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NPCs: Raksha Archetypes

Page history last edited by Darzoni 15 years, 4 months ago

This being a librarium of Fair Folk and things associated with the Fair Folk...

 

Types by Graces

     Fae are defined by their graces; The Cup, The Sword, The Staff, The Ring, and The Way.  They have a central grace, known as the Heart Grace, which serves as how strong the will of the owning Fae is. 

     The Way is essentially defined as the binding of Essence to the raksha's will; to use the foundation of reality in unexpected ways, to outwit reality.  Raksha whose dominant grace is their Way tend to be unusually adept at essence manipulation within Creation. They can see the pathways and connections between essence, and use the study of that knowledge to pull surprising tricks such as teleportation.  Way-dominated raksha feed off of esoteric things such as potential, youth, yearning, and wanderlust.

 

     Lie Smith: This noble type is characterized by their Cup Grace being dominated by their Way Grace.   They are tricksters and schemers, putting things into place to cause some larger plan to bloom.

     Magician:  This noble type is characterized by their Way Grace being dominated by their Cup Grace.  The primary example of this class of raksha is the Pied Piper.

    Wanderer: A commoner whose feeding maw is the Way Grace.  A common form is an elf-like shape approximately four feet tall with a large nose.  They are mysterious, and often vanish from view when the observer blinks.  They have a habit of annoying people by pointing out the little hidden connections between other people.  Raksha Nobles often use the talents of Wanderers to find things they want.

     Wizard:  A previously unknown kind of Noble.  This noble type is characterized by their Staff Grace being dominated by their Way Grace, and work magic in Creation that can only be described as 'outwitting reality'.  They are subtle and quick to anger.

 

Nobles

     The Nobles being defined by having two or more feeding maws, they are to the commoners as the Celestial Exalted are to the Terrestrial Exalted.  A higher class of noble, called lords and characterized by three feeding maws, are to nobles as Solar Exalted are to Celestial Exalted.  Lords are very old by fae standards, and may have been the Generals of the Balorian Crusade.

 

     The Horned Kings (Cataphractoi): Duke Chanis' huntsmen who have Compassion 0,  As an imposition of Law, they never fail to strike fear into the hearts of their prey (Valor merely allows you to not show the outward signs of fear in this case).  They have a Supernal Predator Mien that drives all natural animals before them in a wave of terror, and their frostmane steeds (the size of clydesdales!) bring the deep chill of winter with them, a deep cold surrounding them for a half mile, bringing with them fog and frost.  The Horned Kings are capable of generating and throwing massive armor-piercing ice spears up to three-quarters of a mile.  Their current ban is that they may not continue the pursuit of their prey out of the bounds of the woods they encountered them in.  Dragons help you if you encounter them on open ground.  They are the ones who brought down a 23rd Legion airship.  Their musical theme is 'On A Pale Horse' by Martin O'Donnell.

     (Description from a recent encounter with the Horned Kings) The Horned Kings are steadily catching up with the Dragon-Bloods, their snow-white horses snorting frosty breath and leaving slicks of ice in their wake. The five riders are clad in midnight black cloaks that glitter with the collected frost of a hundred winter mornings, skin ice blue and their black eyes devoid of any compassion. From their heads extend great racks of deer antlers, faces sharply angled and chiseled. They pursue the pair, dispassionate in their hunting, for their Duke has commanded they drive the intruders before them.

 

  • Report from Sesus Ormi: "The spears cast by the Horned Kings are real, not glamour, and thus cannot be dispelled or negated by iron armor or shields. They are, however, created by a glamourous effect. Being struck by one, even assuming you can weather the immense attack through Charms or heavy armor, will be debilitating due to freezing energies in the spear. The Horned Kings can likely shatter the morale of any infantry formation; I recommend the Host destroy them personally before attempting to close with the 23rd."

 

     The Laughing Man (Lie Smith): Once thought to be a single unique individual, it is slowly becoming clear that they are an archetype of noble fae that have some mastery of an unknown Grace.  They are known to be terrible tricksters, and love to appear on crossroads or other paths.  They are distinguished by their ever-shifting marble masks, brilliant crimson cloaks, and walking stick with a will-o-wisp lantern attached.  When attacked, they typically collapse into a confusing flurry of their crimson cloak, leaving their mask and robe and laughter behind.  They prey primarily on children and the homeless, leaving hideously grinning corpses in their wake.   When actually pressed into battle, they wield greatscythes made of diamond and silver that burn with the will-o-wisp's haunting light.  They might be a collective of some kind, as they all seem to share knowledge. (They feed on unspent life as well as Compassion, making their Way Grace dominant and their Cup Grace subordinate).

 

 

Commoners

     The most common kind of fae, commoners are the mortals of the fae, though typically on par in ability to heroic mortals.  An upper class of commoners, called Heroes, are to normal commoners as Terrestrial Exalted are to Heroic Mortals.  Commoners are defined by having but one feeding maw; any commoner that opens a second feeding maw is transformed into a noble.

 

     Dogs of War (Warrior): An ugly and unruly type, these common fae are often shaped by their betters into all manner of hunting animals to assist the nobles in their games.  The most commonly seen of this type are mastiffs and foxhounds.

     Dream Eaters (Worker):  Strange creatures, in that they are barely capable of thinking.  They, by and large, have no form, only sometimes being glimpsed by mortals out of the corner of their eyes as patches of darkness with dull yellow eyes staring back (the monster in the closet or under the bed).  While most eat good dreams and replace them with nightmares, some of them actually catch nightmares and replace them with good dreams.  A Dream Eater who manages to take a shape is also known as a boggart or bogeyman.

     Dreamspeakers (Diplomat): Prophets and diplomats in the courts of the fae.  They wheedle new thoughts and imaginings from the Creation-born.  They are often sent as gifted advisors to mortal kings who break bread with the fae.  They can be distinguished from most fae by their compulsive need to gather the dreams they hear into small glass beads, which they use for prophesy.  They feed from Conviction.

     Redcaps (Warrior): Ugly stunted men, about a foot and a half tall, with shockingly white hair and a red cap. They carry with them a rusty knife which they use to cut open their victim's jugulars so they may renew the crimson hue of their cap. They rely on stealth to catch victims by surprise. They are easily dispatched with an iron weapon. Woe betide any who comes across a murder of redcaps.  They eat the terror and despair of their victims.

     Spriggans (Worker): Small, cute, unassuming little creatures. However, upsetting them causes them to grow to a monstrous form approximately three yards tall. They tend to befriend children and eat the parents when the parents find their child has brought home a Wyld creature.  They enjoy supping lightly on the innocent dreams of children.  They may be appeased with an offering of unshelled nuts, for they enjoy the tasks of breaking the nuts to get at the meat inside.

     Will-O-Wisp (Wanderer):  These small lantern-glow fae lead travelers astray into death-traps, and feed off the despair of the dying traveler.  They can create strange sounds to lure people closer to them, preferring to sound like a small child in trouble.

 

The Lost

     Remember one thing when you encounter the lost; every single one of them was once a human being.  The Lost have been transformed by the raksha into something otherworldly and decidely unhuman.

 

     The Damned:  Some humans trade themselves for power.  The Damned have traded their freedom as a Creationborn to become like the raksha; they have had graces forged and bound to them by fae artisans.  The Damned are as varied in appearance, capability, and outlook as the raksha they serve.

     Faeshot: To be faeshot is to have lost all reason, to only see the world through a glamoured haze provided by some fae trickster.  These lost souls often emerge from the hinterlands of civilization with blood on their minds, engaging in a superhuman rampage through small villages before the slow shaping poison burns their minds into jelly.   Faeshot who are not killed by a being with supernatural powers during their rampage are left raving and drooling, barely capable of coherent thought.  The actual name for this phenomenon varies by local regions.  There has never been an incident involving faeshot on the Blessed Isle.

     Frogs:  While they may have once been human, they now live to eat, preferring the flesh of sentient beings.  They have been shaped into beastial monstrosities by the Fae lords of Yggdrasil, nine feet long by six feet tall at the shoulder with gaping mouths, from which their whiplike tongues lash out at potential meals.  Frogs have a Temperance of 0.

     The Hollow Ones:  Driven mad by despair, driven to hopelessness so complete that the human was transformed by it, and now only feels rage.  Pain, suffering, deprivation- these mean nothing to these hollow souls who only hunger to inflict the despair and suffering that they themselves have suffered by their abandonment by Creation.  They are often mistaken for the dead due the horrific wounds from battle they sport, unable to feel the limitations of their own flesh after their humanity was hollowed out. (Take the base human and add three -0 HLs, then set Compassion to 0.  Hollow Ones ignore all penalties from wounds and pain.)

     The Lost:  These are humans who have lost all their willpower, ravaged to the point of becoming a used-up husk by the fae.  They are menial laborers, abused and tormented by the common raksha.  A Lost is a human whose Willpower is 0, and has had their Intimacies and Motivations bent completely to a Noble's will.

 

Creatures of the Wyld

     The fae often create wild and fantastic variations on creatures that Creation-born are familiar with, called Wyld Creatures.  They are shaped to purpose by the fae, of course.

 

     Bulettes/Land Shark:  Encountered first in the freehold that used to be in Saltwater Vale's crater, these huge hybrids between rhinos, badgers, and sharks have nasty tempers and lots of very sharp teeth.  Fae nobles use them as steeds and hunting hounds.  They are capable of burrowing beneath the ground, and prefer sandy or loamy soil to do so.

 

Artifacts

     The fae create artifacts too, either by their own gossamer forges or by seizing them from the Unshaped.

 

     Assuming the Misery of Others (Gossamer-forged Grand Daiklave, Art 3):  Other than having Speed 3, Rate 3, and Attune 8, this is a standard Grand Daiklave that is always the wrong material for anyone but a fae. 

     The Loc-Nar (Unshaped Weapon, Art N/A): A glowing green orb that seemingly has a mind of it's own, formed from the distillation of the despair of thousands of mortals locked in the depths of an Unshaped. The Loc-Nar flies and has 10 dice for any action it needs to perform.  It can create Hollow Ones by attacking the Dodge MDV of all mortal humans within 30 yards of it with 10 dice plus 3 automatic successes.  The transformation takes a number of ticks equal to the victim's willpower.  The humans who sucessfully resist gain a derangement and run screaming away from the Loc-Nar as fast as possible.  This effect can be extended by 30 yards for every 5m a raksha pumps into the Loc-Nar.  Attempts by non-raksha at using it result in a random mutation being inflicted on the user if they fail at a Stamina+Integrity Roll (Difficulty 6), with the point value of the mutation being the amount the character failed their roll by.  Exalted who attempt to use the Loc-Nar will instead gain one point of limit for every success they fail by as the weapon attempts to corrupt their minds with despair instead (Exalted may channel the virtue associated with their Great Curse where possible).  It was last seen at Stone Fort.

     Spearthrower of the Unbroken Glacier (Art 3): These weapons create Dire Lances of magical ice that can be thrown to a maximum range of 300 yards (without magical assistance) using the spearthrower.  The icy direlance ignores hardness in addition to its piercing tag.  Anybody hit with the projectile, assuming they survive, recieves a wound penalty for a scene equal to the wielder's essence from the soul-numbing cold of the attack.  This penalty is cumulative with penalties from other sources, but a single target can only suffer the worst wound penalty inflicted by a Spearthrower of the Unbroken Glacier (Multiple hits from Spearthrowers of the Unbroken Glacier does not create a stack of wound penalties; only the worst penalty is applied).  These are the weapons of choice for the Horned Kings.  To create a direlance using the spearthrower is a supplemental action (supplementing a Thrown attack) costing 5m.

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