Lady of Lairs
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The Lady of Lairs is a recent addition to the supervillain scene. Her goal seems to be to draw heroes to her Lair, so that she might test them in games, puzzles and gods know what else!
Contents
Rise of the Lady.
Behind the mask.
Lizbeth Reese hasn't had the greatest life. Her parents died in an accident involving a careless superhero called 'Captain Deer', orphaning the girl at the age of 10.
She was taken in by a distant uncle of the family. At first, it wasn't too bad. Her uncle comforted her regularly as she cried herself to sleep, and he made sure to provide for her. The troubles, however, began after 3 years, when Lizbeth began to...grow up. She was turning out to be a pretty picture. Her uncle certainly seemed to think so.
Of course, when he acted on it, she didn't immediately realize what was happening. And when she did....
...Well. There's a reason she ran off. Though most people don't set the house on fire. Or did she? The events around her 15th birthday are unclear, and left no survivors. Or so it seems....
Survival.
Lizbeth survived the arson accident, courtesy of an old inheritance. Her family, in the very distant past, made a deal or earned a favor of some ancient power.
Frank, her newfound golem bodyguard/butler, couldn't give any specifics. He wasn't around for the events themselves. In fact, he was made far after the creation of the Lair. Or so he says.
Lizbeth herself wasn't (and still isn't..) too curious about the origins of her inheritance. After all, the Lair is quite the gift...!
The Lair.
Powers!
After inheriting the title on her 18th birthday, she has gained a plethora of gifts. Including:
Magic
The Lady has proven to be a fairly decent mage...considering she's only been one for a few months. Props to that might be given to the Lair, which had endowed her with magical powers in the first place.
So far, she's used basic magical bolts spell, paralyzing spells, short-range teleportation and even the occasional trap. She's constantly diving into the various tomes, though, because she can't use most of her powerful gifts outside the Lair.
Lair Magic
Within the Lair, she has extraordinary powers, on a scale that borders on altering reality. Perhaps it is that:
Superteleportation : She seemingly vanishes and appears at will. She can do the same to her minions, and perhaps even any heroes brave/foolish enough to enter the Lair.
Focused Omniscience : She's capable of knowing everything that happens in the Lair...If she thinks to ask the questions, anyway.
Room Creation : The Lady is capable of creating rooms, hallways and assorted with her mind!
Portal Creation : She can create portals that allow the user to leave the lair. Of course, there's a limit on that. They can only be sent to places marked as such. A certain heroes is aware that one such marking is near Carl's Gym..
Minions
The Lady seemingly has a LOT of minions housed within her lair. In truth, there's probably only a few dozen, at best. Still, they obey their mistress with outright devotion, even if they're slightly dismayed at the tenderheartedness of her.
Known Minions
The Lady employs a multitude of different creatures. Golems, imps, orcs, beast, ect. Some of these creatures are more involved than others.
Frank
Frank is a stoic golem-like creature, and seemingly chief bodyguard of the Lady. He's not the most chatty of people, but his sign language, grunts and fist pounds tend to get the message across.
As for powers, well. He's a golem with four arms. Superhuman strength and endurance are his forte. For all intents and purposes, he's the main brawn of this quirky miniboss squad!
Frixit
Frixit is an imp, but don't let that fool you. He's been at it longer then most, and he has the magical prowess to show it. Fire-based spells are his game, though he does conjure up the occasional portal and teleport, if the Lady's busy!
He's the magical support of the miniboss squad. If in combat, he can usually be found cackling and chirping, as he launches fireballs at his foes!
Elizabeth
Elizabeth is likely the largest creature in the Lair! She's a sphinx the size of a factory. Thankfully for Lair-delvers, she's (generally) not violent. Her role in the Lair seems to be akin to a riddler.
She'll ask riddles with a smile. Because who doesn't like riddles?
Deur Door
Mr. Door is the most polite door in existence. Always up for a chat, he'll never raise his voice...Unless you attack him, and even then, it's more akin to 'how rude'!
Granted, being a giant metal door with a face, it likely wouldn't matter much if you DID attack him.
Mr. Door seems to be a gatekeeper of sorts within the Lair, as he's always barring passages. And he can't just open himself, because of the Union Rules. No-one's dared to ask more about it.
The Lair
((More to come. This IS a WIP!))
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