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Thread: Faction - Fairies of Tarm

  1. #1
    UndyingNephalim's Avatar Primicerius
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    Default Faction - Fairies of Tarm

    Fairies of Tarm

    Main Color: Pink
    Religion: Lesser Deity Worship
    Culture: Naturalistic
    Rival Factions: Labrynna Regime
    Cordial Factions: None

    Strengths, Weaknesses, and Abilities:
    - Obnoxiously Numerous: Fairies are able to quickly assemble large swarms of basic soldiers.
    - Life Bringers: Fairies killed in a campaign battle can resurrect themselves if they are not all defeated in that battle.
    - Diminutive Beings: Most fairies are no larger then a human hand and can essentially be swatted aside in combat.
    - Mystery Magics: Most Fairies have the ability to unleash streams of energy from a distance. While very inaccurate compared to archers, a successful hit will usually instantly burn an enemy to death.

    How to make them appear in the Campaign: The Fairies of Tarm will spawn soon after Labrynna Regime has spawned. They can also be activated if you take over the Tarm Ruins before encountering the Labrynna Regime.

    One of the oldest and most mysterious races of Hyrule are the Fairies. Small glowing creatures that drift with the wind, Fairies have for the most part acted peaceful and have even saved the dying from death. In recent times however the fairies have almost completely vanished from Hyrule without a trace. Signs seemed to point that they have migrated far to the northeast and into the land of Holodrum, and those that pursued the matter further discovered their gathering place at the legendary ruins of Tarm. To many, Tarm is an enigma. According to legend, the Ruins of Tarm fell from the sky and around its resting spot the ancient Tarminians worshiped the structure as if it were a deity. In return for their fealty, the Ruins of Tarm would save the dying Tarminians just before their last breath. Historians often connected this resurrection with the use of fairies, and the fact that they have been gathering there seems to confirm the theory and prove that perhaps the fairies originated from the fallen Tarm Ruins. The true nature of this gathering is a mystery, but one cannot help but fear that they are creating an army. The average Fairy is small, only slightly larger then a fist. Great Fairies tend to be much larger, some reaching heights of up to ten feet. The true form of a fairy is unknown, though Great Fairies will often appear as an extraordinarily beautiful female of the observer's race. The fairies have no real need for rupees, and as such they can field as many soldiers as they desire so long as there are enough fairies in the area. Because of this the Fairies can assemble a massive army in short order and easily catch a developing kingdom off guard. Regardless, the tiny size of fairies makes them very poor combatants: one well placed whack of the hand can knock one out and potentially kill it. They may be small, but many rightfully fear a massive storm of the creatures lead by an enigmatic Great Fairy.

    Fairies of Tarm Unit Roster

    Standard Units
    Sprytes (Pink Fairies)
    Wisps (Green Fairies)
    Pixies (Violet Fairies)
    Humanoid Manifest
    Korrigans
    Golem
    Great Fairies
    Phantoms of Tarm

    Defensive Emplacements
    Perception Ward

    Siege Weaponry
    Beam Golem

    Command Units
    Golden Great Fairy
    Supreme Great Fairy

    Agents
    None

    Heroes/Bosses:
    The Fairy Queen
    Dezaia
    Essence of Tarm

    Special/Other Units:
    Tarminian Worshipers


    Sprytes (Pink Fairies)


    Perhaps the most common of Fairies, it is believed this is the earliest stage of a fairy's life. These small pink beings are very fragile and are often mistaken for other luminescent insects. While individually passive, when enticed they can gather in seemingly endless swarms as they poke and rip apart the aggressor. Many soldiers have been awed by the glow of a Fairy swarm flying towards them before realizing these tiny creatures were chasing them out of their territory with claws and teeth.

    Wisps (Green Fairies)


    While not nearly as common as Pink Fairies, the green variety is usually seen at night dancing in the wind in the remote wilderness. Green Fairies are notably more aggressive then their pink counterparts, and are able to discharge small bolts of energy over a short distance. In the rare instance that a large swarm of Green Fairies gather any enemy should be fearful of being slowly shocked to death by thousands of sparks.

    Pixies (Violet Fairies)


    Perhaps one the rarest of the small fairies, the violet breed has almost reached a mythical standing in Hylian culture. Only several cases have been mentioned in recorded history, and none have ever been caught. This is perhaps because Violet Fairies are very aggressive and can discharge a stream of energy in short bursts that can maim or even kill its target. This magic has often lead to them being labeled as evil or cursed fairies, but evil or not any soldier should be very fearful of these beings should they gather into a swarm.

    Humanoid Manifest



    Often when larger fairies leave their places of hiding they assume the form of other races to hide their intent and identity. When a Fairy is out to kill however, their intent is always clear. Assumed to be an adult period of a Fairy's life, these human sized beings can kill without hesitation and mercy. Armed with staffs that are able to unleash bolts of energy, these footmen of Tarm can reduce an enemy formation to dust from a distance.

    Korrigans


    Once powerful Great Fairies centuries ago, the Korrigans for one reason or another abused their abilities and were stripped of their powers and sentenced to imprisonment for all time. During times of war however these hateful beings are released from their confinement and used as front line soldiers and cannon fodder. Drained of their legendary magics, Korrigans instead wield four blades in their hands as they rip their enemies asunder.

    Golems



    Built from the mysterious substances that Fairies posses, these walking constructs are animated by smaller fairies. Able to both unleash powers from a distance and smash enemies in melee, Golems are usually the solider of choice when the Fairies decide to invade and destroy an enemy city.

    Great Fairies

    As powerful as they are mysterious, the Great Fairies wield abilities unknown even to their own kind. Many of them older then most beings of Hyrule, Great Fairies usually serve as leader figures and teachers of their vast knowledge. Benevolent Great Fairies often bless the unfortunate with gifts or healing, while those with less pity on other races make prime candidates for commanders and generals. Their ethics sound or not, incurring the wrath of a Great Fairy will almost always lead to a slow and agonizing death.

    Phantoms of Tarm




    The great mysteries of Tarm are a well guarded secret, and most that come unprepared are often misguided by the twisting woods that surround it. Those that manage to venture too far however are often chased away, and in extreme cases killed by these shadowy beings that are believed to be the spirits of deceased Tarminians. These phantoms are capable of teleporting and misguiding their targets, which they seem to prefer over killing. Their ability to vanish and reappear makes them a valuable tool for confusing enemy movements.

    Perception Ward



    Invisible to the naked eye until it's too late, Perception Wards unleash bolts of magic on passing travels who likely were not even able to see the contraption. A wall of these strange constructs can suddenly halt an army on a mad rampage out of thin air.

    Beam Golem



    Giant constructs powered by an army of fairies, Beam Golems are brought forth to topple an enemy establishment. A Beam Golem is able to unleash a stream of magic that can burn through an enemy wall, but can also use its giant hands and feet to crush enemy soldiers attempting to stop it.

    The Fairy Queen



    While she often assumes the form of a child like fairy, the Queen of the Fairies is perhaps one the oldest living being in Hyrule. Her true name lost to time, her ego has led to her believing that Queen is the only appropriate term to identify herself by. While the full potential of her abilities are unknown, her notable abilities include controlling other Fairies like puppets, seducing any individual regardless of race or gender, and if given enough time changing the weather and winds at will.

    Dezaia



    At one time the ruler of the Fairies, Dezaia was a cruel and malicious being bent on enslaving through force. The Queen of Fairies rebelled against Dezaia and took over as ruler of their race. Her body trapped within a twisted suit of living armor that feeds off of her tremendous powers, the Fairy Queen often considers Dezaia her favorite puppet and most useful tool in crushing anyone that opposes her.

    Essence of Tarm



    A being wrapped in nothing but mysteries, Tarm is often identified as the mythical deity of the Fairies. It's existence is unconfirmed and doubted by many, and in the case of most races considered heresy against the Goddesses of Hyrule. The truth is that deep within the Tarm Ruins its essence grows, constantly fueled by the joy, suffering, and power of its fairy worshipers. With enough power amassed it hopes that it may gather its followers and one day return to the Heavens from whence it came centuries ago.
    Last edited by UndyingNephalim; September 08, 2012 at 05:54 PM.

  2. #2
    quenya's Avatar Biarchus
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    Default Re: Faction - Fairies of Tarm

    what about Navi?
    Droma: :Rosa

  3. #3

    Default Re: Faction - Fairies of Tarm

    You know, it really would make MUCH more sense for Navi to be with the Kokiri...

  4. #4
    quenya's Avatar Biarchus
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    Default Re: Faction - Fairies of Tarm

    true, true.
    Droma: :Rosa

  5. #5
    VGF254's Avatar Civis
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    Default Re: Faction - Fairies of Tarm

    so what do Tarminians look like?

  6. #6

    Default Re: Faction - Fairies of Tarm

    Mh...

    how about this?


    Neph knows why I'm suggesting this. If anyone wishes me to, I'll share the reasoning behind it, but it's a long explanation.
    Last edited by Duke Serkol; July 17, 2012 at 06:32 PM.

  7. #7
    quenya's Avatar Biarchus
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    Default Re: Faction - Fairies of Tarm

    wind tribe? could you explain, i'm kinda lost.
    Droma: :Rosa

  8. #8

    Default Re: Faction - Fairies of Tarm

    Okay, but I warned you, it's a long read:

    First and foremost, do you know the reason Neph has associated Tarm Ruins with the fairies? Because it's one of the most mysterious places in Oracles.
    The game offers no real indication as to who built them and why they were deserted.

    There is but one connection between the place and fairies: the Season Spirits that live in the nearby Temple of Seasons, who just happen to be in the same shape as the fairies in the N64 games. And strenghtening this connection are the four blocks needed to open the gate to the ruins, four blocks in the same colors as the seasons.

    So that's all we get from Oracles.

    I was stumped... and that's where this lovely post/theory came into play.

    To quote the most significant passage (you don't need to check the rest of it out if you don't care to):
    I wondered why we know absolutely nothing about Tarm's backstory. I looked around a while and determined:

    •There is a Gale seed tree.
    •The dungeon holds the Blowing Wind Essence of Nature.
    •The dungeon holds the Magical Boomerang.

    Apparently, there is a distinct wind affinity. What else has distinct wind affinities?
    This naturally brings our attention to Capcom's next game, The Minish Cap.

    It's not implausible that a lot of stuff they scrapped upon the cancellation of the third Oracle game could have made it into TMC.
    And of course if we look for something with a wind affinity in TMC, we have to look at everything pertaining the Wind Tribe.

    This is were I started noticing a long series of "coincidencies" and similarities.

    What do we encounter as we make our way to Tarm Ruins (and inside as well))? Armos statues. Lots and lots of Armos.
    Spoiler Alert, click show to read: 
    Guess what it is we find guarding the entrance to the Wind Ruins in TMC?
    Spoiler Alert, click show to read: 
    Yup, still Armos of a similar design. Ones that is revealed in the backstory were a gift to the Wind Tribe by the Minish.
    Just a coincidence, right? But then look closer at the actual entrance of the dungeons...
    Spoiler Alert, click show to read: 
    Notice any similarities between those statues? The bodies in particular?

    Still not enough I hear you say... okay then, what else have we got outside and inside of Tarm Ruins besides Armos? DarkNuts, a veritable horde of them (though mostly outside)
    Spoiler Alert, click show to read: 
    And what's the miniboss of Wind Ruins?
    Spoiler Alert, click show to read: 
    Yup, Darknuts. And they only appear in that dungeon, in the Palace of Winds and in Hyrule Castle taken over by the Wind Sorcerer Vaati.
    Spoiler Alert, click show to read: 

    There's even statues of the guys!

    So we climb to the top of the tower defeat the boss... and find ourselves outside to get the essence of wind (the map is too big, so I'm not placing it here as an image, check the link).
    This is the only essence that is obtained in an outdoor location.
    Guess how it is the Wind Ruins end?
    Spoiler Alert, click show to read: 

    Also the top of the Wind Tribe's Wind Tower bears some resemblance to the top of the Tarm Ruins tower too.

    So we've been through both dungeons and you may be asking, is that all the eveidence you found? Nope!

    See besides the above Ancient Ruins from Seasons, in Oracles there's another dungeon that's guarded by Darknuts, the Ancient Tomb in Ages.
    Here's the area it is accessed from, the Sea of No Return
    Spoiler Alert, click show to read: 


    Sadly you can't see the Darknuts, you'll have to trust me on that. But do note the Armos statues here too!
    The essence therein is the Falling Star (where would you find those but in the sky?) guarded by
    Spoiler Alert, click show to read: 
    Ramrock. Who, I wonder, could this boss resemble?
    Spoiler Alert, click show to read: 


    Now I know you're probably begging for me to stop running my mouth at this point (or typing, whatever), but I'm not quite done (almost though!).

    Consider the villains of Din's game (the Oracle whose name is the same as the Goddess of Power) and Nayru's game (the one associated to the Goddess of Wisdom):
    Spoiler Alert, click show to read: 
    One is a powerhouse of man who looks like an Ironknockle and thus bears both the Gerudo symbol and patterns (you know, the red and blue lines over a white cloth).
    The other is a cunning woman in a dress that bears what resembles a Sheikah symbol. What does this make you think of?
    Spoiler Alert, click show to read: 


    Notice the pattern and the eye
    Makes you wonder what the villain of the cancelled game, the one about Farore, the Oracle associated to the Goddess of Courage, could have been like...
    Spoiler Alert, click show to read: 
    Doesn't it?

    So to draw some conclusions...

    I believe it likely that just as the two Oracle games we got, the third one too would have introduced an unique new race. In Ages it was the Tokay. In Seasons we saw the underground with the Subrosians. It seems only natural that in the last one we'd see the sky with the Wind Tribe.
    I believe it likely that in linked games, the connection between the Wind Tribe and those two dungeons (Tarm Ruins/Ancient Ruin and Sea of no Return/Ancient Tomb) would have been revealed (much like Subrosian dancing was revealed to have a connection with Goron dancing). Most pertaining to this topic, I believe Capcom intended for the Tarm Ruins to formerly belong to the Wind Tribe just like the Wind Ruins.
    I believe it likely that in the absence of the Minish (the third Oracle game was going to be either about the hours of the day or color, not shrinking, so they clearly had not been conceptualized yet) the Wind Tribe would instead have had a connection with Fairies (the Temple of Seasons just next to tarm Ruins).
    I believe it likely that the villain would have been Vaati (wind sorcerer, Wind Tribe, Farore's wind... wind theme anyone?) and I believe he would have commanded Darknuts against the Wind Tribe.

    I also believe it's possible that much like other things from previous Zelda games (consider the mirror from FSA), Twilight Princess may have borrowed a bit of this, what with the first Darknut showing up in the Oocca-built Temple of Time and the others being in Hyrule Castle controlled by Ganondorf.


    The connection with the fairies may have been exchanged for one with the Minish in TMC, but nothing in that game prevents us from re-establishing it (the Wind Tribe can well be connected with both of them).
    So that's why I think it could be neat for the Tarminians to look like (or be member of?) the Wind Tribe and it could also be a good idea for them to have a rivalry against the Darknuts.

    Another reason this may prove a good idea is that (hate it as I may) with Hyrule Historia the ties speculated between Wind Tribe, Oocca and Skyloft seem to have grown much more tenous (just as it is now pretty much impossible for the Dark Mirror to be the Mirror of Twilight) as according to it the Wind Tribe acended to the sky after the events of Skyward Sword (so presumably no connection to Skyloft) after the Hylias were established (an event the Oocca supposedly had an hand in).

    ...whew. This post took exactly two hours to make.

    Edit:
    Just to clarify Neph, I'm not suggesting you change the story of Tarm Ruins to it having been made and belonging to the Wind Tribe instead of the Fairies. I know you're not willing to do that. But you could still tie the Wind Tribe to the Fairies and, by proxy, to the Tarm Ruins (as a place, belonging to the fairies, where members of the Wind Tribe were allowed to stay in order to worship the essence of Tarm and for the mutual benefit of both races).
    After all, if I'm not mistaken Neph, your story for the Fairies is that they fell from beyond the sky and are intent on returning there, right? Seems like putting a building among the clouds (for their worshippers' safety?) may not be too farfetched a stepping stone.
    Last edited by Duke Serkol; July 17, 2012 at 06:49 PM.

  9. #9

    Default Re: Faction - Fairies of Tarm


    I'm sorry, I had to.

  10. #10

    Default Re: Faction - Fairies of Tarm

    No problem, at least it's not this

  11. #11
    The Holy Pilgrim's Avatar In Memory of Blackomur
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    Default Re: Faction - Fairies of Tarm

    Quote Originally Posted by Duke Serkol View Post
    No problem, at least it's not this


    I just saw the Nostalgia Critic's review of that movie last night after my friend told me about the movie two days ago

  12. #12
    UndyingNephalim's Avatar Primicerius
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    Default Re: Faction - Fairies of Tarm

    Quote Originally Posted by Duke Serkol View Post
    Just to clarify Neph, I'm not suggesting you change the story of Tarm Ruins to it having been made and belonging to the Wind Tribe instead of the Fairies. I know you're not willing to do that. But you could still tie the Wind Tribe to the Fairies and, by proxy, to the Tarm Ruins (as a place, belonging to the fairies, where members of the Wind Tribe were allowed to stay in order to worship the essence of Tarm and for the mutual benefit of both races).
    After all, if I'm not mistaken Neph, your story for the Fairies is that they fell from beyond the sky and are intent on returning there, right? Seems like putting a building among the clouds (for their worshippers' safety?) may not be too farfetched a stepping stone.
    Oh no I'm not changing it, but you're on the right track in regards to what's going to happen.

  13. #13

    Default Re: Faction - Fairies of Tarm

    That's something I always like hearing!


  14. #14
    Zectorman's Avatar Primicerius
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    Default Re: Faction - Fairies of Tarm

    Also, note on the shoulders of the Veran Pic, that she too has the Gerudo symbols on them. If no one picked up on that .

    But all in all, that makes so much sense...in fact i love this hypothesis!

  15. #15
    quenya's Avatar Biarchus
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    Default Re: Faction - Fairies of Tarm

    @Duke Serkol

    Epic theory. it makes perfect sense. as i have not played the minish cap (sadly) i'll have to take your word for the points of proof from that game.


    Oh no I'm not changing it, but you're on the right track in regards to what's going to happen.
    oooh! what new wonders await?!
    Droma: :Rosa

  16. #16

    Default Re: Faction - Fairies of Tarm

    Quote Originally Posted by Zectorman View Post
    Also, note on the shoulders of the Veran Pic, that she too has the Gerudo symbols on them. If no one picked up on that .
    Yes, I imagine they both wear it to show their servitude to Twinrova (in addition to Onox essentially being disguised as a Gerudo male).

    Quote Originally Posted by Zectorman View Post
    But all in all, that makes so much sense...in fact i love this hypothesis!
    Glad to see others agree!

    Quote Originally Posted by quenya View Post
    Epic theory. it makes perfect sense. as i have not played the minish cap (sadly) i'll have to take your word for the points of proof from that game.
    Can't you take my screenshots? Or did you not open the spoiler tags in order not to, aptly enough, spoil yourself?

  17. #17
    quenya's Avatar Biarchus
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    Default Re: Faction - Fairies of Tarm

    i did indeed look at the pics. so i guess i do have proof.
    Droma: :Rosa

  18. #18

    Default Re: Faction - Fairies of Tarm

    Spoiler Alert, click show to read: 


    So Andross you show your true form!


    Gotta say Duke you seem to have a flawless knowledge of obscure Zelda lore. It's always a pleasure to read posts that are so brimming with information! Kudos to you sir.

  19. #19

    Default Re: Faction - Fairies of Tarm

    Quote Originally Posted by Zectorman View Post
    Also, note on the shoulders of the Veran Pic, that she too has the Gerudo symbols on them. If no one picked up on that .

    But all in all, that makes so much sense...in fact i love this hypothesis!
    I'd say thats 'cause they are trying to revive Ganondorf, who is the gerudo king.

  20. #20

    Default Re: Faction - Fairies of Tarm

    Quote Originally Posted by KaeporaGaebora View Post
    Gotta say Duke you seem to have a flawless knowledge of obscure Zelda lore. It's always a pleasure to read posts that are so brimming with information! Kudos to you sir.
    And it's always a plasure to share my insight on the subject with people that appreciate it

    Plus it seems Neph is actually going to put this to good use, which is awesome!

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