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Sunday, 7 October 2018

Godbound: Parasite Gods, The Bound

In the theme of horror and undeath for the month which is home to Halloween, here is a Parasite God who is not wholly living or dead. Yet the greatest horror in all this is the poor soul inside the monster. What happens when one is corrupted and shackled to the mortal coil, gifted with unholy powers they seemingly cannot truly control.

The Bound

Elazar, Sovereign of the West by Halcyon450
The Bound is what happen when a dying man or woman become snagged up in the cosmic 'glitch' which birth Parasite Gods. Although they may sometimes appear to be the same cruel, power-hungry tyrants and wannabe divinity so common to Parasite Gods these beings are entirely cursed, stuck in the limbo between life and death by outside circumstances. A local lord is dying from the infected wounds left behind by some monster spawned by twisted wilderness and his retainers are frightened by what the future may hold since his heir and wife passed away. A local wise-man and hedge-wizard, feared yet respected is dying of old age and yet people wish they could nonetheless keep him around since his knowledge is indispensable. The local priest, holy man or whatever has just expired and already his acolytes lament the passing of such a wise man. When their desires and psychic imprints mingle with the anomaly which has tied itself to the dying or recently dead, the Bound emerges as a Parasite God.

The Bound is a restless spirit, but one whose own restlessness pale to the initial unrest his or her death caused to others. Love, attachment and ancient traditions become the instrument of the resulting Parasite God as it become overwhelmed with the desire for stasis and stability of others. Oh, make no mistake: once their sanity start slipping they will become power-hungry and even self-serving but these actions always serve the original, twisted psychic imprints. Stability, order and protection can be achieved through a variety of means, after. Individual lives cease to have meaning to the newborn Parasite God as it constantly itch at its mind and broken soul to preserve, both its domain and people. More than a few of these monsters turned their environment into oppressive necropolis where the living and the dead coexist and serve their master.

The Bound, deep down, probably wants to die but can't. Every waking moment of their undead existence consist of something akin to having a constant bullhorn shouting in their mind to preserve, to control and to maintain their domain and by extension their dominion and thus continued existence. More than a few develop full-blown split personalities from this. This split personality, this new and second mind is one more and more shaped by the rumors and beliefs of their people, creating a vicious cycle where every act of cruelty begat a more cruel overlord due to the fear of their people.

Powers of The Bound

The Bound are stuck in the gears of the cosmos, between change and stasis and between life and death. They were transformed as they were dying or after they died (but before their souls departed their corpse). Stuck in this undeath, they have either the Lich King Concept Word or the Word of Death as well the Word of Apotheosis. Beyond that, however, the Bound's powers and nature varies depending on what they were in life.

They also all posses the following Gift:
  • Guards! Seize Him!: Connected as they are to the people and land which bound them to the mortal coil, all Bound posses the ability to call forth allies and minions to their side, irrelevant of their Word.

D6
Nature of the Bound
Possible Word Choice
1
Authority Figure: The Bound was a local lord, a king or something along those line. They commanded real authority and those around them feared what would happen once they were gone and now they are warped into necrotic tyrants who wage war in the name of self-preservation.
Command, Sword/Bow or War
2
The Power Behind: Unlike the above, this figure of authority was not a direct ruler but rather an important cog in the system, one perhaps trusted or beloved more than the actual ruler. Twisted in death, they increasingly become usurper and manipulators.
Fear, Murder or Deception
3
Holy Man: In life, this was a spiritual figure and a pillar of the community, be they a priest or some head of a monastery. Their wisdom and deeper understanding of spiritual matters made the fear of losing such knowledge made them into perverted autocrats and zealots.
Passion, Sorcery  or Knowledge
4
Heart of the Community: This particular Bound wasn’t necessarily someone powerful in life. However, beloved and respected by all they were those people who made life indispensable. In death they become warped in their need and desire to be important.
Passion, Desire or Intoxication
5
Defender: A powerful mortal hero in life, one whose sword arm or skill with the bow saved many lives. Be they of noble birth or a humble peasant hero it was clear their very presence made the community safe. In death they are very much still what keep the community safe. At a price.
Protection, Vengeance or War
6
The Artist: Backbone of the soul and expression of a community, this artist was the pride and joy of all those around him or her. Their fame made the people feel meaningful, even if by proxy. In death, what inspires them drive them mad and make them turn to twisted crafts.
Artifice, Music or Madness

The Cult

Whether they want to or not, Bound always have a cult. This cult need not be the type of cult with black robes and knives and usually isn't. Their cult is the community which form around them and this miracle that is their rebirth and the rush of divine power which come from their transformation into a Parasite God. The psychic phenomena which birthed the Bound in the first place has a nasty habit of brainwashing a few people too weak to properly resist, making them fanatically loyal to the newly born Parasite God. Little does the Bound realize, at the time, that these people are (at least initially) the real master: confused on the nature of their rebirth they might attempt to seek some meaning and oh, it just so happen, say that the lord's chancellor mention that with his newly reborn divine nature he might just be able to curb these bandits and raiders. And make an example out of them. Invariably, the Bound find itself stuck in their role as some protector and guardian angel from beyond the grave.

In time the cult may very well live in fear of the Bound, especially once it start exercising its powers over life and death to raise zombies and skeletons. Yet soon the people come to accept this, that not even death can separate them from their old life. Things will be as they were, or even better. Their beloved pillar of the community or leader is immortal now, beyond death, beyond being lost. Things will not change and that's good because then there is no risk involved.

Eventually, even the Bound believe this. If not, the constant psychic torment and impulses will consume them and fragment their psyche...
D6
Cult Nature
1
Devoted to their new master and perhaps a little too eager. Their dark master is given praise, people give it new baroque titles like “The One who Returned” and new rites are created to appease it. Eventually the Bound start believing this.
2
Similar to the above, but with a desire to proselytize outside of their home. They don’t just want to preserve their home and serve their new master, they believe everything will be better when everyone become exactly like them.
3
Insular even among themselves: the newly ‘divine’ nature of their master is spoken of in hushed tones, as to not attract attention from outsiders and to not risk offending past religious doctrines. They blindly worship their monstrous new master, just covertly.
4
The cult has begun to live in absolute fear of their new master. They praise and worship him but it is increasingly out of fear...yet hypocritically they praise this fear as the reason their lives are so stable.
5
An increasingly violent and irrational cult that is starting to live up to it’s name the more their master and his agent interact with the outside world. Anything that doesn’t go smoothly is a sign they haven’t sacrificed enough. Bring out the sacrificial victims and go get your black hooded robes!
6
This cult has begun embracing the undead side of their master perhaps a bit too much, slowly turning into an obscene death-cult where people self-mutilate to look more like their master’s twisted and rotten form and where undeath is seen as sacred transcendence.

Their Domain

Swamp by Jaimes Paick. MTG land art.
Because of their nature and lack of control over their powers, the Bound have a nasty habit of 'leaking' their twisted and warped divine energies all over the place. Slowly but surely, a sense of fear and stasis seems to creep over the area they are a prisoner. This invariably tend to make their domain foreboding and gloomy places. Because, of course this is what their tainted domains would become: the very nature of the Bound is, after all, one of undeath.

Since they do not fully control their power, the Bound are among the Parasite Gods most likely to accidentally spawn some horrific monstrosity. Stuck in a hazy nightmare of a day dream they wander around their domain, stuck between life and death, past and present. In these moments of madness they could very well end up suddenly unleashing some dire and vengeful spirit. Why? Because that is their nature: a self-feeding cycle. There can be no need or desire for stasis without a little bit of chaos to make people want it in the first place. In many ways, Bound are their worst enemies. Most would just want to die but they end up stuck enacting changes which only lead them to becoming even more the undead tyrant they are.

Of course, the interplay of life and death and change and stasis isn't always so dire: sometimes their curse seemingly cause slow, corrupting changes in the people and animals. Their lifespan increasing and their aging slow but minds become dull and monotonous. They become more and more like living corpses, cursed to desire nothing but stasis and continuation.

The Bound in Brief

  • Undead Parasite Gods created when a dying person is perceived as still being needed.
  • Interplay between the forces of life/death and change/stasis.
  • Desire nothing but eternal rest yet their minions/cult have a need for things to 'work out' so they become trapped in their persona of undead ruler and protector.
  • Eventually they just go mad.

Friday, 5 October 2018

Godbound: The Ulstangers, Part 2

The ordinary, living men and women of Ulstang are but one part of it's population but most importantly but one part of it's massive raiding parties. The strength of Ulstang lies not only in the hardened sword arm of it's mortal warriors but also the vast rank of the foul Draugr and the Witch-Queens who command them.

Undead Viking Raid by SC4V3NG3R

The Draugr

The strongest and most well-preserved of the animated corpses of the Ulstang ranks are known as War-Draugr and each is a mighty deathless foe, more than a match for an average mortal soldier. These horrific creatures are capable of displaying abilities similar to Gifts through their arcane nature, bloodthirst and and resilience. They are zealous warriors, bound to the command of raiding captains (presumably 'loaned' from a Witch-Queen patron of the expedition) but they will seek permanent death in battle. Until they do find said death in battle it will befall all the enemies in their path.Draugr can and often wield melee weapons as mortal warriors do but that is more out of habit: in actuality their monstrous strength is enough to crush bones and remove limbs from bodies bare-handed.

Stat-wise, Draugr are fairly basic Greater Undead with only slight variation in the 'scaling' of their base stats. Greater Draugr are rarely, if ever, encountered in any large number in raids as they tend to form the guard and elite minions of Witch-Queens. A few of the greatest of these bodyguards may be imbued with an extra gift (or point of Effort) to give them a little extra edge and surprise in battle. Most Draugr have only a single Gift, with Greater Draugr maybe have two.

Draugr Type
HD
AC
Atk.
Dmg
Move
Morale
Saves
Effort
Lesser
3
4
+5
1d10 Smash
40’
12
13+
1
Average
5
3
+7
1d12 Smash
40’
12
12+
1
Greater
9
3
+10
2d6 Smash
40’
12
10+
3

Draugr Powers

The (rather non-specific) creation process of Draugr, combined with the average one being at least a powerful and skilled mortal in life (and one of great size and strength, usually) ensure they can express a combination of their skill and necromantic might in battle in the form of gifts: this allow these creatures a level of flexibility in their battlefield role, even if GM may want to limit a mob of Lesser and Average Draugr to a single, easy-to-use gift for the sake of ease in combat encounters.
  • Defy The Iron: As per the Gift in the Core Book. Lesser blows are utterly deflected upon the calcified skin of the Draugr or even possibly ignored.
  • Descent of the Mountain: As per the Gift in the Core Book. As an alternative to building catapults (which are a pain to carry across the sea), the Witch-Queen have been known to train Draugr to lob rocks and debris at enemies.
  • Harder Than This: As per the Gift in the Core Book. Draugr feel no pain and are barely, if even affected at all by environmental hazards and whatever their foes can throw at them.
  • Indestructible Champion: Sworn to servitude to a Winter-Queen, this Draugr takes 1 point of damage less and is immune to physical damage as long as it is fighting to defend it's mistress. It must be within 30' of her for this Gift to function. Greater Draugr Only.
  • Maw of Winter: As per the Gift in Lexicon of the Throne. The Draugr has been blessed with the cold, ravenous life-sapping powers of the Ulstang winter.
  • Shield of Phobos: As per the Gift in Lexicon of the Throne. Draugr are terrying monsters and the most horrific of them emit a palpable sense of supernatural dread.
  • Surge of Strength: As per the Gift in the Core Book. The Draugr's undying body is capable of burst of great strength and/or murderous berserker rage.
  • The Dread Breath of Winter: The Draugr has received the blessings of a Witch-Queen for it's service and continued servitude (which it probably loathe, deep down). It can use the Gift Corona of Fury, tied to the Word of Winter. Greater Draugr Only.
Ice Sorcerer by Samuel Thorne.

The Witch-Queens

Do not be fooled by their form, be it lovely and fair as an unmarred snowbank or old, shrunken and sickly-looking: the Witch-Queen of Ulstang are powerful foes, deadly tricksters and vindictive war-sorceress rolled into one and more. Each one of them command staggering necromantic powers and forbidden magics. There are few known facts about them and their origins and even more speculations as to the true extent of their powers.

The Acolytes and Apprentice to the Witch-Queen are best modeled as Minor Heroes, Major Heroes or (most likely) as Skilled Mages. Those with a more war-like bent to their magic, such as would-be battle mages or those who focus upon wielding necromantic powers directly into battle are best modelled as the former. A few failed apprentices could be kept around as a form of Greater Undead as a temporary measure until a more suitable replacement is found: adjust stats to reflect their undead immunities if that is the case. The Witch-Queens themselves are modeled as Lesser Eldritch and Greater Eldritch.

Words of the Witch-Queens

One possible option for Witch-Queen is to make their first Word the Lich-King Concept Word, representing their near-undead to fully undead nature as a result of their necromantic potency. While they would not be rotting and/or frozen corpses necessarily, they would also not be completely affected by living frailties anymore. Most, if not all have bound the Words of Sorcery, Death and Winter with Deception, Passion and Desire being possible options if not for an extra Word then at least for possible Gifts tied to their Concept Word.

If the Game Master need so, a possible non-standard Word can be randomly rolled. This table include an idea or two on how this Witch-Queen would exercise this power.

D6
Word
Possible Concept
1
Beast
Living in the wilderness, alone safe for her Draugr and the horrific winter-beast she control and has created. This Witch-Queen’s domain is one of vast and foreboding forests where little sunlight enter and all beasts report to their mistress.
2
Sword
This Witch-Queen was a powerful warrior, possibly the daughter of some mighty champion in the past who trained all his children well in the art of combat. Equally skilled at arms and magic, she is a deadly ‘sword-mage’ who combine magic and weapon alike.
3
Desire
A vain seductress who has traded away her humanity for impossible and eternal beauty. She is radiant in her form, with a body men and women alike desire, unmarred by scars or any faults. Her disgusting harem is full of chained men and/or women, living and undead alike.
4
Fear
Cruel and feared even by the standards of her fellow Witch-Queen, this one command the greatest powers of dread, which she use to keep her minions both living and undead in line. She is a bully and torturer of impossible cruelty.
5
Madness
An insane, disheveled creature whose disturbed behavior and odd appearance belies incredible magical powers: could be a ragged waif or a crazy, wild-eyed hag (or even both, if she can shapeshift or cast illusions) who can laugh one moment and scream in rage the next. May or may not be saner than she appear and playing up her madness.
6
Underworld
This Witch-Queen’s domain are the dark, frozen caves below Ulstang which build ships and store Draugr for the next raid. Her network of caves allows her and her minion great mobility across the island and even beyond.

Each Witch-Queen's panoply of Gifts should be fairly versatile, with at least one option for offense, defense, supporting and assisting their minions (or summoning them). While one could carefully craft their arsenal here is a table to generate them quickly. Refluff the Gift if need be and assign it to a suitable Word. The magic of the Witch-Queen can be as subtle or as flashy and destructive as it need to be so long as if fit their theme of necromancy, dread sorcery and the winter. For example, Legion's Bane is from the Dragon Concept Word but it could be refluffed as the Witch-Queen summoning spectral weapons forged from deathly energy which rend mobs asunder or it could be a swarm of otherworldly and hungry restless spirits eating the flesh of men from their bones. Defy The Iron is likely some highly potent Theurgic ward of some kind, able to fully deflect blows.

All Witch-Queen are assumed to have at least the following Gifts by default:
  • Adept of the Throne
  • A Pale Crown Beckon
  • Divine Wrath
  • Greater Pavis of Rule
  • The Will That Burn
Then roll on each column of the following table to quickly generate their panoply of dread sorcery. which they will primarily use if confronted, be it within their lair or if one was to lead a Draugr army against one of the nations of Arcem.
D6
Table A (Offense)
Table B (Defense)
Table C (Support)
1

Corona Of Fury

Mantle Of Quietus

Guards! Seize Them!
2
3

Eater Of Legions

Blood For Blood

Bonefather
4
5
Legion’s Bane

Defy The Iron

Will Of The Spear-Throne
6
Bloody Vengeance

Thursday, 4 October 2018

Godbound: The Ulstangers, Part 1

Vikings raiders with armies of zombies led by evil and cruel Witch-queens. The Ulstanger are quite badass in the simplicity and sheer metal-ness of their concept. They can work well as both low and high-level foes, vicious enemies who know only bloodshed or they can be portrayed as a more nuanced and tragic people. Either way, cue the heavy metal! Maybe some Manowar or Cirith Ungol, perhaps? Or maybe Sabaton?

Zombie Viking by Rodney Buchemi(?)

The People of Ulstang

The names of the Ulstanger obviously draw from Nordic sources (with some added fantasy flair here and there for variety's sake: perhaps these are deformations of personal names assimilated into Ulstang culture?), as one would expect. In addition to these names, there are tables for a few notable features, nicknames and history to denote something a bit more unique about the more important individuals, such as perhaps a ship captain or a mighty hero of their people. Surnames are derived from parents; men by adding -sen to the father’s name, and women by adding -dottir to the mother’s: roll a second name on the table and add the suffix.

MALE ULSTANGER NAMES
D100
Name
D100
Name
1
Baleyg
51
Thorfinn
2
Grim
52
Gunnar
3
Agdi
53
Hadding
4
Erp
54
Hamal
5
Bjorn
55
Imsigull
6
Eystein
56
Jokull
7
Fafnir
57
Horggan
8
Finnbogi
58
Ulk
9
Hrolf
59
Hamdir
10
Agnar
60
Kjar
11
Drott
61
Leif
12
Edvall
62
Melnir
13
Fjolmod
63
Kolbjorn
14
Aslak
64
Holdvard
15
Alrek
65
Jarkki
16
Einar
66
Melgarr
17
Kortt
67
Odd
18
Frankmar
68
Harald
19
Ivar
69
Urkarr
20
Aran
70
Orkning
21
Freki
71
Orr
22
Frodi
72
Kraki
23
Drarrt
73
Snorri
24
Ketil
74
Toki
25
Asgeir
75
Thornstein
26
Gauk
76
Magni
27
Njal
77
Rodstaff
28
Armod
78
Hrani
29
Fyri
79
Brandr
30
Gattir
80
Korgadd
31
Hakon
81
Rennir
32
Arnfinn
82
Snaevar
33
Geirodd
83
Otarr
34
Gjuki
84
Yngvi
35
Erik
85
Runolff
36
Arngrimm
86
Hingg
37
Ove
87
Hrafn
38
Glammad
88
Saemundd
39
Grundi
89
Vidgrip
40
Olaf
90
Ref
41
Sirnir
91
Asmund
42
Bjarkmark
92
Skuli
43
Gramgar
93
Hunding
44
Sigurd
94
Thorgar
45
Barri
95
Arnorr
46
Grumud
96
Ottryg
47
Rolgarr
97
Slagfid
48
Rolf
98
Smidd
49
Beiti
99
Hymling
50
Gundmund
100
Bjartr

FEMALE ULSTANGER NAMES
D100
Name
D100
Name
1
Aesa
51
Borgny
2
Dagmaer
52
Kolvor
3
Edda
53
Gerrdra
4
Jofrid
54
Yrmera
5
Ljufa
55
Oddrun
6
Moeid
56
Berda
7
Alfhid
57
Nauma
8
Galumvor
58
Ingigerd
9
Osk
59
Bruor
10
Edny
60
Brynhild
11
Ragnhild
61
Mist
12
Bekkhild
62
Gondul
13
Fjotra
63
Jorunn
14
Saeun
64
Geiravor
15
Alof
65
Lyngheild
16
Salbjorg
66
Argymm
17
Geirrid
67
Hallbera
18
Valgerd
68
Kadlind
19
Arnora
69
Sveio
20
Solveig
70
Irma
21
Gjaflaug
71
Dagny
22
Eyfura
72
Bergtora
23
Rannveig
73
Groa
24
Thora
74
Skala
25
Asa
75
Busla
26
Brylind
76
Emerryn
27
Vigdis
77
Reginleif
28
Bera
78
Skeggold
29
Yrvirr
79
Asgerd
30
Thordis
80
Randgrior
31
Aslaud
81
Yrsull
32
Grimhild
82
Hrodny
33
Aloff
83
Hjalprim
34
Gudney
84
Gudrid
35
Birla
85
Randgri
36
Hleid
86
Silksif
37
Bestla
87
Unnr
38
Freydis
88
Magnhildr
39
Yrrnar
89
Siffra
40
Thorfinna
90
Hildirid
41
Aegynn
91
Ingridr
42
Dalla
92
Ingun
43
Kara
93
Hildra
44
Yrrmin
94
Gyda
45
Bodvild
95
Jutta
46
Thorunn
96
Hrefna
47
Disa
97
Gjurnna
48
Kolfrosta
98
Dagmaer
49
Thorvorr
99
Adalbjorg
50
Borghild
100
Reroll on Male Names!

D6
NOTEWORTHY TRAIT (AND POSSIBLE NICKNAME)
1-2
Battle-Scarred: This Ulstanger has a particular nasty battle scar, such as a missing eye or hand.
3
Bloody Reputation: The deeds of this raider are known in the area...and they are the stuff of nightmare.
4
Unusual Appearance: This particular Ulstanger stand out from the rest. They could be quite hideous or have some less common trait.
5
Unusual History: The personal life of this Ulstang raider was unusual compared to their peer.
6
Supernatural Touch: Something in the history of this Ulstanger is connected to the supernatural and possibly divine.


D4
BATTLE-SCAR...
...AND RELATED NICKNAME
1
This Ulstanger is missing an eye and has an eyepatch. Alternatively a vicious scar adorn their face.
One-Eyed, Half-Sighted, Deadeye
2
This Ulstang raider is missing a hand, which may have been replaced with a hook, blade or hammer.
One Hand, Fellhand, Bladehand
3
This raider is missing a foot or leg and has a peg leg or some hideous metal claw salvaged from Vissian prosthetics.
One-Legged, The Uneven, Bowed Walker
4
Their face is a hideous mess of scars, likely mauled by some beast. They may or may not wear a mask.
No-Face, The Hideous, Horsehead, Beastface



D4
BLOODY REPUTATION...
...AND RELATED NICKNAME
1
This raider is infamous for his or her cruelty and is known to slay warriors by the dozen. They are mighty even by Ulstang standards.
The Slayer, The Bloody, Doombringer
2
This Ulstranger is known for his treacherous nature and has little to no honor. They are feared far more than they are respected.
The Liar, The Snake, Smooth-Tongue
3
This raider should have died from their wound in battle yet kept on fighting beyond what should be possible.
The Undying, The Immortal, Death’s-Bane
4
This Ulstanger has fought some lesser divine being or foul monster and has triumphed. Their tale is told in songs.
The Undefeated, God-Slayer, Troll-Bane



D6
UNUSUAL APPEARANCE...
...AND RELATED NICKNAME
1
This Ulstanger is larger than his already large peers, reaching above six feet.
The Tall, The Mountain, Oakson, Giant-Blood
2
Well-off, this Ulstranger is a bit on the chubby side. They could be the son or daughter or a particularly wealthy raider merchant-prince.
The Fat, Broad-Belly, Buttered-Bread, The Stout
3
The strength of this Ulstranger is noticeable to all, being a mountain of muscles.
The Mighty, The Bull, Bear-Killer, God-Thewed
4
This Ulstanger is of great beauty by the standard of its people.
The Fair/Fair-Maiden, The White, Gold-Hair, Silver-Hair
5
This Ulstanger fell off the ugly tree and it is fairly noticeable. They are not deformed, just ugly.
Flat-Nose, Donkey-Eared, Wide-Eyed, The Dark
6
Foreign-blooded but one or two generations removed they still look somewhat different from their peer.
The Southerner, Slave-Blood, (Name) of Lom, (Name) of Ancalia



D4
UNUSUAL HISTORY...
...AND RELATED NICKNAME
1
The lineage of this Ulstanger is one of heroes and kings. They take great pride in this fact.
The Proud, King-Blood, Proud-Heart
2
This raider is from slave stock but through incredible circumstances and skill was raised to a high position.
Thrall-Born, The Slave, The Free, Free-Man
3
Born and raised in the most inhospitable parts of Ulstang, away from civilization.
The Bear, Hunter, Wild-Man, Beast-Slayer
4
This Ulstanger was raised by their mother and knows not their father.
None, but they have a female surname! Reroll if female.



D4
SUPERNATURAL TOUCH...
...AND RELATED NICKNAME
1
The Ulstang raider is under/believe himself to be under some horrible curse.
The Cursed, Dead Man Walking, The Doomed
2
There is a feral side to this Ulstanger. They reek of animal musk or may have unusually sharp teeth and nails.
The Hunter, Huntsman, The Beast, Wolf-Blooded
3
This Ulstanger was born right after their mother was turned into a Draugr and they carry with them the air of death.
Corpse-Born, Half-Dead, Dead-Child
4
This raider is somehow beloved by one of the cruel Witch-Queens and carries a token of her cruel love.
Witch-Loved, The Beloved, Chosen of Winter