Last part of out initial exploration of feyfolk.
There will be 6 types of feyfolk, so you can roughly expect to find one of each kind in each cycle if the RNG allows it. A feyfolk's type is decided early and influences many of its other characteristics, so it's a valuable bit of information that can give you an idea of what to normally expect.
These types are Benign, Malign, Elusive, Incomprehensible, Parasitic and Deceiver.
Benign and Malign feyfolk are the basic types, you generally want benign ones to stick around you and malign ones away from you. Benign feyfolk tend to be easy to contact, which is another valuable hint to guess their type. They also tend not to retaliate when angered, and the passive effects they cause in the player's world tend to be positive. Malign feyfolk are their opposite, harder to contact and more destructive and angry.
Elusive feyfolk tend to stay well away from humans under all circumstances. They are not only hard to contact, but finding any information about them is roughly twice as hard as any other kind of feyfolk. Furthermore, they'll flee at any attempt to use a relic on them, so even if they are detrimental they are the easiest ones to vanish, but of course you'll have a hard time keeping a good one nearby you.
Incomprehensible feyfolk are perhaps the easiest to tell apart, mostly because of how alien they can be. Not only they are hard to contact and generally unpredictable, but as a human you can barely even contact them. You will be able to offer sacrifices, but there won't be any other communication options available with them. For now this basically means you won't be able to inquire them directly about their nature or that of other feyfolk when contacting them.
Parasitic feyfolk are a sticky lot. They know better than to make themselves hard to contact, because merely contacting them will bring them closer to your world. If close enough, this might even result in the feyfolk being bound to you against your will and/or knowledge. They don't have to be necessarily detrimental to you, so in a few cases you might actually be able to establish a symbiotic relationship.
Deceiver feyfolk, finally, are adorable little rascals livening things up. They also tend to be easier than average to contact, but they are liars and miscreants that will often provide you false information about themselves and other feyfolk when directly inquired. Not only that, but the information you'll find about deceivers by talking to other people or reading books can actually have been altered in advance by them. The feyfolk information screen will display this false information until you learn the real one from another source, but contrasting all information could be an extremely long process.
Bottom line is, you will never be 100% sure about what could exactly happen when dealing with feyfolk. You might contact a parasitic feyfolk and find yourself chased among cycles by an entity that feeds on the colony's population or infiltrates it. Or maybe you were told by a deceiver that a feyfolk would grant you superhuman strength, yet you end up sacrificing only to receive the arguable blessing of switching your character's gender during nightlight weeks.
Anyway, some people found a few bugs in the current version, so I'm leaving some other more laborious fey powers and features for future releases to try to finish this one as soon as possible.
I mean, it only stands to reason that feyfolk must be able to transform you into some kind of giant, rampaging abomination a la Akira at some point in the future.
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