Hekatriggan, the Azata Queen of Villainy


Lost Omens Campaign Setting General Discussion

Silver Crusade

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"It's more fun to play the villain."

Hekatriggan

Titles: The Blackflame Fairy, The Horned Witch, She Who Is Darkness

Alignment: CG

Portfolio: Stories(fairy tales, horror stories), night, illusions

Domains: Chaos, Darkness, Good, Trickery

The celestial plane of Elysium is often spoken of as much as a place of adventure(and adventurers) as a place of peace. But while the eternal battles of Gorum's realm, the conflicts between Calistria's servants and the more benign native azatas, and the threat of the Maelstrom do present opportunities to the daring among the honored dead, there is one being whose very existence seems to revolve around providing conflict to some of the more peaceful realms of Elysium.

The mysterious and peculiar Hekatriggan is widely known throughout the planes as a fearsome figure, a black-hearted villain born to plague the nightmares of children. The Horned Witch is famous for her targetting and tormenting of the innocent, the weak, and the timid. And strangely, she is also a cherished figure, a familiar foe, and in the eyes of the wise, an ultimately toothless horror.

The entire truth of Hekatriggan's identity and nature are known to few beyond the gods and the other lords of the celestial planes. While obscure tales conflict on whether she was originally an eccentric mortal or dark fey queen, they tend to agree that she behaved much like her current incarnation. Whatever she originally was, she is now one of the numerous Azata Lords of Elysium, though she is not widely known as one. But while many of the Azata Lords are known as heroes in their own right, legendary for their direct battles with evil, Hekatriggan serves a very different role.

Hekatriggan typically appears as a pale, slender, and imposingly tall humanoid woman, typically clad in black attire that only serves to further accentuate her imperious stature and often surrounded by illusory displays of black flame. To most she seems to be a suppremely arrogant figure, one who takes pleasure in the fear of others and demands reverence from all. She flaunts her power and reputation freely, striding into the courts of kings and offering mocking tokens of respect even as she commands the attention of all present. Equally famous is the casual cruelty she inflicts upon those who give her the merest excuse. Her true nature is quite different. Hekatriggan is a playful and ultimately romantic soul who lives for her role and the people it enables. It is certainly true that some measure of her outward arrogance is actually her own; she craves the attention and adoration, in any form, of her audience. But she is also entirely dedicated to the living stories she initiates. And all of it is done with an extravagant flair for the dramatic; she throws herself gleefully into the role of the villain, and she always aims to lose. She takes the nebulous fears and worries at the backs of others' minds and presents a tangible personification of them that can be fought.

The Horned Witch's usual methods follow a general pattern. She and her small realm quietly appear near a relatively peaceful populated area, often in Elysium but just as often on the Material Plane and sometimes even in portions of Nirvana, particularly within or near Shelyn's realm. From there she and her servants slowly integrate themselves into the local folklore, eventually being percieved as having always been a part of the local landscape if they are not already known. Hekatriggan gradually imposes more and more upon the area, ensuring that she is a figure to be feared but stopping short of driving her audience to move against her en masse.

It is during this time that she and her servants seek out the right individuals to complete her current story. Sometimes is a youth with the spark of heroism that the world may need in the future. Sometimes it is a meek soul who is himself in need of being forced to find courage within himself. Sometimes they are couples or even families who need their connections galvanized, lest they drift apart. And sometimes they are simply children she wishes to give a bit of adventure.

When Hekatriggan has chosen her enemy and champion, she orchestrates events to give her a reason, however petty, to target someone or something important to them. Whether it is abduction, a sleeping curse, or a baleful transformation, she sets herself up in direct conflict with her chosen, often personally handing down the challenge to face her in her own lair to make things right. Sometimes, for those who need the extra push, she goes so far as to hand them some means of defeating her under the appearance of a mocking taunt.

At that point the story begins in earnest. Most often her chosen heroes are led through her dark and seemingly dangerous realm where her servants present themselves as enemies, ambiguous guides, and sometimes allies. Throughout the journey their mettle is tested, and bit by bit they are pushed further and reforged into something greater than they were before their quest began. While Hekatriggan watches over her chosen, both to witness their growth and to ensure their safety, she also lends her attention to whatever guests she may have abducted. They too are tested, often with token temptations and battles of wits. Ideally, she manages to synergize the growth of both the hostage and rescuer alike, not just for a more satisfying ending from her point of view, but to further strengthen the bond between them.

Almost every story ends with her defeat. Depending on the needs of the story, she is vanquished by force of arms driven more by bravery and heart than skill, has her curses turned against her through the clever thinking of her would-be victims, or is even left defeated and shown mercy, left to leave the land in shame - all of which she performs with equal passion. Whatever the case, Hekatriggan's remaining curses are lifted and her realm eventually fades away to arrive at its next destination, lingering only so that its mistress can see the beginning of the new lives her heroes are stepping into.

Not all of her and her realm's appearances are meant to start a stranger's adventure. Some locations are frequent stops, generally visited on specific dates. In these areas she is a more regular fixture in the local culture, with her appearances coinciding with innocent holidays celebrating the macabre. Such places view the Horned Witch with greater fondness and familiarity than most, with children being told all manner of tall tales of her wickedness by adults who grew up with those same tales and her presence.

Hekatriggan's "evil" deeds are ultimately harmless, though they may not seem that way to the common eye. Even her most severe curses, turning her victims into animals, trees, or stone, are wrapped up in contingencies to ensure their safety, and even then she has servants watching over them just as she does her heroes.

Much like Hekatriggan herself, her realm is wrapped within layers of illusion, presenting itself as far more dangerous and fearsome than it truly is. From her improbably designed gothic castle to the tangled and seemingly dead forests surrounding it and even the impossibly deep crevasses spanned by crumbling bridges, everything's appearance is crafted to strike the most powerful image possible, both fearsome and darkly elegant, even as the actual forests are quite healthy and the crevasses are in truth mere streams and ditches.

Her servants also share this masked nature, often appearing more frightening than they truly are, though some of their true forms actually could be considered unsettling by some. Throughout the centuries, a small but fiercely loyal number of like-minded fey and azata have flocked to Hekatriggan's service. Unusually grim-looking pixies are perhaps the most numerous of her fey servants, their moods swinging suddenly from dour and moody to cheerful and almost manic despite their appearance. Spindly, ash-grey, and leafless dryads tend to the forests, fostering beasts that are far more bark than bite unless absolutely neccesary. Of particular note are Hekatriggan's trio of lilendi: Raven-winged Morga who speaks only harsh truths, bat-winged Griza who speaks only lies, and bone-winged Katha who speaks only in grim ambiguous predictions. The three azata usually play the role of guides for Hekatriggan's chosen. Former mortals of various stripes also number among the strangest of her servants, such as the Silkstep Siblings, Davran the Bull, and the Harlequin of Mirrors. Finally there is the odd singular agathion, the silvanshee Blacksheen the Jinx, who frequently lends his aid to the chosen whether it's wanted or not, bringing foul luck upon first friends then foes should the chosen patiently weather his presence.

Even more numerous than her fey servants are the Horned Witch's "lowliest" minions, her goblins. Hekatriggan possesses a great fondness for many of the smaller monstrous races, and has long fostered the tribes loyal to her through an arduous process that was part intimidation and bluster and mostly genuine and gentle care. This has resulted in goblins who don't share the malevolence of many of their kind, though they still exhibit many of the behavioral issues most associate with them, chiefly their easily distracted nature and a sizable measure of cowardice when startled, making them quick to flee or surrender. The typical pyromania has long been replaced by the habitual need to fighten others, most often their own kin. This has made them ideal minions; always willing to put forth an intimidating face yet quick to fold at the first sign of meaningful resistance. It is only when threats are genuine and their "queen" herself goes to battle seriously that they truly show their teeth and reluctant bravery. This bravery is somewhat bolstered by the fact that any of Hekatriggan's minions who die within her realm, even when on the Material Plane, are reborn anew the following day.

Her realm also tends to draw the disenfranchised and scorned members of races many would consider "monstrous". Those seeking succor can find it there, provided that they can let old bitterness and anger go in time. These individuals most often take no part in Hekatriggan's games, instead living peacefully in the sanctuary her realm provides.

Relations: Hekatriggan is something of an outsider among the Azata Courts as a whole. While not all Azata Lords consider her a nuissance or in some cases even childish, she purposefully holds herself separate from the others both for the sake of her image and because that is where she is most comfortable. Of all the Azata Lords, she seems closest to Tsukuyomi, Prince of the Moon, in whom she confides and from whom she draws no small amount of inspiration. Despite her regular activity thoughout Elysium and the Material Plane, she is actually likely among the weakest of the Empyreal Lords, as much of her strength lies in illusion and theatrics.

Hekatriggan herself is loyal to both Desna and Shelyn, and is rumored to have been a devout worshipper of both in her previous life. She is often welcomed within both of their realms to act out her stories, both to inspire Desna's dreamers to face their nightmares, and for the sheer art and beauty of the performance of stories cherished by Shelyn. Cayden Cailean's faithful have become a favorite target as well, and the Drunken Hero has welcomed that attention for the inspiration it provides those souls who just need a bit of a push to embrace their true nature. The Horned Witch tends to keep a healthy distance from Calistria's realm, since for all her illusions and trickery, the Savored Sting is far more adept and experienced at those particular games, and after the shame of having her carefully fostered image stripped away by the elven goddess once already, she has little desire to come into conflict with her again. If there is one being in Elysium that Hekatriggan fears, it is Calistria.

Followers: Mortal followers of Hekatriggan are rare, most of whom have encountered her directly or are descended from those who have. Throughout Golarion, she is mostly known as an obscure figure in Shelynite and Desnan texts and tales, typically represented as a stock villain in often moralistic stories intended for children. However, those who study such tales closely find common threads that paint a different picture, and when pieced together reveal the witch's true nature. She thus becomes a minor cult figure among many young Shelynites and Desnans, especially those who have a great fondness for the dark but not wickedness, the subversive but not profane.

Those few that truly dedicate themselves to her path tend to emulate her to a degree, often engaging in theatrics and trickery to convince others to do the right thing, even if they never realize it. They often act primarily as catalysts to push strangers and companions alike in the right direction.

Others take the lead themselves, fighting to reclaim the darkness and take back the night and horror itself, fiercely determined to make the night a place of mystery and wonder for others, where their only fears are imagined and thrills to be enjoyed. In this matter again, they are staunch allies of mainstream Desnan and Shelynite faiths.

Spoiler:
No real points for identifying one of the four major inspirations here. ;)

Does this work out okay? Need reworking anywhere? Azata felt like the best fit, since Agathions don't fit the image and Angel/Empyreal felt like quite a stretch considering how specific her focus is. Half think the name may be a bit over the top, but considering that's what she's partially about...


Although 'this kind of thing isn't my bag.....baby', I like it. I'm not sure if I get any of the inspiration, but in my opinion its very original. Well done.

Silver Crusade

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Pathfinder Adventure Path Subscriber

I like the way this one can be subverted!

Hekatriggan: But I wanted good...I wanted that boy paladin to become stronger, more resolute, and his lover to love him more...why did things go wrong?

PCs: Because there are things out there better at this game than you, you meddling emo freak. Now the girl is dead, the boy is a thrall of Nocticula, and you better help us reach the Palace of Broken Promises in Abyss so that we have that one shot at saving him...


Mikaze, you really need to make your campaign work a full-time endeavor. If nothing else, you should try free-lancing.

My favorite thing about this is the idea that one could (theoretically) design an adventure path with pre-adolescent characters that takes them into adulthood and turns them into heroes, ala Fable, but with much more style and general awesomeness.

She's like the embodiment of the Hero's Journey, and I absolutely love that.


Gorbacz wrote:
I like the way this one can be subverted!

Methinks if you're a celestial specializing in this kind of thing, these kinds of screwups don't happen very often. ;)

Looks awesome Mikaze, agreeing with Fog, and heavily considering using her in my homebrew setting. She doesn't fit into the campaign I'm currently running but I'm sure future stories will have a place for her. =D


You just have to get her monologing.


So, who is the inspiration for this one?

Dark Archive

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I think the best thing about this is that she's *actively* good.

Too often, game settings have a plethora of demons, devils, whatever out there doing stuff and causing trouble, and, in theory, upper planes full of angels, archons, etc. who seem to be sitting on their butts waiting to be summoned.

I like that she's out there making heroes, and not up there in Celestia wringing her hands about how nasty things are getting down on the material plane.

I also like that her realm is all glamer and fantasy, the exact opposite of the usual 'fair is foul' faerie trope. Where the fey offer tempting fantastic dishes that are secretly rotten and foul, in this realm, the scary-looking things are benevolent.

More celestials / good outsiders actively doing something to promote the interest of good (besides 'fighting evil with evil' by running around killing stuff) is a welcome sight.


She sounds Fey.

Silver Crusade

Thanks all! Hearing that anyone is considering using your stuff in any form makes for some major happiness. Really glad the "heroic journey" and subverting the usual fey switcharoos came through too. And the part about actively doing good, even if it's largely indirect. :)

I'm not so sure her protectiveness of those her realm pops up next to really came across well. Could probably do more there... Something to show that when her people or her neighbors are actually threatened for real, she does get serious even if it requires "breaking character"(though if she can do serious and in-character without risking others...)

@Foghammer, I actually kind of thought about using her as a villain to start a pre-1st level campaign along those lines, or even for kids starting on the Beginners' Box, and then bringing her back later in the campaign where the players would see her from a completely different angle. Just idle thoughts, I don't think I'll ever get around to using her exactly like that, but I'd like to make her easily support that approach for others.

I'd actually like to develop this a bit more in a couple of directions(adventure hooks and such), but would anyone actually be interested in having the realm and various servants fleshed out or do those work better left generalized and just leaving the names to be used for whatever one wants? What about her actual history? Best left as a blank slate with some pssibilities thrown out there while not setting any of it in stone? Kind of had the notion that one reason she collects outcasts was that she may have been an outcast herself in her previous existence, but the idea that she embraced such a life without ever being pushed into it has some appeal too. Which one clicks more for folks?

An actual map of her realm and castle(which doesn't even have a name, I just now realized that) probably shouldn't be possible to set in stone due to it being a bit fluid and covered with so many illusions, but would an instance of one be useful?

And yeah, monologing is one of the many villain weaknesses she plays up, a lot, unless she's focusing more on hard practical training rather than inspiration and confidence building.

My big worry was having this come across as too over-the-top, considering the character is all about drama and hamming it up.

gigglestick wrote:
So, who is the inspiration for this one?

Spoiler:
I'm not sure where it all came from, but a big part of it was Disney's Maleficent, especially the look and classic style of the character. I think this started when some idle thoughts got stirred up by the recent news about that movie they're doing.

It just got me to thinking about those classic villains from our childhood. The ones with class. And those that, while they often seemed to fully intend to be monstrous, never quite pulled it off even if it was primarily because the heroes saved the day.

That combined with something another certain fandom present on these boards will be familiar with("Scary, but fun!") and that bit from Carpe Jugulum about the sporting "classic" vampire that the locals actually half-liked along with a burning desire to get some support for Good representatives of the Dark Is Not Evil trope, and it kind of snowballed from there. :) There were actually two prototype NPCs before this that were almost the same character, one a human sorceress and the other a fey self-appointed-noble. Figured "hey, why not" and just went full tilt into the Big Leagues with her.


Subverting mortal memory, monstrous races shoehorned in, ends-justify-the-means, making peaceful innocent villagers scared for their lives?

At absolute best, this is chaotic neutral with strong delusions of chaotic good.

The writing is great though. Very evocative and well formed.


Cheapy wrote:

Subverting mortal memory, monstrous races shoehorned in, ends-justify-the-means, making peaceful innocent villagers scared for their lives?

At absolute best, this is chaotic neutral with strong delusions of chaotic good.

The writing is great though. Very evocative and well formed.

But no one is ever actually hurt, not by Hekatriggan and her crew anyway. The whole "ends justify the means" thing isn't really a thing if she's not doing some highly questionable stuff, which I don't see her doing. Kidnapping the local princess and putting her up in a tower for a lovely tea party whilst having a peon pretend to be her screaming for rescue? Eccentric, for sure, but I don't know that it's enough to push her into Chaotic Neutral "at best."

At WORST it's Chaotic Neutral with delusions of doing good, especially in those situations where the story goes wrong and the princess dies by accident and the paladin falls as a result.

Silver Crusade

And she's pretty thorough on preventing things going south, to the point of focusing most of her resources during "storytime" to ensure the safety of all involved.

Yeah, as intended she's meant to only dib into CN territory at her absolute worst with her negative personality aspects(pride and the attention hogging aspects), but generally that's more than kept in line by the positive(all of the benevolence and always conceding the stage to the heroes in the end). Not really sure how monstrous races are being "shoehorned" here or how that impacts alignment, especially considering why she's taking them in to begin with. The means to her ends are actually so soft that that's a big reason older and wiser folks tend to pick up on what she's really about and tend to play along(especially in Upper Planes locations and repeatedly visited Prime Material locales).

To paraphrase Chesterton by way of Gaiman, "Fairy tales are more than true — not because they tell us dragons exist, but because they tell us dragons can be beaten." :)

Dark Archive

This is so being copy/pasted for my Paizo Nuggets document. :)


Dotting. See some potential in this for later in my current campaign. Great work!


Grand Lodge

Mikaze, putting you on the Golarion world-building payroll would be the best thing that Paizo could do. Another fantastic idea which screams multiple adventures. What a classic and enduring NPC. Great work.

The Exchange

So gonna dot the hell out of this, dot it all night long


.


Sounds a bit like Aboleth from the most recent Jedi series.

Silver Crusade

gotta put this out here tonight, gearing up for an expansion soon. Hoping to have Celestial Obedience and Boons up by the weekend

The Cult in Magnimar

Magnimar's cosmopolitan nature, empyreal reverence, and thriving community of artists has woven together an ecclectic collection of beliefs and tradition. It is this vibrant mixture that the faith of the Horned Witch has slipped in almost undetected, primarily seeming to play a supporting role to the more mainstream Empyreal mystery cults.

Though the city hosts the largest cult of Hekatriggan in Varisia, their numbers remain relatively small compared to the followers of Ashava and Soralyon. Mostly comprised of loosely associated artists unified by a tight-knit circle of witches and writers. Most of the cult busies itself with aiding and influencing the city's artistic community, most often within the larger network of the Shelynite faith.

A few walk amongst the populace of the city and its varied sects seeking outcasts and those whose heretical beliefs might force them into the fringes of society. Those heresies deemed benign(or even potentially miraculous if true) are most often fostered, with those holding them either guided towards others with compatible beliefs or quietly ushered to the even more accepting city of Kaer Maga. Heretics found to harbor dangerous or profane beliefs are more often than not unwittingly pointed towards those better equipped to deal with them than confronted directly.

Still others keep to the shadows and blend in with the crowds, keeping watchful eyes on the many adventures passing through the City of Monuments. Like talent scouts, these cultists seek out those who seem to have heroic potential both grand and humble. When promising individuals or groups found, they often work to subtly guide (and if need be, manipulate) towards greater and more noble goals. Quite frequently they merely do the work of connecting potential heroes with situations that already need them, simply putting the right people in the right place at the right time. The deeds of these heroes are meticulously recorded (and if need be, embellished) both for the sake of the art and to inspire others to rise to the challenge.

And a select few set out to craft their own stories, eschewing life on the sidelines to tackle the call to adventure directly. Such adventurers often have reputations as prima-donnas, sometimes fairly, sometimes not, and sometimes purposefully encouraged. Generally though, these individuals seek not to make others simply a part of their own story, but to earn a place in the stories of their comrades and those whose lives they touch, weaving a greater tapestry from many threads. While the worshippers of Hekatriggan tend to be inclined towards theatrics, it is more often than not to encourage and elevate those around them. Their ultimate goals are not to steal the spotlight, but to share it.

The Monument

Of particular note is the unusual nature of Hekatriggan's monument in Magnimar; as befitting an Empyreal associated with illusions and trickery, it can honestly be said that she both does and does not have a monument alongside the more well known Empyreals of Varisian tradition.

Hekatriggan has no permanent statue dedicated to her. Instead, the three eldest members of her mystery cult's inner circle keep a set of carefully sculpted statuettes believed by outsiders to most likely be representations of a raven, a dragon, and a witch(though some rumors hold that the last statue is that of a female knight instead). These statuettes are crafted from the same unusual Irespan marble as Magnimar's more famous monuments.

Every full moon, these statuettes are placed in specific locations atop various buildings and other perches chosen by month and the layout of the streets below. The shadows cast by the three statuettes combine to form the sillouette of Hekatriggan herself, her pose ranging from fearsome to welcoming depending on the placement of her composite statues and the edges of her shadow kept in shape contrast by the innate properties of the Magnimaran stone.

Those seeking to pray at Hekatriggan's shadow momunment are either led to its monthly location by the mystery cult itself or by following hints and riddles planted by the sect, making the Blackflame Fairy's blessings available to all with the heart and will to seek her out. Worshippers often leave offerings of artwork and stories drawn from themselves or those around them. While the cult gathers such offerings to redistribute them where they would do the most good, many of these offerings go missing after being left in Hekatriggan's shadow over night. Such faithful find that this shadow grants boons in the same manner as Magnimar's more traditional monuments.

While the shadow monument has a reputation amongst many children, traditionally it has proven to be something they eventually dare each other to face rather than a figure of abject terror. Some of those bold or curious enough to brave Hekatriggan's shadow eventually come to consider it more of a guardian angel figure than anything else, a view that some parents find alarming even within open-minded Magnimar.


Mikaze wrote:
Such faithful find that this shadow grants the same boons as Magnimar's more traditional monuments.

Y'know every monument grants a different boon, right?

Silver Crusade

Evil Midnight Lurker wrote:
Mikaze wrote:
Such faithful find that this shadow grants the same boons as Magnimar's more traditional monuments.
Y'know every monument grants a different boon, right?

D'oh! Yeah, I just worded it badly. Fixing! And thanks for the catch! :)

(need to come up with the monument boon too, but I need to grab my Magnimar book to keep it in line with the others...)


KestlerGunner wrote:
Mikaze, putting you on the Golarion world-building payroll would be the best thing that Paizo could do. Another fantastic idea which screams multiple adventures. What a classic and enduring NPC. Great work.

They'd probably consider it if they weren't so hellbent on the whole "Orcs are Always Evil" shtick :D


While I think the writting is great...and there are alot of interesting ideas in it...I just don't see it. Are there not enough actual villains in the world that we now need a make believe villain. Also in a world where the fey are real...would not fairy stories just becomes News or history?

Usualy I love Mikaze ideas...but this is one has issues. I just don't see it working well in a world with actualy active evil forces who could use such a character to futher their own ends...

Though it does inspire great idea.


I have something similar to her in my way of the wicked campaign
Basically its a fairy queen worshipped as a deity by many lesser cultures. In truth, she's a powerful eladrin. Her role is, one step at time, to replace in the people's mind asmodeus as a "devil figure", so that people of Talingarde can have an evil presence to fear without actually being threatned by her. The idea is to "become the devil" so people will have something to fear-fight (since, unfortunately, good religion in medieval times needs enemy figure to keep together and florish).


I really like this concept. I have a character that does something similar, but has the opposite goal. She's an oni-blood tiefling warpriestess of Desna, and uses her demonic drives to sow fear as a means of combating evil. Her persona has a very Sailor Moon-esque magical girl theme, and wants to both inspire the common people and prove that they can help while also making evil know that it's presence is not wanted and that if it dares strike, it will be steamrolled by the champions of good. She handles the inspiration part largely through crowd sourcing. Even if she doesn't NEED help defeating evil, she asks for people to offer assistance in her quest, and makes sure to let them know how helpful their contributions are. Usually, their aid turns a tough fight into one she wins very easily. Throughout the battle, she always makes sure to project just how hopeless the fight is for the evil doer, and that because the people are working together, evil has no chance of winning. After the battle, the commoners get to see that even token aid adds up, and if everyone participates, evil will fall, and the villains find out that once the light hope shines through, evil have no hope of winning.


Knowing the link between Earth and Golarion, I'd hazard that one of her servants, a Ghaele known only as The Storyteller, was well known in his previous life as a purveyor of wonders and magic for the young and young at heart. In his afterlife, much as he did in life, he provides the fantastic backdrop and works the marionettes (of both the fake and ambulatory variety) that guide the hero to where he wants to be.

In his off time, he resides in a decadently sinister looking court, attended upon by all manner of capering goblins (such that some have taken to calling him the Goblin King).

prototype00


prototype00 wrote:

Knowing the link between Earth and Golarion, I'd hazard that one of her servants, a Ghaele known only as The Storyteller, was well known in his previous life as a purveyor of wonders and magic for the young and young at heart. In his afterlife, much as he did in life, he provides the fantastic backdrop and works the marionettes (of both the fake and ambulatory variety) that guide the hero to where he wants to be.

In his off time, he resides in a decadently sinister looking court, attended upon by all manner of capering goblins (such that some have taken to calling him the Goblin King).

prototype00

...Jim Henson dies and becomes David Bowie? o.O


I'm not saying that's what happened... but I know what I would be doing if I was offered the choice. :)

prototype00


To the Mikaze, Hail!

I like this, a lot. I eagerly await the rest of the promised goodies. Any other world-building threads you've blessing lately? Also, of course there is an audience waiting for your material!

As has been said, this feels like the perfect set-up for a children's adventure, both characters and players. I'm already seeing how I could redo movies from my childhood as adventures. In particular, I think the Horned Witch would be great for an initial/preview adventure for a group of mythic characters, particularly godlings. She just has that feel.

Hear me out. Godlings, particularly those who are the actual children of divinities, represent a significant threat/opportunity/liability depending on how you look at it. If allowed to reach their full potential, they rival demigods in power, but, and this is perhaps the most important thing, are not bound by the same strictures. Likewise, what artifacts or enchantments could be crafted with the stolen soul of god's child?

As such, gods sometimes hide their progeny away, granting guardianship to pious couple unable to have children of their own. For reasons of safety, the deity cannot watch over the child directly, nor dare they leave them unattended. And so enters She Who Is Darkness, usually in such a roundabout, third-hand sort of way via Shelyn that not even the parent knows. Shelyn is a natural person to visit about matter of the heart and few would try to force her to divulge such information. For those few who would, well, being sister to the Prince of Pain does have its perks.

An aloof and, relatively, unimportant divinity who sets up shop hither and yon seemingly on a whim, few give thought if the Blackflame Fairy settles her realm near a ordinary village. It is what she does after all. And if a blacksmith's son should happen to rescue a princess from the wicked witch's castle, what of it?

*Edit @EML, Prototype
Word is there's going to be a fabulous masquerade ball in Egorian this coming season. A musician of note is supposed to be in attendance.


Personally I'd hate Hexatriggan as the reveal in an adventure. It would seem to cheapen everything you'd done to that point if it was all just a game to help you reach your potential. A serious possibility of Elminster syndrome IMO.


Dotting. I love the character concept.


avr wrote:
Personally I'd hate Hexatriggan as the reveal in an adventure. It would seem to cheapen everything you'd done to that point if it was all just a game to help you reach your potential. A serious possibility of Elminster syndrome IMO.

I'm going to have to lean with avr on this one. I'm not really a fan of the whole "Good deity puppeteering the players to bring out their potential" scenario. I mean, perhaps if her story arch was for the first couple levels, rather than her as the BBEG at level 20, I could be alright with. But idk... reminds me of Q from Star Trek and how insufferable I found him.

And to be fair, at the risk of getting into an alignment debate, I wonder if she would really be good? Sure, she does do things for the right reasons. But would engineering this whole ordeal really be good? Forcing a curse onto an innocent that's not a part of her scheme doesn't scream good (though neither evil, since they are unharmed). I'm unsure how I'd feel about this as a player and a GM.

I'll get back to you about this.


Nice, I like this one. By her appearance I kind of imagine Hekatriggan as somebody that looks and pretends to act like a Maleficent type of figure to the communities she decides to appear near.

She would need to be an expert at not having things go wrong with what she does, and I would think in almost all cases nobody actually figures her true purpose out.

I do think some of the more interesting stories would come from the few times somebody like the hero or somebody close to the hero sniffs her out for what she is, or where things go wrong and she has to deal with it.

I do wonder in the very rare case where things go somewhat sour if she would keep up the act or end it immediately and apologize to the people she was acting on, and try to explain herself. I imagine how those people tricked would feel would depend on what type of person they were and if her influence actually worked on them like she wanted. I'd imagine at the least they would be relieved that those they cared about where never in danger.

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