Sajra the Swyn
A vain serpent-god gathering stolen children toward open tyranny.
A narcissistic, monkey-headed serpent recently arrived in a ruined Green Lord's tomb about a day and a half from town. It has dominated nearby crinwin nests and bent them to abducting children for its collection.
Sajra is the worked-example threat from Book I's Threats chapter — written up step by step as the GM's first adventure villain. Use it as the template when authoring a fresh villain threat: tomb-dwelling, vain, gathering minions, escalating toward open subjugation.
Recently moved into a ruined Green Lord's tomb in The Great Wood (from where? — left blank). Has dominated a few nests of Crinwin (rabble, to covet); they've been stealing children for it. Holds Wynfor (Caradoc's nephew) and at least one other child (who? — left blank).
Grim portents
- More children go missing
- Some of the entranced children return
- The children recruit followers
- Sajra reveals itself, demands servitude
Impending doom: Subjugates Stonetop, killing or mesmerizing any opposition.
Stakes
- Will Wynfor's parents forgive Caradoc?
- What will become of the stolen children brought under Sajra's control?
GM moves
- Plant a suggestion in another's mind
- Turn the weak-willed into fawning servants
Type Villain · Motivation to indulge its ego
Impending doom
Subjugates the town, killing or mesmerizing any opposition