Pale Ones, a faerie host and the Lady of the Moon, Mistress of the Winter Wind

Writing a few faerie npcs for an Ars Magica game and thought I’d share the bits and pieces…as a story seedling. I’ve been wanting to share this post for a long while, but the story is almost done so no harm now.

The premise for the story is the friction between two separate groups of faeries who have been isolated within a regio for decades without human interaction. Recently the magi and covenfolk rediscovered the regio which revives both groups of fading faeries. Their skin becomes more colorful, their moods lighten, they rise from dormant states refreshed. Both groups are also overly keen to interact.

Fae of the Marketplace – the first group are playing out a marketplace setting, where the human interactors are given opportunities to trade, learn, and interact with fae as a common village market. Significant effects in the marketplace include:

  • Vendors and participants in the market will fade and then reappear every hour or so, sometimes changing appearance. This means that very few of the vendors will be present day after day, however once the vendors learn the types of objects the characters are seeking to buy they will be more present.
  • Three vendors will remain constant – a Toymaker, a Clothier, and a Trader. These three fae compete the most for human contact.
  • If groomed properly “the Marketplace” will make a good source of covenant stories, perhaps covenant income.

Fae of the Host – “the host” are a group of vicious hunters who prey on children to gain vitality, known as the Pales Ones. Each member reflects an aspect of being wintery, cold, lost, or hungry in their powers and movements, and also be either partial animals or full animals in appearance. Their role is to play out animalistic hunting behaviour; members of the host sniff out prey, and then the host hunts together to feed and kill.

These two groups have become entwined in the regio because a toymaker from the marketplace periodically sends his animated wooden children into the forest to seek out customers and interested humans, and they are destroyed by the Host. The toy maker also wishes to return to a deeper regio layer where his old home and workshop is, but is blocked by the Host.

The Host are frustrated with the true lack of prey.

The characters entered the scenario as visitors to the marketplace, potentially buying and trading for trinkets and gear.

Ghori, Lady of the Moon, Mistress of the winter wind. A Pale One.

Lady Ghori is an ultra thin grey skinned woman with mostly human features, notable is an overall feline taint to her eyes, ears, and teeth, and very long white hair, often braided in three thick strands. She dresses in long robes and coats of grey, white, and charcoal, decorated with teeth, bone and trimmed with animal hides.

Lady Ghori will often ride an unnaturally large wolf when she has to travel long distances or quickly, her mount of choice for the fear and distrust it incites in mortals. The wolf is not combative though, more smoke and glamour than a beast.

She is called “mistress” or “Lady Ghori” by her host of lesser faeries, as she hunts and feeds with them on children and lost travellers at nighttime. Lady Ghori has grown more powerful than the other members of the host, unknowingly changing her story to be the leader of the Host. She now thinks that she a distant cousin to a noble cast of fae known as the Pale Ones, and the Host are her followers.

Story Guides should tweak Lady Ghori’s Might score to use her as a combative challenge. She is intended to be very difficult for grogs alone to defeat, and with a handful of her host she might make a reasonable challenge to a Magus.

Goals: To risk her life hunting humans with her host (see below), provoking violent responses. To invoke fear.

Method: Lady Ghori stays in hiding, using the host to scavenge for lost travellers. When a potential target is she joins the host in playing cat and mouse games with the prey, eventually leading to a physical confrontation. As she drawn her energy from the reactions of fear she prefers to draw out fights and induce anger. Best played as a bully, with her weaknesses being greed for energy and her own fear of being ridiculed.

Faerie Might: 15

Characteristics:  Int 0, Per +2, Pre 0, Com 0, Str +0,  Stm +1,  Dex +1,  Qik +2, Size: -1

Virtues: Faerie Speech, Humanoid Faerie, Cognizant within Role,  Flaws: Cyclic Potency (weaker in daytime) -1, (balance to buy powers)

Personality Traits: Careful+1, Cruel +3, cat +1

Combat: Longspear  Init +5,  Atk +8,  Dfn +9,  Dmg +6

Soak: +3 (layered leather armor) , Fatigue: OK, 0, -1, -3, -5, Unconscious; Wounds: -1 (1-4)

Pretenses:  Good Combative skills, a few negotiation skills, and hunting skills.

Powers:

  • Sidestep 0 points, Init -5, Can teleport 5 or so paces at will.
  • Confusion: 2 points, Init +2, Mentem: as the level 15 ReMe Confusion of the Numbed Will. When used a cold wind will be felt in the area.
  • Chilling Wind: 1 point, (CrAu/IgPe) creates a wind that chills all within for a fatigue level.
  • Winter Snow 0 points (CrAq) makes snow fall over a wide area.

Equipment: Full leather armour, longspear, shortsword, trinkets and jewelry,

Vis:  3x pawns of Corpus vis in hands.

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Lost Spells (part 6) Detecting Supernatural Creatures

Detecting supernatural creature is often as simple as just observing. There are times however when knowing if a creature is magical, fae, or something else would be beneficial, and guidelines to do just that (like RoP:M p.111).

The lost spell which started this post was called Scarlet Flash of the Demon, and caused a demon to shimmer. Detecting demons however in 5th edition is tricky as Hermetic magic can’t do that. There are other ways to determine that though, using less subtle means.

Reveal Alignment to the Fae

Intellego Vim 15, R: Voice, D: Momentary, T: Individual

Determines if the target creature is aligned to the Faerie realm, as a supernatural creature.

(Base 5, +2 Voice)

Reveal Alignment to the Infernal

Intellego Vim 15, R: Voice, D: Momentary, T: Individual

Determines if the target creature is aligned to the infernal realm, as a supernatural creature. Note that a demon may choose to hide its realm alignment, however other infernally aligned creatures may not possess this ability.

(Base 5, +2 Voice)

Reveal Alignment to the Magical

Intellego Vim 15, R: Voice, D: Momentary, T: Individual

Determines if the target creature is aligned to the Magic realm, as a supernatural creature.

(Base 5, +2 Voice)

Betraying Lament of the Infernal

Perdo Vim 15, R: Voice, D: Concentration, T: Individual

The targeted creature aligned to the Infernal realm experiences pain, but suffers no real damage. A Corpus or Animal casting requisite may be required depending on the targets current form.

(Base 4, +2 Voice, +1 Concentration)

See all the new spells for Ars Magica here.