[Hero Concept] The Wayward Shepherd

AlwaizDreaming

New member
Milleara, or “Millie” is a young shepherd satyr from Ohio. Or at least, that's what she tells people. While it is true that she commands a flock of sheep, these sheep are the manifestations of dreams. She gains these sheep through unknown means, but those who come across her claim to never be able to dream again.



Millie has an unusually strong connection to her patron, an eldritch entity known only as The Endless Dream. Because of this, Millie is able to bring forth the realm of dreams to reality. Focused on area denial and summons, Millie can dredge up her opponent's deepest and most primal fears. In the same breath, she can provide her allies with comfort and protection.

Weapon: The Guide's Crook
A weapon gifted to her by her own patron, this gnarled staff adorned with a bell allows her to manipulate the dreams of those around her by ringing its bell. Instead of firing projectiles, enemies you have a visual on can be targeted and damaged periodically. Shields will block this weapon's attacks. This weapon has much higher/lower vertical range than it does horizontal range. Its damage scales with Spirit.

Ability 1: Her Flock
“That seems like a nice place to graze.”
Millie summons one of her dream sheep. Each sheep has an individual radius, though if they are in close proximity they will group together and their radius will expand. Any enemy player that enters this radius will be charged by the sheep, resulting in an explosion of spirit damage. While deployed, or attached to a player or minion, the sheep are untargetable. However, when the sheep are moving to a new target they can be destroyed by bullet damage.

After pressing the button, the ability can be placed. M1 will summon the sheep, and M2 will cancel. Tapping M3 will mark a location for all deployed sheep to move to. Tapping M3 while highlighting an ally will instead make them converge on the ally, affecting both players and minions. Holding M3 will instead have her sheep flock to herself.
“I'm sorry-”

  • Tier 0
    • The ability is unlocked
    • Three charges, 3 sec between casts
    • 20 sec cooldown
    • Detection radius of 10, +5 per sheep
    • Maximum of 10 sheep deployed at once.
  • Tier 1
    • Damage increased
    • Movement speed increased when not following a target
  • Tier 2
    • Increases max charges to 5
    • Maximum sheep increases to 15
  • Tier 3
    • Increases max charges to 8
    • Increases detection radius to 15, +5 per sheep
    • Explosions apply a slow stack for 1s, stacking up to 20
    • Maximum sheep increases to 20

Ability 2: Dreamscape Nexus
“Sweet dreams~”
Millie opens a portion of reality to the influence of The Endless Dream.

Deploy an area of strange otherworldly clouds. Enemies that enter into this area are afflicted with the Daydreaming condition. While affected with Daydreaming, all damage taken is added to a counter, before considering resistances and damage reductions. When Daydreaming ends, all accumulated damage is done at once.
“Ever had a waking nightmare…?”

  • Tier 0
    • Ability unlocked
    • 35 sec cooldown
    • Radius of 15
  • Tier 1
    • Multiplies stored damage equal to your Spirit Power bonus
    • Reduce cooldown by 5 sec
  • Tier 2
    • Enemies entering the area of effect are slowed
    • Heal for 15% of the damage dealt upon Daydreaming's expiration.
  • Tier 3
    • Daydreaming extends for 0.4 sec upon taking any amount of damage.
    • The damage dealt by Daydream expiring is not affected by resistances.

Ability 3: Shepherd’s Path
“Show me the path!”
Millie imbues her hooves with The Endless Dream’s power, surging her forward and pushing her to complete her journey.

Grass sprouts in Millie's wake, increasing her movement speed and the movement speed of any ally players or minions that cross it. After the movement speed bonus runs out, the grass begins to wilt and die, decaying any enemy players or minions along with it. Decaying enemies are dealt damage over time, or slowed, that can scale with the enemy's own Spirit. Enemies with higher spirit take more damage, but enemies with lower spirit take on a heavier movement speed debuff.
“S-stop chasing me!”

  • Tier 0
    • Ability unlocked
    • One charge
    • Cooldown of 40 sec
    • Increases movement speed of Millie and allies by 15%
    • Lasts for 5 sec
    • Decay lasts for 3 sec
    • Decay deals <damage> dps
  • Tier 1
    • Time increases to 7 sec
    • Decay lasts for 5 sec
  • Tier 2
    • Allies that follow the path, including Millie, heal scaling with Millie's Spirit
    • Decay's damage now scales with the Enemy's Spirit, increased by Millie's Spirit % bonuses.
  • Tier 3
    • Time increases to 10 sec
    • Two charges, 15 sec between casts
    • Increases movement by 25%

Ability 4: The Dream Guide
“No, not yet! They're not ready!”
Millie subconsciously summons forth her patron in her desperation, bringing with him the reality altering effects of The Endless Dream. Buildings may become covered in vines, the ground replaced with grass, and the air filled with warbling colors

Upon Millie's death, this Ultimate will automatically trigger after two seconds. It can be canceled before this time, or triggered early. Upon canceling, the ability usage will be refunded. Upon activation, the ability will go on a long cooldown.

Take on the visage of The Guide, a shepherd patron that presides over the dreams of mortals. This replaces Millie's actions with his own. His abilities scale with Millie's items and build, doubling all bonuses obtained in this way for the duration. The Guide has a much larger FOV than any other combatant, and is able to detect any that are within the area he is summoned in.

If any of The Guide's abilities kill an opponent, Millie will be revived after The Guide is either defeated or runs out of time. The amount of health restored is determined by the amount of enemy players were defeated.
“Wake up… Wake up, It's not over yet.”

  • Tier 0
    • Ability unlocked
    • 0 charges, automatic use
    • Cooldown of 350 sec
    • Lasts for 45 sec, increases with spirit (spirit bonuses doubled)
  • Tier 1
    • Ability 1 gains an extra charge while this ability is active
    • Reduce cooldown by -100s
  • Tier 2
    • Ability 2 Deals heavy DOT to all enemy players within its area
  • Tier 3
    • Ability 3's Spirit scaling is tripled, instead of doubled

The Guide's Abilities:

Ability 1: Go Forth, My Flock

The Guide summons forth a surging wave of Dream Sheep, pushing enemies backward with it. Any sheep that connects with a wall or structure will explode. Each cast of this ability summons forth seven lines of ten sheep. The sheep will leap over small obstacles, such as barriers.

Ability 2: Dream Deep, Sweet Dreamers
The Guide intensifies this area's connection to The Dream, filling the area The Guide commands with a discombobulating haze. All within this haze are affected by Daydreaming, with the same effects as detailed Dreamscape Nexus.

Ability 3: Observe, the Realities Converge
Unleash a devastating blast of energy, impacting a wide area. This ability's duration is about 10 sec, and prevents any ability other than I Leave You in Peace from being cast for another two.

Ability 4: I Leave You in Peace
The Guide dismisses himself prematurely. If he does this without killing any enemy players first, the ability's cooldown is reduced by half. It also leaves any effects, such as Dream Deep, Sweet Dreamers, lingering in his area of effect. This cannot be used while other abilities are being cast.



Milleara's lineage is… Not the best defined. Her grandfather claimed she and her family were descended from the Greek god Pan. Her mother, however, claims their family is from a far-off land similar to Ixia but not quite. Whatever the case, she was born a third-generation American in the small rural town of Crown City Ohio. A girl with sheep legs, curly wool-like hair, and small curled horns that would only grow larger paired with a couple bright yellow eyes with rectangular pupils. Whatever she and her mother’s side were, it didn’t matter all that much in this day and age. Ixians were immigrating all over the country, a race of people she was mistaken for quite regularly. It wasn’t so bad, for a while.

In 1942, the Friends of Humanity began to gain traction in the town and most of Ohio. This radicalized the people she had grown up around. The people her parents had come to trust. Her mother had made sweaters for most of the children in the town, and her father provided goats milk and cheese as well as food. Now, however, they were hated. Despised, even. And it resulted in her parents, as well as their livestock, being slaughtered. Treated as demonic beings sent to pollute human society. Millie survived, however, plucked from reality by something… Higher.

When Milleara had come to, she was in a place unlike any she had seen before. A sprawling landscape of pink grass, purple trees, and a sky made up of many shifting colors. On its horizon, tending to a flock of sheep far smaller than it, was an entity draped in a cloak lined in clouds that both were and weren’t there. It took notice of her after a while, and though it did not speak, she knew what it wanted. Dreams. It wanted her to collect them and bring them to it. To grow its flock, its influence. To feed. This thing, this entity, was The Endless Dream. And she was to be its envoy. A gift was given to her, the Dream’s own shepherd’s crook. With it, she could steal the dreams that were so desired by her patron.

She opened her eyes, her clothes dark and bloodstained and ripped, but her body was fine. Her shirt had been sliced at the stomach, but underneath was her skin as right as rain. She’d been saved, and owed The Dream a debt… One that would be paid. She began with the town, sneaking into people’s homes and letting instinct take over. More and more dreams began to float around her, forming clouds that would hum quietly in her ears. Her eyes went from yellow to lavender, flickering images of the dreams she had stolen. It felt… Good. Empowering. She could do so much with this newfound power, summoning things into existence that otherwise would not exist. Ladders where there were none, creatures in the shadows to chase down their prey. It was delicious.

After she had taken the dreams of everyone in her town, she was directed to begin walking Northeast. She did not need sleep, her Patron deemed it so. Her journey would be long, but with a flock formed of the dreams she had stolen it would not be lonely. Traveling by foot, she would continue to steal dreams and add to her flock. The words that rang in her mind were ever present: “Participate in the coming ritual. Prevent the arrival of The Dream. It is not time. Not yet.”
 
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