Got lucky when I stabbed it as it turned into a large raven." The Doppelganger can also turn into non-living modes. Fire (More damage, less defense, Fire shield), Water (More Magical def, 75% of attack is converted to magic attack, uses magic for attacks), Earth (Drastically increased health, attack and defense, lowered speed, initiative and magic defense) or Metal (Increased damage, Defense and blade-shield (see; "Fire shield") for less initiative, magical defense and vulnerability to fire).
Half-shift (Upgrade) "I saw a burning bear, a water wolf, a raven made of earth and a serpent made of jagged steel. I sort of hope that I'm not crazy yet because of this pixie lot..." Doppelgangers can chose one animal and one elemental form and gets the advantages/ disadvantages of both. The human shape can be used with anything, as it is the "Base" shape. Using the "Human" shape increases lowered stats slightly. (Human + raven = Winged man)

Champion

Grim/ Barghest:

Grims are large, black spectral hounds. In old Fae tales, they are signs of ill omen and doom, generally seen only by those about to die, or before they day of a man's fated death. If a man or woman somehow manages to escape said fated time, the Grim is dispatched by the grave to keep the appointment... no mistakes.

Barghest are the big cousins of the grim, sent to deal with pesky mortals who think to fight against death and prolong their pitiful lives. They are known to devour souls, and devastate sections of the country side due to the misfortune that their presence causes. The Barghest have also been known to shorten the lives of those who get in the way of their targets...



Abilities:

Soul hunter (Basic) "I stood on the hill, watching the battle, fingering the wound that had been made by one of those creepy little elve's arrows, healed by the sisters only moments before. They had brought me back to fight the enemies of the empire, back from death. Can't say I wasn't grateful. Suddenly, I heard the grave call me once more, I heard a howl, and then, well, I died." Once every five turns, the Grim may activate an ability that kills a large % of resurrected enemies in three target stacks. Creatures killed this way may not be resurrected again. Use of this ability makes the Grim unable to act its next turn.
Spectral body (Basic & Upgrade) "Oh, sure, cut off its head. That's the way  to kill it. I don't know what you bloody nobles are thinking, but how do I cut the bloody head off of bloody something that literally bloody melts through the bloody walls? Hmm? Does the same with blasted blades, it does. Just isn't natural... Something like that has no rights to escape death like that." The Grim and Barghest are unaffected by both moats and obstacles. They have a natural 33% bonus to their physical defense, and take less damage from dark and light spells.
Feed on Misfortune (Basic & Upgrade) "When I tripped over me foot, it moved faster. When I got the sniffles, it bit harder. When I accidentally stabbed me own foot instead of the beast, it grew larger. I'm going home, and leaving this fairy lot for the shiny knights to deal with." The worse the enemy's luck and moral, the more powerful the Grim and Barghest become.
Return to death (Basic & Upgrade) "The undead rose, Asha commanding them to slay this Fae threat. Hordes of skeletons and ghouls poured into the forests, only to re-embrace death at the Grim's snapping jaws." Grim and Barghest deal a large % of extra damage to undead on attacks and retaliations.
Howl of the grave (Upgrade) "The knight's lines were drawn, all those who had fallen able to once again fight for the glory of the empire. Suddenly, a howl that split the air and seemed to shatter the earth rolled out along the lines, and five large black hounds stood upon the hill ahead. As the peal faded, the knight looked up. Of all the men he and the sisters had brought back from the grave, only pitiful hand fulls remained. And then the Fae advanced..." Every seven turns, the Barghest may activate an ability that kills a large % of six stacks that have resurrected creatures in them on the battle field. unlike the Grim, the Barghest may act as normal their next turn. This ability lowers enemy moral by 4 for the remainder of the battle (Max of 6).
Trail of ruin (Upgrade) "In the Barghest's step, cities and nations crumble." Enemies on the battlefield have 4 lower luck when a Barghest is present. Enemies that spend a turn adjacent to the barghest loose 60+50 health per Barghests in the stack.

Edit: More will be added later, Nighty. Go ahead and correct me where I get something wrong, my lore is getting rusty.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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MattII
MattII


Legendary Hero
posted July 20, 2011 08:09 AM

I like the concept. Try to stick to 3 colours though, and make you symbol as simple as possible.

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted July 20, 2011 11:15 AM

Hey, this actually sounds original. I'd swap the pixies out or at least rename them so that an actual Sylvan remake can move in unobstructed, but aside from that, this is going to be good.

...would you kindly post the finished product?
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 20, 2011 04:55 PM
Edited by gnomes2169 at 07:11, 21 Jul 2011.

Quote:
Redcaps (bloodthirsty gnomes that love to slaughter other beings and die their hats in their blood to become more powerful with every kill they make)

... I've been discovered.

Quote:
Hey, this actually sounds original. I'd swap the pixies out or at least rename them so that an actual Sylvan remake can move in unobstructed, but aside from that, this is going to be good.

How about Pixie-Nixie?

Quote:
...would you kindly post the finished product?

I started this at 11:15 pm, I needed to get to sleep early.

I'll finish it, of course, but I'm not able to edit the original post. Or quote it. Work will be stalled...
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Davy
Davy


Known Hero
posted July 20, 2011 10:22 PM

Quote:
Hey, this actually sounds original. I'd swap the pixies out or at least rename them so that an actual Sylvan remake can move in unobstructed, but aside from that, this is going to be good.

...would you kindly post the finished product?


well the sylvan could have nymphs/dryads instead of pixie/fairy

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 23, 2011 11:49 PM
Edited by gnomes2169 at 01:50, 24 Jul 2011.

Alright, Gnomes/ Redcaps are going to be the last core.

Any Elite suggestions, Nighty?
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Adrius
Adrius


Honorable
Undefeatable Hero
Stand and fight!
posted July 24, 2011 11:46 AM

I think it's best to avoid names where you just add a word.

Redcap -> Bloodcap

Would work quite well imo.
____________

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Jabanoss
Jabanoss


Promising
Legendary Hero
Property of Nightterror™
posted July 24, 2011 01:37 PM

Well you don't have to give it a silly name. Demontaur?
How about:
Minotaur - Blood Guard?

Otherwise I don't mind the old "classic" where they just add a word, it's so simple and fitting.
____________
"You turn me on Jaba"
- Meroe

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 24, 2011 07:59 PM

There we go, Barghest abilities finished.

And for the whole Barghest-Hound of Ill Omens thing, I was going with the hounds of death incarnate, which is exactly what the Grim is. (Hence, the Grim)

Should I make the Banshee the last Elite? If so, what would the basic or upgrade be?
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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Duke_Falcon
Duke_Falcon


Disgraceful
Supreme Hero
posted July 25, 2011 09:13 AM

Quote:
Elves/ Twisted elves:


Cool! Dockalfars!
I see you know that some elves are originally evil and not good aligned and that they are the source of the word 'Nightmare'! Like the Dockalfars (evil or dark elves in norse language) and the redcaps! Gnome killing machines, really love them!
Gongrats for this nice and dark faction Gnomes!
____________

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Minnakht
Minnakht


Known Hero
Green eyed monster
posted July 25, 2011 03:39 PM
Edited by Minnakht at 15:39, 25 Jul 2011.

Yes, the Hags would fit really well. The problem was, I used them in my own town, but specially for you, I've changed them up so the two can coexist... and be rivals!

Just do Green Hag -> Annis Hag. You can refer to them collectively as Hags when the upgrade level doesn't matter.

you could also go see my town, the two seem to be more similar than I thought
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VVVVVV
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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 25, 2011 11:37 PM

All that's left: Hags and Heroes. Maybe a background (If I feel like it)
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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castiel_789
castiel_789


Adventuring Hero
posted July 26, 2011 04:58 AM

very interesting faction i like the ability and the creature choice especially the champion and the blood cap creature (look very nasty).

Also they were debate that healing should be nerfed but since i dont know witch update i think its good now. Also lot of hotseat made us realize that it not so broken. It is still bothering but i think you brought a good idea with that anti-healing champion (could add more depth and variety instead on always relying on implosion witch can be used every 3 turn and by magic heroes only)

Banshee are cool i would love to see there animation where they go screaming and sending sonic wave. They just make me think to much of the Yuki-Onna or ghost. You always could go for kobold warrior or selkie (maybe bluecap) But what the hell banshee rock anyways






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Avirosb
Avirosb


Promising
Legendary Hero
No longer on vacation
posted July 28, 2011 02:56 PM
Edited by Avirosb at 14:57, 28 Jul 2011.

Quote:
Wendigo: strongly associated with the Winter, the North, and coldness, as well as with famine and starvation. Since the Wendigo constantly hungers for human flesh, it wreaks destruction in its pursuit of its chosen prey. It crashes through the forests, all the while uprooting trees, causing game animals to stampede, and causing whirlwinds. The monster is often thought to be the cause of ice storms, tornadoes, and violent winds. All of these weather-related phenomena are believed to signal the Wendigo’s presence.

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted July 29, 2011 04:35 AM

Quote:
Don't forget about the Dullahan, the headless horseman or the Wendigo, both would fit in a dark-forest based town.


I'll look up these two, the would probably fit better than a hag anyway. And my oh my, this faction has allot of humanoids.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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gnomes2169
gnomes2169


Honorable
Undefeatable Hero
Duke of the Glade
posted September 21, 2012 07:41 AM

You know what? This faction is almost done, so I might as well finish it. Gnomes away~!

I'll have to make a new MP, since the old one is over 1 year old... So here it is~!

Since all these people are complaining about these prissy little, good looking, wussy arse "Good" elves and pixies, I've decided to turn them back into their good ol' darker history.

Faction name: The Fae
Colors: Green, Black, Brown, Red.
Symbol: Black oak
Stance: Cause misfortune and ruin for these poor mortals. Have fun shortening or ruining their pathetic lives.
Creatures: Old Fae creatures of lore, mostly European (Elves and pixies), but some other cultures as well (The Kelpie.)
Ties: The Fae Queen, a monster who's commands are enforced by the most subtle of snares on all of the Fae, making her irresistible. To the human or magical eye, her glamors make her beautiful, she is truly hideous.
Capitol: Unknown

Creatures:

Core:

Fairies/ Nixies:

Fairies are small beings, usually in between thumb and ankle high, that enjoy snaring wanderers in the woods and causing other misfortunes. Is is said that they can be driven away by certain smells or songs, and that they are attracted to the wrong smell or song. Thing is, everyone knows all the songs, but no one knows which songs work and which don't... and people who have sung wrong have disappeared.

Nixies are just not that content with sitting in the forest, waiting to bring misfortune down on a passer-bye's head. They viciously seek out gardens and houses to practice their mischief, and more or less get away with it because of their ability to blend into their surroundings. Nixies are far nastier than their cousins, the pixies, and much of their mischief involves the letting of blood...



Abilities:

Flyer (Basic & Upgrade) Flies. *Shrugs* Simple to explain, and I need no story.
Fae (Basic & upgrade) A Fae creature, not effected by the "Disaster-bringer" racial effect. All creatures of this faction has this ability, except the Embodiment of misfortune.
No retaliation (Basic & upgrade) "The pin-prics of light flitted around so quickly that I couldn't swing back as their claws and magics burned at me." Melee attacks suffer no retaliation effects.
Havoc bringer (Upgrade) "I tripped over my own boot, slipped on a patch of water and stepped on a rake. I swear that I never even saw the creatures, but I knew that they were out there, doing these things to me..." -Farmer John. The Nixie may cast "Misfortune" on their enemy for five rounds, once every six rounds.

Elves/ Twisted elves:

Fae Elves are sometimes mistaken for demonic or otherwise pure evil beings. Sylanna removed her blessing from select elves, causing them to shrivel and their minds to twist. Their bodies were deteriorating until the Fae Queen found them, and tied them to her forever. Now, they serve to further their queen's mischief and cause, stealing children and replacing them with Doppelgangers, filling enemies full of arrows and performing sacrifices to their profane master.

Twisted elves have discovered Fea magic to replace their connection to nature. They are creatures who twist the earth into a semblance of their own ruined forms, entangling enemies in roots, making impassible bramble walls and using their glamor to become invisible. Their arrows cause rot and festering disease.



Abilities:

Child thief (Basic & upgrade) "I put my child to sleep and kissed her goodnight. I looked in her blue eyes and told her, 'Mommy loves you very much' and went to bed. When I woke up, my child's eyes were yellow."  Reduces the growth of neutral and enemy creature dwellings by 1. Increases the growth of shifters and Doppelgangers by 1.
Blood sacrifice (Basic & Upgrade) "I saw them do it, I's did. Little men with bows, they-they cut open me neighbors on a pedestal... they gave the blood to their Fae companions, and then the aura I felt became stronger. May be used to reduce the cooldown time of any Fae creature's specials by 1 round for the duration of the battle. Effect peaks at -2 rounds. Requires the Elf to sacrifice 1 core creature for every 20 creatures in the stack.
Nature's dominion (Upgrade) "Here now, I though only them pointy-ears with Sylanna's blessing could change nature. Well, I just had roots grab me feet, trees pop out of nowhere an' squirrels droppin' nuts on me head! If that ain't elfy magics, I don' know what is." The Twisted elf has a spell book with the spells "Entangling roots", "Bramble wall" and "Misfortune" in it. All spells last 3 rounds and have a cooldown of 5 rounds.
Whither wood shot (upgrade) "The elves sent out a proud army of thousands to deal with the mischief-causers in the woods. Along the way, black bolts slowly peppered their ranks. None thought anything of them until those hit became weak, the slightest scratch festered and a fatal hit instantly decayed to the core. All the while, taunting voices cat-called to the elves, harrying them.  When the elven army returned, they had not lost many men, but those left were broken men and women who refused to return to those woods." Ranged attacks deal a "Rot" effect to enemies, lowering movement and attack by 1. This effect may stack six times (Minimum of two movement)
Invisibility (Upgrade) "I swears sir, I didn see anythin! All I's know is that three arrows hit me companions and then a little man- or was it woman?- with pointed ears, she ran laughin inta the woods." Twisted elves may use a turn to activate their invisibility glamour. While invisible, movement is cut by two, and the Twisted elves cannot cast spells. They also cannot be attacked or retaliated against. Invisibility lasts for three turns, no matter what. Cooldown of ten turns.

Redcap/ Bloodcap:

Redcaps are, for all intents and purposes, evil gnomes who's only real purpose in life is to kill, kill, kill, maim and kill mortals who wander beside their warrens, with a little bit of mischief on the side for desert. Unlike most Fae, the Redcaps are evil, gleefully evil. They have no problem admitting that they are no better than backwater demon scum, though they might take offense to being called weaker than their infernal brethren. They are arrogant, malignant, resilient to magic and gain strength as they slay their foes. In other words, they are the worst neighbor to have. One of the Redcap's favorite activities is posing as a garden gnome and then cutting of peasants' legs at the knees.

Bloodcaps are, somehow, worse than their brothers; the Redcaps. The only real difference is that they show restraint and learn from their prey. This makes them dangerous foes, as they most often watch mages and other workers of magics. Though they really don't have a flare for it, they can translate little things into glamors innate in all Fae creatures through their connection to the Fae Queen.



Abilities:

Blood letter (Basic & Upgrade) "The Gnome-thing dipped its hat in the blood of his foes. Cackling once again, he danced a merry jig and killed the next knight to come at him, with only one attack." If the Redcap kills enough creatures in one shot (Based on a %), then maximum and minimum damage are both increased by 1.
Magic resistance (Basic & Upgrade) "Well, priests aren't the most powerful offensive spell casters anyway... Might as well make them more useless." Redcaps have a natural 50% magical defense, and have a 35% chance to resist and offensive spell outright.
Cunning retaliation (Upgrade) "Well, I waited until the peasant tried to stab me and over-extended himself, leaving his soft belly open for my scythe. That's when I attacked. Fool never stood the glimmer of a chance." The Bloodcap deals 25%+ greater damage on retaliations.
Adapted glamor (Upgrade) "I was catching up to the little blighter I was! Killed me goats he did! Right as I was about to split his Beedin red little head in two with my axe, he up and out ran me! Me farm is ruined, and I didna get any restitution for it..." The Bloodcap can cast "Inner Fire" and "Haste" on itself. Lasts for three rounds, cooldown of six rounds.

Elite:

Kelpie/ Feral Kelpie:

Kelpie are ancient creatures that inhabit waters like rivers and streams. They are drawn to the sight of humans standing on their shores and offer a "Ride" to them. The Kelpie is surrounded by a glamor that makes its requests and demands impossible to resist for any mortal that it encounters. This horse-like Fae has its prey mount its back, and then drags the poor victim into the water, where it drowns and devours them. These creatures were imprisoned long ago to the waters that they inhabit by magic that can only temporarily be undone.

Some Kelpie have turned into wild, savage things over the years of their imprisonment to the lakes and rivers, losing their cool, cutting intellect and becoming something... more unholy than before. The Fae Queen unleashes them on land, and they bring the horror caused by their hypnotic song to the land dwellers, sometimes depopulating villages and leaving nothing but bloody streaks leading to the rivers...



Abilities:

Swim (Basic & Upgrade) "It was in the water, m'lord. At first I thought the country bumpkin was seeing things, but then I saw it too. There was a horse down there, I'll bet my life on it. It's keeping up with the ship, sir. Sir? It saw me too." The Kelpie gains extra movement, initiative and moral in the water (Any ship-battle or battle with a river/ body of water.) The Kelpie suffers no penalties moving through the water.
Hypnotic call (Basic & Upgrade) "Fool humans, dance for me. Listen to my song, please me. Dance on my waters. Come, humans. Come and drown for me..." If the Kelpie stack has more health than a target enemy stack, then it may cast the spell "Mind control" once every ten turns for two turns on the target stack.
Drowning aura (Basic & Upgrade) "I charged the horse sir, lance lowered. There was a solid hit, but such powerful creatures take a bit of killing before they actually die. I drew my blade as the horse twisted my lance out of my hands, and felt a sensation of swimming through water as I swung the blade. I found myself gasping for air, but only breathing in water. Fortunately for me, the archers took it down." Creatures without the "Swim" ability take a small amount of damage at the beginning of each round if they are adjacent to the Kelpie. Kelpie also take a small % less damage from fire spells and attacks, and a small % more from lightning.
Frenzie (Upgrade) "Blood! I can smell it, beating through these creature's veins! Blood, blood, blood! I must feast, so hungry, must feast! Die!"  When attacking a "Living" creature, the Feral Kelpie gains a second attack and a minor damage boost.
Immunity to mind control (Upgrade) "The warlock grimaced as the horse-thing tore into his forces savagely. 'I just had these spawned from the fires of Sheogh,' he muttered, annoyed. 'I won't allow this thing to do any more damage,' but it might make a useful pet, there was no reason to just kill the thing outright. Such savagery might be useful. Stretching out his mind and magic, the Warlock touched the Kelpie's mind, and drew his probe back, shuddering. There was no way to touch that rage, no way to control it. The beast would have to be killed." The Feral Kelpie has immunity to mind-control and like effects.

Shifter/ Doppelganger:

Shifters change their shape. Growing up, they are generally brought by elves to the cribs of stolen children to spy on and scout out their prey. Shifters obviously have little regard for humans, after all, they're just another dumb animal to shift into, no more use than any wolf or raven, though they are far more fun to... "Play" with.

Doppelgangers are shape-shifters that take their level of infiltration to a whole new level. Unlike Shifters, there are few ways to ward or protect yourself from a doppelganger. They can shift their body into inanimate objects as well, such as armor, blades and stone. They can partially-shift their bodies to keep advantages from multiple creatures.



Abilities:

Animal-shift (Basic & Upgrade) "One minute it was a bird, the next a bear. I dona' know what it really was though... Maybe a squirrel?" The Shifter may change shape on its round after moving instead of attacking. It can change into a Raven (Gains flying speed and initiative, lowers all other stats), Bear (Much higher health and physical attack/ defense, much lower initiative and lower move), Wolf (Much higher move and initiative)  Serpent (Gains more physical defense and the ability "Poison Attack", Lower initiative) or Human (Base form). The shift takes a turn, and the Shifter can only be one animal at a time. Damage is carried over as a % of health, not healed. (A shifter changing from a bird with 20/40 health into a bear with 50/100 hp, in other words if it had 50% damage done to the top creature, it will still have 50% damage to the top creature.)
Elemental-Shift (Upgrade) "I was fighting a bear, then a ball of fire, then a viper, and then a large chunk of metal. I was thoroughly confused as to what I was actually fighting. Got lucky when I stabbed it as it turned into a large raven." The Doppelganger can also turn into non-living modes. Fire (More damage, less defense, Fire shield), Water (More Magical def, 75% of attack is converted to magic attack, uses magic for attacks), Earth (Drastically increased health, attack and defense, lowered speed, initiative and magic defense) or Metal (Increased damage, Defense and blade-shield (see; "Fire shield") for less initiative, magical defense and vulnerability to fire).
Half-shift (Upgrade) "I saw a burning bear, a water wolf, a raven made of earth and a serpent made of jagged steel. I sort of hope that I'm not crazy yet because of this pixie lot..." Doppelgangers can chose one animal and one elemental form and gets the advantages/ disadvantages of both. The human shape can be used with anything, as it is the "Base" shape. Using the "Human" shape increases lowered stats slightly. (Human + raven = Winged man)

Dullahan/ Bulima Dullahan

Not every knight is allowed to limp back home. Sometimes, the Fae of the Court take gleeful delight in making them play a little game first... if the knight proves entertaining enough, then a different game begins. One that never ends. Bound forever to the Fae Queen by powerful glamours, these unfortunate souls are beheaded and sustained only by their Fae masters. Given an urge to kill all living beings that get in their Master's way, the Dullahan is given the promise that he will be restored to his original humanity once they have served the will of the Fae long enough... though "Long enough" is rather subjective when your race is immortal, isn't it?

If the prove themselves worthy, the Dullahan may be allowed to join an elite faction of the Fae's playthings. They guard the Nobles jealously, being promised great power and rank from their master when their bodies are restored to them. Referred to as "Great" or "Bulima" Dullahan, these Dullahan have been given a taste of their promised power, making them stronger than any normal man and giving them access to abilities darker than most of the Fae's Mischief.



Abilities:
Soul of the Desperate (Basic & Upgrade) "If I strive hard enough, they will release me. Yes, they must release me! The promised... promised to give me back my humanity. They couldn't have lied! Maybe... maybe I'm just not trying hard enough! That must be it! I have to do better, I have to..." (This creature will have a boost to its attack and speed if a Fae Hero is leading it.)
Headless, heartless (Basic and Upgrade) "Well, most things are easy enough to kill if you get lucky and shoot them in the head or heart... but them horsemen that come in the night, they ain't got nothin' to get lucky on!" (The Dullahan is immune to the effects of all critical strikes including the increased damage. Also, this creature is immune to mind magic)
Dark Lust (Upgrade) "His foe strode forth on a horse of pure shadows, darkness clinging to every step it took. His blade was wrapped in the dark energies, rending and tainting even the air as it passed. The Knight rode forth to meet his fallen brother, blade of light held high in the air above. But the Dullahan had other plans. Veering off into the Knight's honor guard, the black blade flashed with fury and speed unmatched by any normal man. Quickly, the knight found himself alone against this... freak. But as the Darkness in the air began to settle, it moved into the bodies of the fallen and, like puppets, the dead began to arise. The knight found himself fighting his fallen companions, and he strove valiantly to do so, destorying many before the Dullahan became bored and finished the job." (If the Bulima Dullahan destroys an enemy stack, the creatures destroyed will rise again for two turns under the player's control. These creatures have the same stats as they did while living, and they cannot be resurrected after the stack is destroyed again. Creatures not reanimated by this ability may be revived after this effect is over, though.
Inhuman might (Upgrade) "Each cut of that monster's blade felled a handful of men, and it never tired neither. Not everyone died at once, no... sometimes it only maimed me friends and left them to bleed to death on the field with no arms or legs left on him. Those headless men are butchers I tell ya, butchers!" (Attacks made by the Bulima Dullahan deel bleeding damage and have a 25% greater chance of scoring a critical hit.)

Champion

Grim/ Barghest:

Grims are large, black spectral hounds. In old Fae tales, they are signs of ill omen and doom, generally seen only by those about to die, or before they day of a man's fated death. If a man or woman somehow manages to escape said fated time, the Grim is dispatched by the grave to keep the appointment... no mistakes.

Barghest are the big cousins of the grim, sent to deal with pesky mortals who think to fight against death and prolong their pitiful lives. They are known to devour souls, and devastate sections of the country side due to the misfortune that their presence causes. The Barghest have also been known to shorten the lives of those who get in the way of their targets...



Abilities:

Soul hunter (Basic) "I stood on the hill, watching the battle, fingering the wound that had been made by one of those creepy little elve's arrows, healed by the sisters only moments before. They had brought me back to fight the enemies of the empire, back from death. Can't say I wasn't grateful. Suddenly, I heard the grave call me once more, I heard a howl, and then, well, I died." Once every five turns, the Grim may activate an ability that kills a large % of resurrected enemies in three target stacks. Creatures killed this way may not be resurrected again. Use of this ability makes the Grim unable to act its next turn.
Spectral body (Basic & Upgrade) "Oh, sure, cut off its head. That's the way  to kill it. I don't know what you bloody nobles are thinking, but how do I cut the bloody head off of bloody something that literally bloody melts through the bloody walls? Hmm? Does the same with blasted blades, it does. Just isn't natural... Something like that has no rights to escape death like that." The Grim and Barghest are unaffected by both moats and obstacles. They have a natural 33% bonus to their physical defense, and take less damage from dark and light spells.
Feed on Misfortune (Basic & Upgrade) "When I tripped over me foot, it moved faster. When I got the sniffles, it bit harder. When I accidentally stabbed me own foot instead of the beast, it grew larger. I'm going home, and leaving this fairy lot for the shiny knights to deal with." The worse the enemy's luck and moral, the more powerful the Grim and Barghest become.
Return to death (Basic & Upgrade) "The undead rose, Asha commanding them to slay this Fae threat. Hordes of skeletons and ghouls poured into the forests, only to re-embrace death at the Grim's snapping jaws." Grim and Barghest deal a large % of extra damage to undead on attacks and retaliations.
Howl of the grave (Upgrade) "The knight's lines were drawn, all those who had fallen able to once again fight for the glory of the empire. Suddenly, a howl that split the air and seemed to shatter the earth rolled out along the lines, and five large black hounds stood upon the hill ahead. As the peal faded, the knight looked up. Of all the men he and the sisters had brought back from the grave, only pitiful hand fulls remained. And then the Fae advanced..." Every seven turns, the Barghest may activate an ability that kills a large % of six stacks that have resurrected creatures in them on the battle field. unlike the Grim, the Barghest may act as normal their next turn. This ability lowers enemy moral by 4 for the remainder of the battle (Max of 6).
Trail of ruin (Upgrade) "In the Barghest's step, cities and nations crumble." Enemies on the battlefield have 4 lower luck when a Barghest is present. Enemies that spend a turn adjacent to the barghest loose 60+50 health per Barghests in the stack.
____________
Yeah in the 18th century, two inventions suggested a method of measurement. One won and the other stayed in America.
-Ghost destroying Fred

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