Every hag is a dark mirror. That is the oldest thing about them, older than any edition of any game, and it is the rule the whole lineage runs on. A hag takes something people find comforting and turns it round to face them.
The Green Hag takes hospitality. The Night Hag takes sleep. The Cinder Hag takes the hearth, which is the first comfort our species ever built, and shows you what it looks like when it stops being kept.
She is not the fire
This is the part people get wrong first, so it is worth being blunt about.
Fire is an event. It has a beginning, a peak and an end, and everyone who has watched a building burn knows the strange quiet that comes after, when the loud part is over and what is left is heat and grey and the smell. Fire is not the frightening bit. The frightening bit is standing in the aftermath in daylight and understanding that this is permanent now.
The Cinder Hag is the aftermath. She is not the thing that burned your village. She is what got up afterwards.
Where she comes from
Cinder Hags are born out of catastrophe, and the catastrophe has to be real. A kitchen fire does not make one. A village razed does. A forest that burned for a week. A city block where four hundred people went to bed and did not get up.
Something in the ash decides to stand. Nobody has ever satisfactorily explained what decides, or why it happens at some sites and not others, and the hags themselves are not interested in the question. Ask one where she came from and she will name a place, usually correctly, usually a place that no longer appears on maps.
She remembers it the way you remember a room you were in once. Without sentiment, and in detail.
She is not cruel
Cruelty requires you to care about the outcome, and the Cinder Hag does not.
This is the thing that makes her frightening to sit across from, and it is the thing players enjoy most once they understand it. She is not angry. Anger is an investment. She burns because burning is what she does, in the same way a river runs downhill and does not hate the valley.
She will destroy your home and be perfectly willing to have a conversation about it afterwards. She will explain, without any particular malice, why it was always going to happen. She has no interest in your suffering as such. Your suffering is a side effect of a process, and she is the process.
A cruel hag can be bargained with, because a cruel hag wants something from you. The Cinder Hag mostly does not.
What it is like to be near her
Heat that has already happened. Ash on surfaces where nothing burned. Rooms she has walked through smell like the morning after, and the smell stays after she leaves.
Prey rarely runs from a Cinder Hag at first, and that is her whole advantage. There is nothing obviously wrong. Nothing is on fire. She simply arrives and the temperature is a little off, and by the time it is clear that something is happening, the exits are the part of the room that is worst.
How the fiction becomes the rules
She is fire and ash, and the mechanics follow the fiction rather than the other way round.
Her damage lingers. Ash follows where she walks, and anything that crosses ground she occupied this turn takes the consequence of having done so. Her coven magic is Burning Ash: black ash sprayed across a wide radius, and the creatures inside it are not just hurt, they are blinded, which is the more useful half. She takes sight away and then leaves the room to do the work.
At character level 4, that ash stays, and the area keeps asking for saving throws long after she has stopped paying attention to it. At level 8 any fire damage striking the cloud detonates it, which is the design saying out loud what she is: not a source of fire, an accelerant for it.
Her predation style is devastation, and the coven learns quickly what that means at the table. She is not the answer to most problems. She is the answer when patience has already failed and somebody has decided that whatever is in that building does not need to exist any more.
What she is afraid of
Every hag carries a specific weakness, and hers is called Wet or Cold.
The design principle behind all six is that the weakness has to be the exact inverse of the power, and it has to be hard to satisfy trivially. A Cinder Hag is an ongoing process, and a process can be interrupted. Water is not a weakness she can prepare around by carrying an item, because the problem is not damage. The problem is that a thing which has stopped is not the same thing that was going.
Players work this out fast, and it changes how they use her. A Cinder Hag chooses her ground more carefully than any other hag in the coven, and she is the one who asks what is on the other side of the door.
Six hags, one hag, five ways to play her
Here is the part that separates this from a stat block with a mood.
Being a Cinder Hag is not a class. It sets what she is: her element, her coven magic, her weakness. What she does with that is a separate choice, and the same creature plays completely differently depending on it.
A Cinder Hag Brute walks in and fights with her fists, and the ash is simply what she leaves behind her. A Cinder Hag Witch never enters the building at all. A Cinder Hag Apothecary treats fire as a chemistry problem and arrives with it in bottles. A Cinder Hag Oracle draws a card at dawn and spends the day deciding who it lands on.
All four of them are the thing that got up out of the ash. Only one of them is going to be standing next to you when it happens.
Next in this series: the Green Hag, and why the most dangerous of the six is the one you invite in.
Early Access
Six hags, six appetites.
The Cinder Hag is one of six, each written the same way. Get on the early access list and read the rest as they land.
