There’s a scene in The Vision of Escaflowne where the eponymous Guymelef (essentially a
dragon-mech) is damaged and all seems lost. Then the repair crew is summoned. A rift opens in the sky, a ship featuring technology like
nothing else in this fantasy series descends through the hole, alien creatures
make the necessary repairs to Escaflowne, and then the ship disappears from
whence it came.
At the time this scene drove me nuts, because a) it felt like a cheap deus ex machina, and b) the sci-fi elements totally ripped me out
of Escaflowne’s world. But over time, I’ve mellowed—I’m more
into genre-bending Weird and New Weird Fantasy than I used to be, and I don’t
need my worlds to be as neat and tidy anymore. In other words, I’ve come to appreciate a little
messiness.
Witchwyrds are exactly that kind of messy…because they are,
quite literally, out of this world. Just when your players have a handle on a world of dragons
and elves and even demons and angels, you throw a four-armed alien in a turban
at them. (“And does he have a deal
for you!”)
On Golarion, witchwyrds are notable because their alien
presence goes way back—I remember
references to the mysterious Pactmasters of Katapesh in some of the earliest
supplements—and it has since been confirmed that they are from Golarion’s Mars
analogue, the red planet of Akiton.
In your campaign, they might be from anywhere, and what’s most notable
about them is their four arms and their ability to manipulate force
effects. I’d suggest playing up
this last bit: No matter what the spell name in the stat block, the witchwyrds’
use of its spell-like abilities should feel like one seamless whole. The same mastery of power that allows
them to levitate objects (floating disc,
unseen servant) also allows them to defend
themselves (resilient sphere, absorb
force), hurl energy (force bolt), defy physics (displacement, dimension door),
and otherwise be the consummate interplanetary merchants (detect magic, suggestion).
Also, witchwyrds join the mercanes and the denizens of Leng
as Pathfinder’s core otherworldly mercantile races. If I were going to systematize the three, I’d say that
witchwyrds trade across the planets, mercanes trade across the planes, and the
denizens of Leng trade across the dimensions and other realities. But like we said at the top, maybe it’s
better to resist the urge to clarify and systematize. Since all three are going to go where the profits are, they
could wind up trading anywhere with anyone.
A year of caravan
work has yielded an adventuring party much gold, numerous experiences, and
the trust of their employer…which in turn means the trust of his employer. It turns out he answers to a holding company whose
turban-wearing representative has decided to search for new markets to
open. Only after the adventurers
sign on does the rep reveal that he is a witchwyrd…and these new markets are on
other worlds.
Adventurers seeking
the advice of a shedu have competition: a witchwyrd and his band of human,
gnoll, and tiefling mercenaries.
The witchwyrd plans to make off with the shedu—to him the magical beast
is prized cattle with the benefit of prescience to boost. If the adventurers are overwhelmed,
they may seek aid from a sect of kasathas that resent their ancient racial rivals’
meddling in their territory.
Deep in a temple
complex, an incongruous artifact opens a magical portal to a shop manned by
a witchwyrd. Conveniently, the
alien’s wares could mean the difference between life and death in the
booby-trapped edifice. Unfortunately,
the shop has another patron: an imp the party has had dealings with in the
past. The imp reveals the party’s
wealth (undercutting their efforts to haggle), tries to frame them for
shoplifting, and otherwise makes a nuisance of himself. But if the adventurers take any action
against the devil, the witchwyrd will deem them bad customers and possibly send
its clockwork entourage against them.
—Pathfinder #14 88–89
& Pathfinder Bestiary 2 285
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