Hexen Ward: Premise and Theme

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Who are the PCs?

Born to lesser faelings sworn to one of the Courts, your spirit was claimed as tribute and joined with the body of a mortal babe, a changeling to be raised among them, to spy out opportunities and weaknesses that might serve the Fae in their secret war against the mortal realm.

But something happened. Perhaps you came to love the mortals who raised you, or maybe you just grew to resent being used as a gamepiece on someone else's board. Whatever it was, you defected to the other side, or at the very least decided to eschew the choice of sides altogether and stand on your own.

You cast aside the honor of serving the Fae as a changeling to become Hexen.

You have felt the power that flows in your blood, and drifts beneath your skin. You have begun to grow in mastery. You know the pieces on the board and the players that direct them.

Mortals with their iron and salt and strange wards and forbiddings and endless writhing miserable numbers. Their priests with the power to bind earthending powers with the utterance of a name.

Of course, the Fae, subtly worming their way back into a world that dared to forget them. Their memories are long. They recall the broken deals and treacheries of men. They are intensely aware of the treason of the Hexen

And standing on the sidelines, the wildlings, beings who ran afoul of gods, forced to live cursed half lives amid the crushing sea of the humanity they lost.

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And What Do They Do?

Hexen are clever and tough with the chops to stay on the board and do what they were always meant to - gather information, infiltrate factions, sabotage foes, and forge alliances.

They just aren't playing for the team that fielded them anymore.

What the characters ultimately do is, of course, up to the players, but I'm imagining a fair amount of faction wrangling both subtle and brash. Identifying friend from foe will likely prove critical.

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