Kill everyone, and it certainly would.
Faerie Might: 15 (Animal)
Characteristics: Int —2, Per +3, Pre —1, Com —2, Str +1, Sta 0, Dex +3, Qik +1
Virtues & Flaws: Negative Reaction; Immune to Arrows; Faerie Sight, Highly Cognizant, Hybrid Faerie, Improved Damage, Improved Initiative, Large, Lesser Power, Reputation as Confidence; Hatred (mankind); Traditional Ward (folk charms [white paper tied to birch branches])
Personality Traits: Strategist +3, Determined +2
Reputation: Extremely Dangerous Creatures 4 (Mediterranean Sea)
Antlers: Init +6, Atk +15, Dfn +12, Dam +9
Hooves: Init +3, Atk +13, Dfn +11, Dam +2
Wound Penalties: —1 (1—6), —3 (7—12), —5 (13—18), Incapacitated (19— 24), Dead (25+)
Pretenses: Athletics 6 (flying), Awareness 5 (men), Brawl 8 (antlers), Leadership 4 (Perytions)
The Terrible Winging Perytion, 3 points, Init —7, Mentem: This power terrifies the target, who must make a Brave check against an Ease Factor of 9 or flee from the Perytion’s shriek.
(Base 4, +2 Voice, +2 Sun)
Vis: Three pawns of Animal vis in the faerie’s atlers.
Appearance: The size of a pony, a Perytion has the head and legs of a stag and the body and wings of a bird. A dark-colored creature, its feathers ant tail plumage are tinted green.
Perytions are ancient faeries and have been documented harrying men for centuries. Mediterranean creatures, sightings have been reported near the Pillars of Herakles, Carthage, and Ravenna. They always travel in packs, in which they can fight as a trained group, and always attack without warning or parley. Their sole mission is to kill.
Survivors note that each faerie kills only a single man, and once its target has fallen the Perytion rolls in the dead man’s blood. Once coated it flies away. Observers also say that before an attack, a Perytion casts the shadow of man instead of the shadow of its own form. In the violent aftermath, an exiting Perytion who has bathed in its victim’s blood casts a true shadow, that of its half stag, half bird form. The relevance of this information is a mystery. The Great Library at Durenmar contains a rolled papyrus scroll – which Andrus claims is a lucky survivor of burning of the library at Alexandria – that claims the Perytions once inhabited Atlantis. According to this same papyrus, Rome is prophesied to fall under the Peryttions’ beating wings and flashing antlers.
Perytion attacks are infrequent. The last attack was witnessed by the magi of Sansaron, an African covenant belonging to the Rome Tribunal. Seeing the Perytions’ shadows and knowing the myth of their origin, the magi sought to capture and interrogate one of the flying faeries. They failed, and although they survived the attack, they found that a Perytion would rather die than be taken alive. Members of House Merinita suppose that a Perytion bathes in its victim’s blood to change its role, although none speculate what the new role might be.
Story Seed: Magi familiar with the Perytions’ predations receive word that an unGifted Redcap in the Thebes Tribunal has captured one and imprisoned it in a cave. Two Gifted Mercere magi from Harco ask the player characters to help move the fearie from Anatolia to the hills of Piedmont, where Harco investigators will examine the faerie. Moving the Perytion is hard enough. Can the magi do it without alerting any of the other members of the Order?