The Witch Queen 8 (24)

Old Gods of Appalachia

The child of two skilled witches, the woman once known as Daughter Dooley inherited a powerful talent, and has had many decades to practice and perfect her abilities. She appears to be a woman of about twenty years, with russet-colored hair, eyes like flint, and a look of fierce nobility in her face; however she does not age and is much older than she looks, having been born in 1756. Solitude suits her; she lives in a remote home in the woods, alert for intruders and the lost but preferring to remain apart from most human folk lest she accidentally harm them with her curse. Although she serves the Green (and perhaps is its most powerful human agent in this time period), she has a dark link with The Thing Whose Name Sounds Like Horned Head But Is Not, and its influence on her sometimes makes her hesitant to intervene for fear of accidentally doing something that aids the Inner Dark.

The Witch Queen is sometimes accompanied by Bartholomew, a bearlike creature of the Green who can also take the form of a well-dressed, broadly built Black man, or vanish completely by transforming into natural earth and foliage.

Bartholomew: level 6; health 25; Armor 3; two claws and a bite each inflict a moderate wound (6 points)

For a long time, the Witch Queen was served by six blank-eyed men, a "gift" of The Thing Whose Name Sounds Like Horned Head But Is Not, and she could telepathically call them to her at a distance of many miles.

Belongs To: The Green (has a pact with The Thing Whose Name Sounds Like Horned Head But Is Not)

Motive: Helping sick people, fighting The Thing Whose Name Sounds Like Horned Head But Is Not

Environment: Anywhere in the woods, especially near her home

Health: 30

Damage Inflicted: Major wound (8 points)

Armor: 1 (2 against cold, immune to fire)

Movement: Short

Modifications: Uses and defends against magic as level 9

Combat: As part of another action, the Witch Queen can change her shape into something dangerous with teeth and nails, though she mainly uses this to scare off ignorant people who'd seek to harm or take from her. Against supernatural opponents, she calls upon powers of the Green for such feats as summoning wind and rain to quench fire, briefly transforming fistfuls of leaves into swarms of birds that fight on her behalf, and binding foes with vines and saplings.

She is an expert at magic, able to heal wounds, ease pain, ensure healthy and safe childbirth, and create powerful wards. Some of her magic requires (or is eased by using) cyphers or implements like herbs, ointments, and nails, but her power and skill are such that even without these things she is a formidable ally or opponent.

Her youth and vigor are sustained by her pact with The Thing Whose Name Sounds Like Horned Head But Is Not, which automatically draws upon the lives of people around her. sWithin a short distance of the Witch Queen, tasks to avoid moving down the damage track or dying from injury or illness are hindered by two steps.

The Witch Queen's curse drains life from a character, inflicting 10 points (ignores Armor) on a failed Might defense roll (or just 5 on a successful one); she recovers health equal to the damage inflicted.

The Witch Queen's curse-pact doesn't affect defense rolls to avoid regular attacks, such as Speed defense rolls against gunfire, but it does affect Might defense rolls against poison and disease. s

Interaction: The Witch Queen is used to being alone, but it's in her nature to want to heal people, and she is likely to intervene if she can do so without causing additional harm. As a powerful witch, she has immense knowledge and will share it when needed. Those with the gift can sense the touch of the Inner Dark upon her, and she understands their mistrust.

Use: An injured character's life is saved by the unexpected (and brief) arrival of the Witch Queen. The characters need advice or an answer about something regarding the Green and the Inner Dark, leading them to seek out the Witch Queen.

Loot: In addition to the cyphers and other witching implements she owns (most of which she made), Daughter Dooley has inherited books of lore and jewelry from her mothers, and she has an impressive stash of useful herbs for her workings.

Connection: A wise character learned a charm from someone who learned it from the Witch Queen. A character bears a token that once belonged to the Witch Queen.

GM Intrusion: The Witch Queen activates a ward, blocking all attacks against her for several rounds.
A powerful ally arrives to help the Witch Queen.