You’ve heard of the wicker man, right? A giant effigy of a human (supposedly)
used by the druids to (even more supposing necessary here) burn human
sacrifices?
Well, if you remove the space (and happen to be a 12th-level
caster) you can make that giant effigy come alive.
I love the wickerman because as a player you get it, instantly, how awful it is. It’s absolutely ginormous. It’s permanently on fire. It can throw burning chunks of itself,
yet remains intact and aflame. And
it can cram people inside itself like a devourer (or D’Compose, who I really
should have referenced in my original Devourer entry). Only it doesn’t devour souls (ain’t no
wickerman got time for that) so it just burns
them alive instead. Yet
despite being a Colossal CR 13 creature, it’s a snap to run—the GM barely even
needs to glance at the Special Abilities text block. Priceless.
As for who creates wickermen…well, true neutral characters
sometimes make different moral/ethical calculations than the rest of us (and neutral
evil characters often do).
Sometimes nature is not red in tooth and claw, but rather scarlet in
crackling flame. Wickermen are the
wrath of nature (or a nature deity) given form—a dramatic way to even the odds
against the intruding forces of civilization. They are also a sharp and effective retort to any giants
that lumber into their territory. And
they’re the druidic answer to arcane golems and constructs. (Alternately, if your world is a young
one (or just recovering from a cataclysm), constructs might instead be a
response to wickermen—a fledgling mage college’s first attempt at throwing off
the chains of the old, superstitious order…)
Then again, why let druids have all the fun? There are plenty of clerics of
agricultural deities, demon and devil worshippers, and foul ifrits that could
potentially do a little woodworking of their own…
When the Church
Knights drive the druids out of Falgrim Forest, the cardinal pays a
handsome bounty to have every sacred oak in the region cut down. Adventurers might find themselves on
either side of the conflict—hoisting axes and felling limbs for profit, or
defending the revered trees and the men and dryads who guard them. Meanwhile the cardinal is eager for
conversions, so when the defrocked druids ask to convert one of their wicker
creations into a statue of the cardinal’s divine patron, the proud prelate
assents—thus sealing his doom.
When a powerful witch
is burned at the stake, her spirits rides away on the sparks to inhabit the
local effigy of the Harvest Man, animating it as a vengeful wickerman. If this wickerman is destroyed, a fire
opal may be found buried in its smoking heart. But if not removed quickly enough, the gem reanimates the
ruined wickerman as an Abyss gigas (see The
Witchwar Legacy)—demonstrating that the late witch was favored by a dark
and powerful patron indeed.
The annual Spokane
Wyvern Cull is now in its fourth decade, despite even the recent addition
of the Oregon Ridgeback to the threatened species list. Barnstorming, Winchester-bearing
sharpshooters and evokers continue the hunt proudly, pointing to every crashed
biplane and sting-riddled corpse as evidence that it is they, not the
Ridgebacks, that are endangered.
But when Cull organizers propose expanding the hunt to include the
nearby Colville National Forest, the druidic Circle of Okanogan sacrifices one
of their own to power a wickerman and reduce the Cull’s airstrip to a flaming
ruin.
—Pathfinder Bestiary 4
277
Okay, apparently this week is Scarred Lands week, because if
there’s one Pathfinder monster that would be at home in the wilds of Ghelspad,
it’s the wickerman. I’ve talked
about this before, but for those new to this blog or the setting, one of the Scarred
Lands setting’s central conflicts was between servants of the Titans (druids)
vs. servants of the divine gods (clerics). Wickermen are a fantastic and deadly
addition to the druid side of the equation.
“The Voyage of the Princess
Ark” was riding high in 1991/92, and Dragon
Magazine #177 might well have been its zenith, with the Princess’s crew landing in a
Celtic-style country that was half Asterix,
half The Mists of Avalon. Wickermen would have fit right into
that druidic knight-ruled nation as well.
Speaking of Dragon,
I’ll really have to dig to remember which piece of fiction inspired that third
adventure seed…
Sadly, I have never seen 1973’s The Wicker Man, but the TV show Coupling
informs me that Britt Ekland is…phenomenal.
In other news, I’m really psyched about Paizo’s The Mummy’s
Mask. I really enjoyed reading
through Reign of Winter and Wrath of the Righteous, but it’s nice to see the
stakes racheted down several notches for a more casual Adventure Path the likes
of which we haven’t seen since Kingmaker. Jim Groves gets extra points
delivering a 1st-level adventure with interesting monsters and absolutely zero
rats. The current
economic/political situation of Wati is a nice way to serve up dungeon crawls without
making them seem so dungeon-crawlish.
And Paizo as a whole has always done a great job of making
Egypt-inspired adventures—which risk being trite—thoroughly engaging. I’m a fan.
I've been binge-reading your blogspot for the last couple of days (home sick) and while lots of your seeds have made me chuckle, nothing's made me laugh like the Spokane-based dragon cull. I live in the area.
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