Nymph
Nymphs are spirits born from emotion, who create a physical vessel. The process is costly, and nymphs have particularly ephemeral lives due to it. Being creatures of pure emotional energy, it's sometimes rumored cubus caused incidents just to harvest the nymphs that spawn later.
Nymphs are created only at areas that hold a great emotional weight, and often can recall details of what happened. An interesting effect is that their personalities are the inverse of the event that created them: nymphs created from war are cheerful and carefree, and Nymphs created from happiness are angry and confused.
Nymphs can come in any size or shape, but usually appears somewhere between childhood and adulthood, and they usually relate to their event. For example, a Festival Nymph is more likely to appear as a child than the other two, a Temple Nymph is more likely to appear to be wearing cleric clothes, a War Nymph is the most likely to appear as a soldier. Still, there are a lot of variations, it is simply whatever the spirit desires (we will fall).
Contents
Festival Nymph
Many communities regularly hold festivals for various reasons and holidays. As this events become more regular, the attendance and joy usually builds. Occasionally, such events are stopped suddenly, as the community needs to move or is attacked.
Festival Nymphs spawn a few years after the last celebration. These are angry, bitter creatures who try to keep the festivities going. Their power is usually over a field or clearing where the event was held, and they are capable of manipulating it with ease. In addition, they also are capable of controlling any bodies in the field to continue the tasks it wants completed, and are also capable of producing feelings of euphoria and manipulating individuals into enjoying the set-up.
Festival Nymphs often place themselves in the role of the event planner. They are least irritable when everyone is indulging in the festivities, and view adventuring parties as hooligans who are trying to break up the event. Clearly they just need to be taught to have a good time. In general, parties are assimilated into the festival after defeat.
Festival Nymphs are most likely encountered if a party is sent to investigate any clues a village could have, and can sometimes be disarmed if it is proven (or they are tricked) the festival is illegitimate in the spirit of things: If it is one wrong day(s), if the event is celebrating is not occurring.
Festival Nymphs are usually the only aggressors, although they may assign certain puppets the role of 'security,' who travel in pairs.
Personality
- Emotional - Mid
Traits
- Tier 3-4
Combat
Encounter Party: 1 Festival Nymph, 0-2 Security Personnel
Special Notes:
- The Festival Nymph is able to remove one combatant at a time with a feeling of euphoria to enjoy the festival. This can be interrupted by another character, a save, or the Nymph's defeat.
Attacks:
- Melee - Normal, short. Two dice of damage.
- Shift - Special, any. A part of the festival becomes different to disorient or inhibit members of the party.
Temple Nymph
Communities need faith in SOMETHING. Often times they'll simply gather together to draw strength from one another. Sometimes they'll put their faith into an artifact from the Age of the Gods. Sometimes, they'll put it in a leader of the community, or a powerful outsider or legend. These temples are great in their time, but are often forgotten as years go by.
Temple Nymphs spawn a few years after the temple is entirely abandoned. Violent Nymphs who want the feeling of peace and calm to continue, their power is over the entire temple, making them incredibly dangerous as they shift the halls to confuse and separate party members. In addition, they can animate corpses and statues to serve their goals, as well as 'awaken' any party member it can separate and meet in person for a number of turns.
Temple Nymphs believe themselves to be whatever was worshiped, and pack a punch to back up the claim a fair bit. They often keep the rituals and masses going, revolving around them. They are able to sense and disorient parties as soon as they enter the temple (ominously locking the door behind them), who they view as new members who need persuading to the cause. If a party is successfully defeated, they become new members of the faith.
Temple Nymphs are often encountered as parties try to recover items or knowledge from a temple, and can sometimes be dissuaded if it is proven (or they are tricked) they are not the object of worship. This is a more difficult task as they often model themselves after the object, and many times react with denial in any case. However, if they are convinced, they can often provide more information than the sought object.
Temple Nymphs usually send waves of devotees out to weaken the party, and try to only appear if they can convert one by itself. As they cannot 'awaken' a character and shift the terrain, they usually try to isolate those who would continue to fight rather than flee one-on-one. If attacked by the group while away from their pedestal, they often slowly move back while still whittling away and disorienting them. In their chamber, they often have their best devotees as well as several bonuses. Their greatest devotees can be powerful and include any race, cubus in particular who come on their own to try to devour Temple Nymphs often find themselves quickly worshiping their meal.
Personality
- Emotional - High
Traits
- Tier 4
Combat
Encounter Party: 1 Temple Nymph, 3-6 Followers of Any Race
Attacks:
- Awakening - Special, only when engaged in single melee. The character becomes a follower of the Temple Nymph, with little chance to break free until engaged in combat with old allies.
- Melee - Normal, short. Two dice of damage.
- Shift - Special, any. The Temple Nymph is able to move an opening in an room, dividing or obstructing the party.
War Nymph
War is a constant, and large bloody battles occur all the time. Often times battles are forgotten and the dead never given a proper burial.
War Nymphs arise years after particularly violent battles, and are the most dangerous time of Nymph. Cheerful and playful, these Nymphs love to keep playing the battle over and over. Unlike other Nymphs, they tend to have little or no control over the landscape, but instead have fullcontrol of their puppets' abilities. They have no need to control party members, as they simply need to make them the eye of combat and they're pretty much forced to play a part.
War Nymphs occasionally consider themselves generals, but most often just see it as a form of play. They are very rare but can be encountered anywhere, and often are mobile, movin g through villages playing their game. They are hard to persuade on any level, seeing it all as a game. They are by far the least attached to other beings, as they gleefully orchestrate battles between the corpses they control.
The most dangerous things about War Nymphs is the large number of puppets they command. Luckily, as it is all seen as a game, they are just as likely to attack each other as a party member. Still, with powerful energies flying every direction there is no guaranteed safety.
Personality
- Emotional - Very High
- Adrift - Very High
- Self-Oriented - Very High
Traits
- Tier 4
Combat
Encounter Party: 1 War Nymph, 12-20 Puppets
Special Notes:
- At the beginning of every turn, the War Nymph rolls a dice to see how many of the Puppets focus on the party rather than each other. Any attacks are assumed hits, although party members within range may need to roll themselves if the attack(s) is area of effect.
Attacks:
- Armed Combat - (Depends on the weapon). Three dice of damage.
- Eye of Combat - Special, any. The character because the focus point for the battle, all successful attacks are dealt to them and they are most likely to be hit by wild spells.