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<link rel="stylesheet" href="book-page.css" />
<div class="document-container">
<h1>Natural Fantasy Villains</h1>
<p>
When you create a natural fantasy antagonist, the information on page 254 of
the Core Rulebook is an excellent starting point, but there are a few extra
things to remember, just as there are for Player Characters.
</p>
<h2>Basic Principles</h2>
<p>
The natural fantasy genre presents a significant variety of archetypal
Villains, but we can still infer some common key traits:
</p>
<ul>
<li>
<strong>A link to the past.</strong> These antagonists have one or more
elements that link them to the past of the setting: some are obsessed by
ancient legends; others crave power and authority lent by millennia-old
magics and technologies, or want to wipe out every last trace of them;
finally, some are entities who survived an ancient calamity or were
created in the distant past.
</li>
<li>
<strong>Familiar concepts.</strong> A natural fantasy antagonists
motivations and origin are often linked to needs, feelings, doubts, or
emergencies that you might have had a brush with at least once in your
personal life. As much as this might unsettle you, a part of you should be
able to understand, perhaps at an instinctual level, what these Villains
represent.
</li>
<li>
<strong>Catastrophic results.</strong> When a natural fantasy Villain
reaches their goals, the consequences are devastating: be it the awakening
of a truly ancient danger, a permanent alteration to the ecosystem, or the
extermination of entire communities, the Villains victory will tear open
a wound in this world.
</li>
</ul>
<p>
The Game Master is given three main tools for introducing these Villains
into the narrative and diving deep into their origins and objectives:
</p>
<ul>
<li>
<strong>Stories, relics and traditions.</strong> If a Villain is the
incarnation of an ancient danger, references to their existence should
gradually appear during the campaign: these sources are often vague or
partly contradictory fertile ground for studies and speculations.
</li>
<li>
<strong>Game Master scenes.</strong> Above all else, these scenes are
useful to add depth to the antagonists, revealing their doubts and
hesitations. When dealing with Villains that are closer in nature to a
cataclysm or a supernatural presence, these scenes can show omens of their
arrival and a growing sense of foreboding.
</li>
<li>
<strong>Conflicts.</strong> During conflicts, natural fantasy Villains
tend to fully embrace one of two extremes: some speak openly with the
protagonists, explaining their reasons, while others march forward,
undeterred and silent, toward their objective.
</li>
</ul>
</div>
<link rel="stylesheet" href="book-page.css" /><div class="document-container"> <h1>Natural Fantasy Villains</h1> <p> When you create a natural fantasy antagonist, the information on <a href="/books/natural-fantasy-atlas/#page-254">page 254</a> of the Core Rulebook is an excellent starting point, but there are a few extra things to remember, just as there are for Player Characters. </p> <h2>Basic Principles</h2> <p> The natural fantasy genre presents a significant variety of archetypal Villains, but we can still infer some common key traits: </p> <ul> <li> <strong>A link to the past.</strong> These antagonists have one or more elements that link them to the past of the setting: some are obsessed by ancient legends; others crave power and authority lent by millennia-old magics and technologies, or want to wipe out every last trace of them; finally, some are entities who survived an ancient calamity or were created in the distant past. </li> <li> <strong>Familiar concepts.</strong> A natural fantasy antagonists motivations and origin are often linked to needs, feelings, doubts, or emergencies that you might have had a brush with at least once in your personal life. As much as this might unsettle you, a part of you should be able to understand, perhaps at an instinctual level, what these Villains represent. </li> <li> <strong>Catastrophic results.</strong> When a natural fantasy Villain reaches their goals, the consequences are devastating: be it the awakening of a truly ancient danger, a permanent alteration to the ecosystem, or the extermination of entire communities, the Villains victory will tear open a wound in this world. </li> </ul> <p> The Game Master is given three main tools for introducing these Villains into the narrative and diving deep into their origins and objectives: </p> <ul> <li> <strong>Stories, relics and traditions.</strong> If a Villain is the incarnation of an ancient danger, references to their existence should gradually appear during the campaign: these sources are often vague or partly contradictory fertile ground for studies and speculations. </li> <li> <strong>Game Master scenes.</strong> Above all else, these scenes are useful to add depth to the antagonists, revealing their doubts and hesitations. When dealing with Villains that are closer in nature to a cataclysm or a supernatural presence, these scenes can show omens of their arrival and a growing sense of foreboding. </li> <li> <strong>Conflicts.</strong> During conflicts, natural fantasy Villains tend to fully embrace one of two extremes: some speak openly with the protagonists, explaining their reasons, while others march forward, undeterred and silent, toward their objective. </li> </ul></div>