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Seer of Time
Seer of Time
Powers: Can truly see into the future or past, viewing all timelines.
Possible Ability Names:
The Seer of Time needs not for this, seeing effortlessly into the passed and every possible future given the training.
(Seers are usually semi-busted, and the Seer has the easiest time player out of all of them XD)
The Land of Prophecy and Limits
Description: A land of hills and cliffs that seem to be made of parchment with nonsense written all along it. Occasionally true predictions can be found on them, but they take a careful eye to identify.
The lady bug consorts of LoPaL used to lead pilgrimages to find the true prophecies to inform themselves for the next few months, but now the underlings and the bizarre crystal walls that had sprung up all over the place prevent them from leaving their towns.
Land Marks: Dial of Eons: A massive crystal sundial like structure for focusing one's prophecies into many more timelines, guarded now Crystal Guards.
Rooted Tome: A large book containing all history, drawing in new information like a plant pulls in nutrients through its roots. It's guarded fiercely by the Mad Scribe.
Spire Wall: A crystal structure like the walls holding in the consorts. Unlike the walls though, this one twists and bends and assumes strange shapes. Its purpose is unknown, even to the denizen.
Highest Peak: The highest mountain top of LoPaL, so high up that every prophecy page can be seen at once, and here can be found powerful equipment. Its guarded quite harshly though by the Paradox Walker.
Unique Enemies: Crystal Guard: Golems of gemstone that guard their designated locations without thought (mindless, low agility and speed, high durability and strength, basic combat, medium size weapon use, reflector shot, crystal shot.)
Mad Underling: Normal underlings twisted into madness by the knowledge of fractured time (stats dependent on type of Underling, highly insane, boosted physical resistance.)
Mad Scribe: A babbling mad man of unknown origin and intense mystical power who seems obsessed with paradoxes and logic (low physical stats save for high durability, deeply insane, very high wisdom, very high magical resistance and spellcasting potency.)
Paradox Walker: A being unstuck in time, existing and not at the same moment, its existence a mystery even to itself (All stats high, physically invulnerable at most times, only vulnerable at very specific moments that no normal mind can calculate.)
Challenge: Use foresight of timelines to prevent doomed timelines.
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Page of Void
Page of Void
Powers: Arms their allies with deception and safe passage through the void. At full power they generate a black hole of void.
Possible Ability Names:
Eclipse: The Page arms allies with the void.
At low levels the Page can emit void around them for a quick cover from eyes.
At mid-levels the Page can extend the void around them further to cover an entire town.
At high levels the Page can filter things out of the void, letting some things be seen and others blocked off.
Sensation Shelter: The Page arms others with nothingness.
At low level things around the Page can be muted and damped out.
At mid-levels the Page can grant temporary invisibility to all nearby allies.
At high levels the Page can create a shelter of void that cancels out all stimuli.
Dark Hole: The Page's greatest late game ability, letting them become a living weapon of void. This has three possible forms. Form one is a casting of void across the team, hiding them from all things. Form two creates a sort of black hole minus the gravity, cast all enemies of the Page into the void.
Either form can trigger form three accidentally, which summons a random horror-terror. Form three can be triggered intentionally, but requires the Page to hold the hole open twice as long.
The Land of Targets and Searchlight
Description: This land is shrouded in darkness and always has been, the black rhinoceros consorts have always loved the dark, placing a lot of value in the usefulness of the dark. But their culture was determined irrelevant when a certain Horror from beyond the veil arrived, one who very much likes to know and see things.
Under its rule, the searchlights, previously only symbolic, became functional, and expose completely those they shine upon. The consorts need either submit themselves to the light and cast away all the secrets and darkness that made up their culture and personality, or cower from the lights and push even deeper into the darkness.
Land Marks: The Veil of Solid Shadow: A vault of sorts, hidden behind shadow in solid form, impossible to break through with any normal weapon. Only immense light shining through, or intense darkness merging, can it be entered, and its great many treasures claimed.
The Fire of Hidden Truth: A massive bonfire where the consorts would cast away secret objects or words on papers to burn away their negativity; metaphorically mind you, but the new ruler of the land is against it on principle, and the fire is attempting to be put out. If it is extinguished fully, the secrets within will be claimed by the Horror-terrors exclusively, but so long as a single ember remains, the flame can fully burn again.
The Empty Pit: A vast, impossibly deep canyon, to which no bottom has been found. This pit is so deep they say, that it reaches directly into the Void.
The Gate of Light: Its location unknown, it's lock unpickable. But should it be opened, vast amounts of wealth and knowledge shall be rewarded to the one who does so. Alternatively, if the key is cast away, then the gate will forever remain shut, and none will be gifted this vast knowledge.
Unique Enemies: Eye Sphere: A floating eyeball, much akin to a basic RPG slime, if slightly smarter (Low strength, speed, agility, and durability, high intelligence, glare, rapid blink.)
Searcher Goblin: A trained goblinoid being who's been enlisted to keep the search lights moving. If they are defeated, the light can be stopped (low agility, medium strength, speed, intelligence, and durability, basic hand to hand combat, small to medium weaponry.)
Key Crawler: Beasts that crawl along the walls of the Empty Pit. Each has a key inside of its body, all of which can unlock something, and one of which will unlock the Gate of Light (All stats high.)
Scholars of Yog: Consorts who's minds have been broken by the Horror-terror of the void (stats vary, ranging from medium to extremely high, but all are capable of at least basic spellcasting.)
Yog-sothoth: The great Horror-terror of knowledge and knowing. Composed of 13 spheres, each of which is lined with eyes, connected with massive amounts of grime, flesh, meat, and tentacles. Yog-sothoth knows the past, present, and future. Yog-sothoth is, was, and will continue to be. Yog-sothoth is linked to the Gate of Light. Yog-sothoth knows all (Will not attack unless attacked, even when certain an attack is coming. All stats immense save for intelligence and wisdom, which are infinite. Only through cheating can Yog-sothoth be defeated, requiring the help of both Space and Time to rid the world of them in the past, present, and future.)
Challenge: Arm the consort rebellion with deception so they may slip passed the searchlights and bring you to the denizen.
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Maid of Mind
Maid of Mind
Powers: Can materialize their mental thoughts into physical constructs around them, create a second sentience to help them think through things.
Possible Ability Names:
Mental Materialize: The Maid creates their thoughts as physical objects.
At low levels these are merely holograms.
At mid-levels they become physical but only last for so long.
At high levels the constructs can last indefinitely.
Decisions: The Maid creates a mental double to help them think through things.
At low levels the Maid just forms a second voice to help them double check things.
At mid-levels the Maid can create a whole separate mind to help them think.
At high levels the Maid can extend this to their allies.
New Logic: The Maid creates logic, letting them think and remember things much faster and more clearly; even manifesting knowledge they should not have otherwise known.
The Land of Focus and Hives
Description: An electric blue land of chrome and static. No matter how wild the area, nowhere on LoFaH seems natural, all looking mechanical and artificial. On this land live honey bee consorts, and used to go about their business, making rapid progress in whatever field they focused themselves on at the time.
But then.. something new came and entered the hive. Since then, the bees are unable to focus on their proper tasks, and seem to start and stop new tasks at near random, unable to remember what they were previously do, and unable to maintain a consistent logic. This results in various half finished or completely finished but unused items, books, structures, etc, being littered about the land.
Land Marks: The Hives: The mega-structures where the worker bee consorts build, study, and mass produce, setting their minds to whatever task comes their way. A substance similar to mind honey flows in rivers within, and records of the land can be found inside; though the structures are essentially walled in towns, so finding ones way around might be tricky.
The Forgone Foundry: Old, shut down buildings, once used to test the more exotic technology and theories of the consorts, but now run down and abandoned, the possibilities no longer visible to the consorts. The Broken Golems wonder here, guarding the remaining technologies.
The Fountain of Choice: A large, hidden fountain with waters that flow with knowledge of possibilities. Drinking from it unblocks the mental pathways that limit the point of view of the drinker, allowing new information and possibilities to be known in moments.
The Grand Hives: The vast, central hive, the size of an entire continent. More is constructed here than in any other Hive, and corruption runs deeper and more rampant here than anywhere else on LoFaH. It's here the Jittering Queen can be found.
Unique Enemies: Twitchy Bee: Consorts who've been corrupted by a mysterious substance added to the honey that flows through the hives, their minds are now so in overdrive it becomes hard for them to even think straight (stats very, with intelligence both fluctuating from moment to moment.)
Hive Beetle: Destructive invader beings that sneak into hives, breaking them down and damaging structures (low intelligence and agility, medium speed, high speed and durability, charge, roll charge, wrecking run.)
Chrome Crony: Humanoids made of pure chrome, seemingly born out of the environment itself (mindless, medium speed, high agility and strength, very high durability, claws, reflector bolt, needle shot)
Broken Golem: Amalgamations of random bits of technology and parts (Mindless, all other stats vary but will never be lower than high)
The Jittering Queen: A long maddened queen of the bee consorts, driven far to far off the deep end by the psychosis inducing honey (Medium intelligence [very high intelligence actually, but inhibited by madness], high speed, agility, durability and very high strength, flight, jet launch, multi-sting. When beaten down to half health, she will consume a massive amount of the honey, not healing any, but buffing all stats by a factor of 1 [medium because high, high becomes very high, very high because extremely high].)
Challenge: Provide logic and choice to the swarming consorts, directing them to open the path to the consort.
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Prince of Breath
Prince of Breath.
Powers: Negation of mobility, destroy all wind, shatter freedom.
Possible Ability Names:
Freedom Fall: The Prince destroys freedom.
At lowest levels this allows the prince to nerf enemy speeds and weaken their resolve.
At mid-levels these powers grow and the Prince can instantly bring flying enemies to the ground.
The its highest level the Prince can freeze enemies in place, their mobility and freedom gone.
Breathless: The Prince destroys wind.
At lower levels this gives enemies sudden shortness of breath.
At mid-level this feature grow in power and the Prince can cancel out wind based attacks.
At its highest level the Prince can rid an area completely of oxygen.
Breeze Blast: A destructive breath attack, a late game attack that can clear large enemies, instakilling most if not all flying enemies.
The Land of Revolution and Flags
Description: A land of consistent change and renewal. Laws, prices, names, even the landscape itself seems to shift and alter from day to day. Some of the lemur consorts-primarily the elite of society-believe this consistent, ever changing nature and lack of restriction is healthy and good for them, others find it to be exhausting and even destructive, as with no base from which to work with, nothing can ever be consistently useful or can be said to have been finished.
The environment, while shifting and changing regularly, is generally wetland and fields, with castles and controlled territories set up with flags to mark who is in control of what. The most wild and untamed part of LoRaF though is the weather, and storms, quakes, and other disasters come and go as quickly as a summer breeze.
Rebellions/revolutions occur every week or so, but if anything they cast even more kindling to the fire of chaos and confusion. Even friendships and alliances can appear and vanish in an instant with the whims of the changing land.
Land Marks: Forts: Lesser controlled buildings who, like with all others, swap owners and flags every few days or even hours. Enter a fort controlled by a flagged group you're not on good terms with and you'll be attacked immediately.
Flagged Castles: Large, highly defensible structures with large amounts of controlled territory. As with the forts, the flag they fly changes every few hours, and if you're in the area of one you're not friendly with, you will be swarmed by soldiers.
Tower of Change: A massive high tower filled with enemies of most all types, guarded by one of the Free Spirits. Inside could be several things. Legendary gear, information on the denizen, lore of the land, etc.
Orb of Winds: A long hidden relic who's power extends over the entire planet. The ever shifting winds within the crystal orb effect the planet itself, causing the constant shifts. It would take someone powerful to retrieve it from the Greater Free Spirit guarding it, someone very powerful to damage it, someone extremely powerful to tank the blast of biting winds it releases if damaged, and someone unbelievably powerful to survive the razor wind hurricane blast it releases if destroyed.
Unique Enemies: Flag Soldiers: Consorts pressed into service under a flagged fort or castle. (Stats very, ranging from mid levels to extremely high, have seemingly endless numbers.)
Storm Sentinels: Spirits generated within the ranging storms. (Medium intelligence, speed, and endurance, high strength and durability, wind blast, hail shot, lightning lance, twister)
Flaming Furies: Spirits generated within the ranging fires. (High speed, strength, and intelligence, low durability and endurance, heat aura, breath of fire, burning touch, erupt, fire whirl; can buff endurance and durability if allowed to gather fuel.)
Shifters: Spirits generated from such intense, consistent change, able to alter their shape, size, and even abilities given time. (Low strength and speed, medium endurance and durability, high intelligence, low wisdom [steadily increases over the course of the session, no upper limit], camouflage, shapeshift [varies in usefulness based on wisdom stat, allowing for basic claws, fangs, spikes, tails, wings, etc at the low end, to full molecular biological shifting allowing them to generate new abilities on the fly at the high end])
Unshackles: Prisoners hidden in various long forgotten prisons from a simpler time, more rational time. The shifting of the land is breaking their chains and releasing them back into the world. (Stats very, ranging from high to immense, some able to use weapons, others spellcasting, some generate auras of fear, anger, sorrow, or even brainwashing)
Free Spirits: The embodiment of the lands great freedom. (Their stats are ever shifting, even second to second, one must be calm and vigilant in order to know when to attack them, and when to fall back.)
Challenge: Break the constant change and bring stability to the consorts' lives, find a way to reach the denizen in the rubble of the broken.
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Lord of Life
Lord of Life.
Powers: The ruler of all that lives, life energy and desire flows through them effortless; they are the giver and taker of life.
Possible Ability Names:
Directed Desire: The Lord commands desire and instinct. The mind is left completely in tact; but the body desires whatever the Lord chooses.
Evolutionary: The Lord controls growth and adaptation. The Lord can effectively control the complete evolutionary process, changing the adaptation and metamorphosis of anything.
Living King: The Lord controls life energy, allowing her to direct and harness the energy in any way they see fit, instantly killing or bringing to life anything.
1. Life energy flows through them.
2. Farmer/gardener.
3. Drains life energy.
4. Massive hippie.
5. Sees life energy.
6. Can bring things to life temporarily.
7. Never dies but still takes damage.
9. Evolves; slowly, over the course of generations.
10. Forces life energy out of things.
11. Can bring things back to life.
12. Ultimate healer.
13. An energetic aura forcing those around to act on desire.
14. Death aura.
15. Weaponized life energy punch.
The Land of Growth and Mayhem
Description: As with all lands of Lords, LoGaM is a collection of 15 planets, each with a bomb at it's core to be used to blast it into the Pocket black hole at the center; though the 8th in the sequence must be skipped and saved for last in order to succeed.
Every planet is a massive forest or jungle, each one thicker, more overgrown, and more untamed than the last, with life energy naturally flowing through it as a result of all the life that can be harnessed and controlled by a skilled lord.
Planet 1: A fairly calm, wooded planet that is nonetheless populated by monsters.
Planet 2: A planet of dead wood and molds feeding on corpses, consuming all that lives and making life impossible.
Planet 3: A once forested land, now barren and unable to be traveled without its former forests.
Planet 4: A massive jungle of moving plant clustered beings operating like a living jungle.
Planet 5: A strict planet of hedge mazes, requiring either an intense level of focus, the physical strength of mountain leveling to power directly through them, or an extremely carefree nature to overlook the movement of the maze.
Planet 6: A land of thick marshes and forests, toxic bogs and swamps. A wrong turn will lead to a painful, corrosive death, only traveled safely by the spirits.
Planet 7: A land where the growth of the forests has been impeded by meteor strikes and mineral deposit mining, allowing underground beasts to rise up in rebellion.
Planet 9: A land of several dense cluster forests, with powerful monsters roaming between them.
Planet 10: A planet of corrupted philosopher nature mages guarding passages through the forest.
Planet 11: An overgrown planet of aggressively expanding plant-life, all of which is indeed secretly connected to a mass mycelia network, a fungal hive mind connecting the plant-life and even beginning to effect the consorts.
Planet 12: A land where new beings are born as quickly as they die, leaving the forests and even the streets of towns piled with corpses.
Planet 13: A toxic bog of a planet. Life rots away in the presence of the fumes and ceases to be if contact with the toxic slime is made.
Planet 14: A planet of high forest castles, gates and paths locked off by the ruling class of the planet.
Planet 15: A planet of fields and caves, ruled over by swarms of every insect of every shape and size, so thick in the air in some places they form solid walls of biting/stinging/spitting insects.
Planet 8: A planet of overly powerful golems and monsters guarding the way forward.
Unique Enemies: Planet 1: No unique monsters, only underlings.
Planet 2: Corpse Mold: A slime creature that feeds on the dead, emitting corrosive fumes (low speed, agility, and intelligence, medium strength, high durability, burning slime, fumes.)
Planet 3: No unique monsters, only underlings.
Planet 4: Hive Swarm: Linked monster sized insects that move together as a single being (low strength, durability, and intelligence, high speed and agility, biting, stinging, scale dust)
Tree Walkers: Linked tree beings that move together as a single being (low speed and agility, medium intelligence, high durability, very high strength)
Vine Guards: Linked Vines and roots that move together as a single being (low intelligence and durability, medium agility, high speed and strength, lash, bind, constrict, thorns)
Planet 5: Mind of the Maze: The central intelligence of the Hedgemaze, impossibly to attack physically, cannot attack directly, just moves the walls of the maze around, only able to think logically, unable to predict more carefree attitudes.
Planet 6: No unique monsters, only underlings who've adapted to the toxic environment.
Planet 7: Earthen Beasts: Beasts long trapped underground, now freed and running amok (All stats vary based on the form of the beast, but strength and durability will always be high at minimum).
Planet 9: Ripper: Walking razor blade collections (medium intelligence and durability, high speed and strength, very high agility, gash, blade twirl, distance blades).
Fire Eye: Living wild fires (low durability and intelligence, medium strength, speed, and agility, very high fire power, fire step, burst fire, burning wail).
Acid Rain: A living cloud of acidic rain (all low stats, save for very high elemental power, acid pour, acid storm).
Planet 10: Philosopher Mage: Consorts of advanced abstract minds, build up power from their words being the center of attention (physical stats vary but will not rise above medium, chant, rhetoric, filibuster, wrath of philosophy).
Planet 11: Spore pods: Essentially bombs that sprout from the ground and spread the Mycelial spores.
Fungal Roots: Roots that stretch across the planet connecting other planets and even inorganic material, allowing the planets to generate toxin to attack, drain nutrients to heal the Mycelia, and move around the physical terrain.
Infected: Animals, underlings, or consorts infected by the Mycelia.
Fungal Drones: Physical bodies of Mycelia to attack recognized threats (low intelligence, medium speed, agility, and durability, very high strength, spore touch, spore burst, Threads).
Fungal Tower: Massive towers of fungus that regulate the roots and threads of any given area on the planet, acting as communication hubs for the Mycelia.
Mycelia Core: The core mind of the fungal network that connects the planet.
Planet 12: No unique enemies.
Planet 13: Underlings adapt to the toxic environment.
Toxic Grime: Living cores of toxic, corrupted sludge (no physical stats).
Planet 14: No unique enemies.
Planet 15: Omni-Swarm: A vast, everlasting swarm of every insect both known and unknown.
Planet 8: Life Golems: inorganic statues fueled by life energy, all stats aside from intelligence will be high at lowest (can be composed of jade, granite, iron, steel, gemstone, titanium, etc).
Challenge: Travel from planet to planet in the 16 planet sequence (skipping over planet 8 and returning to it last), taking the bombs from the core of each planet and positioning them in such a way as to blast the planet towards the black hole (the 'pocket') in the center.
Planet 1: Use own natural energy, instinct, desire, and strength to power across the planet.
Planet 2: Use the first leprechaun's power to bring energy to the land, providing the power to get passed the planet.
Planet 3: Use the second leprechaun's skills to cultivate the planet, getting passed the planet.
Planet 4: Use the third leprechaun's power to clear a path through the planet.
Planet 5: Use the fourth leprechaun's nature to breeze across the planet.
Planet 6: Use the fifth leprechaun's sight to follow the correct path across the planet.
Planet 7: Use the sixth leprechaun's power to create helpers to fight across the planet.
Planet 9: Use the seventh leprechaun's deathless-ness to counter the damaging of the planet.
Planet 10: Use the ninth leprechaun as a distraction to get across the planet.
Planet 11: Use the tenth leprechaun's power to defeat the beasts across the planet.
Planet 12: Use the eleventh leprechaun's power as a fail safe during the reckless charge across the planet.
Planet 13: Use the twelfth leprechaun's healing to counter the damage of the planet.
Planet 14: Use the thirteenth leprechaun's aura to clear a path through the planet.
Planet 15: Use the fourteenth leprechaun's aura to ward off the enemies of the planet.
Planet 8: Use the fifteenth leprechaun's strength to power through the planet.
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Thief of Light
Thief of Light.
Powers: Able to steal the luck of others and add to self.
Possible Ability Names:
The Thief of Light has no need for this. They steal luck, simple as that. It's also hypothetically possible for a Thief of Light to steal enlightenment, increasing their wisdom without increasing actual knowledge.
The Land of Maps and Treasure
Description: This is a land of islands and oceans, pirates both grand and cruel traveling the seas and little islands in search of adventure and treasure, following the scraps of maps that appear in the sky and giant compasses that hover over the water. Unless you are a true pirate-or has stolen the knowledge from one-it is impossible to make sense of the information.
The ursine consorts of LoMaT were always explorers of the seas, but with the denizens corruption, many have become more bloody thirsty in their desire for wealth, and roam the waters as big a threat as the underlings.
Land Marks: The Mass Wreck: A section of the ocean where the wrecks of hundreds of ships over the years, creating effectively a large island/series of small islands of splintered wood and metal. Hidden weapons and treasures can be found here, as well as unquiet spirits.
The Pineapple Bomb: A massive mountain with a particularly odd pineapple design. Should this mountain be allowed to detonate, the force of the explosion will send a shock wave across all of LoMaT, tampering with the flow of water and throwing off all the natural compasses.
The Isles of Gold: An island of more unclaimed treasure than any other, enough to make any player or pirate rich should they obtain it, but guarded ferociously by the harsh waves, rocks, and monsters of LoMaT. On top of that, the island itself seems to change location. One needs either a lot of insight, or a lot of luck to find this treasure.
The Hall of Old Maps: A hidden, airtight room hidden within a sunken ship on the sea floor of LoMaT. Inside are hundreds of thousands of maps, marking every inch of the land. If one is able to brave the water, the monsters, and hostile wildlife, and successfully extract the maps without damaging them, they'll never be lost again.
Note- The oceans of this land are also dotted with various other islands hiding various other traps and treasures. The randomly generated nature of LoMaT makes the theft of luck all the more necessary.
Unique Enemies: Consort Pirates: Seafaring consorts sailing across LoMaT in search of plunder (low agility and speed, medium intelligence, strength, and durability, bear claws, bear fangs, pirate weaponry: daggers, cutlass, flintlock pistol, blunderbuss, cannon [on ship]. If consort is a Swashbuckler, they may also carry a harpoon and boarding axe, and has medium speed and agility. If consort is a navigator, they may have low physical stats but high intelligence. If consort is a captain, they may also carry a belt of granado [mini-hand grenades], and have high strength).
Underline Pirates: Pirate-ized forms of common underlings, usually imps, though ogres, golems, lichs, and even giclopse can become pirates (stats and weaponry may vary based on underling and pirate type).
Ghost Pirates: Unquiet spirits from the pirates of the past, appearing only at night over dark waters (no physical contact stats, pirate weaponry, resistance to all physical damage, low intelligence for crew members, high intelligence for captains).
Sea Beast: Creatures of various shapes and sizes that lurk beneath the waves of LoMaT, their bodies and power diverse, but none nice to encounter (Stats may very based on the luck of the player; large fish and crab creatures for players with high luck, medium luck might yield serpent, mist, or shark like monsters, with low luck bringing krackens, beast whales, and aquatic swarms).
Island Spirit: Each island contains a guardian spirit, some corrupted or driven mad, others peaceful, some kind but suspicious. The personality will vary by island, but all guard the most treasure, are highly intelligent, and are very lucky creatures (low endurance, medium speed, strength, very high intelligence/wisdom, levitation, phase, possession, elemental power, luck well).
Trick Box: Mischievous spirits who hide among the treasure chests, folding out into fanged, clawed, and generally horrific beasts; if killed magical items will be dropped (complete invulnerability with high strength and speed for the first ten seconds of the creature's waking, becoming vulnerable afterwards, with medium durability and low intelligence).
The Grand Golden Sea Beast: The amalgam beast of hundreds of thousands of pounds of gold, silver, and gems falling into the seal merging together into a powerful fanged, tentacled sea beast too deep underwater to be found. While the beast is not made of gold per say, it's body will revert back to it's treasure trove state if it is killed (High durability and speed, very high strength, medium intelligence, low agility, minor magic resistance, tentacle thrash, multi-snare, wave pool, cyclone, crystal crunch, gem slash).
Note-The ocean and islands of this land may be populated by many other monsters of unknown origin, as LoMaT will randomly generate things as is its want. This random nature makes the theft of luck all the more necessary.
Challenge: Use powers to steal luck from other pirates, getting more maps to more treasures until finding one to the denizen.
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Witch of Light
Witch of Light.
Powers: Manipulate probability to their needs, break the rules of enlightenment to change the knowledge in the world around them.
Possible Ability Names:
Stack the Deck: The Witch manipulates probability.
At low levels the Witch can alter probability by a matter of ten.
At mid-levels the Witch can alter probability by up to 50%.
At the highest levels the Witch can manipulate probability up to 98.999999999999999999999992%.
Easy Mode: The Witch breaks the rules of knowledge.
At low levels the Witch can create a zone wherein taking in knowledge is much easier.
At mid-levels the Witch can let anyone who's been in the zone spread it to others.
At high levels the Witch can extent this zone across a continent.
New Knowledge: The Witch's greatest late game ability, letting them change knowledge; altering the world in the process. Extremely risky, unaffected by the Witch's probability changing.
The Land of Insight and Radiance
Description: LoIar is very bright. Very, very bright. This is on account of the blue sun and the highly reflective gemstones reflecting the light right back up, not to mention how reflective magic can get when crystallized.
But this land is-or at least was-bright in more ways than one. The falcon consorts of this land pride themselves as proper Renaissance people, gatherers of knowledge and wisdom and art. This has been a harder image to keep up since the denizen has arrived, dimming their light in every sense of the word.
Land Marks: Crystal Cavern: A mine of crystals, both normal and enchanted, once ventured into for treasure and glory, but now the monsters of old are bent to dark purposes, and the underlings have moved in as well.
Glowing Gulf: An offshoot of the sea where the magic becomes tangible, mixing with the water and creating an enchanted substance.
LoIaR House of Wisdom: A massive building where the knowledge of several generations have been painstakingly preserved. The enchantments meant to guard the knowledge are just as dangerous to the Witch as to the underlings.
Hall of Beauty: A lavish place where beauty of all kind was once displayed. It's been overrun by the underlings now, the shows put on now nothing but disgusting, sick parodies of the hall's former splendor.
Unique Enemies: Jeweled Caster: A cluster of crystalline spell casters who travel across the rocky lands at night challenging any they find to duels (low strength and speed, medium durability, high agility and spell casting).
Coin Carrier: Traveling gamblers who've weaponized their growing luck (low physical stats, summon of fire, earth, water, or wind attacks with successful gambles, varies by skill of individual).
Corrupted Old Beasts: These old beasts are composed of pure magic, and were once but harmless spectacle, potentially dangerous yes but easily slain by heroes. The denizen's corruption has turned them into true monsters (all stats vary, shapes appear as any number of old mythical creatures).
Light of the Sea: A living beam of light in mortal form that travels across the sea, bring wisdom and wealth by night, but pain and death by day; should they cross into the Glowing Gulf their magic will become unmatched (physical immunity, extreme speed, high strength, light speed strike, living flash bang, advanced spell casting).
Spirit of Grime: A being of pure filth and ruin, desiring only to ruin and mock that of the world which is beautiful (low speed and agility, medium intelligence, high magic resilience, immense durability and strength, touch of rot, corrosive breath, aura of slime, eyes of ruin).
Challenge: Manipulate the odds to avoid the consorts going blind from the light, alter the information in the land to unveil the denizen.
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Knight of Mind
Knight of Mind
Powers: Sherlock Homes level instant analysis of the world around them, can enter the mindscape physically, can harness memories to perfectly copy a technique.
Possible Ability Names:
Tactical Reasoning: The Knight exploits logic.
At low levels the Knight can simply trace the movements of someone or something easily.
At mid-levels the Knight can extend this knowledge to make logical deductions just from hearing info rather than seeing it.
At high levels the Knight is one step ahead of the enemies movements at all times.
Double Think: The Knight exploits memories.
At low levels the Knight can simply replay their memories at any point.
At mid-levels the Knight can copy any physical technique from memory.
At its highest level the Knight can physically enter the mindscape to escape attacks and tamper with the minds of their enemies.
The Land of Connection and Numbers
Description: The sky of this land is blue with the movement of calculations being carried out by the universe itself. The chimp consorts of this land used to use these calculations to run their society, and they still try to. But the denizen has corrupted the information, and made finding it in the first place difficult on account of the underlings.
The corrupted information left by the denizen spreads like an infection, worsening the entire land gradually. Soon all of LoCaN will rot, if the equation to return it to normal is not executed in time.
Land Marks: Pillars of Knowledge: A territory where the history of the land was hidden before the underlings came. Here, wisdom has been preserved, but is guarded.
Spire of Numerics: A pillar of incredibly difficult mathematics and equations, requiring normally several minds moving in perfect sync to be calculated. If worked out, it can generate energy on a scale unheard of.
Calculative Aurora: The highest point of the land, here the energy flows so freely, the calculations can be seen visibly. If viewed, there's no end of knowledge that could be obtained.
The Engine of Thought: A computer, so vast and powerful that not even the denizen could damage nor corrupt it. But with no consorts, it has rusted over and slowed to a stop. It must be re-activated in order to be consulted.
Unique Enemies: Consort of Corrupted Math: Consorts who's minds have been broken by the corrupted information (mindless/insane, all other stats vary).
Mental Sludge: A conglomeration of mental energy and the damaged information, creating a physical gooey lifeform (low intelligence, strength, durability, speed, and agility, corrosive presence, mind damaging voice).
The Cult of the Broken Numbers: A group of deranged cultists who are convinced that the corrupted information is actually the truth of the world (all physical stats vary, magical resilience and basic spell casting, madness ranging from slightly to completely).
Burning Equation: An equation so damaging and toxic that it has been given a powerful, incorporeal (no physical stats, medium magical resistance, Wail of Corrupted Knowledge, Technology Infection, Wave of Damage, Eyes of Shattering).
Challenge: Exploit the mindscape and the logic to solve the equations across the land, solving the ultimate equation to find the denizen.
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Bard of Space
Bard of Space.
Powers: Weaponizes space, using increases in size and velocity to deliver powerful strikes, can weaponize an area.
Possible Ability Names:
Spacial Fury: The Bard destroys with size, mass, and velocity.
At low levels, this simply allows for extra speed and weight when fighting.
At mid-levels this lets the Bard increase their size during attacks.
At its highest level the Bard can increase the mass of an enemy to harm them.
Danger Zone: The Bard weaponizes a location.
At low levels the Bard is simply good at utilizing an area and making traps out of it.
At mid-levels the Bard can mystically make an area more dangerous; forming spikes, poison, pits, and other traps.
At high levels the Bard can weaponize the physics of the location, trapping the target within.
The Land of Traps and Frogs
Description: A land of grasslands and plains, towns of basilisk lizard consorts. Traps of many kinds liter the land, occurring naturally as grass or rocks. Pits, nets, smacking rods, etc. But ever since the denizen arrived, they've been growing more dangerous.
Bear traps, sharpened stakes, fire traps. Where before they were annoying but tolerable, now the consorts can't leave the safety of their towns. Not that the underlings weren't already making that troubling.
Thankfully, the essential frogs across the land seem to naturally avoid the lethal traps, but can still be trapped and locked away if the Bard isn't careful and quick.
Land Marks: The Gauntlet: A stretch of land at the end of which lies the most valuable resources of the game, but is more densely packed with the most lethal of traps than anywhere else on the land.
The Arena of Snares: A colleseum that sustains its combat by snaring others and reeling them in. Consorts, underlings, players, anything that gets caught must fight. Victors though can gain information and supplies.
The Volatile Caves: A cave where the most useful of frogs have taken up residence. But the tunnel leading from the outside to their cave is primed and ready to fall to pieces or even explode given enough provocation.
Ecto-Biology lab: A laboratory for Space players to conduce ecto-biology and breed the Genesis Frog.
Unique Enemies: Digger Stakes: Gruff worker class monsters to improve the traps, adding to the pits and adding stakes to them (medium intelligence and speed, low durability and strength, clumsy punch, shovel strike, stake stab, stake throw).
Trap Jaws: Metallic canine creatures with heads like beartraps and sharpened bodies (mindless, low agility, medium speed and strength, high durability, iron charge, power bite, sharp charge).
Walking Shells: Sentient ballistic explosives that peacefully go about their business until exploding from a range of 1 to 10, 1 being the explosive yield of a common grenade, 10 being a multi-megaton bomb.
Shy Assassin: A quick, sly, but evidently self consciousness master of traps commissioned by the denizen to go after the player (high intelligence, speed, agility, medium durability and strength, basic combat, knife kick, bomb throw, glass bomb, poison gas, insta-trap).
Challenge: Break down the traps to find/make contact with the frogs, breeding the Genesis Frog.
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Prince of Time
Prince of Time.
Powers: Can negate time based powers or anomalies, can reduce the amount of time in an area, crack the timeline.
Delete: The Prince destroys time.
At low levels this banishes a targeted object from time temporarily, less effective on living beings.
At mid-levels it can destroy literal time, allowing them to jump forward in time or counter time based anomalies; highly dangerous if used carelessly.
At its highest level timelines can be fractured; allowing them to physically counter doomed timelines.
Halt: The Prince destroys passage.
A late game ability allowing the Prince to temporarily freeze time.
Prologue: The Prince destroys endings.
A late game ability allowing the Prince to extend a moment out indefinitely.
Possible Ability Names:
The Land of Hourglass and Dependence
Description: A plant of large towns surrounded by woods and wastelands. Naturally occurring hourglasses ranging from very tiny to incredibly massive dot the terrain, their presence effecting time in various different ways, acting as anchors within the timeline.
The wood mouse consorts of the territory have grown more than a little reliant on their effects to regulate their day to day business. They grew even more reliant on them when the denizen came, as their effects, while now much more dangerous in some areas, are also the only thing preventing the denizen from completely taking over.
Land Marks: The Fractured Factory: This factory was once a grand facility, providing all kinds of goods for LoHaD. But something went wrong. A combination of glyphs and hour glasses around the factory have broken it in time, making it easy to get lost in unless you understand the way time flows.
The Turn About Maze: A large denizen made labyrinth. It's sprinkled with legitimate treasures yes, but they are meant as naught but bait to lure you in, so the beasts, bosses, traps, and trials of time can kill you within.
The Grand Hourglass: The largest hourglass on the entire land. It's size and power affects time so powerfully that being near it at all becomes dangerous, as the closer one gets, the less solid time becomes. When standing on the hourglass, there is no telling what time will do to, or if you're powerful and prepared, for, you.
The Sand Stir: A flowing pit of sand. The sand here stirs together as it flows, generating its own magic and becoming enchanted time synced sand. Somehow, this sand goes on to fill the various hourglasses across the land.
Unique Enemies: Phase Walker: A humanoid creature who's body and mind is synced to the flow of time and the effects of the hourglasses (low intelligence, speed, agility, medium strength and durability, basic combat, charge, time blink, unclip.).
Time Worms: Parasites that linger outside of time. When time is damaged, they enter through the wound, furthering the damage and consuming others as well given the chance (medium durability, high strength, low intelligence, speed, and agility, time feed, burning spit).
Cracked Crawler: The being that stalks the Fractured Factory, the former leader of the facility, every section of its body cracked in time, creating a chimera of timelines and power (All stats high, including spell casting and insanity, basic combat, Wrinkle, distance slash, Cracks).
Minuteaur: A massive beast roaming the Turnabout Maze, sent by the denizen to destroy all who enter, but just as lost as the others (low intelligence, medium speed and strength, very high intelligence and durability, axe combat, slash wave, Minute Break, charge).
The Deathly Worm of Time: A massive worm like beast traveling through the sand of the Sand Stir, bathed in the time altering powers, it has built up a resistance and gained a few powers of its own (medium intelligence, agility, and speed, immense strength and durability, medium time and magic resistance, slam, feast, acid spit, spark).
Challenge: Destroy the possibility of a doomed timeline, be mindful to not destroy the positive timeline.
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Knight of Void
Knight of Void.
Powers: Shadows are able to form into tools and weapons, can melt into the darkness and form areas of blackout, can exploit the horror-terrors; tricking them into helping.
Possible Ability Names:
Under Cover: The Knight exploits deception.
At low levels the Knight has a constant ever present stealth bonus.
At mid-levels the Knight gains expert deception and lying skills.
At high levels the Knight can make you forget something with nothing more than a conversation.
Shadow Tools: The Knight arms themselves with the void.
At low levels the Knight hide items in the shadows.
At mid-levels the Knight can hide themselves in the shadows.
At high levels the Knight can form weapons and tools out the void.
Unknowable Arsenal: The Knight's strongest late game ability, allowing them to exploit the horror-terror's, opening small void portals for them to deliver attacks through (Think Madama Butterfly's attacks from Bayenetta, but with Horror-Terros) Note: Too frequent use increases risk of the Knight being possessed.
The Land of Screams and Marble
Description: The land of LoSaM was once quite peaceful, the marble carved kingdoms pleasant and the forest peaceful and kind. But now the denizen has some, and with them, an ancient horror-terror who has corrupted the land.
The chameleon consorts now go about their lives in fear of each other, of the night, and most especially of the woods, where the Black Goat continues even now to give rise to new beast of darkness. The key to the denizen is hidden somewhere out there, but you're unlikely to keep your sanity.
Land Marks: The Old Alleyways: Routes that make travel through the land quite easy; though they're now mostly abandoned thanks to the rise of the new monsters.
Empty Forest: No wildlife can be found here. Very few underlings can be found here. In the center rests something large, dark, and horrifically powerful.
The Forbidden Quarry: An old mine. The most valuable of resources can still be found within; as can something large, powerful, and eternally hungry.
Grand Castle: The castle where the king and queen of LoSaM was ruled together in piece. Now though, they sit in silence as their minds are weighed on by something quiet, wise, and devious.
Unique Enemies: The Grimy Spawn: Mindless, failed spawn of the horror-terrors, unable to do much more than hunt and kill (mindless, low speed and durability, medium agility and health, high strength, tentacle thrash, mindless wail).
The Little Dark: The hunting young spawn of the horror-terror, smarter than the failed, but still weak in comparison to what they could become (low intelligence and agility, medium speed, strength, and durability, high health, rough stop, wailing, stretching horns. Note: The longer the game lasts, the stronger these monsters become).
The Grand Young: A powerful, bulky child of the horror-terror, its power and ferocity used to guard its mother (low intelligence, medium health and agility, high speed and durability, very high strength, charge, hoof slam, consume, tendril lash, frenzy).
The Hungry: A massive, multi-mouthed monster with no mind for anything but the consumption of all (flight, mindless, low agility, medium speed, high health and durability, immense strength, spinning bite, multi-shriek, vapor of death).
The Lurking Young: A scheming, silent child of the horror-terror who acts through others, directing events from the shadows (low physical stats, high intelligence, 98% resistance to physical damage, very high possession skill).
Shub-Niggurath: A Black Goat of the forest, a horror-terror birther who spawns stronger and stronger young the longer the game lasts. Once fought, can change forms to defend itself. (Form one: All stats medium, monster spawn, thrashing tentacles).
(Form Two: All stats high, wail of the void, monster spawn, rapid monster spawn, stretching tendrils.)
(Form Three: All stats immense, Voice of the old gods, spawn swarm, eyes of insanity, summoner of tendrils, solid void, possession.)
Challenge: Exploit deception to silence the screams and get passed the marble barrier to the denizen.
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Rogue of Light
Rogue of Light.
Powers: Can remove luck from enemies, can take small facts out of the minds of enemies.
Possible Ability Names:
Balanced Odds: The Rogue redistributes luck.
At low levels the Rogue can siphon the luck from one to another.
At mid-levels the Rogue can evenly distribute luck between a group.
At high levels the Rogue shift around the odds as they apply to challenges.
Glow: The Rogue redistributes light, compressing it into a single point.
At low levels the Rogue can force light into a ball to light the way.
At mid-levels the Rogue can compress more light even further into a sort of laser.
At high levels the Rogue can redistribute the light all around them like a powerful flash bang.
The Land of Beams and Mirrors
Description: LoBaM is a combination of harsh badlands and tolerable controlled areas. The panther consorts of this land deal in two things: gold and information. For enough of either, and a little luck, anything can be done.
While this was always the philosophy of LoBaM, the denizen's presence has amplified it, turning the land into one of greedy backstabbers, none of whom can be trusted. Every word spoken is a gamble.
From northern most point of the planet rests a prism which emits light so powerful that it fires off as a powerful laser. It bounces randomly off of the giant mirrors that are scattered across the planet like threes.
Altering the location or angle of these mirrors can send the rays of light to new areas, unlocking dungeons, killing enemies, and if shined in the right place at the right time, revealing the path to the denizen.
Land Marks: Hall of Burning: One of the only places where the mirrors have grown consistently, creating a hall of mirrors. Here, light and powers focused on it are amplified and thus easily trained. However, should one of the light beams shine through it, it essentially turns the hall of mirrors into a giant oven.
Prism Wall: A massive wall of crystal at the equator of LoBaM. It seems to be made of the same material as the pillar at the northern end, but rather than emit light, it seems to absorb it, making it difficult to navigate around.
Market of Knowledge: A large market place where only information is sold, and only information is accepted as currency.
Traitors Dealing Den: An underground den of mercenaries, thieves, and other such consorts of less than savory skills that can be paid to do almost anything.
Unique Enemies: Copy-Crash: A flickering light that takes on the form of whatever attack it fired at it; though this is impossible if it does not see the attack coming (stats: NA).
Flash Sprite: A glowing fairy like being, physically weak but armed with powerful photomancy; though for enough gold, it can instead act as a secondary guide (low strength, agility, health, and defense, medium speed, high intelligence and light beams, waves, and flashes).
Walking Prism: A golem constructed of highly reflective crystal (low speed, intelligence, and agility, medium health and strength, high durability, crystal punch, shard shot, flashbang, rainbow bolt).
Shattered Crawler: A combination insectoid and serpent constructed of prism and stained glass, wandering the bad lands and lingering around the Hall of Burning (medium agility and health, low intelligence, high strength and speed, shriek, rainbow spit, shatter spit, piercing construction, photo bolt).
Golden Slime: A giant, jolly mass of living liquid gold, wandering about aimlessly, unintentionally killing almost anything it touches (low speed, agility, and intelligence, high health and durability, immense strength, 50% resistance to physical damage, burning touch, burning drip, gold mask, bouncing crush).
Shadow of Mirrors: A being of living darkness, stalking the Prism Wall and striking from within the shadows where it cannot be seen. If viewed, it becomes a perfect mirror match for the observer. (High strength and speed, unknown intelligence, medium health and agility, shadow pierce, darkness spikes, venomous shadow, heavy shadow. If observed: duplicate of observer).
Challenge: Move the mirrors around, sending the beams of light into new areas to reveal the denizen.
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Thief of Doom
Thief of Doom.
Powers: Steals death, gradually worsening themselves to keep their allies going; they are the scapegoat who will suffer while their friends thrive.
Possible Ability Names:
Proxy: The Thief steals the rules and limits of others, making allies more powerful as they grow more and more bound.
Patsy: The Thief steals the sacrifice of others, making them the one to pay the debts of others.
Scapegoat: The Thief steals the destruction of others, weakening themselves more and more and healing their targets as a result.
There are now low, mid, or high for these abilities.
The Land of Fearlessness and Hackers
Description: This land has been brutally controlled since the arrival of the denizen; an event heralded by the Order Bringers as the appearance of a benevolent ruler, despite the raccoon consorts under the thumb of this OB viewing it as the arrival of a great monster. Very little of the land isn't colonized now, and it's only virtual locations that remain unwatched at any given time.
Land Marks: The Main Grid: A massive building in the center of the capital, containing the more data than any other location on the planet, as all computing goes through it at some point. Heavily guarded both in person and on the web.
The Block: An entire section of town dedicated to the execution of those found guilty of crimes against order.
The Untouched: The one forest not controlled by the Order Bringers, the odd healing magic within preventing them from encroaching on it.
The Darkest: A net location so off the grid that finding it actually makes the user impossible to find IRL, though it does make them much, much more vulnerable to underling attacks.
Unique Enemies: Order Bringer Apprentice: Young consorts being trained to serve the denizen. (Low combat stats, weapon varies, potentially reasoned with).
Order Bringer Bruiser: Trained soldiers taught to serve the denizen (Medium combat stats, weapons vary, difficult to reason with).
Order Bringer Beast: Criminals/rebels against the denizen who've had their bodies manipulated to better serve the denizen (High combat stats, mindless).
Order Bringer Assassin: A consort trained to kill swiftly and efficiently for the denizen (Low physical stats, assassination focused weaponry [poisons, sniper rifle, well placed explosives, etc], high intelligence, difficult to reason with).
Order Bringer Executioner: A consort given almost ethereal power to serve the denizen's desire for death (High combat skills, mindless, executioners axe, slash of the beyond).
Challenge: Steal the sacrifice of the hackers, taking their punishment onto self so they may find the path to denizen for you.
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Heir of Blood
Heir of Blood.
Powers: Easy connecting with others and forming relationships, blood can be used to harden into shield or to protect others, minor blood summoning, blood chains, blood form.
Possible Ability Names:
Way with Words: The Heir makes minor alterations with connections.
At lower levels this simply allows the Heir a massive charisma boost with others.
At mid-levels the Heir can make existing connections stronger or weaker between others or themselves.
At its highest levels the Heir could alter the flow of a relationship, changing the nature of it; friends becoming mortal enemies and vice versa.
From the Blood: The Heir alters literal blood.
At low levels the Heir may temporarily harden their blood into a shield, or use the enemy's blood to slow their movements.
At mid-levels the Heir's blood can extend like a chain to bind enemies.
At the highest level the Heir can summon monsters from its blood to fight for them.
Walking Blood: The Heir's strongest ability, their body hardening into a shell of blood, can flow like a liquid, and become a powerful connecting chain to keep allies bound together through dangerous circumstances or keep an enemy trapped.
The Land of Loneliness and Floods
Description: At a glance, this land is quite similar to a standard grassland biome with the colors all wrong, green swapped with brown, blue with red.
The land is quite damp with the planet's blood, from which vicious beings can spawn.
The striped lizard consorts of LoLaF live in constant fear. Not only are they tormented by the usual attacks of underlings, but the rivers that trail throughout the land are prone to violent flooding, causing quite a bit of destruction and damage, if not outright death; not to mention the monsters that dell within the flooded blood.
In the past, they were a strong community, capable of working together to colonize even the roughest of terrain, but between the fear of the floods and the paranoia sewn by the denizen, the consorts have become extremely frightened of each other, towns quite tense and prone to urban battles among citizens.
From a massive reservoir, even more frightening monsters are gestated frequently, and if not taken care of soon, they will burst free and savage the land.
Land Marks: A Form Archives: A large red stone building containing the history of the land, as well as other forms of repressed wisdom of the land, though is guarded by one of the White Goos.
B Form Badlands: A vast open terrain, plentiful in useful materials and treasures, but also pull of geysers for the blood to spawn new monsters, and the usual hunting ground of one of the White Goos.
AB Abyss: A deep pit into the mountains where special items and dungeons can be found. One wrong move could lead to falling hundreds of feet, or to causing a cave in resulting in the caves flooding with the Blood, or with alerting one o the White Goo.
O Type Ocean: A massive red ocean elevated by the now crumbling stone walls. The channels dug within them by the denizen are allowing the blood to flood from it into the other rivers and water sources. Guarded my monsters born of the blood.
Unique Enemies: Red Goo: Simple, red, slimy enemy capable of little outside of combat (low health, speed, agility, strength, intelligence, and defense, bubble up, spit shot, boil).
Brown Goo: Slightly less aggressive, more powerful forms of the Red Goo, their bodies now solid and dense (low speed and agility, medium health, strength, defense, and intelligence, charge, throw, roll strike, chip off).
Spiked Goo: A semi-misshapen version of the standard Goo enemy, made more aggressive now as their body has been bent and sharpened (low health and intelligence, medium defense, agility, and attack, high speed, spike pierce, spike throw, spike flurry).
Hardened Goo: A slower, oddly more intelligent form of the standard Goo enemy (Low speed and agility, medium health, high strength, defense, and intelligence, solid arm, blunt strike, grumble).
White Goo 1: One of three powerful Goos who've existed as long as LoLaF, guardians of the land who failed to defeat and were corrupted by the Denizen. This one roams the Archieves now, still armed with a rusted sword (Medium intelligence and defense, high wisdom, health, speed, and agility, swordplay, sword beam, slash wave, and Red Fury.)
White Goo 2: One of three powerful Goos who've existed as long as LoLaF, guardians of the land who failed to defeat and were corrupted by the Denizen. This one roams the Badlands, still armed with a dented axe (Medium intelligence and defense, high wisdom, health, speed, and agility, axe chop, axe throw, power slice, cutter wave, Red Fury).
White Goo 3: One of three powerful Goos who've existed as long as LoLaF, guardians of the land who failed to defeat and were corrupted by the Denizen. This one roams the Abyss, still armed with their martial arts (Medium intelligence and defense, high wisdom, health, speed, agility, and insanity, close quarts combat, pressure point, bloody bullets, Red Fury).
Monsters of O: A series of monsters born of the blood within the Ocean, able to spawn in different forms, starting simple and weak, but growing more complex and powerful the longer the game continues (stats and powers vary).
The One Beneath the Blood: A vast sea monster-like beast resting beneath the red waves, growing, developing. Will only rise in full if the flooding is allowed to continue to its endpoint. Even if not, various clawed and tentacled limps of high strength but low speed will rise to attack. (Awakened: Immense strength, durability, and health, high intelligence, medium speed, wailing, tendril slam, slashing grip, gulp, boiling blood, spiked spit, roiling thrash).
Challenge: Alter literal blood to stall the the flood, and alter connections to get the consorts to work together to build a dam to prevent future flooding, freeing the path to the Denizen.
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Seer of Heart
Seer of Heart.
Powers: Able to see the souls of others, sense the possibilities based on emotions.
Possible Ability Names:
Soul Search: The Seer senses the soul.
At low levels the Seer can simply sense emotions.
At mid-levels the Seer can physically see the souls of others.
At high levels the Seer can search through the souls of others to learn about them.
Spiritual Evaluation: The Seer uses their sight to make predictions. No low, mid, or high.
The Land of Conscious and Frenzy
Description: A lush green land rich with naturally resources of many kinds, though now those resources are guarded by the underlings.
The feline consorts of LoCaF were once creative folk, never needing for any form of supplies and able to focus on their works of art.
They... still do.. but they've gone a tad mental now with the denizen twisting the flow of their souls around. Locked within their own consciousness, their words and artwork have become incoherent riddles as they try to claw their way back to normalcy.
Land Marks: The Old Viewing: A grand repository storing the works of art created before the consorts went mad, guarded by the Old Sculptors so none can gather information.
The Grove of Feeling: A natural grove where spiritual energy flows so smoothly that normal people can see auras, and hostility is impossible; perfect for training the soul or Heart abilities.
The Flushed Mine: A mine rich with various minerals and useful supplies for forging, though it has hidden trap doors leading to dungeon areas.
The Garden of Delight: A healing garden. Magic flows through the air, water, and plants. Enemies can enter, but they cannot sense anything within.
Unique Enemies: The Blind Heartless: Corrupted mortals with their hearts and eyes removed, roaming with a thirst for battle (low speed and strength, medium health, agility, and durability, high instinct, mindless, weapon use (swords, hammers, axes, or spears), fury state).
The Quiet Watchers: Nameless teleporters who observe the world, armed with various useful supplies, but refusing to attack unless provoked (high senses, wisdom, and health, low strength and speed, teleportation, pressure strike, Laughing Fit).
The Soulful Art: Artwork that has come to life thanks to the soul energy unintentionally placed inside by the creator, corrupted by the denizen (all stats vary based on the type of artwork).
The Old Sculptors: A group of very powerful carvers of stone and wood, rumored to have intended the art of sculpting altogether, driven mad by the denizen (high health, agility, senses, wisdom, durability, and strength, low intelligence and agility, carve, rend, raze, lash wail).
The Mad Painter: A psychotic artist of unknown but important origin, rumored to be able to harness raw emotion and made horrific artwork out of it. They travel LoCaF, their hideout unknown (High speed, agility, wisdom, and strength, immense health and durability, medium intelligence, painted emotion, sculpted feeling, summon of art).
Challenge: Use soul sight and emotional sense to help the consorts back to lucidity, directing their creativity to helping unveil the path to the consort.
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Maid of Breath
Maid of Breath.
Powers: Creates wind, either to provide oxygen to allies, keep enemy attacks away with a wind bubble, or to blow enemies away, create a sense of freedom.
Possible Ability Names:
Airflow: The Maid creates new air.
At low levels the Maid can only summon sudden bursts of new air, allowing for quickly sending an enemy away or extending ones breathing underwater.
At mid-level the Maid can sustain the air for more powerful wind attacks and passage through areas where breathing would be otherwise impossible.
At its highest level the created air may become constant, creating a storm around the Maid, or just a rushing of new air in every direction.
Redirect: The Maid creates change.
At the lower levels, the Maid could quickly redirect an attack.
At mid-levels the Maid could redirect their own motion at well to slow fall for increase the power of an attack.
At its highest level the Maid could constantly alter their direction, needing never to touch the ground.
Breath Bubble: The Maid combines changing and wind for defense.
At lower levels this short term air bubble can protect from basic attacks before popping.
At mid-levels the Maid may create many, more durable and long lasting bubbles from more compressed air.
At its highest level, the Maid may compress the air bubbles until they burst like grenades of wind.
The Land of Sky and Spirits
Description: This land is essentially a gas planet, having little to no solid land on it, and instead existing in perpetual sky and solid clouds were cities are built.
The pelican consorts of this land were once known as philosophers and adventurers, but ever since the denizen arrived, things have been different.
Where once the winds flowed freely, allowing the cloud cities to move across the world, and carrying with them the spirits of those who've passed, now there is no flow, and with that, no free thought among the consorts.
The spirits have now been corrupted by the denizen, enforcing their will across LoSaS.
Land Marks: Cloud Castle: A massive cloud structure, a castle in the sky towering over all others. The winds here differ from the rest of LoSaS, alternating currents so rapidly that the turbulence can almost be seen. Here the Spirit of the Sky dwells.
Blue Mausoleum: The cemetery from which the Wind Wisps and other spirits rise, guarded by the South Wind.
Solid Stratus: A mountain of cloud so solid it can be mined and forged as an ethereal metal, the greatest riches found at the summit; and guarding it, the North Wind.
Rain River Rapids: A midair river that flows across the sky, providing water for the planet, hiding treasures, clues, and guarded by the East Wind.
Unique Enemies: Nimbus: A sentient storm cloud, small enough that they aren't too much of a problem.. unless several gather together (low health, speed, intelligence, power, medium durability, hail stone, winds, rain shot. If three or more gather: thunder bolt, strong winds, downpour. If ten or more: rainstorm, hail storm, tornado, thunderstorm).
Cloud Poff: A sort of cloud golem, formed primarily from solid cloud matter (medium health, endurance, durability, and strength, low intelligence and speed, drop dash, rain cannon, hail punch).
Wind Wisp: Spirits who have merged with the wind, once helpers of the consorts-as in life they were consorts as well-now bent to the will of the denizen (medium intelligence, high wisdom, low health, 90% resistance to physical damage, wind blade, wind pierce, gust. If ten or more gather: terrible twister).
North Wind: The spirit guarding the northern wind, bent to the will of the denizen. Waits atop the Solid Stratus (medium health, 60% physical damage resistance, medium strength, speed, and intelligence, high power, wind blast, updraft, twister, flowing strike, gale force).
South Wind: The spirit guarding the southern wind, bent to the will of the denizen. Guards the Blue Mausoleum (medium health, 60% physical damage resistance, medium strength, speed, and intelligence, high power, wind blast, call of spirits, atmospheric build up, sky dive, shock flurry).
East Wind: The spirit guarding the eastern wind, bent to the will of the denizen. Guards the Rain River Rapids (medium health, 60% physical damage resistance, medium strength, speed, and intelligence, high power, wind blast, downpour, torrent, tsunami, hurricane).
West Wind: The spirit guarding the western wind, bent to the will of the denizen. Wanders LoSaS aimlessly, battling all they find (medium health, 60% physical damage resistance, medium strength, speed, and intelligence, high power, wind blast, blades of air, blades of ice, blades of lightning, snow blast, weapon storm).
Spirit of the Sky: The wise old spirit guardian of LoSaS, now corrupted by the denizen and locked within the Cloud Castle (High health, agility, speed, intelligence, wisdom, strength, power, 50% physical damage resistance, low resistance to magic, wind pulse, call of wind, mist, fade, spinning wind, razor twister, turbulent tremor).
Challenge: Free the minds of the consorts, clouded by the denizen, use manifested wind to direct the clouds towards the denizen.
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Seer of Void
Seer of Void.
Powers: Can see into the void to make predictions based on knowledge they'd otherwise not be capable of knowing, may hear the voices of the horror terrors.
Possible Ability Names:
Secret Search: The Seer sees and predicts deception.
At low level the Seer can sense deceptions.
At mid-levels the Seer can predict what the secrets being hidden would be.
At high levels they can cast their sight into the future, predicting things by what can't be seen.
Void Vision: The Seer looks into the void.
At low levels the Seer can only use this to cancel out stimuli, staring endlessly into nothing.
At mid-levels the Seer can look for patches in the void to gain information from beyond the veil.
At high levels the Seer can gaze upon the horror-terrors and obtain their knowledge. Note: extreme risk of possession.
The Land of Horror and Bleakness
Description: This land was once known for it's incredible record keeping and knowledge on most all things, be they academic or creative. But a shadow has fallen on LoHaB, and their records have been corrupted. Now something is watching them through their own works, and slowly taking control.
The once calm winds now whisper nightmares into the minds of consorts and players alike, attempting to corrupt them with madness or possession. The underlings break their way into the controlled areas, possessing, killing, and enslaving.
The once pristine field of flowers and fruit where celebrations where held has been mucked with on a cosmic level, its reality warped and distorted. The beautiful mountains was solidified into glass. The archives are overrun, and those capable of throwing off possession are enslaved physically.
The weasel consorts won't last much longer at this rate.
Land Marks: Corrupted Archive: This massive building was once used to house all the information from the lands. Some information is still in tact even, but the corruption of the horror-terror is spreading like a disease, and it cannot be stopped. Act fast, before the know edge is lost, or the Shadow finds you.
Glass Mountains: A massive mountain range composed entirely of glass. An avalanche here would be death by a thousand cuts, and falling would leave you with deadly lacerations. Lots of loot is hidden here, and at the highest point is the castle where Zalgo waits. A powerful beast roams the slopes of glass.
Slave Fields: A massive expanse where the consorts who resisted the possession of the horror-terror are put to work, digging pointless holes, building pointless structures, and forging weapons for the followers and possessed for Zalgo. A false king presides over this land, maintaining the bindings of the consorts.
Broken Realm: A territory of shattered reality. Left is right, right is waffle, down is yesterday and today is the square root of pie. Abandon sanity all ye who enter this area. But if one is able to keep their wits and navigate the senseless paths of this area, and either avoid or defeat the beast who lurks within, they might be rewarded with the strongest weaponry on the land.
Unique Enemies: Mind Controlled Consorts: Weasel consorts who's minds have been broken by Zalgo and his followers (low to mid stats, basic short to mid ranged weaponry).
Corrupted Underlings: Standards underlings who have been enhanced by Zalgo's power, can be recognized by the bleeding of the eyes (20% increase of normal stats, minor boost to magic resistance and penalty to intelligence).
The Lost Shadows: Massless monsters capable of warping matter with a touch (no physical stats, medium magic resistance, vulnerable only to magic attacks, but only attack when approached directly).
Glass Soldiers: Non-living golem legionnaires of solid glass (low speed, medium intelligence, high strength and durability, medium range heavy weapons).
Flesh Shadows: Shadows who've stolen the flesh of organic beings to interact with the world (mindless, high speed and agility, medium magical resistance, durability, and strength, magic roar, flesh burst).
Candle Followers: The followers of Zalgo from a realm unholy, their chanting building up magic or borrowing it from their master (medium intelligence, speed, and agility, high magic ability and resistance, low physical durability and strength, shadow fire).
Razor Jaw Crawler: A massive, mindless, multi-mouthed fanged beast that roams the glass mountains in search of any lift to rend (mindless, low agility, high speed and durability, massive strength, intimidation stare, fang spit, shatter growl, frenzy crunch).
False King: A magic using fraud who mimics the visage of Zalgo to command the slaves (high intelligence, high magical resistance, magical talent, strength, durability, and agility, low speed, aura of fear, roar of the king).
Walker of The Flesh: An eldritch flesh monster, roaming through the Broken Realm with ease and feeding on the madness of those trapped within (Immense strength and durability, low intelligence, high agility, medium speed, wail of the void, flesh rend).
Shadow of Zalgo: The ethereal shadow of Zalgo, roaming in the corrupted archives with shattered memories of what once was and the curse to corrode anything it touches (psychotic, no physical stats, immune to physical damage, corrosive aura, fear aura, memory distortion, wailing of the beyond, immense health).
Zalgo: The one who waits behind the wall, the nightmare king. This horror-terror works more in subterfuge than in overwhelming madness and power. Despite Zalgo's overwhelming power, they're considered more of a fugitive, a menace than an actual dark god. But make no mistake, Zalgo is far closer to god than to man. (Immense physical, mental, and magical, strength (dark and light magic), shape shifting, size alter, tendrils of shadow, reality rend, reality shift, wailing of the end, pulse of madness).
Challenge: Learn to see through the eyes of the horror-terrors to know where and when they send attacks, allowing for preparation and retaliation; finding the denizen in the process.
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