Prince of Breath.
Powers: Negation of mobility, destroy all wind, shatter freedom.
Possible Ability Names:
Freedom Fall: The Prince destroys freedom.
At lowest levels this allows the prince to nerf enemy speeds and weaken their resolve.
At mid-levels these powers grow and the Prince can instantly bring flying enemies to the ground.
The its highest level the Prince can freeze enemies in place, their mobility and freedom gone.
Breathless: The Prince destroys wind.
At lower levels this gives enemies sudden shortness of breath.
At mid-level this feature grow in power and the Prince can cancel out wind based attacks.
At its highest level the Prince can rid an area completely of oxygen.
Breeze Blast: A destructive breath attack, a late game attack that can clear large enemies, instakilling most if not all flying enemies.
The Land of Revolution and Flags
Description: A land of consistent change and renewal. Laws, prices, names, even the landscape itself seems to shift and alter from day to day. Some of the lemur consorts-primarily the elite of society-believe this consistent, ever changing nature and lack of restriction is healthy and good for them, others find it to be exhausting and even destructive, as with no base from which to work with, nothing can ever be consistently useful or can be said to have been finished.
The environment, while shifting and changing regularly, is generally wetland and fields, with castles and controlled territories set up with flags to mark who is in control of what. The most wild and untamed part of LoRaF though is the weather, and storms, quakes, and other disasters come and go as quickly as a summer breeze.
Rebellions/revolutions occur every week or so, but if anything they cast even more kindling to the fire of chaos and confusion. Even friendships and alliances can appear and vanish in an instant with the whims of the changing land.
Land Marks: Forts: Lesser controlled buildings who, like with all others, swap owners and flags every few days or even hours. Enter a fort controlled by a flagged group you're not on good terms with and you'll be attacked immediately.
Flagged Castles: Large, highly defensible structures with large amounts of controlled territory. As with the forts, the flag they fly changes every few hours, and if you're in the area of one you're not friendly with, you will be swarmed by soldiers.
Tower of Change: A massive high tower filled with enemies of most all types, guarded by one of the Free Spirits. Inside could be several things. Legendary gear, information on the denizen, lore of the land, etc.
Orb of Winds: A long hidden relic who's power extends over the entire planet. The ever shifting winds within the crystal orb effect the planet itself, causing the constant shifts. It would take someone powerful to retrieve it from the Greater Free Spirit guarding it, someone very powerful to damage it, someone extremely powerful to tank the blast of biting winds it releases if damaged, and someone unbelievably powerful to survive the razor wind hurricane blast it releases if destroyed.
Unique Enemies: Flag Soldiers: Consorts pressed into service under a flagged fort or castle. (Stats very, ranging from mid levels to extremely high, have seemingly endless numbers.)
Storm Sentinels: Spirits generated within the ranging storms. (Medium intelligence, speed, and endurance, high strength and durability, wind blast, hail shot, lightning lance, twister)
Flaming Furies: Spirits generated within the ranging fires. (High speed, strength, and intelligence, low durability and endurance, heat aura, breath of fire, burning touch, erupt, fire whirl; can buff endurance and durability if allowed to gather fuel.)
Shifters: Spirits generated from such intense, consistent change, able to alter their shape, size, and even abilities given time. (Low strength and speed, medium endurance and durability, high intelligence, low wisdom [steadily increases over the course of the session, no upper limit], camouflage, shapeshift [varies in usefulness based on wisdom stat, allowing for basic claws, fangs, spikes, tails, wings, etc at the low end, to full molecular biological shifting allowing them to generate new abilities on the fly at the high end])
Unshackles: Prisoners hidden in various long forgotten prisons from a simpler time, more rational time. The shifting of the land is breaking their chains and releasing them back into the world. (Stats very, ranging from high to immense, some able to use weapons, others spellcasting, some generate auras of fear, anger, sorrow, or even brainwashing)
Free Spirits: The embodiment of the lands great freedom. (Their stats are ever shifting, even second to second, one must be calm and vigilant in order to know when to attack them, and when to fall back.)
Challenge: Break the constant change and bring stability to the consorts' lives, find a way to reach the denizen in the rubble of the broken.
