Continuing along with the upcoming feyfolk features.
If a feyfolk exists within the player's world, either in its original state or through the player's actions, they will cause passive, colony-wide effects.
Some might increase or lower the local belligerence or societal development with their presence, others might feed on the colony's Arkhe or population, and yet others might actually infiltrate one kind of population, increasing it over time. Other feyfolk will cause more unpredictable effects, such as attracting or warding other feyfolk on their own, becoming angry at being in this world, or even causing other feyfolk to become angry.
When angry, some feyfolk will do nothing, a few will actually flee from the player's world, but most of them will retaliate. These retaliations include causing enemy attacks on you, creating or triggering territory anomalies, and inflicting a random affliction on you or worsening your present ones.
When feyfolk are not only inside the player's world, but bound to the player, they will also grant said player a power that will trigger under certain circumstances. This power will often, but not always, be beneficial, so there's another reason to thoroughly study a feyfolk before contacting it or giving it what it seeks. There will be more varied powers in future releases, but so far they grant permanent increases or decreases of different stats as well as sometimes changes of status, such as giving you the Shunned or Acclaimed status. Rarely they will give you more interesting powers, such as the ability to summon Fey Barriers. These will act as super decoys that you can deploy under all circumstances as long as they're available, which will be especially useful for outcasts.
Bear in mind that bound feyfolk will stick to you through game cycles, so this will in effect enable, among other things, what somebody suggested a few versions ago, the possibility to sacrifice a descendant in order to conserve your stats between cycles, for example.
These powers continue to take effect unless the feyfolk is warded by other feyfolk or by you using a relic against it, but their effects are not always present. The trigger of these powers will be chosen independently of the power. Some effects will actually be almost impossible to activate, a few will be unpredictable and others truly permanent. The fun ones will activate only during night or day weeks, for 7 weeks after contacting the feyfolk, or for 7 weeks after causing a human death, for example.
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