Fey

THE SPIRITS OF THE WOODS

woodspirits_symbolDon’t think of the Spirit as just a bunch of animals with flowers growing out of their ears. They are that to be sure, but they are so much more too. They are the understandable primal rage of nature; the monsoons, the fang and claw, storms that rip a house out from its foundations. The Spirits of the Woods cannot be understood by mortals. By our definition they are contradictory, overly metaphorical, and their words are obtuse to the point of meaningless gibberish. To try and decipher a Spirit of the Wood is a waste of time.

And yet the effort has to be made because any Spirit can be a threat to any mortal they cross path with. The Valamari are well acquainted this simple truth, as many of their cities are built on the edges of the forests. They are the most knowledgeable of the Spirits than any other, including the Elves. It would seem that they are the only ones capable of understanding what a Spirit actually wants.

That is, if they are lucky and don’t get their faces melted off first.

FURAHspirit_of_harmony_by_wolfroad-d49wxe3
6th Level Soldier

The Rehaa embodies patience and the right to rule, the Vuur encompasses a raging fury, the Vwaam are filled with arrogance, and the Hlwa are tricksters. The Furah are love. Any wolf understands the importance of the pack, of the family, of those that are beside you. They need to be protected because they are worth protecting. In a way the Furah are the most emotional of all the spirits simply because of the depth of their attachments. However, the Furah know they are not the strongest of the Beastly Spirits, although even a single Furah is more than a match for a score of Hlwa. What  they do have is their speed and understanding of the forest. Few can detect a Furah when it does not want to be seen, and it is the fastest of all the Spirits. In a way, they are much more dangerous than the Rehaa or the Vwaam. They can at least be seen, but few will ever see a Furah.

Initiative: +17

Due to their high speed, the Furah always goes twice. Roll two initiatives for each Furah.

HP    90

AC    18
PD    16
MD    14

Fang: +13 vs AC – 16 damage

First Strike: The first attack of the battle for each Furah always deals critical damage.

The Shadow of Trees: Up to three times the Furah can hide from sight. The Furah cannot be attacked on this turn, but it also can’t attack. If it is not taking ongoing fire damage then it can attempt a recovery roll. This is attempted by 2d6.

HLWA
6th Level Mook

hlwa_final_lgThe Hlwa are scum. In the eyes of all the other Spirits, the Hlwa are nothing more than scavengers from the South; unwelcomed guests that are very persistent in staying. They are tricksters, jokers, and a nuisance. They feed off of the dread energy of the recently departed, and that is the reason why light seems to pour from their eyes. In fact, if you actually decided to take the opportunity to check, how brightly their eyes shine is an indicator of how well fed they are. Considering the rabid pack mentality the Hlwa possess, there will be some disparity in that.

The Hlwa are similiar to the Furah in one regard: the importance of the group. But in contrast with the Furah who have a loyalty to their pack, the Hlwa only see their fellows as a necessity. Individually any Hlwa is weak. The Hlwa are dangerous in groups. They will nip at their prey, and as it lashes out another Hlwa will strike at the back. Or they will all go in at once and tear the thing to shreds before it had any opportunity to do anything.

Sometimes a Hlwa is not able to get enough just from the cadavers of forest. That is when it will hunt prey that still yet draws breath.

Initiative: +10 (One initiative for every 80 HP)

HP    80 – 320 (40 HP per Hlwa)

AC    15
PD    14
MD    12

Strength in Numbers [Passive]: The more Hlwa there are in combat, the stronger their attacks and abilities are. Look at the specifics of each ability for details.

Draw From the Moon [Passive]: Depending on if the new is “new” or if it is “full”, Hlwa gain one of two side effects:

Empty Moon: The Hlwa receive a -2 penalty to AC and damage.

Full Moon: The Hlwa gain a +1 to attack and recover 10 HP per Hlwa every round.

Fangs: +6 vs AC – 7 damage.

Strength in Numbers: For every Hlwa in combat the pack gains a +1 to AC and damage, to a max total of 14 attack and 15 damage.

Tear Him Apart: +4 per Hlwa vs AC: 6 damage per Hlwa – This consumes the turn of all the Hlwa on the field. However, it can deal up to 48 damage to a single target if there are 8 Hlwa.

40839159REHAA
Large 6th Level Leader

Of all of the spirits, the Rehaa are the most patient. Thus, also the most trusted to lead the spirits in the absence of the Worldly Trees or Domhan. That is not to say that they are wise – that is an attributed associated with the Vuur. However the Rehaa understand how to apply the ideals and mindsets of all of the spirits to the situation at hand. They also have a way of making sure the other Spirits don’t act on their own accord and cause havoc with the mortals. It could be interpreted that their preference for diplomacy as a sign of weakness.

That would be incorrect. The Rehaa understand restraint, unlike the Vwaam, but that does not mean they misunderstand the value of war. Each Rehaa is a fearsome warrior in their own right, and those that rise to become a King of Bears has earned that right through both charisma and valor. If a Rehaa is on the battlefield, that is the moment of the hour. Either you are dead, or you just killed a Rehaa and the other Spirits are going to be after your bones.

Initiative: +12

HP    160

AC    22
PD    18
MD   18

Fang and Claw: +9 vs AC – 16 damage

Ethereal Claws: The Rehaa’s claws go through any protective spell or enhancement.

The King of Beasts: At Escalation Die 3, the Rehaa can send out a buff that increases all Spirits’ damage by 4 for the next two turns.

Be As Air: Once per battle the Rehaa can give a buff of +2 AC to any Spirit ally. This buff lasts for 2 turns.

Deafening Roar: +10 vs MD, 10 damage. The Rehaa sends out a roar that is not just a roar. 1d3 enemy targets are thrown back, dealing 10 damage and stunning them for the next turn.

VUUR
6th Level Castervuur_lg

It would be a mistake to consider the Vuur as an ally of mortals just because they look like a stag. In truth the Vuur despise mortalkind, perhaps more so than the Hlwa. They are constantly aflame, but that flame does not burn when they are at peace. However the moment fear is struck into their hearts that flame burns all around them. And since they show the most fear in front of mortals, who are capable of so much destruction and chaos, it is no wonder as to why the Vuur distaste mortals so.

Initiative: +13

HP 120

AC 17
PD 16
MD 20

Ram: +7 vs AC – 14 damage

Ignite: After the attack is successful roll +6 vs PD. If successful the target catches on fire, and takes 9 ongoing fire damage for the next 4 turns.

Steps of Fire: Passive. Every time the Vuur passes by an enemy they are not in conflict with, 4 fire damage is dealt.

Breath of Fire: +10 vs PD. 27 damage. The Vuur breathes fire on a target. Roll a 1d3 to see how many nearby targets are also damage for 17. If there is no one nearby, don’t bother with the 1d3 roll. This attack cannot be used on the next turn.

Ignite: After the attack is successful roll +6 vs PD. If successful the target catches on fire, and takes 9 ongoing fire damage for the next 4 turns.

Cool Down: Whenever the Vuur is attacked by a fire or ice related spell, ability, or magic weapon, it is stunned for the next turn. However, this weakness cannot be exploited on the next turn allowing it to freely move and attack on the turn after. (Example: Vuur is attacked by a Bolt of Frost spell on turn 1. It is now stunned on turn 2. It is again attacked by a Bolt of Frost, but damage aside this has no extra effects. It can now cast Breath of Fire on the stupid wizard that thought it would be a good idea to piss off an stag spirit that can breathe fire on your ass.)

VWAAM celtic_wild_boar_with_forest_by_creaturesfromel-d4tglr7
Large 6th Level Wrecker

The forests of the world are not stagnant entities; they are alive. They live and breathe; they think. And they fear. As with anything that possesses that base emotion it is in need of soldiers to protect its interests. The most common of these are the Vwaam. Physically they most resemble the boar, and that equals their temperament. That quick temper and willingness to act also explains why they are the most commonly seen of the animal spirits. It is rare for them to not attack any trespasser, and it is just as rare for them to even ask questions. They are amongst the most feared of the spirits by the Valamari just because of the sheer level of devastation that they can unleash. They charge in, ripping aside flesh, and ask questions never. As such they are in conflict with the other spirits, especially the patient Rehaa. The Vwaam are much larger than the beastly boar, and tower over horses. What is interesting about them is that plants grow from their backs, and roots can be seen extending from across their entire body. It could be speculated that this can act as a camouflage of sorts, or perhaps the Vwaam also acts as walking pollination facilities.


Initiative: +15

HP    140

AC    20
PD    18
MD    18

Rending of Tusks: +9 vs AC – 18 damage

Natural 16+: The Vwaam also pushes the target to the ground, dealing an additional 6 damage.

Life to Wood: The Vwaam shakes its hide, rustling the bushes and flowers that are growing on its back. The pollen goes out and touches several trees, transforming them into Treants. Treants have an HP of 50, an AC of 16, and a PD and MD of 14. Their attacks are a +5 to AC and deal 9 damage. Roll 1d3 to see how many Treants are created.

Steadfast: The Vwaam summons roots around its legs. This gives it a +3 to AC for the next two turns, but at the cost of loss of movement and increased weakness to fire based attacks. Any fire based attacks deal an extra 4 damage.

Puke Up Mud: Available starting at Escalation Die +3. The Vwaam selects a target and pukes up a river of mud. The target must beat a Strength DC 18 check. If he fails, his initiative is reduced by 3 for the next 3 turns.