Each of the 6 feyfolk present in each cycle will be attracted to either one or 2 territories in which they will manifest after the player visits the territory. The chances that they'll manifest will vary depending on the colony's societal development value and how close said feyfolk is to this world.
If they do manifest, you'll get a brief flavour message, which might range from a whisper in the wind to a smell of sulfur or odd animal behaviour. This is a value you can learn in advance by studying them in order to get an idea about which feyfolk you'll be contacting before doing it and exposing yourself to greater consequences.
After this manifestation, you'll get the chance to contact the feyfolk at a cost that might vary from a minimal Weariness or Local Tension increase, to a significant increase in both values. Having contacted the feyfolk, for now you'll get two options; attempt to further understand the feyfolk or give the feyfolk what it seeks from this world, in case you have already learned what it is by studying or understanding it.
Feyfolk can seek a number of sacrifices from you in order to be lured closer into this world and eventually become bound to you, in which case you will be able to contact them regularly under most circumstances and they'll even be carried over from one cycle to the next, for good or ill. Sacrifices they might ask for include Arkhe, a Renascent, one of your descendants, your Experience, or even any of your stats such as Intelligence or Terror.
There will be cases however in which feyfolk will approach the game's world on their own or you might even be tricked with detrimental consequences, which will be covered in a future post. In these cases, you'll instead have to assemble and use a relic with a certain type of power to fend them.
Each feyfolk will have one of 3 weaknesses, which again you'll be able to study. These are weakness to destructive power, appeasement power and knowledge. Instead of simply being able to use an assembled relic for personal profit, you will now also get the option to use it against a feyfolk. If the relic's power matches the weakness of the feyfolk against which it is used and the renascent of your choice passes the challenge, you'll successfully push the feyfolk further away from this world.
If pushed far enough, the feyfolk will be vanished and unable to act upon the world anymore, but if these challenges fail there will be other consequences to be explained in the next post.
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