Ars Magica Digital Codex

Faerie Huntsmen

The dark faerie huntsmen are a group of fay unsympathetic to humans. Master of the Hunt

Faerie Might: 45 (Corpus) Characteristics: Int 0, Per +3, Pre –1, Com +1, Str +4, Sta +3, Dex 0, Qik 0

Size: +1 Age: n/a

Virtues and Flaws: Piercing Gaze Personality Traits: Merciful –3, Vengeful +2

Reputations: Bringer of nature's revenge 4 (local)

Combat:

Dodge: Init +0, Attack n/a, Defense +6, Damage n/a

Longbow: Init –2, Attack +14, Defense n/a, Damage +12 Range 30

Longsword: Init +2, Attack +11, Defense +8, Damage +10

Soak: +8

Wound Penalties: –1 (1–6), –3 (7–12), –5 (13–18), Incapacitated (19–24)

Pretenses: Brawl 5 (dodge), Single Weapon 6 (longsword), Bows 6 (longbow), Riding 6 (horse), Survival 8 (forest), Hunt 8 (humans), Leadership 5 (huntsmen)

Powers:

Lord of Plants, 1 or more points, Init (as Longbow), Herbam; The Master of the Hunt can create any Herbam effect at the point where his arrow hits; this is mostly a cosmetic effect and he need not make a successful attack to do this to inanimate objects.

If he shoots at a person or an animal, he needs to make a regular attack roll, and may cause damage in addition to using this power. For every point of Might spent, up to a maximum of 3, the effect has 3 Hermetic magnitudes of power.

He favors creating or animating trees to stomp on his enemies. Once a battle is won, he uses this power to grow twisted and sinister trees and thorny bushes to have nature reclaim the site. These serve to dismantle any structures or large objects as well as partially cover the bodies and rubble, and serve as a warning.

Appearance: The Master of the Hunt

If the story is set in the Theban Tribunal the Master of the Hunt can instead be a mighty faerie living off the stories of Artemis and effectively becoming a manifestation of this Greek

while building up their power.

church, if propaganda is spread in the village by infiltrators or conveniently arrived strangers. Simple sabotage is more likely to postpone the church than to prevent it, urging the Soterists to work harder. This is not necessarily a bad thing; although it merely serves to delay the problems, many things are easier for the player magi if the Dominion is low. If superstition is invoked, depending on how events unfurl, the conflict building over the village might come to a conclusion before the Dominion really takes hold. Instead of the player magi acting during the building of the church, the church can be sabotaged once it is in use. The Perdo Herbam spell The Great Rot is the obvious choice, although once the rite of consecration is performed, simply removing the structure is not enough to remove the Divine aura.

Should the church end up being built and the rite performed, getting rid of the Dominion rating of 3 in the church and surrounding area is difficult. Perdo Vim magic cannot remove it; the Divine is notoriously hard to affect by means of Hermetic magic. The Dominion degrades naturally if the congregation stops coming to church and no rites are performed. The time it takes for the church to degrade from a Dominion rating of 3 to the rating of 1 for a normal rural area equals the period of time the church has been in use since being consecrated (Realms of Power: The Divine, page 12). In time a foreign aura encroaching here could displace the Dominion. Very creative use of Imaginem magic could even ensure that the consecration was performed in a place other than the church building; consequently, every week the villagers attend sermons in a wholly mundane place.

If the plans for the church are in any way delayed or thwarted, it certainly affects the events in the following years.