It’s probably a gross oversimplification on my part, but it
seems like most fantasy role-playing games that take fairies seriously* as
antagonists follow a certain pattern. First
they check off the British, Irish, French, and Greek basics (pixie, sprite, dryad,
etc.). Then they tackle the deep cuts
(glaistig, nuckelavee) and Eastern European fey (rusalka). And finally they go conceptual—that is, they
cover the fey that should exist, but
just don’t have names.
These are the fey that you’d find in a Brian Froud painting
or an urban fantasy novel…fey that fall under the catchall term “sídhe”…fey
that fill a need. “I need really evil,
nasty pixies,” you say, and you get Pathfinder’s lurker in light and the tooth
fairy. “I need a spirit for a really old
oak tree, or the gnomes that Rip Van Winkle ran into,” you say, and you get the
Tome of Horrors’ oakman and forgotten
one.
And when you need a spirit of the wintry hunt, or of
corruption stealing through the soul like frostbite, you get the cold rider.
The Bestiary 3
says, “Cold riders delight in perversion, slaughter, and the corruption of
other fey…[and] prefer undead or cold-resistant steeds.” Carnival
of Tears goes even further, saying that (in Golarion at least) they were
once noble fey knights who had their hearts ripped out and replaced with
rotting stag hearts by the Witch Queen.
Whatever their origin in your world, cold riders are fey of death and
evil just a few frosty breaths away from undeath. The only good news is that their frigid
natures make them vulnerable as well as powerful—so prepare your shatter, sonic, and fire spells.
Cold riders have abducted
the goodly fey from Heart of Fir!
The riders drag the captives behind their skeletal mounts in cruel, cold
iron cages. To catch up with the
icewalking fey, adventurers have two options: brave the arctic wastes alone by
dogsled, or trust the reprobates and madmen who crew the iceboats that skate
across the frozen North.
Attempting to sit in
a magical siege perilous atop a frozen tower, a warrior must first defeat
the cold rider who guards it. Ideally
she and her adventuring band should find a way to banish, distract, or
otherwise drive off the cold rider, for if they kill it, the magic of the tower
summons a rusalka who tries to force the warrior to take the cold rider’s place
as frozen guardian.
A necromancer fears
only the priests and paladins of light who can so easily counter his spells
and minions. He makes a rare alliance
with a fey queen for the services of a cold rider bodyguard skilled at
murdering clerics. (Given the already
tarnished condition of his soul, turning over his still-beating heart to the
queen seemed more like an insurance policy than a risk.)
—Carnival of Tears
27–29 & Pathfinder Bestiary 3 59
*Not taking them seriously is why nobody likes you, 3.0 Monster Manual. I’ll be over here hanging out with the 2e Monstrous Manual, who’s way cooler than
you and old enough to buy us alcohol.**
**Even though he really prefers…sprites!***
***Shut up, that was A material.
Carnival of Tears
is nicely twisted adventure (courtesy of Hitchcock/Logue, naturally) and a
great source for more cold fey, including the dark ice template.
David Fanany wrote just about the nicest thing ever:
You should *so* write
a complete Cognomon campaign setting!
Thanks, man! I’m
really pleased it struck a nerve!
Trust me, I definitely have an interest in writing up some
campaign settings—particularly short tight 16 or 32-page sketches in the spirit
of the mini-campaigns that the combined Dungeon/Polyhedron magazines used to
showcase. The main obstacle would be
time, finding a good editor, time, finding a solid graphic designer and/or
artists to make it look good, and time. But maybe a project for the future, especially
if I ever went the Patreon/Kickstarter route.
I certainly have my favorites, but if Cognomon or any of the
worlds I whip up strike your fancy, definitely be like David and let me
know! Thanks!
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