AG1015 - Faeries - A Complete Handbook of The Seelie (1st Ed) (Digital)
AG1015 - Faeries - A Complete Handbook of The Seelie (1st Ed) (Digital)
AG1015 - Faeries - A Complete Handbook of The Seelie (1st Ed) (Digital)
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Credits
WrlUen bf Sarah Llnl! and Jahn Snead
Storie. ltJ' Marl< Reln•Haven. Llsu Stevens and Jonathan
,...,.
Addtlloa.I materlal, J.M. capenila, car1 Schnurr and
Marl! Reln•Haven
Dnelopmenl: J.M. Caparula, Marl! Reln•Ha�n and John
Brnndt
Edltlnfi Lisa Stevens
OrltllUll Coaceptl: Mari? 12eln•Haqen
Production: Nicole Llndroos
Cower Art: Cheryl Mll ndus
Tiiie LoQo• Rlchard Thomas
Interior Art: Charles Dou11heny, Erle Hotz, Jeff Menfi6,
Richard Thomas, Marl! Reln•Hawen
A r.U.U ••ce peno11: Stewan WlecR
An u._,.-.. Creeled .,-, Jonathan Tweet and Marl!
Re!n•Hagen
Ars Magica, Mythic Europe, and Charting New Realms of Imagination are trademarks of Trident, Inc. Order of Hermes, Tremere, and
Doissetep are trademarks or registered trademarks of CCP hf in the United States and other jurisdictions. and are used with permission.
Chapter One: lntrodudion 4 Rt-ligiun 52
Keep in Mind 4 Mortal Creations 53
The Faerie Entgma, The Fay 5 Chapter Six: Bestiary 54
Faerie Magic, Faerie Realms 7 and Unseelie Courts, Wilderness Faeries
See lie 55
Arcadia 8 Forest Faeries, Leshiye, Satyr! 56
Chapler Two: Nature of the Fay 9 Fauni, Wind Faeries, The Alven, Dames Vertcs 58
The LeguKfs 9 Dominae Albae, Water Faerics 59
True Nature: Hermetic Theories 10 Sea Faeries, Skin-changer 60
Faerie Ethics 13 Merfolk, Mcrrow5 61
Faerie Laws 14 Pond Faeries, Asrai, Dark Water Faeries, Kelpies 62
Chapter Three: The Faerie Realm 18 Water Bogies, Ri ver and Lake Faeries, Rver God 64
Reglo, Regio in Play, Creating Regio 19 Earth Faeri�. Trolls 65
Noticing Regio, Enierlng Reglo 20 Spriggans 66
Leaving Reglo 21 Dwarfs, Gnomes 67
Modifiers for Entering or laving Regto 22 Nymphae 68
Magic in Reg:io, Time in Regio 23 High Faeril"'S, See llc Court 69
Festivals, Faeries and Rcgio, Overview 23 Tuaiha d e Danann 70
Faerie Woods, Faerie Fon'St 24 The Daoine Sidhe, 1'he Tylwyth Teg 71
Faerie Po11ds, Faerie Mounds 25 Sprites n.
Faerie v..JJeys 26 The Unseel ie Court, Kla-Sidhc, Ogres, The Host 73
Faerie ca.stl(.>9, Megaliths Z7 Hags. Imps, Low Faeries 74
Chapter Pour. Arcadia 28 Watcher Faeries, Bans�s 75
fsS<'ntial Nature 2R Morac, Brollachan, Fatae 76
InhabitanlS, Faerie Cities 29 Black Dogs, Redcaps, Padfoots, Oackcrs 77
The Faerie Courts 30 Household Faeries, Brownie5 78
The Seelie and lillse<'lie Courts, The Six Lands 31 House Baslliscs, Cobalts 79
Somniare 32 Workplace Faeries, Goblins BO
Atlantium, Antrum, Caelum 33 Weaver Faeries, Field Faeries 81
Barathrum. Tartarus, Entering Arcadia 34 City Faeries, Roustabouts, Church Faeries 82
Guardians 36 Un�1poople 82
Tnivcl m Arcadia 37 Wild Faerie Animahi, Whi� Hart, ChilliT'lghams 83
Cw1cspondcnces, Universal Sites 39 Domestic Faerie Animals, Les Chevaux d'Ys 84
Faerie Trods 40 Faerie Plants, Tmffles 84
Stories in Arcadia 41 Destroying ATigel. Earthstar, Faerie Rings 85
Chapter Five; Faerie Attributes "4 Stinkhoms 85
Borrowing 44 Cypre55eS, Mistletoe, Mandrake 86
Trade, Faerie Kidnappings, Changlings 45 Sea Foam, fT'lky Caps, Tuad Stools, Dodder 87
fa('ries Among Mortals 46 &got 88
Faerie Gifts, Faerie Abilities 47 Chapter Seven: Faerie Characters 89
Brew Faerie Potions, Change Size, Chann 47 Rol"playing Faeries, The Fae rie C.ompanton PC 89
Communicare with Anirnals/Planls 48 Creating a Fal'rie PC. lnnate Abilities, Limitations 90
Control Animals, Control Ft>Ji!lity, Concrol Person 4!1 Virtues and FlaYrrs, Unavailable Virtues and Flaws 91
Create Invisible Barrier, Cul'SI!, Elfshot 49 Faerie Powl'r.> \11
Elementa:I Control, Enchanting Music-/Voice 49 Characters With Faerie Blood 92
Enchant Objects, Faerie Sight, Flight.. Glamour 49 Weapons and Armor, Faerie Virtues and Aaws 93
musion. Infatuation, Jnvlsibtlicy, Prophesy so Chapter Eight: The Pool of Nyla•aira 97
Insubstantial Form, Shapechange to Animal SO Chaprer Nine: Night of the Faeries 105
Shapcchange to Object, Shap<.>ehange Others 50 Chapter Ten: The Shortest Day 118
Faerie Weakne--es 50 Chapter Eleven: The Golden Ship 135
lron 51 Appendix: How Magi See Arcadia 142
TAB.LE" OP CoNT£NTS 3
p -
-� ,/ � Ji!
Chapter One: Introduction
Faeries are one of the most intriguing aspects of the A.rs MagicaT" s.ctting in
Mythic Europe'™, for they reflect much of the sou! and spirit of the age. They are the
dark, repres:;ed, highly supcrstitious side of the ml'Clicval folk - a pag11n past which has
never been fully put a.side. The faerie folk are the mysterious, somewhat bizarre, and
intensely magical beings that live beyond the reach of mort<Jl civilization. To play their
bizarre games, as one must to interact with them, is no trifling affair; !t is a most danger
ous game.
This book is a guide to incorporatin g the world of faeries into an Ars Magica
�aga. In tact, ll is u�lul lor any mea1eva1 or tantasy setting that acknowleclges the
existence of faeries. This supplement is intended to provide you with more insight into
who and what the faeries are, allowing you to include them fully in your Saga. The bulk
of the book is background on the nature of faeries, where they ca11 b<! found, the lands
they inhabit, and the diverse types of creatures th.at maltc up their world. There is also a
section on developing faeries ai; player characters, featuring ney,· virtues, flaws, a11d
abilities suited to the faerie world. Several stories involving faeries are included to help
the storyteller explore, discover and more completely understand the faerie world. We
have found faeries to be one of the most interesting aspects of the Ars Magic a world and
are confident that you will soon find them just clS fascinating and compelling.
Keep In Mind • • .
It is important 1o dispel many of the modem notions about faeries, They are
much more than the fantasy notion of �high elves," which is simply a rnod"m interpre
tation of the �lie Court. They are aloo more than the simple ''fairy ta!,•'' folk - gossa-
•
magical nature, not in their muscle.. Some have super
Low Faeries are not Halflings. H.illlings are glorified
natura1 strength, but most rely upon illusion. dcreption
and patronized simple counlry folk. They lik e to
and other fonns of trickery to pmtea themselVl.'S and tu
plan t thcir gardens and serve thetr betters. Low
carry out their myst eriou s desir es.
Faeries aren't cute, they can be dangerous, and
many don't look human at a\1. They are not the An exact picture of the faeries is nearly impos
Sk!pin Fetchits of the High Faeries; High Faeries sible to compose, becaUS(' of the amount of folk Jore thdt
scorn mortal5, while LDw Faeries bring oul the has grown up around lhl'!l\ some of it true, most of ii
magic in ail mo rtal practireL High and Low faeril!S false. Some times what i n legend is a most malicious
usuall y aren't found in the same places. faerie, is in fact a kind, genIle and severely misunder
•
As a lways you m ust remember that An Maglca
,
stood being. When a character uses leg<>nd lore to gain
infonnation about a faerie, d o nol hesi ia te to lell them
takes place in the Twelfth Century. Black knights in
Outed plate annot' and diminutive pubescent the mo�t mi:.lcading of the ]{-gends about the faerie; such
children with buttmfly wing:i arc t he inventions and Is. the naturl;l of folk lore. Always mix the truth with
legends of people from the SeV<'nteenth Century and sheer fallacy. Even when a character makes a Faerie
later. Those storiC!S arc closer to us, but the Twe lfth Lore roll, you might 'Nilnl ta mix some misinfunnation
Century was closet to Celtic, Germanic, and animist in with the real con tent of what you are saying. Th.c fay
magic and bl'liefs. People i n Baltic lands won't even are simply too exotic an d foreign to gel consistently clNr
nominaDy accept Christianity for another hundred and acrurate information on them They .lrc the strang·
est and most enigmatic of all the creatures known to thl'
years. Vikings arc stiD kicking around here and
there. On the Isle of Man, they'll still be jumping Order of Hermes. In fact, many wizards use the tcnn
bonfires and sacrificin g chickens until Queen Secli e to describe anythin g overly strange or exotic, e.g.
Elizabl'lh romes along. The Mongols rule Russia. "11 was a Seclic experience."
Latin scholars think that precious stones come In
ma le and female; put lwo sapphires Ina box and
you gt"I mom, dad, and a bunch of bouncing baby Tbefay
sapphires. Thii is Twelfth Centulj' scientific
Physically, fal'licsare incredibly diverse. Not
thoughL Explore these ide;is; they are rewarding.
only do faeries come in a multilude of shapes and size5,
enriching and exciting.
but some faeries can vary lhcir own shapes and sizes.
Being nature spirits, they are as varied as the whole of
''ThtftwUs o�e, and aJways�hA/l bl:, creatures of the natural world. The powers and IXJwer level of
mystery and kgen4. lf wer we are 11bk to fully undasland faeries is also highly variable, though i nv<1riably they are
them, it wiH only� b«o- thefaerits hawfin1illy left this highly magical. Some fa eries can perftmn minor b'icks
and illusions, others can do t he work of k'n mor tals in a
The Ftiy
The origin of the W{}rd Fuerie Cami!.'! from lht
W{}f'dfay, 11114 lln apprecii2tia n r;f its mooning can be
quite beneficial in gaining 1 more tlwror.igh under· lbeir magic also seems to allow them to speak
stDnding of /he Wttfolk. F"!jmf!Jlns to� enchiinted any language as long as they are without the bounds of
at lo be bewitched. the Faerie Aura -it is a natural (']l'!Jlent of their
magic. However, if they speak in tho;>ir own languages
(more often than not, some forgotk'n ancient longueJ,
faerie Ma11tc they will not be underslood by thl' mortals around them.
Most faerle5 l\8.ve a power of a kind, and can at Their magic only works for the fal>rles.
least do things such il9 bring good or bad luck, strike Another common way for magic to manifl.'Sl
morta1s with paralysis, slay cattle, or feed on the good· itself Is via hard labor. The stereotypical dwarl is an
ness of grain or milk. A faerie can do both good and ill example of this. In hi�lf, he cannot create magic.
to a mortal, while 50TT1C are wholly wicked, many are However, if he spends months of labor working on a
quiie kind, bul all of them need to be treated with single project, rclusing to stop al no less than perfection,
respect. Many a helpful brownie has turned inlo a he may quite literally put Sl.ITTI<' of his own estiCl'ce into
malicious boggart because some fool spumed or mis- the creation. Then instead of having a priceless goblet t>f
used their gifts. expert workmanship, one has a pricE"less goblet of expert
Every f<1erie has an affinity, such as for trees, workmanship which can create its own fine wine and 1x_.
used to scry if pure water is placed into it.
flowers, cats, etc. These may be as broad as In Hermetic
magic, or may be more specific. The more specific the
affinity, in general, the more powerful. That is, a faerie
with the affinity "plants" could affect flowers, but not as faerie Realms
effectively as one with the affinity Hfiowcr.i." The Faerie The-realm of the faerie is wide and diverse, filled
Aura can range anywhere from l to 10, (note that this with creatures both beautiful and ugly, strange flora and
has changed from first edition Ars Magical and this is fauna, and magnificent caves and castles. There was a
multiplied times the affinity to get the level of the time long ago, when the gods walked the earth and the
Hspcll'' that a faerie can effect. Please keep in mind that worlds of th(' faerie and mortal were much closer. Nl>W,
faeries do not "cast spells,'' rather magic is something hmnan ctvilization, religion and magic have forced 1l1c
which they affect naturally. faerie to occupy the darker � of the world - deep
Also, lhe magic: affected by each faerie may forests, tall mountains, vast :ieas and oceans. Yet many
display itself diffe1ently. The most common way that faeries have adapted to the mortal world and have
magic emanates from them Is uncontrolled. Magic become a part of it-the so-called ''low faeries." And
simply happens as a result of the presence of the faerie. while the See\le and Unseelie Courts and the faerie!! t1f
Most do not have any control over what their magic the wilderness have little Influence on the day-to-day life
does, nor are they aware that they are affecting it.
trawler, the lonely farmer, and even the wandering farmer's hat. These are the faeries from whence the
�I<"'· appcllaticin "Wee folk" comes from.
Most faeries live either ill small family groups.
or u solitary hermits, and some live in villages under
faerie knolls. 1be areas when- faeries llveare entirely Arcadia
differenl from the mundane lands. Magic pervades
There is a realm beyond the faerie foll.'St, beyond
every aspecl of the place; beauty and magic seem to
the faerie glen, underneath the faerie pool, a land called
spark fTom every leaf and misshapen twig. It is a
Arcadia, or sometimes simply as Faericland. Arcadia is
wonderland where dreams seem more real lhan the
a reflection of our own world, but not a clear one. Tn
hours spent awake. In some ways, it is a very hard
human eyes, at least, it is distorted and misshapen.
enviro nment to drn1ibe lo your players and In whic:h to
There are many different ways to enter Arcadia. but yl1U
roleplay, but it is also an ei1tlerrely evocative and
always need to do so from some spot within a faeril'
compelling setting. Let your imagination run wild ijust
realm, usually the nmsl potent spot within a forest or
think like Qlvin, not Hobbes) and you won't go wrong.
gl�
Every different faerie area can be considered a
There is a correspond ence between ciur world
faerie realm. Each of these fantastic places usually has
and their's. Although they are not the same place, when
its own unique structure and upeiates under its own
something happens in one, often there is a rt"flection cif
unique natural laws (which can be very diffcriml from
that occurrence in the other. 'fhu.s what may be a city Jn
the natural laws of the mundane world). 'Thi? many
the mortal world, !s a strange and desolate �ci; of r1xk
strange and wonderful manifestations of lhe faerie realm
fonnations, upon whic:h many imagei; dance in Arcndia.
are worlds unto themselves. Though they are all con
Some faeries come to the place to be amused and watch
nected with (Jne another through thcir secret entrill\CeS
the images as they conduct their strange affairs. MIS·
to Arcadia, their main similarities between one another
chievous faID"ies may even attempt to cause trouble by
is thal they all differ from the mundane realm of man.
bmalting off pieces of rock or using their magic to do
While each faerie realm is structured different1y, small tricks. The powers the fames i n Arcadia hav� In
some generalizations an be made. Almost univ1?nally, the mortal world, especiiilly where the Dominion rules,
the nobility are the most sophisticated and beautiful of a� very small but cannot be entirely di5C'Ounted.
the faeries and are usually ael.f like." Many noble
htl-rie& are kl'IOwn to have a sense of dignity, which i s
usually quite lacking in the other faeries. They are
known to enjoy music and dandng, and wear jewelled, Blbll<>itaphf
glittering clothing.
Nonfiction:
Some members of mortal 90dety are reputed to A l'l<!ld Ci•lde IO The Utile l'eople �y N°"ty Arr«W><Oilh 6' '->""'II" Maorw.
have the blood of faeries within their veins. ti is said ,..
that only those whn are bothered by the supt:t11atural, Aa Encyclopedlo or F•lol• by Kolh<Mo llrigr;O. 197&.
Tiie Sd•cr of Fll&y Tai•. An tr.q1.11<y lnlo FoiryMy!holog tr)' f'-5 Jiarrlond,
who keep seeing and meeting the faeries, are those who ,_
have faerie blood.Tiie wizan:li; ce1talnly believe that lrloh F.U,-.1 Polk faloo. ..i b7 William &u.�..,. Ye.olS.
perwn's injury is ;ust as valid as a practical one, in many cases mol'(' valid �and in Ats
Magi ca, this is the way the world really works.
Faeries are simply an extension llf this kind of world view, of
this fundamen tal be-lief in magic. Faeries are the expressions of the
medieval persons understanding of nature; they are the dramati1..ation of
the forces which guide nature. To the medieval pcN•n, faeries are
Nature itself, and are a power oot to be underrated.
In order to understand the personality they gi\'C the fay, you
need only imagine them as the wild and uncontrolled side to the folk t1f
the Middle Ages� lhe restless, endlessly creative, playlul, crazed and
uni cased side to an otherwise stolid group of propll'. 'rhcy arc the dark
and obscure aspect o f a forthright and honest peopll•, who rt'alizc that
ihC'Tt' is much within them that they do not understand and ne\·er w1l!.
The Le11ends
Many stories are told about the fay- who they are, what they arc, and from
whcnct' they came. Curiosity about such strange,uncarthly people is "n'idc>spread, and
V('f'}' different stories are told from place to place. The village priest, if he is unable to
keep his country congregation from thinking about faeries at all, may explain that they
arc dead souls or fallen a11gels too bad for Heaven and too good for Hell. A sterner
Christian may believe they are imps and devilish spirits - even if they arc not demons
themselves, they still pay a tithe to Hell every 5e\'en ycars. An easy-going Venetian
pastor may leave a bowl of milk every evening for the monaehe!lo ln the church ba5e-·
mcnt, believing the diminutive monk to be the spirit of scime early Cliristian.
While the voices of religious authority may be unable to agree about the f;ieries,
common folk are secure in their own unique explanatlons. While in pl;ices where Christi
anity ls firmly cntrendled, the too-bad-for-Heaven·and-too-good-for-He11 explanation
has its adherents, the country people who remember !he "old ways'' have different ideas.
They know the strangt' and small semi-human faeries, with their dark skins, distorted
faCT"S, and animal characteristics, to be spirits of the land. They gro"' from it just as rocks,
Also, while faeries must keep their word, !hey can lie in
other circumstances. When dealing with laeril-s, !hl.'re
arl.' a number of traits faeries value highly and oth!'rs
which they despise. Neatness and gent'rosily arc almost
univeNaily praised by al l but the most malicious fat'ril.'S.
while slovenlinl.'ss, stinginess, excessive religious piety,
and dishonesty are all despiSC'd by the fdc>ril":I. In
addition, th(' faeries value their pri\ acy greatly. and
·
All of the area within a faerie place radiates a physical happenings on the mundane 11;'vel can affect
Faerie Aura, which ls called 11 regio. Faerie Aura is the higher level s. If, for example, someone destroyed the
magic of the faerie realm, and allows unusual phenom spring in the mundane world, the highest level's spring
ena to occur, such as stable wi:!!lther, strange plant might begin to dry up. Ukewise, if a faerie tore apart
growth, and even fleeting Illusions. Faeries themselves the marble wall in the highest level, the rocks might
use this power lo replenish their own Faerie Might, move or dlsapp!.'ar from the mu11dane level.
which allows them to perform magical feats. For this One way to picture a regio Is to imagine a
reason, faeries art> usually weaker outside a faerie place. series of thin magiral layers slacked upon each other in
However, some are aware of the nature of vis and are increasing order of strength. The layers rest on the
abli;: to transport enchanted objects with them outside of mundane world with the highest stf'l'ngth aura layer at
their realm, thus drawing power from the:ie objects until the top. Each successively higher layer is smaller then
the faeries return. Mortals who take enchanted items the one below it. Thus, a person wishing to travel from
from a faerie plaet? run the risk of being pursued into the lhe mundane world to the highest level would cross into
mortal world by such !'aeries who consider the theft of the lowest level, then the nt>xf lowest and so on until
vis the same as the theft or a piece of their soul (although they reached the level with the highest aura. Or, they
in some cases, magi have been able to purchase the vis, may fail to enter" one of the highc.-r lc>vcls ;ind remain on
or have bt"CJ• given it a$ a gift). a level somewhere in the middle.
The Faerie Aura, as demlbed in this supple Arcadia can be considered the. highest level of a
ment, differs SOn'K'what from lhe explaMtlon given in ttgtO, but unlike the olher levels, ii ex1ends aC'l'OSS the
Ars Magicai itself. The areas or F;wrie Aura within the entitt earth. You mn only get to ATC"adia by traveling
faerie realm are very similar lo "nonnal" magical through regio which eventually connect to a place with a.
regions in that they havt' a strength, rated one through Faerie Aura of lcn. But once you are in Arcadia, it
ten, and are associated with a particular power; either doubles back over the same expanse, and stretches oul
Faerie or Magical (there are no Divine or Infernal over the whole earth, t>ven In places where thCll' is
Regions within the foxes!). The regio are tied lo, but Dominion in the real Mrlh.
separate from, the mundane world. &gio of great
power, like a faerie mound, are far removed from the
world we know, while regic of lesser power are similar R<?llio In Play
to. but have slight diffeT't'fl<"es wilh, the mundane world. This section provides specific information about
By way of clarifying what a regio is, let us look regio and gives the rules for tht>lr creaHon so that you
at a magical faerie spring. Uslrg the st;indard rules, this may populate your faerie realm with reyio of ym1r own.
spring would have an aura of three to fivc depcnding on
its importance to !he area. Players could wander about
and find this spring If tht>y searched longand hard Creating' ReqJo
enough. The faeries might hide the spring wifh illusions
Regio a� associated with 11 power and have a
or mislcad the humans' senses, but thr- spring's actual strength rating from one to ten. Each indivldual rtgW is
physical nature would not change.
made up of one or more levels, typically one level for
The same spring und� these new rules, now each level of aura. However, fl.'l'I fll.'C to CTi'ale regio
exists on several interconnected but separate levels of with greater or fewer levels If you dt'Sire.
differingauroJ strengths that oa:upY lhe ';lime space. Each
Regio/Side View
Regio/Top View
Note lhat
objects occupy
the sa1ne space
on the Mundane
Plane as well as
Arcadia and yet
on both , and
all, levels they
n1ay have a
radically
different
appearance.
-
Season or Partlcular Day varl•ble (+) - Strong feelings of loss, sadness, fear,
or desperation may cause the spirit of the Earth Mother
-5 for Winter.
to try and comfurt the being by drawlng thc.>m to her.
-3 for Autumn. Also, !lOmeone with ii IOV(" or nature may find it easier to
+3 lor Spring. enter a ngio.
+S for Summer. Statr of Mind -
+10 for Midaummer's Eve, and proportionately less variable (-+ or·) - A person in a contcmpli.tive or
for other pagan holidays. tefleclive stair of mind may find their reet unconac:lously
10 foT Easter and Otristmas Eve, and proportion·
•
leading them to the puce of some regio. Likewise, a
pe1'50n lost or paying little attention to where they are
�ic in Re�io
regit1 rt•ceivt's Lhe bonuses (or
Magic cast i n a
penalties) for !he aura of the Ieve! the caster is on (see
Ars Magica. p.73). If, for exa1nple, a mage cast!i a Spt'!I
Qn a level •vith an magical a11ra �tr=gth of fiv1:, he
would a,1d five to his roll.
Time lo J:leqio
Time within regi" is q111te unpredictable. Scilll€
tirnes no differen('(' can be dellxted betwren hme
passing in the mundane world and a regio, but often
large discrepancies arise. f-!ours can becom(' wc-eks, and
even years can shrink to minutes or seconds. How time
flows in regio is completely up to the whim of each
Sroryguidl', but i t is recomml>nded that the effects
become incrt•asingly severe as the pla)"t"tS travel into
levels with higher alll'a s!rl'.'ngths, e.g. Rip val'I Winkle
type time effect5 should probably be te!l('rvt'CI for grL1und or cvL'n Dnm1n1on may ''"C'l l Ix• o,·e.-coine b\• 1l1 e
strength ll'n aura levels. l'his. way a person could Faerit' Aura - sim�>ly add n('v.· '"c(Jntour lines'" dt11und
wander in and llUt of the lowest k-Vl'l of a regio without your existingrq.;io, ,1L"<:iding f11r ,vo11 r-..:·lf the extl'nd 11f
realizing it, but might loscC>r gain a f('w hours or days these new morl' p1wl'rful regio. A �Llod idea is sin1ply tr\
when entering higher levl'ls of regio. i1naginc what the fal'rie fore�t m11st 11a,·l' N-en like �·(',)r•;
R,.giv can be large small, pov.·erful, wt•ak,
,
ag<i l:ll'fl'tt the «1m1ng l>f the D0rnin1on and recn"atc •.h ,1!
un!nhabi!cd or �plt>d with the remnants of an entire ,1n:a on this one src-ci,1! riight_
culture. Bcc.iu� of this l'nonnou5 variety, most of the
specifics of each re�o are left F1Jr t'ach indi vidu,11 trt1upe
to cre<1te 1111d e>.plore. Faeries and Reglo
Faeries can {·Xt�I al all Jc,,cJs (if
'''.!ifPat thL•
a
In the heart of a faerie forest is the faerie court, A The Faerie Aura of a pond varies with its proxim
court will be ruled by a sidlie king and/or queen, with a ity lo other faerie regions. lsoialed faerie ponds rarely
varying number of sidhe unobles." Lesser facries make exceed 1, while ponds in or near a faerie wood will have
up lhc rest or the court, acting as servants and messen a power ot 2 or 3. Ponds deep within faerie forests may
gers The court meets at a circle of bees or stones, or, less be as high as 5, depending on the importance of the site.
oill.'n, a circular pond. Such places have a higher power The power of a faerie pond may not Ix> manifest at the
than the surrounding forest. It is rarc th;it mortals will surface of the water - one may need to go underwater
ever '>tt the court at the heart of a faerie forest, unless in order to utill.z.e its eifects. Some ponds may have their
they command some special favor with the king or Faerie Aura vested directly in the water, so that trans
queen. portation of the water to a different place allows the
power to be transferred as we!!.
To some extent, a faerie forest can be considered
t1> be 11 large level one regio, with islands of higher
s!Tength scattered throughout, Thus, a person entering
the Forest and crossing into the first level of the regio
faerie Mounds
ran travel throughout the Forest on this lev.-1 (or muld
The !'aeries who farm and trade with mortal
possibly enter the forest without entcring the regio at all).
fanning villages live amld the �dows and plowed
As they !ravel, they might cnrountl>r other, individual fields of the settled countryside. These faeries Ii\'(' in
regio which have higher strengths, in which case, they faerie hills or mounds, wming out to tTade with \nr steal
would have to roll to enter them. TravelttS In a faerie from) mortals. They often render themselves invi�ible to
forest often do this very thing without realizing it, for most mortals, and, excepting those wh(1m they wish to
thl' first level of the regio is not very far tl'moved from
the mund.ine world.
faerie Valleys
There are those faeries who live opt.•nly with
mortals who practice the old pagan religions. They can
be found in small, hidden mountain valleys contalning
very rich fannland. The animals will be exceptionally
healthy, as will the people, many of whom may everi
have Faerie Blood. Minor magic will be common in such
valleys - talking owls, prophetic dreamo;;, wise old oaks,
etc. A potenl magic protects the valley frQm lhc mortal
world in the form of an aura with effects similar to the
Rego Mentem spell 'The Shrouded G!en.N In addition,
such valleys are alwa� in secluded plaCC"S which make
faerie Castles
On some hig'h and isolated mountain crags, there
are castles which can only be ocu1 on certain days of the
Essential Nature
Arcadia is older than mortal comprehension, and in all that time has never been
tamed. The sheer power and grandeur of the landscape is hard to imagine. The forests
are vast in scale, the fully grown trees are huge and breathtaking. Rivers and streams are
more bright and loud, while the cool twilight sun gives the landscape a sense of unreal-
fint s:a11 to be clouds are wispy faeries of the air who be o11erlooked
dance upon the b:&er•.s. Their appearance is alternately All of these nature faeries are wild faeries and
playful, cruel and simply inhuman. lakes and streams even the friendliest of them will have only a limited
contain enormous creatures with huge eyes and many ability and interest in Interacting with humans. It's not
pointy teeth "just below the surface of the water" who that they are unable to do '°• but rather that they have
are actually the lake ltwlf. Some t122s in the forest will no wish to do so. To find faeries with whom one can
hav: tall, slender, symbiotic faeries living inside them, talk at length, one will have to journey to the "cities" of
the bark of the tree being their living skin. Everywhere the Daolne Sidhe, the clvil!zed Inhabitants of Arcadia.
things that seem normal are actually very different.
The wtldemea.� of Arcadia stretches on as far as
you can see; there is nothing of civilization here. It has faerie Cities
never felt the touch of the plow or the bite of the sickle. The Daoine Sidhe are the nobility of the faeries,
Its land, air, water, plants and animals are all untam:d
and those of them who Jive Jn Arcadia will probably be
and unafraid. They do not think of mortals as their
the most powerful of their kind Their cities will be
.
enemies here, rather they view them as curiosities. This unlrke any mortal humans have ever $een. These cities
is untouched land; nc:rt only are there no farms, there are
rise directly from the natural landscape, with no border
no pastures, meadows, or cities of dead stone. of cleared space or cultivated fields. For more informa·
lion on the Daoine Sid he, see the secli<Jn on faerie nobles
in the Be5tlary.
Inhabitants
The cities themselves are quite large and are few
Most of Arcadia's Inhabitants are the spirits of in number. An average city will cover a dozen or more
powerful natural forces, or spirit f11e1ies. They are, in square miles of land, but unlike a human city of the
general, somewha t larger than human' and much more same size, a Daoinc Sidhe city might only have twenty
powerful. � are not the small, fun, prankish faeries thousand regular inhabitants. The$(.> cities are vay large
of bUJTliin lands or even the ruler faeries of a faerie and open, with none of the crowding found in large
fo1esl 1lleSe are spirl15 who nelth('I' havc nor want any human settlements. Instead, there ar<.> wide roads, parks
commerce with hun'lllnity; completely alien creatures and large,elaborale buildings with few inhabililnts.
above the cras5and simplistic dktate5 of mortality. The physical struclUre or lher cities 1s perhaps
For the most part, they will ignore humans and their most striking characteristic; they appear to have
will expect human9 to ignore their pre-sence. If charac beu1 grown instead of built. Some rise seamlessly from
ters visibly take note of these spirits and try to Sf·-k the local rock. Trees serve as livi ng rolumn!I and but
with them, watch or spy on them, their lnte1estmay be tresses for buildings with walls of their entwined
aroused. They might be playful or simply cruel, but will o
branches. The wind ws are stained ''glass,'' and the
probably not do anything except chase the char11cters floors are composed of flat, li ving wood. Faerie dti:s
away or (on rar: occasions) talk for a while. Even !hose are not uniform, but they are beautiful. Stone, living
who wish to communicate prefer to do so without wood and even flowlng water are all used 11s building
words. Language is a product of civilization and is not materials. Some buildings contain hannonious mixtures
entirely natural to this world. of many sub$tances while othcr.i are seemingly grown
If characters Interfere with one of these faerie from a Sngle rock or tree, but all are natural and unique.
domains through physical force or magic - such as In general, but not always, you will find faeries allied to
rotting down a tree, dammin g a stream. or casting a a certain element living in dwellings made from that
Muto, Perdo or Rego spell of the approprtate type- the element. A magus with a good eye for detail could tell
anger of these beings will be aro11sed. Unless the that the buildings and other structures in a fame city
offending character asks with proper reverence pennis were created using magic equivalent lo Creo Herbam
sion to effect the faeries' domain, their anger will know and Creo Terrarn spells of level 25 and above. Magic,
not tools and muscle, built thlo fllerie cities.
with carts carrying their produCl" to market - the food The politics of a faerie court are Vt'fY elaborate
in a faerie city is not produced by tilling the soil. In and Byzantine. Think of mortal court politics, and add
stead, grain faeries bring barley to � city. whileolher powC'Jful magic and the fact that the nobles measure
plan I faeries bring fruits, vegetables and mushrooms. lhcir lives in centuries and milleMia, not years and
So� of this is caJried in by small faeries who are much ""'""'·
stronger ttian they look; the rest of the grain and pro-- It should, however, be noted !hat many featureo;
du Cl" simply appears in the- market or m the hou� and
of a mortal court win not be pr""'111 in a faerie one.
shops of those who need it. Brownies and other Numina Faeries are creatures of tradition, sn while individuals
Mani prepare the food and perform the other chores may gamer favor and possibly try to disgrace a rival,
nccell&lry to keep the city running. but since they use
outright assassination, usurpation or rebellion will bl.•
magic and work mostly at night, most chores appear tu very rare. In addition. since filerics are inunortal, and
have �n magic:ally lilken care of while you slept {as
the most powerful of them may live for millennia, thC'
indeed they were).
question of succession and the problems it creates will
The Daoinc Sidhe of these dtie:; live like cul rarely arise. 11\P faerie court may bl- more elaborate
tured nobles, hunting, having parties, banquets, and than any mortal oourt, but its pace is much slower,
masquerades, and enjoying art, music and dance in all un1ess there isa dlre.:t threat or a problem in need or
forms, most of them bt1rrowed from humans or created immediate solution.
by humans who are either captives or visitors In Ar
The domain ruled by the faerie court is also
cadia. Remcmbe-r, just bC'eause the Daoine Sidhe do not
unusual. The court of a city rules that city and all of its
create much art or mu!!oic, does not mean th.iii they
illhabitants. However, given the power of many faeries,
canno1 tell good art l'Tom the bad art. A lalenred human
especially the proud Daoine Sidhe, the rule will not be
musician visiting a faerie cily can come away richly
strict or harsh. Imagine a city composed of the ruler and
rewarded, but a hack musician trying to con the faeries,
the nobility, with no commoners, no serfs, and no one
or a musician who botches a performance roll may come
being whipped in the street. There are no press gangs,
out of the faerie city with ii pa.Ir of donkey ears, or
excessive taxes or overcrowded hovels - poverty and
worse.
want are absent.
OulSlde the city, the faeries of the woods,
The faerie Courts mountains, air, and water may respect lhe rule of the
Daoine Sidhe court. and many amo11g them will bade
lbe heart of the dlies of the Daoi11eSidhe is the with the city, but they arc 11ot ruled by them. The
Faerie Court. Each city has its own court with llS own Numina Olsut6rum of Arcadia are rulers of their own
Klng or Queen. Some say there is one ruling court in all domains and are oot controlled by outsid�.
of Arcadia to which all other courts pay homage, othcrs The soldiers of the faerie rourl will mainly be
that each court is indepe11dent and rules a separate Dao!ne Sidhe from the city, mounted on wondrous
tcl'Titory. To be certain, many courts daim they are the faerie horses, with allies (not conscripts) of all types
the High Court of Arcadia, but the truth is never as aiding them. A !aerie army is much smaller than a
simple as an idle claim. mortal one, but it is much more powmul. Different
The Court will always be located in the largest, cities inside Arcadia may war, but ii is never as serious
most elaborate or most central building in the city, as it is In lhc mortal world. Although the waning courts
depending on the ruler's tastes. Every city's palace will may truly be angry with one another, !he absence of !he
be different-some will be of wood and living plants, threat of everlasting death makes them much more
and some of stone, depending on which .,.Jements the casual about it. The fighling Is of�n interTUptcd by
ruler frels closest to. The faeries of the court are mostly feasts or cantests of skills, and jocularity is used as a
The Seelie and Unseelie Courts have not yet cl ties, and the faerie portions of the Black Forest, which
been ITl('ntioned in this description of Arcadia and faerie exist in all the faerie realms and can be used to travel
courm. In large part, lhe Seel:ie and Unsee!:ie Courts are from one realm to another.
a unique element of the faerie realm that touches upon The six distinct bul interconnected lands of
the mortal world. Arcadia are listed below:
Arcadia is Itself, in general, beyond such simple Somnlare - The Land of Legends and Dreams.
concepts as good and evil. Such distinctions between Also known as Arcadia ''proper.'' This land has the
light and dark llft.' much less dear. HoweveT, 50me most corresponds with the morlal world.
faerie cities and rourts are much friendlier places to
Allan.tiurn - Underwater Arcadia, the original
mortals than others. Some wild lands and cities in home of the Tuatha de Llyr. Not so much a separate
Arcadia are gr.ind and beautiful and seem to celebrate land, it is the watery version of Somniare.
growth, new life, and the beginning of spring. while
others are coldly beautiful, with the cryslalliflC.' starkness Antrum -Subternnean Almdia, 11 is closely
of midwinter. connected with Somniare and Atlantium.
It is lheori%ed that these are the A!'C'11dia versiol'IS Caelurn
- Cele:;tial Arcadia, the sky (the
of the Seelie 11nd UnseeIle Courts. In Arcadia, a season is original home of the Tuiltha de Danann).
an Integral part of the place, rather than a phenomena of Barathrum -The Lilnd of the Dead. The plac('
time and change, therefore it could be said that a pl11ce is where aJ\ the pagan dead supposedly go.
Unseelle if it is dominated by images of winter. Magi of Tutarus - The Lands Beyond. This land is the
House Merinila state !hat the inhabitants of cold regions most distant from mortal reality .
This is lhe AQdie, of the natureaphils, fur u la wellasbeu and wolves, wm mom the lau:ie ro........ and
the land where.nature nms free. The other ,prits of the in the cold northa11 nwches ofAtt;adia,. A Manmoolh or
other ]ands nutbln! the.spbil5 ofthfa land, Caelum Mastodon m!ghl still be glimpsed on rare p,••rfona.
supplying ratn and f1 hbi 1:$, Anh'Vm supplying lhe Ifyou Slop to la1k to the 8 :st Lords, they will
fertile earth, and Tartanui supplying the stnmgth oC the bl!!curiOUf and will pube.bly Wllnt to ki:1ew at lull: a
'Plrit !toell
•.
little bit about you. JI.anyone in the party is a musidim
In Arm.did;, the1e � many ipiritl a.uodated or apeifp:u1er, the � may want to• a show,u
wfth animale, called BpastLords. These h\imarHike mar ... Of Rte talldng-atmnats. trany In the pArty Iii'('
fas1las haft a body fomtand di!lpDSitKin whldi Jen h:i1 s orcl\iru1geons, and oBer to help .anyinjuoed OS'
""tl>le lltat of the •Mmalsthey pononify. Then: Is sldc. animaJSw thefas',s-wtllbe hliptst d and�
ueuallyon1yooellpl1ltfor : l•typeofllftUNl. Bear KindN!u and pall�de frm11 Ht, , 9pfrits will ••••!Py
&'st Lords will be luge Nxlled,·slow, and pa•:,, laked'f fm1:1ofinfonnationaboottheare. In which
daJVzlike nalls and,slolfur, while• wolfBea• Lord lheyllve,. tipsaboQt.daJ?serslUld safepbK'es, whlch
wm be sladu:, and quick, havewlld. Jaughmggold or ClOllTd not bll obtained by othe:& n 1e. In any event.
Null wall'9 C!)os.and4mri. ihJck hail' with pointed after oc11aal houn, oral most•day. lhehst Lords will
of Arcadia. Faeries usually l't'lilppear ln a new form. one Certain high rocky mountains will give you acres& lo
which they slowly developed in Barathrum. Caelum, possibly by a set of steps cut into the rock
The land itself Is very beautiful and, if anything, which go up the side of the mountain and !hen stop,
even more luxuriant and full of life than the other land!. except on certain nights when the staircase continues
The Bonisagus/Merinila theory of faeries !Bys mto the sky. Barathrum can only be reached by dying,
that Bara!hrum may once have been where dead souls or by bringl"Srorled by the dead. Tartarus t;ln be
traveled on� they died, or their ghost grew tired of reached from Barathrum, but never returned from.
keeping watch over the mortal realm. They say it is now The greatest danger of a journey to Arcadia is
rare for the dead lo venture to Barathrum because of the the uncertainty of the duration of your stay there.
Dominion and the fn'quency of ChuKh burials. Only Mortal' slilying in Arcadia for even a single day can
those who die and are buried In the faerie realm now go 6nd, upon returning from their journey, that a ymr, ten
to Barathrum (eventually to become faeries themselves, years, a century, or only a few minutes have passed. In
though some magi speculate that it ls the resting place addition, If the time passed In our world is quite long.
for non-Ouislian magi onlyl. decades or more, the travellers may find their loi;t time
Bara.thrum can be reached either from cae1um "catching up wllh them" within a few minutes of their
or Antrum, bul the journey along the trods is always return to the mortal realm.. Thi$ "catching up'' metins
very difficult and fraught with great peril. If a player the travelers will, In the toul'Sl!'Of a few minutes, age all
character should die while they are in Arcadia, their the years that have passed in the mortal realm during
body will disappear within minutes (decay before their their stay in Arcadia. This aging can be fatal if a non·
compatriots eyes), but they will reappear in &rathrum. magu11 returns from Al'C'adia past the P!nd of their nonnal
They can even be rescued if somehow the otheT charac lifespan. This instant aging does not always occur, so it
sezms that there are things one can do in Art;ldia that
ters can joumey to Barathnun. find their friend (who
may be in a new form), and somehow convince them to can Influence it.
leave (which can be very difficult) . However, u is the case in many other situations,
magi have found ways around this problem. If a mag=
or with whom she Is allied. However, it is possible for a with Free Expression {a +1 virtue) may create new
character with the virtue of Free Expression to cteatt:' a correspondences or change existing ones; such is the
song, pot'ffi, painting or some such similar work which power of mort.il creativity in the faerie realms.
allie:> her with some existing image. ''Her shield shines Faeries are quite aware o( this mortal power, and
like the sun.'' ''Her hair is the color of grain in the fall." may request a character with F� Expression to aid
"She is as ficrre as a winter bliuard." Whatever SC('tl1S them. They may ask thc1n lo compose a song or
appropriate lo the troupe is fine; use this as an opportu poem or paint a picture, lo v.-eakcn a rival or to
nity to encourage creativity and tntere&t on the part of rescue an old friend. The character would be greatly
the players. If this correspondence is successfully rewarded for such a favor, but beware, there may
CJNlcd, then the tnmpe could seek her in the lands of well be other faeries who did wt want those corre
eternal sunshine. or wherever the appropriate corre spondences changed.
spondence lies. Since such correspondences actually
affect reality in Arcadia, creating oow ones could even
change the pe130nality of a pe1son or the aspect of a Universal Sites
place. Com:spondenccs may only be changed or Certain places have an essential power. They
created, however, If you are actually in Arcadia. are fundamentally impcrtant i n the scheme of things.
To create successfully ii reasonab)e rorrespon Med ieval pl.'Ople often attributed life 10 inanimate
denre where none ei1lsted before (forl'Xample. a rierre objects that seemed especially impn.>SSivl'. Somi:> might
challl'nges of faerie gaming. then journeys to Arcadia are Equally important, you must give the players a
strongly warranted. There are three 15sues Storygu!des chance to learn from their experiences. For a Saga to
!lho11ld keep in mind for successful Arcadia adventures. work, it must always seem IQ the playerll that there are
mies, and that, over time, they are making some prog·
ress In understanding lhem. They must understand why
I. UNIQUENESS.
things happen as they do in Arcadia and how to make
Faerie lcgt•1tds are fascinating. rt is very tempt· things happe11 that will accomplish what the characters
Ing for imaginative Storyguides to invent vast faerie want. They must learn to masll-r Arcadia.
SC<'l\atios and to force them upon the players right away.
There are rules in Arcadia--- there are always
11 ls also probably a bad mistake. Faerie material is a rules. They are just di ffe1e11t fn•m the rules of the mortal
vast blnquet. You cannot serve the twelve story layer
workl. Very, very difft>rent.
cake first and cxpoct your players to appicdate the
banquet as a whole. Start with the more common and
lctl5 exotic faeries. Reward persistent or imaginative 3. PUEEDOM.
players with a gllmp!ie of something greater, or an
Our knowledge of Arcadia romes to us through
unexpected piece of s�ia1 knowledge from a suppos· faerie tales. The most common mistake a Storyguide can
edly minor faerie being. Grogs areas likely to recclve
make when oontrolling a I� place- is to make
these insights as magi.
what happens there a legend, and in the process become
Weave a tapestry of Faerie Lore into your game: a sloryteller instead of a Storyguide. If player characlers
do not expect playcn to kcl awed by a visit to A«adla If do not know how to make something hapJXn in
you haven't provided the build·up that lets players Arcadia, do not do it for thL>m. Nudge them along the
share their characle'l's' feelings that this is something path of lea.ming. so they do lhings for th�·mi;elvcs
special. Serve one course at a time-, a.nd make sure you instead.
start with the appetizers and not the cake.
,
.I 'I •
"Borrowing"
,
\ Many faeries, especially minor faeries who li\•e close to mortal fanns and villages
and have no real allegiance to the Seelie or Unseelie Courts, steal from humans. Food is
the most common thing stolen, though they may call ii borrowing. Sometimes the faeries
take the actual food, but more often they take its ''foysonN or subst11ncc, leaving its form
behind. For example, a loaf of bread which has had its Foyson rcmovl.'d wo11ld be vl.'ry
light and dry and would have no nutritional value if <.>att>n. Other items rt>lating to food
art' also tak('TI - grain, flour, even cattle, and in all cases, the fat'rics may l.'ither take tht>
actual item or its foyson. To the faeries, and to someone with second sight, the f(1ysi.1n
will look just like the actual food, and the food from which ii wa!> taken will !o(.'(.'111 ht>llow
and insubstantial.
Faeries do not steal from everyone - good, generous people will rarely, if ever,
experience faerie thefts. Faeries steal from those who cam
their disfavor, from the selfish,
the slovenly, the miserly, and the overly and boastfully pious. A5 an e:tample of this kind
of behavior, the old Cll"pression "don't cry over spilled milk'' was in part an imploration
to be gL'nerous, since the faeries would get the spilt milk, and crying too much over it
was seen to be petty and stingy, and could earn disf.1vor. The 11nsp<1km la t s p.lrl tlf thc:
phrasc ls llc<:ause s.omcone will benefit from it," meaning the faeriL>s.
faerie Gifts
One tmpcntanl part of f�e/human interac
tions are the gifts faeries give to mortals. Gifts are used
by faeries to rew;ird human !lefVice. These gilts are
generally of an unusual nature. Sometimes they are
magical charms which allow the person to ny. breathe
underwater, become Invisible, or some similar magical
ability. More often, they consist of transformed weal th.
To the gracious and deserving, the faeries give gold and
jewels disguised as !f'lings of little valut> such as straw,
leaves or co;al. These items then assume real fonn the
next day or when the bearer brings th<!m to his home. To
the gnocdy 11nd ungrate.ful, the faeries give leaves and
straw disguised as gold and jewels, which revert 10 their
true form the neict day, or somE.'tlrre when the persons
to whom they were given tries to spend them. AJJ faerie
gilts partake of faerie magic and faerie morality, and like Brew faerie Potions
faeries, most are not what they seem; an old worn-out
hat may allow the wearer to breathe underwater and a
A faerie with this ability can manufacture one
lump of mat may be a nugget of gold in disguise. polion after 12 hours of worlt. A potion o.n be lnstilll.'d
with one of the faerie's other abilities, including any
spell-lih abilities. At higher Faerie Point costs,. more
faerie Abilities potions can be brewed in a 12-hour period, and tile
bre<wer- can also use abilities from other faeries (or even
Many of lhe faeries presented in this book share mortals). Common faerie potions are Faerie Sight, Water
similar abilities. These abilities arc listed below for ease Breathing (CrAql. and Invis:ibility (Pclm). Sometimes
of reference. These are the "standard" abilities for potions with special or more long-te t111 powers and
Charm
Control Person
A mortal who is charmed by a faerie does
anything that the faeril.'.' wills. The subject can resist any This ability works similarly to Con trol Anim;ll,
command of the faerie by rolling Int + Per and exceed· only it allows the faerie to ha\'e control over a single
ing an east' factor set by the Storyguide. A higher Faerie mortal. The effecls are similar to the Rego Mcntem spell
Point cost usually means a higher case factor. Enslave the Mortal Mind, with the target getting an
The Charm ability only works through some inidal chance to resist by rolling Stm + Int. The ease
sort of contact between the faerie and its subjccl At factor of the roll depends on the Faerie Point cost_
Faerie Point costs up 1{1 5, the subject must be !ouched. Additional resistance rolls may be.> allowed when the
At costs of 6 to 10, the subjl!ct must hear the faerie's subject is made to do things strongly against his or her
voice. At costs above 10, simply the sight of the faerie is will. As in the Control Animal ability, only initial
enough to charm tht' subject. Tht' Olarm ability lasts as Contact is needed between thl' faerie and the subject to
longas lhe contact (whatever type) is maintained be controlled.
between the faerie and the subject.
Control Animals
This ability allows the fa('rie to c:onl:TOI a single
animal, the size of whlch inCrt'ases with the Faerie Point
cosL Subtract 6 from lhe Faerie Poinl cmt to determine
the Size score o f the animal that can be controlled {see
the Size Table on page 25 of Azs Maglca). Thus a Faerie
Point cost of 3 allows the faerie to control an animal of
Size.-3 (cat).
Each full expenditure of Faerie Points allows
control of an animal for 12 hours. After initial contact,
the sub)cct docs not have to continuously be in contact
with the faerie to be controlled - there is no limit to
how far the two can be separated. However, the faerie
must concentrate on the controlled animal in order to
"will" it to do a particular task Naturally, the animal
.
Control Fertility
This abllily allows the faerie to limit or
enhance the fertility of a given area equal lo the Faerie
Point cost iTI acreage. This ability aff«ts all reproduction
in the area, plant and animal, Naturally, characters may
work Uke • real spell. faerie can foresee, with 1 point being the next day, and
up to 20 points for the end of the mortal's lilelime or
beyond.
Infatuation
This ability produces an amorous attraction in
Sbapecblllle
lf to Animal
roonals of the opposite gender. 'The mortal is not
clwmed or controlled, but will be attracted to the faerie This ability allows the faerie to Ille on the form
and may rail In love with it given enough time. A mortal of an .mimal. Subtl'llCt 6from the Faerie Point cost lo
has one cha.nee to roll Int+ Stm to resist the lnfatuOltiOD, dete111i1 ne the: size of the animal. The faerie remains In
the ease factor dependiTig on the Faerie Point cost of the animal form up to one hour for every Faerie Point spent.
ability. While in animal form, the faerie retains its own
Infatuation works either by sight or by voice, Int and Per scores. It cannot use any of its own physical
and is thus considerixl two separate abillties. Some abilities such as Stealth or Pidt Locks, but lt dOC"S take
faeries may possess both types of Infatuation al differ on the abilities of the animal.
ent Faerie Point costs.
SbapecbaDlfe to Object
lnvisibWty
This ability is Similar to Shapechange to Anl•
Use of tllisability prevents � faerie from being 11\al, but allows the faerie to take the fonn of any inani·
detected by mortal senses (all senses, not just vision). male ob)ect. The size of lhc object is determined as per
Inmibility lasts up to one hour per F11erie Point n Sm.ptthange to Animal, 11s iS m..ximum time spent in
pended, though most faeries with this ability are able to object form. The object may be anything the faerie
control their invisibility during thls period. For example, chooses, and may be made of 11ny material exrept iron. It
at a Faerie Point cost of 3, the faerie can be Invisible for can be used by mortals and faeries as if it were a real
up lo 3 houl'li before having to spend points again. object (which It ls, as Jong as the faerie is in that fonn).
However, during that 3 hour period, the faerie can
willingly nuctuate between visibility and invisibility.
Invisibility does not work against other faeries, demons, ShapecbanQe Other to Animal
or those with Sitc0nd Sight.
This abllity works similarly to Shapechu,ge to
Animal, but ii affects one othel' mortal or faerie in the
Insubstantial Form faerie's sight. The sl� of the animal and the duralion of
the shapechange is regulated by the Faerie Point rosl.
This. ability allows the faerie to assume a non
physical fonn. Physical objects cannot affect a raerte
using Insubstantial Fonn, nor can such a faerie affect the Sbapecban�e Other to Object
physical world. This ability does not make the faerie
As per Shapechange to Object, but affecting onl'
invisible, rather, the faerie beco111es a ghostly apparition.
other mortal or faerie in the faerie's sight.
ln1ub11tuitLll Fonn can be sustained up to one
hour for every Faerie Point expended. As per Invisibll·
ity, the faerie can willingly control hl!iO fonn during thait Faerie Wea&nesses
period.
Faeries are nol all-powerful beings. They have a
number of strong vulocrabilities thal do not arfect
Iron
Iron, like a.'ftain animals, plants and other
objl'cts, has faerie as.sodations. Not all of these associa
tions are negative for the faeries, however. Iron teeth,
claws and fingemails are common creations among
certain types of faeries. Iron is not a poisonous or "anti
faerie" substance; rather, ii is a magical substance whose
magic is particularly felt by the faeries. No one is sure
why iron is especially potent. The most commonly held
belicl isthat ii is a ''new" substance, and faeries have
limits in their dealings with it because they have diffi
culty with modem things. Iron is not always a "new"
substance, however. There is such a thing as faerie iron,
and it ls ancient (see Insert). Normal (i.e. non-faerie)
iron does have negative elfects on many faeries. These
effects are not universal - faeries with iron body parts
never have difficulty with iron. These who live in
situations and parts of the world where the use of iron is
common and ancient (harvest faeries, mine faeries, city
faeries) are the least likely tohave trouble with it. Some
clergy maintain that the faerie vulnerability to iron
comes from the power of the iron nails in the cross.
Many smiths, however, think that the common fairies
are vulnerable to irc)n because iron working is particu
lc1rly the craft and power of mortals; unlike stone, clay, heat-forged iron but not cast iron, any kind of iron but
wood and gold, iron was first worked by human hands. lodestone, etc.
Whatever the source of the vulnerability, it does Generally, it is low faeries and humans \.l.ith
Cldst in many faeries, but not alway$ in the same form. blood
fat'rie who expf'rience disromfurt from iron.
Some faeries are �ly uncomfortable with iron. Others Faeries who interact with humans on a regular basis \.l.·ill
are destroyed by it. The following is a list of lhe possible usually suffer from this weakness.
effects of iron on faeries. Unless the bestiary entry states
otherwise, all faeries of a particular type tend to have the
same reaction to iron. Multiple effu<:ts are possible on the 2. Vulnerability to Iron
same faerie or faerie type. Touching iron hurts as if it were red hot. Such
faeries take no damage or minimal damage from simply
I. Discomfort from Iron touching an iron objl'ct (although ii hurts a groat deal),
but do take +I to +50% (depending on the faerie) extra
Iron is ugly stuff. Dealing with it ls like throw
damage from wounds inflict-ed by any iron object. They
ing out a dead sku11k. These faeries will Mve lo make
cannot cast spells on iron , and iron ignores the efft>cts of
stress rolls rather than nonnal rolls on all abilities when
any magi.cal or faerie ability they have used (an Iron
iron is at close range or near them. Magic cast under
weapon, for instance, would penetrate such a faerie's
these conditions has a double botch roll, as does magic
magical annor as if it did not exist). In extreme cases,
cas! on any peTSOn or creature touching any iron object.
wounds inflicted by iron will not heal normally. These
They will have no iron tools, weapons, or household
faeries hate iron and will always treat the presence of
goods, and may be cx11e111ely offended by mortals who
iron antl<'r or weapons on m(1rtals as indicating tht>
deal with them while carrying such objeets. A mortal
mortals' intention to do them harm. They willnever
who chooses to practice crafts or use tools and weapons
befriend a blacksmith or a villagc that supports a smithy.
that do not use iron may earn their Spc'C'ial favor. Occa
They will mislead horses shod in iron and bum iron
sionally, discomfort may be limited to certain types of
works when they can.
were sensitive to iron, however. Note that the iron stones, but only within fht!ftwit! realm. ft is ex
plough only protects those who are plowing; an iron tmnely difficul.1 to work; only a muster smith (lfbllily
ring will not protect the wearer's companions, and the fcvd of5 or mort), a smith who has aid from ts1rtlt
horaeshoc over lhe door will only protect the livestock flleries, ora faerie smith can forge it. Thefin/.sht!d
while they are in the barn. Faeries who are sensitive to metal has l�c properlies of steel and is the color of
iron have a mystiral, not a physical vulnerability. They silver. This type of[Perie iro11 will never rust, and
do not suffer pain or damage from iron, although In edged wet2p0ns madtfrom it do +1 extra d.:image due
those rare cases when such a faerie c11nnot be affected by hi its ability to hold an exceedingly sharp edge. This
other ob)ects or weapons, iron ones wiU have a normal faerie iron is oflm associated wilh /he Stelk Courl.
eff«t. Such faeries distrust iron. Although they may not The othtrfaerie iron is found ffmting in dart
be 118 hostile as faeries who are hurt or disgusted by iron, spongy masses in cerlilin � swamps. It is
they will take the prese1ice of special iron posseso si ns or extrtmely diffi.cull to smelt, oftengit>ing flffpnison
charms as a clear sign that !he mortals who have them ous 8f1St:5 whenfirsI ltmltd. Ona smrlted intc solid
are not friendly to their kind. metal, this Iron is extremely tR.S1J to work. The
The High Faeries, 1>Uch as the Daolne Sid.he, are finishd mttal has !he mallealrility and abili!y lo take
sensitive to iron, although this weakness is common as fine detail as lts1d can, though it is considerably
among many different types of faeries. harder. It is the color of lead, and, whi/r ii will not
keep a/iM tdge, II cannot be broken and ainnol be
dmnagU by htal or chmicals. This form offaerie
4. Bound by Iron iron is often associated with the Unstl'lit- Court. Both
Faeries who are bound by iron are forced to forn!s offaerie iron have the e.quiMent ofa magic
behave in certain ways in its presence. The exact nature resistance of +25, 11etWeagainst any attmrpt to
of the binding varies, but usually the fllerie must be destrcry or alt� tht111 (wry Perdo or Muto �11 �
iouched by an iron object to be bound. One common f18Virut Ihm).
form of this vulnerability affects some l'aerle animals and
faeries Jn animaJ l"orrn. H touched by iron (usually in lhe
form of a bit, halter, shoes, milking pail, etc.), they are
bound to lhe possessor of the iron item as If they were Relil!ion
ordinaty domestic animals. Sometimes this binding lasts
Much of wl1at has driven faeries out of the
until the Item is removed, other times only until the next
world is the Domin ion of the Church. Many faeries are
moonrise or full moon, or until the faerie Is poorly
vulnerable to anything of the Dominion, particularly
treated. Another form of iron binding affects more
faeries of the Unseelle Court. Many low faeries are alliO
human-like faeries, who must speak only the truth to
affected, � are some Scclie and wildem� faeries.
any mortal who can capture them i n iron fetlel'$. This
Generally, thedegrre of vulnerability varies with
binding lasts unHI thl' wuch of till' iron is remowd.
individual faeries and faerie places.
A third type involves the use of words that
An item OT plareol Dominion is given a di\1nt"
Invoke the power of iron. Mortals can hold certain
power of 1 to 10. This power is subtracted from lhe
faeries to a promise, force them to retum a borrnwN
Faerie Mighl of the fame. If the number is positive, lhe
renders them Incapacitated until a Int • Stm roll of 12+ faeries have adapted to the mortal world and arc not
can be made. II can aiso be thrown at them with the
aha.id of such devices. Generally, it is the wilderness
same results, but only large amounts (at least a gallon)
faeries and high faeries who fear such devices. Their
will produce the desimd effect. Remember, holy water
powcts are not reduced while in the presence ofmorbll
must be bles8ed by an ordained member of the Oiurch creations, rather, they are afraid to take any actinn
lO beeffective. against lh05E bearing them.
diffcreot sources. While r was originally charged to speak mainly with magi of f-louse
Merill.it.a, other magi have al!iO ba11 very useful to my research, and most surprisingly,
the custod� of each covenant. After sifting through much of their sometimes overly
dramatic reports, one can see some very interesting ideas about faeries and their ilk. Just
Water-dwelling faeries are seldom neutral in fllerie, lhinkfng cinly that she is 111002/ herb woman cif
thcir attitudes toward mortals. Some of them are among whom his congregation ciften spctJh. OWi.ously, he
the most beautiful and helpful of faeri�, while others has � met this DomiNI Alba. The villagers are
arc the most hideous and dead1y. Numina Aqu<'irum are planning 011 brea/dng lht truth lo him vtry, very
not gt:11t1ally capricious or lni:onsisrent in their behav sluw/y ,
••
The magical power.; of Numina Aqwtrum are
extremely wide-ranging. Some seem to possess no Joe Andre
m11gk al all while others have magical obj«"- but cast
no spells. Many ocean-going faeries are mai;ters of
Fiurit Mighl: 20
Auram and Aquam spells, while fn!Sh·wah?f faerie!> Siu +1 srm+4
often specialize i n changing their shapes. A much- Qik+2
debated potnt is the relationship between water-faeries Shy+3
and horsa. Many mortal� are rertain that horses came
originally fTom the ocean and many water-faeries take
Dour+3
horse-like fom'ls. Seelie water-horses are usually pale Human knife 1sl +4 Att +5 0!117'1 +3
white, silver, greenish, or bluish, while Unseelie ones are Fat +4 Def +4 Soak +s•
dark·g•ec'' or blade Whether these beasts are faeries Body /evds: OK. O}O, -1, -3, -5
themselves;, the creations of faerie magic, or faerie
•+J damage /mm iron weapons
animals is unknown to all.
foe Andl't" is /he rra1ne give11 to a myslffl""5
l«Dl nsident l1y lhe people of Vf!rd1!111me, a. vr11age
Numlna Marlum - Sea Faeries on the rocky mut ofBrittany. The cold waters off
Venlemmt teem with life, but fishing is very
faeries who live in salt water are almost exclu
siwly meriolk - faeries whose fonn rombines. human
difficM/t becaust of the trou:herous shlJre and
frtquenl llfld UHJQther. Erery 5"Jurday is rnQricel
fl>atures with those of an ocean-going animal. Usually
the animal features are those of fish, but sea folk with
dill{ in the vU/age, and on 1114rkd dayfor the last
two yem-s, foc Andre has appeared al daw11 to sell
seal or dolphin attributes are common ln some places. It
his catch. He is 11 huge, long-bodied, soft spoken,
ls pcssible that places with strange !lCllgoing creatures
like walruses or manatees may have a Numen Marium
dour man wilh a 5f.lllskin cape arul a strange
with a1tribul1!§ of one of those creatures as well.
accmt. His strength is obvious; unlike the other
villagm wilh their handcarts, foe Andrearriws
with his fi$h slung over one shoulder in 11 huge ttl
Membranae SubdJd - 5bln-chan9ers skin bag. He4lWflYS hAs the lt.irgest catch offish in
!own, reganl/0& oflww terrible the WCl!t!s wea.Jlier
These faeries have a human form, which iS
has ht.en. He hirltT5 his ca1ch fur chickens, piglets,
lambs, dm¢1! jlJf'S tm.d melal tools. 11nd lta.r.ies llS
apparently their true form While in human fonn,
Membranae Subditi can neither breathe water nor swim
soon as his business is 401tt. The strange thing
any better than a human being. Each faerie possesses
lheenchanted skin (or a gannent or ornament made
a�t Andre is Iha.I he is not a resident of the
from the skin) of an ocean-going creature. When the
vilhlge. No one knows where his house is, he does
skin is put on, the faerie changes shape, taking on the
not come to the /Uf:a/ church on Sunday, and none
shape of that creature along with its abilities. Unlike
ofthe neighboring villages claim him as a resident.
He is olnrious/y o foreigner, wilh his accent and
lll051 faeries, Membranae Subditl are dependcntupcn
lhc enchanted skin to change shape. If the skin is losl or
stran,vways, bu/ nobody know.; from wheru:t Ire
stolen, the M'--mbrana Subd.itus is trapped In human
OV11e. foc Arulre Juu aroused a lot o{Cllriosity, and
fonn. Most sldn<hangers take the £01111 of wann·
PJOI a Iiilie ;mlousy, t1mong /he vi/fagm, but ht
blooded creatures, usually seals, but fish skins are not
always gim a tioy high pricefor his simple
purduises, anJ so they are willing lo I� and let
unknown.
five.
McmbranaeSubditi are generally shy, quiet
foe Aruin U roJllyt1 Membrana S11bditus, a
faeries. They live near shorelines and so11"'times can be
seen basking on the shore or watching humans from a
skin-cha.nging fMrie wiJh theform of a lftJPdrd
safe distance. Usually they avoid contact with mortals,
sm/. He bar/ers with the mortals far lhe goods he
probably for fear of losing their skins, but in some places
cannot make for hi.s family. 1{followed, he will
mortals and Membra.nae Subditi coop<!rate, fishing attempt to lo� his pur.iuer among the rock$, /hen
l!'ap from .II hig/i bo11/der inla the sea.
1ogether and helping each other in crisis situations.
These faerl?" know very little of fire-making. pottery,
metalworking or other of the land-dweller&' arts. They whether this Is a magical btnding. aldn to being bound
also 9C.°"111 to lack faerie magical arts like making en· by iron, or Simply a response to their fear of having 1he
chanled objt"ct$� they have no power to creote new skin destroyed.
skins lo replace those lost or stolen. Membra.naeSubditi Membranae Subditi spe11d most of thclr lime i n
are not �bjugated by iron, but remain under the control their aquatic form. In human fonn, theyare so similar to
of any mortal who can steal their skin. It is not ce1tain mortals that some have speculated lhat they are a miJi;ed
bttO,O or the descendants of humans carried ber.eath the
are half-horse or half-fish while others claim that their them thoroughly in the neara;/ body ofwaler. H<7W
true forms are humanoid but more loathsome than the tver, he is only hungry lull/ the time. He lends to like
Te!Ticula Aquae. clever pevpfe, espeda/Iy those who i1npress him with
their eloquence, and will lake them back to his ham�
All Kelpies can leave the water and travel
overland, and do so in the shape of a horse or a pony, under lhe watrr so they can entertain him until he
The l<elpie's usual strategy is to try to lure unsuspecting tires of them. His home is a owe wilh brt.11/hoblt nir.
humans onto its back. Once mounted, they are in the If thecnptive is clever enough, they mayfind s0111e
Kelpie's power. Le55 malevolent Kclpies will merely WllY to trick Ma.clinee into letting them g(1.
embarrass or terrify the hapless rider, while the worst
kind.9 will run off the edges of cliffs or drag the rider into J<elpies have no power over those who refuse to ride
the water to drown. The nature of the Kelples' powers them; treat their power over mounted riders as equiva
varies. Some are said to be able to hypnoll:z:e a potential lent to a 20-point spell of the appropriate type. KeIpies
rider with their gaze, while others rely on tricks or an always appear without saddle, bridle, bit, or shoes, and
appealing appearance. Some Kelptes, when mounted, will resist any attempt by mortals who provide them.
simply run 90 swiftly that jumping off means risking Some are vulnerable to iron, and all are espei.;ally
death, while others can paralyze their riders' wills or vulnerable to religious power. All spells or spell-like
limbs so thal escape is impossible. abilities used by a Kelpie will immediately fail, some
Every Kelpie has ii fiierie mark, an uncanny times In a spectacular fashlon, if holy words or the name
feature that cannot be disgulsed, and, ifspotted, can of God ts spoken at close range.
identify the Ke\pie to a potential rider. Typical Kclpie Kelpies a.re also known as shellycoals. necks,
marks are green manes, unusual eyes, a dank, wet smell, neckers, and water-horse5.
shells or lake weed tangled in the <."Oilt or mane, canine Faerie Might 17
teeth, hoof prints that fill with water, or a back which Abilities:
lengthens to accommodate each additional rider. Shapechang' to Animal
Anlmtus Plu"Vll - rl"Ver god Fishing countries like Ireland and Portugal often
see an Animus Ftuvii t.ake the form of a talking fish or
These po�! faeries live alone, one in each other aquatic creature, huge and hoary in appearance.
ma;>r river (that is still magical). Their fonns vary In pastoral lands like Greece, Italy, and Spain, they often
Faerie Might: 32
Gnomes
Abilities:
Gnomes are powerful earth faedL>s ranging rrom
Tranaform Inanimalr Objects. (limited to
eight inches 10 three reet tall. They look only vaguely
transfonning small objects into gold)
human, and appear very ugly and deformed to most
WITT fivetime!'i a5 last a� a mao with regards to mortal eyes. They live only in rocky or mountainous
rock and stone
places, and prefer cold countries. Gnomes are hard
The Sid he of our world worship the Tuatha on which con only be reached by crossing water.
pagan holidays and at faerie places such as stano.ling All things or people on or ne.ur Ike �I'll are of
stones and mounds. However, most of the Tuath.'! arc> intrresl lo Mananiwn , but the Isle of Mo11, betwel!ll
moody and temperamental, and do nC>I <lflen respond to Britannia and Hibernia, rs under his speoal prolec
tio1i. He has the power lo co11trol waler and wind on
the ocmn (all Aquam and Aumm spells up to ltvel 60
al will), and may occasioiwlly sin� a ship from a
storm or cause a slQmt lo sink a ship crewed by
paiple who ham: offended him. Ma:nannan also
oca1sionally offers rides in his charior or booI lo anJ
from Arcadia (on such rides, he ddennines how lhe
relali� time rates between Arcadia and the mortal
world will workJ. Someti111es he will take o group of
nob/a and magi to Arrarhf1, o ther timrt; Iv 111ill carry
a singIt serf. If the pas.o;e11gers particularly plea�e
him, they may dine al his stronge and wol'!drous table
i11 Arclldili (where pigs are l'Qlen whuh came a/We
each 1n!lming after they are slaughterl?d and mien lht!
previous night}. Manannon is a skillful warrior. who
wields lhe Az11rdanno swurd, impenetrable magic
amior, and a helmet which slints like the .�un on the
WQfer and blinds hi5 foes.
Like 11// beings associated with the�. Manon·
nan is qldttfickle and subject lo whim Pf11ile ness
Sprites
Sprites arc tiny faeries, a few inches tall at most.
They wear clothing of leaves and Aowers, and make tiny
s�ords, armor and fine goods. Their rourt is ruled by a
king and a queen, sometimes called Oberon and Titania.
The queen's home is often given as Mab. All sprites ran
fly, though only some havt> visible wings. They have the
power of invisibility, and some have animal features,
particularly those of winged insects or birds. They
typically S('rve as the court of the other High Faeries'
and will wmctimes even do as they are bidden.
Faerie Might: 10
Abilities:
Flight
Invisibility
As a group, the low faeries arc rnore likely to be weJl no matter how much time has el apsed. 1hcre are stories
disposed toward humans than either the High Faerics or of cities coming alive with low faeries during thl.' day of
the Numina Descrt6rum, but individuals can be unpre an eclipse.
dictable. They often like to see just how far their mortal Numina Mani, like N\1mina O&sert6rum. an
companions can be pushed, and don't like to be forgot classified according to thl.'lf area of influence. For
ten as faeries, different and beyond human understand Numina Mani, these areas are: watcher, household,
ing, by these humans. work place, field, and city.
For all of their bicke-ring. Numina Mani are part
of the hun'\an landscape, and without it they would be
Numina Vigilans,...- watcher faeries
lost. The low faeries have lost much of their Faerie
Might because of the Dominion. To compensate for this A few types of faeries inhabit human lives in the
loss, they have tak('TI on power over the critical, magical same way their cousins inhabit lakes, mountains or
aspi;octs of human life; making fire, brewing, baking, forests. Humanity is their cnvironmt'llt They arc like
.
fanning animals, crea ting, building, bringing food from wildernes.� faeries in f(lnn and power and their interest
the soil and wealth from befleath the <.>arth. Daily in mortals is not dirC<"t ur pi;"tsonal as it is with the other
,
business betwC'C'n low facrl{'s and mortals can bee<. Numina Mani.
trt'm'-'IY complex, but the essential nature of the relation
ship is simple. Many mortals depend on the Nurnin.a
Mani for the romforts of civilization. Without the /aerie Banshees
help, a craftsman could be ruined; without faeries, the There are many types of Numina Vigilans who
cows might not give milk. For Numina Mani, the are able to sustain themselves in the Dominion by
equation is equal ly slmplc - they are no longer part of becoming a guardian to a certai11 family or plaa.>. The
the wilderness; without mortals to harass, jibe, observe, most tragic of these tutelary faeriC'S alt' thi> &nshees,
aid, sucror and pmtect, they would be nothing.
Morae
Morae are the faeries of dreams, especially of
nightmares. They can transform themselves Into insects,
twists of hair, mote5 of dust, or rays of light to reach the
rest- protected mortali;. TilC')' must make physical
con tact with the Sll.'Cpcr to create dreams. In addition to
their night-time forms, they can travel with a waking
per.;on in the form of a pet bird, riding horse, ore� a
human companion. Some morae are vampiric by nature
and slowly weak entheir victims by suffocation, exhaus
tion, loss of blood, or night !errors. Olhers draw their
chosen mortals into Arcadia through dreams which
become more and more real. Some morae are mere
dilettanies. These less powerful creatures cause fine
dreams or nightmares out of sheer whim. They may
visit a mortal once or many times, can weaken mortals
but nol kill lhCtln, and can be kept away by garlic or
chalk lines drawn around the openings in the house.
The more powerful types can only be overcome by
volunteers who sleep beside the afflicted person and
reason with or battle the mora in a dn.>am,or by finding
the form the moera takes to reach the sle!.'pcr and
destroying it.
Faerie Might: 27
Abilities:
Prophecy!OivWtion
Blacll Dogs
These creatul't'5 areas large and as heavily built
as young catUe. They are completely black, headless
and move without sound. They sometimes chase down
people, who may be found dead the next day without
any mark on their bodies, only gigantic footprints in the
earth all around. The black dog's howl is said to be as
lethal as the scream of mandrakes, but it can i,e. caught
in a glass botllC' and preserved If a person can get within
earshot and survive. Black dogs cannot hurt a person
wearing a religious symbol or someone who is praying.
Faerie Might: 12
Abilities:
Silent Movement
Lethal Howl
Redcaps
Redcaps (not to be confused with the covenant Padioou
••on11 en. known as redcaps) inhabit ruined c.:istles
m•..,•g
Pad foots appear as green or black dogs the size
and towers in empty places In the Bntish Isles. They arc of Great Danes. Somctimcs they attack travelers, but
three or four feet tall and resemble miniature OgTI$ with usually they pad along just behind and try to cause lhe
red eyes, protruding fangs and iron daws. Each one person to meet their gaze. Such pe1.•ple are controlled
wears a red cap, which Is the creature's pride and joy, and afterwards remember nothing Their prt'SC'TlCe in
kept brighl with fresh human blood. One particular
.
House Baslliscs
The House Basiliscs appear in the form of
snakes, half·roostCJ' and half-hen, or creatures that
combine snake and rooster features. A few have been
known to appear as children with claws. They are fond
of sunning themselves and like to sit near running
water. Like brownies, they can easily become invisible
and always do so when anyone but the family is around.
They can fly and travel in the form of fire -
hens with fiery tails, bright streaks or fireballs. They do
less household work than other household faeries,
bringing good luck and gifts instead. Their loyalty is to
their own household, however, and some of the more
raucous House Baslliscs make a habit of stl.'aling goodies
from the neighbors to bring home. They are curious and
fearless despite their small stze. Chicken-shaped
Basiliscs can also be- loud, mischievous, and demanding,
while se•pe11t Basilisc:s tend to be- more even-tempe1ed.
If badly treated, they will tum on the household, causing hearth, they inhabited the hearth. This pl'OC't?SS seems to
sickeoess or hiding "olcn goods in the offending mortal's have taken place in an-as where mortals valued the local
bed and bringing the authorities. Unlike many house faeries. In remote areas, mortals still bring the faeries
hold faeries, howeveT", they will forget their anger if indoors by cutting an ltnagl' from the living wood or
proper apologies are made. II is said they have the stone for the faerie lo inhabit and mo�ing it into a secret
power of prophecy. If they choose to use it, plare within the house.
Basiliscs are also known as Ra.rash and Aitwaras The mo�l primitive cobalts inhabit these images
(Eastern Europe), Souffle (France), Stoicheios (Greece), just as dryads inhabit trees. Most, howevE"r, havE" come a
am.I Tsmok (Russia). long way from their wilderness ancestors. They have a
Faerie Might: 8 particular area of influence within the household -
Abilities: hearth, ham, stable, bathhouse - depending on their
Invisibility original narurc.
Flight {in fire form) Usually they appear as dwarfish, shlrdy,
P.rophecy/Olvln.ation swarthy men, between two and three feet tall. They are
always hairy, either furry all over or thick of hair and
bearded. All are enonnously strong. Some, particularl.Y
Cobalts those who care for animals, have animal features. They
These household faeries seem originally to have are opinionated but not prudish, enpy carousing when
bren forest, earth, or fire spirits. Unlike most wilderness the- work is donr, and generally demand all the rights
faeril?li, who sicken if their homes are disrurbed, these and privileges of a member of the f;1mily. In the areas
st!Jrdy faeries have more fully adjusted to hwnan that still welcome them (which are growing scan:cr, for
beings. If their tree was cut to build a house, they the Church frowns on such things), every family has its
moved into the house. If their fire was brought into a cats, its dogs, and its ct1balts.
Faerie Might: 12
Some of them have monstrous shapes, li)!;e the and ltftllgi are the same as ll"!J other mortals, only more
dog-bead«I Sicilian field guardian whose scythe-dawOO likdy lo beignrmmt. Priests are tolt!Tllttd rJn!y if lhey
can an5Wer 4// her queslions and maintain proper
4nl'l1I are long enough to reach fiom one end of the field
to the other. Some look like goats. Catching such a
respetl.
field-goat brings good luck and the promise of children; The local people believe it is bad luck to 1nention
they are among the mildest of field faeries. Others have tlw Au Ill-ill-the-rye. They will nof answer any
human shapes. questions about the field or the break ill Ihe ro�d.
Observant travellers may rwlicl! thilt only cer/n/n
Numina Agricolae can be male or fM1ale, young
ptvplt fro11l thl! village ever enJer thefield, allll llull
or old. 11\e field-women always have long hair and long
rhildrn1 au - all� rby. Thefaem i� fond of
111'12
breasts. All can change their size al will; they ate
children, and will infah«1teany who mter lhtfield.
smallest when the c:rops arc sprouting and tallest near
Tirey 11rr llNI tlWtttJ• never to tt!urn lrJ thnr fonner lives.
harvest-time. Most <:an berome insubstantial. farmers
As tlv /lunt-in -the-rye dislikes bfJth iron and religion.
who work in faerie-inhabited fields leave the last shock
standing at harvest time as a gift for th!!-field faeries.
lhefield workns neoer aury refigfu� symbols and
woril" wilh flint sickles, bone shovels 11n1I woodtn plows-
where cities are an ancient tradition {Italy, Greccc, ports gentlemal'I known for his pampous manners and his
in Russia), or in the oldest cities and churches. pride in a spotless rei:ord farpersrJria1 conduct. The
Numlna Urbium are very rare and growing &rabao fi'/'l.ds tlui Lord Minister l!Xtreme/y amusing,
even more so, lhough on rertain days of the year, they and fuu fa/t:en ro assuming his likeness while bei11g
will be much more rorrunon than on others. It Is very 54'1l5/Aggtring oul oft11oe11b, holding JJnimatcd
rare for them to be about all the time, for usually the coriwrsJJfiOIU with ladies of theevczins, 11ttd run·
Dominion is much too strong (e\1€11 In those special ningoffwilhout � lhe gondohi. f1Vt!, The
spots where it is not as dominant). Minister is looking for a group ofpeople willing 11nd
11ble lo discover lht identity of the imposter anJ
restore his own good Mme. The Banibao is dtlighted
Aoustabouu - JJ gretll gtmie of hide-and·seek is in s/IJl't.
These are small city faeries who like 10 ket:"p
things exdtlng. They play pranks, steal from vendors' Faerie Might: 13
crafts, pinch good-looking men, whisper sweet nothings
in the ears ol prelly women, and say all those things the Abilities:
local mortals are loo nervous to say about the! neighbor Glamour
hood priests, wealthy townspeople, and pompous Shapechange to Animal
offHials. All can become invisible and iraubstantial at
will.
FaerieMight: 15 Und••pe.>ple (Numina Incognltl)
Abilities; The� are very mysterious faeries. Their nature
Tnv1sibility and po�rs are largely unknown. They appear in
lnsubstantial Form human guise, but are often curiously dressed in volumi·
nous cloaks or wrappings. Each may twve a particul11r
c
mark that id nttfics them - an animal eye, ear.i of an
Numlna Eccleslae- church faeries ass, one cloven hoof, or (?Ven a tail. They appear In
strange occupations - rat catchenl, feather sellers,
These faeries vary in appearance and �mpera boatmen, catacomb guides. Magi and those with Fault
ment. All, however, live in churcne,.. So� church Sight will know these faeries are not human, but It is not
officials try to Ignore them. but others are glad of their clear whether they are true Numina Mani. exiled and
company. Some priests believe lhese faeries are the down-on-their-lud: High Faeries, or humans with loo
spirits of people or animals sacrificed when the founda much lat:rie blood to live ordinary lives. Undclf""-Ople
lion ol the church was laid.
display a wide variety of faerie powers and limitations.
ChlllJn.qhams
Faerie Might: 5
Size+3 Stm tlO
Pcr+2
Cunning +l
Bravery +5
Soak +16
These small pallid mushrooms are somewhat Dodder is one of the deadliest of faerie plants. It
common, and like stinkhorns ripen lnto noxious black is known as the strangler, a tlny, colorless thread which
ooze. They are poisonous if eaten, though few would steals the life Crom growing things. Dodd� reSE••"bles
ever think of trying a taste. A persistent rumor states grape tendrils, but is pale and grows close to the ground,
that demonologists use inky caps to 51.1mmon black making it almost invisible. The faeries c.an send it on its
imps. The Order of Hermes suspects that these sm;:ill, blind quest for food, winding it around the prized
ill-lem.pered, mischlevousblKk "demons" may actually garden, arbor, or young tree whose owner boask>d too
be a kind of malicious faerie. The dcmonologists' ritual loudly or angered the faeries. Ona: the dodder has
would then be another example of the ritual for acquir touched a green plant, it breaks ils conn('('tion to the
ing a toadstool faerie. The black ocher of inky caps can ground and becomes a sort of climbing wonn, growing
be distilled into a type of ink, which provides 1 point of slowly up its host. It is said that the most powerful of
Perdo vis if used to scribe a spell. facri<'S can make a dodder which Sl'E'ks quicker food
cattle, hmses, or a sleeping man. A whole dodder,
which must be unwound from the ground or peeled
carefully from a host, is worth 2 points of Pcrdo uis.
have seen Its other form. strange purple seeds ln the containing 3 points of lmligonem vis and a black powder
place of kernels in the ripe grain head, but many have containing 3 pointaof Perdo vis. Hali an acre of infected
felt its effects. Those who eat the faerie fiesh ln flour or grain will yield an ounce of eigot "seed," but cultivation
bread or porridge are seized with faerie madness. of or traffic in ergot in any grain-growing area is a
visions, elfshot (sudden paralysis), terror and death. serious crime.
Millers careless enough to allow jack-in-the-rye into
their flour have be 11 put to death and fa1111e1s whose
blighted crops show his touch have bee•• banished from
their villages. Those few who sumve the lasle of this
bread are usually marked with the £aerie touch - a dead
and useless limb, madness, nightmares or occasionally
faerie Sight.
'
-�··
'
••• ••
\11,,'(i
.
\
'I the same as playing a Faerie Companion. The fonTM?T is St>meonc ·�·h0 l5 considered a
'I
mortal (by all but the most prejudict'\:l people), while the latter can mor.:o truly bc Gilled a
faerie. The boundary between these two lYJJeS of pL'Ople is n('t necessarily crystal clear,
but generally mortals with Faerie Blood have only subdued f<lcrie char<lcteristics. Faerie
Companions, on the other hand, are basically faeries v.·ho ha\·c adaptC1.i 10 living \'.ithin
mortal society.
I. ..
. The faerie Companion PC
I
There arc many diffen•nt ways a f<1crie could ha\•e bl'cn scn�1tiz10"d enough to
mortaJ ways to survive and even thrive in the mc>rl"I •vorld. The Faenl' Companion may
have once been hum.an and has become a faerie, or �rhaps w�s a faerie child who 1vas
raised by humans. There are many stories of people either bt'ing kidnapped by faeries or
wandering into Arcadia and be-coming faC'f'ies, e:ithl'T by eating faerie il'•Qd, by faerie
cnchanlmcnlS, or by simply slaying too long in ,\rcadia. Thcrc a� atS<l many striries of
human infants kidnapped by faeMes and rcplacl'd by a faerie child. Tl1e advantage of
characters like these is they will have the ability and desire t(I inLeracl with humans and
the ability to be comfortable in Arcadia.
llnavailable Virtues and Flaws if you know the person well, 11+ if you have seen
them once or ifyou only have a picture to work
fmm.
Diabolic Upbringing, Magic Susceptibility,
Of&rur.ive to Aalm11ls, Tainted With Evil, and Demon
Cost: 2 Faerie PoWC"r Points.
Pliigued are all flaws not available to faerie characters.
The nature of faeries (being t�>tally alien from the
struggle between lhe Dominion and the Devil) pn?Venls f.ascln.ltion: This ability causes those who look al
Faerie Companions from having truly Evil Flaws, while you or listCl'I to you to � you as someone who!ll' praise
their affinity with the magic of the natural world allit'!s they desln- and who !hey are incltnco to obey (as long as
them wilh the magi( resistance of nature and it!I min· any orders or requests you make are reasonable). This
-· ability effa:ts nobles as well as commoners, though it
Latent Mystical Ability, Withstand M.1gi c, may have less effect on a noble who feels bound by
True 11.lith, Failed Apprentice, Magic Rnistance, oaths and other loyalties. This abilily ma.y not be
Wettwolf, and Guardian Angel are all Virtues not dispelled by magic, but ils effects on a particular person
aV11ilable to faerie characters. A faerie's power comes may be dispelled (ReMe 25). This ability need not be
from natural magic, not the codified strucrnre of Her used all of the time.
metic theory. The strength of this power precludes their Cost: 1 Faerie PowP.r Point.
connection wilh infttnal (werewolves) or divine
beings both assuredly unfaerie-like.
Flight: You can ny as filSI as a galloping horse. You
fly by causing an objecl to fly and ride o" it. There are
Common flaw two possible options for objects you can ride on. The
first are plant materlals such as brooms, saw-horses or
The-I Aaw Disfigured is very common for
bundld of sticks. The second are animals such as
faerie characters, and can rencct the fact that many
horses, deer, or any other animal � enough for you 10
faeries have animal features, unusual eyes, or other
phy5ica1 differenc:es from a human physique.
ride. You may only chose one of thesetwo options
during dlaracler creation. You may only fly al night,
and you must roll 9+ (on a Sl«!ss roll plus your Stml or
be forced to land if you n y over a church or within
earshot of a ringing church bell {on a botch you fall out
Faerie Powers of the air). {ReHe 25),{ReAn 25/.
Like their breth�n of lhc faerie realm, Faerie Cost: 2 Faerie Power Points.
Companions have powerful mystical abilities. They can
Protection
g
basiliscs often steal and brin the loot to their owner:;.
Virtues: +t
Faerie Eyes allow )'llU to see normally in deep
at
wot'Cis or night. Your eyes will be unusually bright in
color and will ft'flect light, like a cat's. It is a +1 Virtue to
have Faerie Eyes which look ''normal,� though they will
usually be an unusual color such as bright g1een. This
Virtues +2
Virtue: +4
GlilD\our. The power lo change your appearance.
On a roll of 9+, you can change your appearance to lhat Superior Equipment Cone piece) of Faerie Iron: All
of anything which loo"ks even remotely human.. This i
of your equ pment which normaUy would be manufac
change includes voice, sounds and ao::outrements 5UCh tured with Iron has ba:11 oonstnJcted out of faerie iron
as clothing and weapons. This ability creates only inslt'ild. One piece of your equipment (a single weapon
images and sounds, not reality. To imitate a :;pecific or your armor) may be of the expensive variety. (See
person, a roll of 12+ is required. Once used, the glamour Ars Magica pages 58-59). This Virtue is only open to
lasts until sunri!le or sunset. Note: With this ability, you Faerie Companions and not to charat•tcrs with Faerie
can lowcr your Prs a!I far as you like, but you can only Blood.
raise ii by up to 2 points. {Mulm 20) Specialties; faeries,
men, women, nobles. peil!!Onls (Int).
Virtues: +s
He&ling: For a oost of I fatigue level, you may heal Homu.nC"Ulus: You are the "owMr," or perhaps the
one body level in yourself or in someone you touch. 1be servant, of an animate mandrake. It has all the abilitiC"s
recipient must make a stress Stm roll of 3+ to benefit of animate mandrakes described under Faerie Plants,
from this healing. You can also cure disease> by touch in and it is reasonably well-disposed toward you, providt>d
the same fashion. that you treat it well. This is a +4 Virtue for a normal
Magus.. Note: Animall.' mandrakes can teach magic. A
very few people with the gift find e5eapcd or naturally
Suptricir EqW.pmll!l\t (an� pltoc�) of Bn>I\U
occurring animate mandrakes and arc taught magic by
Manufacture: All ol your equipment which norm.tlly
them.. lf you are such a "Mandrake Magus," your
would have iron parts utilius bronze in its oonstruction
character is generated as a normal Magus except you
instead, thereby being less inimical to your nalun!'. One
cannot read or scribe Latin, you know no Hennes lore or
pil.'<'t" nf your equipment (a single weapon or your
Hermes history, and you have a level 2 bad reputation
annor) may be of the expensive.' variety. (See Ats
among magi for being a hedge wizard. You are auto
Magica pages 58--59).
matically a member of House Ex Miscellanm (see the
Order of Hennes supplemt'nt). It is a +2 Virtue to be a
Vlnue: +3 "Mandrake Magus" if you still have the animate man-
dr.ike, and a -2 Flaw to be such a magus if the mandrake
faerie Flight:. You can fly as fast as a galloping left or was dest1oyed. See the entry of Mandrakes (page
hof5C. To fly, you must suixeed in a roll of 9+. You fly 86, in Chapter VI, under faerie plan ts) for more details.
by causing an object like a broom, saw horse, or bundle
of sticks to fly and ride it. You C'annot fly on your own.
Superior Equipment of Faerie Iron: All of your
You cannot make living things fly. You can oontlnue
equipment which normally would be manufaC"tured
flying for as long as you can maintain your ooncentra·
with iron has bc.>en oonstmcled out of faerie iron instead.
tlon, up to 11 maximum of half an hour. You can only fly
Your armamellts and your armor ca11 be of the expe11Sive
at night, and if you fly over a church or are flying within
earshot of a ringing church bell. you must make a stress
type. (See An Magic:a,. pages58-59.) This Virtue is only
roll of9+ {minus the Divine power of lhe church) or be
open to Faerie Companions and not !() characters with
Faerie Blood.
fon:ed to land. {ReHe 25) Specialties: during stonns,
over water, under moonlight (Stml.
in you that you feel the full effects of Divine power on blr--:i by the Church (iocense. water, hosts, possibly a
your Faerie Powt:T. Instead of using th<!- Magic wlumn crudfix or cross) nor can you use any Faerie PC1wers
or the Power lnl'eraction Chart <An Magka page 73), while on con5Ccrat«I grouflds (churches and cemek'r
you must use the Faerie column, with its harsher effects ies).
by Divine and Infernal powers. Magical areas a1so aid
you.less, bul you do get greater bonuses In a Faerie
Aum. Flaw: -3
Vulnerability to Iron: The touch of iron bums you.
You take no actual damage from jusl touching iron, but
Flaws� �2 it hurts.. You cannol uM? iron weapons or tools where
Minor Discomfort &om Iron: You are uncomfort you musl touch the iron, and you cannot wear iron
able touching things made from iron. Touching iron will armor. In addition, iron weapons do +2 damage to you.
not hann you; it is just something that does nol feel Also, your faerie blood ls so strong that your blood
good. You arc at -3 to use any iron weapon or tool if probably does no! look like human blood. It might look
you have lo touch the iron to use it. like black ichor or while wine ar whatever, be creative.
If you have this Flaw, you cannot pick the background
Aaw of poor equipment. Cannot be taken ii the ·2 Flaw,
E:umpli grtltia- to use a sword or o pair of
Minor Discomfort from Iron, is taken. This Flilw Is only
blacl:smitli'B �.one must touch the iron; lo use
open to characters with the Faerie Blood Virtue, and not
an iron-headed arrow or spear, tme does not. /11
to Faerie Companions.
addition. you are al -2 on your fatigi<r letld if yor1
weiir iron armor.
Flaw: -4
Cannot be taken if the -3 Raw, Vulnttablllty to
VulnenbOlty to the Dominion: Your lack of
Iron, is taken.. This flaw is only open to characlc:rs with
agreeabilil:y with mortal religion is so great that you ft't'l
the Furie Blood Virtue, and not to Faerie Companions.
the full effects of religion upon you as a full-blooded
faerie does. {See pag-es 52-53.) This is very dangerou!I,
Suueptible to Divine Power:: Your tie to the mortal as you will be dissipated if you enter ronsec1ated
world, esp«ially the mortal religious world, is so weak ground {unless you make a stress roll +Stm of 15+, in
lhat you are very vulnerable to the power of the Domin which case you only lo!il' three body levels each ro11nd
ion. The touch of Holy Water, sacramental incense, or a you remain on 0011socraled ground).
crucifix hurts you, and actually bums your skin if it
remains there for afly longer than a few seconds. Your
{Editor's note: This short adventure is most appropriately set after the characters h.a\'C
sought revenge on an enemy, even perhaps deservedly so. This theme make� the
most sense when the characters can compare the vengeance of the g:( hlins and
i
Grellan to the grudges they themsc.•lves hold. The short intr1>duction is c>nc idea for
an appropriate lead.in to this story.)
meet Grell.an and are 11sk.ed to accompany him to the ally ilSks for their aid.
pool. They meet the renegade goblins, and can join If the players are acting skittish, don't hesitate to
furces with them if they wish. They then face Syrcusta intervene and �encourage'' the1n to take Grellan up on
and the remaining goblins before finding the pool. his request.
safety and let tre goblins escape. The gobliru; will likely simultaneously with him or her. rather than going first
be able lo get away any time they please if the battle and possibly being trapped. Build up the tension as the
turns against them. char11cter and the goblin approach each other. When
If the characters choose to talk when they spot they finally shake hands, the goblins in hiding will let
lhe goblins, however, the goblins will first dart behind out a shou� of joy and spring oul into the open, over·
bushes and bees and then cautiously �ply. U lhe joyed at the prospect of killing their former chieftain..
characters do no1 see the goblins, the goblins will call uut Out of happiness and generosity, they make
lo thl'm from hiding. Any hostility seen in the charaC"" their newftmnd allies a peaa.> offering � fllh·hems.
lers will cause the goblins to quickly retreat lo safety. The goblins then lead the characters further upstream to
The goblins a� very interested in getting where the chieftain lies. As they hike, the goblins plan
mortaJs on their side of the fight. Whl'n faeries {includ lurid and exaggerated ways to kill their chieftain and
ing goblins) fight, the wounds they give and receive heal make use of his corpse. Think of them as big talking.
quickly, generally within a day. With a mortal in the swaggering. ugly, olive-gn.-en skinned little boys, with a
battle, however, the wounds ll11.' more serious and do taste for the grotesque. Rolcplay out their bravado, sick
not heal quickly. With the mortal presence in the fight, sense of humor, and ugly laughs. They truly delight in
the gobllna can actually inflict harsh damage and more the p1ospcct of killing and torturing their former leader,
easily slay their opponents. Since these goblins want to and seem to pay no heed lo the idea that they could
get vengeance on their funner leader, they are willing to actually die in the battle.
risk greater wounds themselves in order 10 deliver molt' You can play the goblin.shumorou!lly If you
grievous wounds lo their enemies. They will tell I.he wish. They are dark, or at least dusky, faeries, but this
characters this, bul their explanations may come up doesn't mean they are all bad. Here is the chance for the
somewhat garbled. characters to learn this lesson. Remember to play out
"Hail, mort!lls," the leader of this band says by the revenge theme.
way of greeting. He shows just his head from around
the b-ee in which he is. hiding. "Powerful warriors you
k'em to be. With steel at your sides, no? No doubt Syrc:usta Strikes
tromping ilround in the woods looking for something lo
As the characrers aro hiking upstream, the dark
slay, in true hero way. Well, I am Griznlcltle, and I have
faerie Syrcvsta sees them and tries to drive them away.
a meager proposition for you."
The characters first see her when she flies out from
He then explains thal he knows the location of ii
between 5011\C ba.-'S and sp�eds through the party
wounded goblin chiefUin who has a sack full of
screaming and wailing. Then she makes M.>veral more
tm1glc.i.l le;1.ves. � valuable 10 mortals, no doubt. And passes through the group. trying some her more flashy
wouldn't the mortals like lo help some unjustly treated but less. damaging attacks. On later passes, she will try
faerie-folk (the goblins themselves) get righteous venge-.
to concentrate on thoS(> that seem most rcarful or mady
ance against the "son of a priest'' who did the injustice? to flee, working on the group's weakest Jinks.
("Son of a p1iest" is a curse for goblins.) In short, the
Syrcusta makes several passes through the
goblins ask the characlefS if they would like to help
them attack the camp where theit" old leader is. He is
group. She ro;irs through the party, screaming and
perhapi launching some kind of attack. 'The chara,oct�-�•
grievously wounded and can't pul up ii fight himself,
and with blades of steel it should be an easy battle. ln have a moment's pea«' to yell orders, coordinate, and
return, the characters w!U have 1hc goblins' aid and the
find cover (give them, at most, a minut('); tl1en she
returns, screaming and striking out once again. This
treasure that the chieftain has with him. (Magi should
rerognize "magk' l�vcs" as raw vis at least and maybe
group,
tactic should di.srupt the as they only have a
moment at a time to recover from each att;l('k.
90ll\ething more.)
it's up to the characters to decide whether they GrelLm. screams in fear and falls to th"' ground.
North
CHAPTER EIGHT: The Pool of Nylasaira 101
lhcir morale will drop. In a light spot, they will nee and 1be pool is three yards acn>55, circled with
J�ve their chief lo his coming fate. Syrcusta will attack large, smooth, moss-roveit:d stones. Out of the pool
Ihose who seem lo be giving lhe goblins the most runs the stream. Behind the pool ls an eight-fool high
trouble, perhaps the magi. The rebel goblins will scroam cliff with a small watufall pouring down past a a.vt
unintelligible curses and launch themselves at their opening into the water below. The waterfall comes from
enemies, but they still don'I have lhe guts to stick It out a stream fed by a spring a mile furth('I' up the mountain.
if they're being badly wounded. (Don't take time to roll A single small willow hangs over the pool. The pool Is
uut fights between goblins; fudge it, or let some of the very deep, but the cave is a sh.art, dilmp, dead end
players nm these goblins if they wish.) (unless you have some other ideas... ).
Half-eaten fish, gobli n droppings, gn.-asy Grellan is tremendously e)[citcd; he shakes
bedrolls and such litlt'r the area of the fight, and the visibly. "ls this It? Is this the pool? Take me thete!
trees and underb1u sh are relatively thick here, so two Take me!" Whl!n he comes to the edge of the pool, he
extra bokh rolls are called for throughout the battle. stoops to drink, but nothing happens. (He doesn't know
{Imagine the expression on a proud warrior's face wht'fl that it is Nylasalra who does the actual healing.)
he slips on a fish-head.) Then the water begins to move as Nylasa.ira
The advantage of iron and discipline should \ct swiffi!i to the surface. When she surlaa?S, Creilan hears
the chara.cla's triumph over the goblins, and Syrcusta her, backs awo.y, and yells in (car, "What's that? What's
will give up when the goblins fall or flee. Perhaps the happening?" Before the characters have much chance to
only enemy leh will be Miergen himself. settle Grellan, Nylasaira speaks.
The rebel goblins know Miergen's here and can Welcome, mortals, lo the pool of Nylasaira.
sniff him out. Al fl.TSt he yells to the mortals "Please,
,
What brings you to my waters?
here ls a bag of magic leaves of wondroU5 faerie power.
She ellplalns that she can heal tho� who are
They're yours if you save me from these traitorous wounded or ill, but that each person so healed mus\
enemle$ ol mine." U this offer is scorned, he screams
fa.ilhfully perform a deed for her. Grell an quickly
and g.merally ca11ies on in an ignoble mauner when
capturat. You know goblins. They thank the characters
agt:ees, and Nylasai..a bids him come to the water's cdgt'.
Then she grabs ahold of him and pulls him underwater.
for their help, hand over the magic: leaves thal are with
If the characters watch, they can � the two figures
Miergcn, and lake their captive off with them for some
come together in the blue, obscured by Nylasa.ira's
goblin meniment. The characters probably don't want
flowing hair.
to watch.
After a minute of silence, Grr."llart's motionless
The magic: leaves are In a leather bag (human·
body is thrown onto the side of the pool. He is com
skin leather, if you must knowJ. 1bere are twenty-three
pletely without signs of life, but 11.fter §('\•era! seconds. he
large, purplish oak leaVt."!I that glisten in light. Euh is
coughs up some water and revives. He can see once
worth a pawn (1 point) of Temam vis.
more. U questioned, he will say that Nyla&aira has
Aller the battle, one of the rebel gObUns may asked him to perform a task for h('J', but he has a certain
wish to leam more of mortal w.iys, and he could join the captain of the guard to see to first. He waits around.
Saga as a companion, if somoone wants to run him. expecting company back to the village where the charac
Pl'rhaps lilll' was originally of mortal blood and yeams ters met him. He will not speak of how he was healed .
to discover more about their kind. This ls left to your
Aftt'r a short while, Nylasaira surfaces and asks
best judgmen l.
if there are others to be healed. U !oO, St"t' the notes about
When lhe fighting has quieted down, Crellan her curing magie.
yells from where he wu left and asks. that someone
If a player-character is healed, Nylasaira will Ask
come and get him. He is� eager to keep searching
him or her to tell the minstrel named Ot of Barcelona
for the healing pool.
that he is still welcome at the Green Duchess's midnight
revels. This might be difficult as the minstrel is dead,
,
The Heallnl! Pool of though Nylasalra and the character.> do not know lhis.
If more than one character is healed, you may invent
Nylasalra similar tasks. Performing the 1asks is beyond the scope
of this story.
Just a few dozen paces upstream of the goblin Before lhe character.; leave, Nylasaira takes a
camp is the magical pool the party has bee11 searching specW interest in any wizards. She can sc11SC something
for. First they will hea:r the gentle sound of water strange about them (their magical gifts) and wants to
pouring into a pool, and then they will see a clearing "heal" them. To her, their magical abilities and training
through the trres. At last, they will come into a clearing are a more grievous affliction than wounds or blindness.
and see the pool. She will pick out a particular magus and 5.lf:
Ftfabtfu1 Scftedt (1) - She can put forth a scream Mean..spirited +2 - Gentle -3
that G\Uile3 fear in arumaJs and uneash!e5s Jn humans.
Upd0ae, It ewn causes pain ln lhe ears. She can con· Vhtuu
tiiwe scmamtng aa Jong u ahe lilies without expendil'lg
Sharp EJr.i (+3 lo he11b1g rolls)
mme Raerie Points. (CM Mtniem )
.....
-�8>-ahafOl!lfng Cold (1)-Bybrushing put a
.....
pa!IOl1,sbe can dilll lhem. requiring a San +Sizercll of
9+ to avoid losing a fattgue lewl. (A botch uwans a DrtviOgGoal- .. slay-
bodylevd isalso Jost.) (Pmlo 011pnon }
.••king Clawl oiPIm- (3)-She am daw IOlte Abilities:
one With agl1tstl].• hand thatgt:, rf&htthrough at1110r
Akdneu CEailJdropplngl +4
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�The outer edges of the 1110011 were sluwly /urning blue, as if thi: cheese
upon it were agi11g. ft w<L> lhe night fur the party. flnd ii lruly bcl.'n ninety·
5et'en yenrs?''
&groieer saf bock on his mighty chair, 11. knotted pine res ling on ils
side, 111ul pondert:d lhePQS.-.age of timt'. Not Iha/ ii rflllly 1nallered, bu/ ii did
seem to pass in 5ome parls of the world. A smile ca1ne across his wide face, and
his belly jiggled, yes, tonight 1JJ/l5 lhe night. Aro11n,/ hitt1, Ihe {riffles of Ilie 11round made pr£'flara
tio"5 for the revd later that evening.
"/ wonder if /he magi of Mistridge have changed fro1n their selfish, boorish urays." 11it
thought intrigued Bogemeer, for !he wizards were a strange lot not given 111 p/t!i25ure or feasts.
''The revel will go on regardless of their inlmtirm..•, b11t pEThap� lhe wizards r<>u/d be
guest5 al lhi5 feast ra/her than vicli111s. Tlllll wo11/d be some/h in:� ne".ii, f<'' /11st tinre /hey it'ITe
such poor sports."
So1ne young sprites spiraled upwards ro ,'{'feel the ri5ing 1noon, lhc s!1im1nering ,·olors of
!heir wings dancing a111ongst the moles ofslarshine.
"Wr: fru:rics bww the bes/ way lo understand an ani111a/ is lo crai�·I aro11nd i115idc its skin f•''
11 while. Maybe I should give it 11 lry. ·· He ch11ckled lo him.�clf and with a sigh of <·onlenhnen/
settled hack intv /he boughs of the tret for a mrm1ent. "/-fmn1n1, r wo11der whut ii ·would lake to
juin those wizards '" Rising lo his fut, he slrt·lc/1ed fhe sl iffr1cso fro111 his //111/15. ''Perhltps a IiIlle
trip to }11I>ie/lt' would da the Irick. ··
ITis /aught•.,ftl/Eii the night as the spnles continued lo dance antid /he gror-'e ,if lr�es.
''This pro•nises lo be a 11ight of rei,clry grcalcr thun any be_f!1re. ''
ill8 sessions (or one very long one); you should pick and retum before !he moon tums completely blue, mission
choose from the various scenes. Don't bother to do it accomplished or not, to help with the defense of th...
ahead of time, but as you guide the story, use your own covenant, if the defense is possible at all.
tn
j••dg1t11e11 todcdde whot the players W01.l1d lib- do
next. Mix and mingle the various sorts of scenes so there
will be a reeling of flow and the players never get bored. On the !load
Certain players will like to do 0:1tain things (some will On lhe way to Javicllc, the characters encounter
want to talk to elves, some will want to throw trolls some faerie ruffians humiliating and beating up an older
down chimneys), make sure every player �Is a little of gentleman. As the group arrives on the scene, they St.'e a
what theywant. troupe of black hon;eman ridlngaway. The leadC'r ol th!.'
Above ii.II, keep up the action-packed nature of remaining faeries is a member of the Unseelic rourl al
this sto'Y· Don'! 'lop for anything and �p things the Moaning Oaks. The dark faeries have tied the old
moving; as soon as one scene even !>tarts to seem like it's man by his feet hu1n a tree branch and are pouring
running out of steam, have something ha-ppen which honey down his body and Into his beard. They �m to
dramatically c.anies the characters i1110 the next scene. be torturing him for the shear fun of ii, with one faerie
For each scene we provide an idea for this ''carrying threatening him with a beehive held in the air over him.
device," but it is up to you 10 make it work. just When the faerie5 see the characters, they will tC'll
remember to never give your ch;lracters time to think, lhem to bug off and mind thcir own business. 'l'hc poor
arid as soon as lhey start to do something drAmatic.. tnvel\er will beg for mercy and deliverance.. If altacked,
Make this night :seem .11s chaotic and wild as you possi the one faerie will lhrow the bee-hive down, releasing
bly ran -you may even want to portray that chaos in bees to attack the traveller (remember, honey attnlcts
your Storyguiding style by being arbitrary'. unsystematic
be-es in the paradigm) and the party. Smoke, water, or .1
and inconsistent - yet deny that you are. good Animtl spell should do the trick with the be-cs.
It's best to have a lot of munchies around for The other faeries will command two boars to attock the
this story, and lf you're of age, beer can't hurl either. Tt characters while they attempt to destroy the character's
can add a lot to the party flavor of the story.
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hasty n.11eat back to the Baron's castle. As they disap on his castle. (This could be a mixture of whimsy and
pear, rotten vegetables will pelt them all the way out of horror at lhe same time, lo play up lhe faeries' differ.
town from faeries drinking on top of the village's roofs. enccs.) Sprites drop flower� on the warriors manning
the walls. and satyrs throw a javelin or two and then ll'ot
off to drink some more wtne. 'The faeries are recreating
Who's LaUllhlng At Whom? the epic baltle in which the 13 trilx!s of Celts defeated
A high, contagious laughter seem5 to come from them and drove them lo their forests and mounds
centuries ago. The pain of that defeat is strong. and this
nowhere and everywhere at once. The characters need
to make Serious mils of 6+ to •void breaking out in group of faeries takes out their anger in this moclt attack
uncontrollable laughter too. Other personality traits on Guifre's manor. H magically attacked, the faeries flee
could be made instead if you deem them appropriate. into the woods Ul'ltil the magi have left, whereupon they
The papetrator of all this nonsense is a wayward
return to resume the siege. If any faerie Is caught and
leprechaun. far from his home on the Emerald Isle. He asked where Bogemeer is, they will respond that he is in
was captured and brought here by a magus who moved !he village down the road from hl'J'(' (Javielle). U asked
to the oovenant of Val-Negra, to the south ofMistridge. why they aren't there too, they will respond that they
When the magus tried to U9l' him in an expt.'l'iment, the are waiting for him to call them to celebration ridge.
leprechaWl used his ability to cause laughter to esrape. They can't be any more specific about the details, but
He has beert living at the Moaning Oaks for the past few they are looking forward lo il If physically attacked, the
decades. He will continue to pester the niagi out of spite faeries will dramatically play out the scene, attacking
for their kind. When imitating the leprechaun's laugh, grogs, companions and magi with more Intent to hwnili·
use a nauseatingly high pitched, mocking laugh.
ate than kill {though we all know what Mom 511ys about
playing like this, '"If you·re not careful, sc1meone will gel
an eye poked out, or worse!!!''). Sir Guitre and his men
The VID"l!e Idiot haYl' locked up th!.' castle and are manning the walls.
The servants and womenfu\k are in the chapel praying
The troupe comesacross Pep, the village idiot, and singing litanies. No amount of noise Ciln get them to
holding an animated discussiOfl with a number of older open up the gates until daylight. Sollll' drastic means,
Daoine Sidhe, under the graceful boughs of the willow which won't put the covenant in good standing with Sir
trees by the river. This is surprising because �p ls a
Guifre, will have to be used to get an audience with him
dumb mule, having been unable to hold an intclligenr and little information,exrepl that the siege started .at
conversation since his visit to the Moaning Oaks, ten twilight, can be obtained.
year.i ago. Now it seems, with the rise of the Faerie
Powt"l'S for an l?Vefling, that his senses havc n-tumed to
him. He can be 11 source of unlimited gossip for the
magi. since most people talk around him without fear,
Retumlnl! Home
feeling that he is unable to pass along any infonnation When I.he moon almost tums blue Ithat is. when
he may overhear. He also knows a 101 about the Faeries, you decide ii is almost completely blue, and tell the
having a Faerie Lon.> of 4. How much he imparts to the players that). the characters will no doubt wish to
magi depends on how Ihey have treated him during past hightail ii back to Mistridge to help defend against the
adventures. U questioned about the faerie Lord Boge onslaught of faeri� that is expected, since their own
meer, he will looked surprism. point back the way the m!Mion was a failure � faeries will hall the charac
group had just come and say, 'Why he's righl ..'", at ters, saying such things as "see you in a bit." "Hide your
which time his tongue will go dumb again (Bogemeer jewels, it'll be more fun thal way,"or even, ''Hey, make
had to keep him From blowing his rover). Staring•! the sure no one clse gets tu that magic your enchanting
group, his eyes will go wide with ft>ar and he will boll before I do." Many of the faeries will be seen making
away as If all the demons of Hell were on his tall. For their way towards Mistridge and huge numbers will be
the rest of the evening, the group will Set' Pep avoiding seen encamped all amund the ridge. Otherwise, there
them as if they had the plague. Future encounters with will be no opposition to lhe characters making it back lo
him after this night will find him just as mute and dumb the covenant. Let them make whatt'-ver preparatiotlB
as ever, as. well as sad. Any qul!Slioning about this they wish to proh:!ct their labs. etc. Let them catch their
evening will bring tears to his eyl'S and he will blurt out breath and worry about the onslaught they are probably
his favorite phra!ie, "Agi· agi-agiflum." expecting.
lives are in danger, These spry and thin little men with steel grey
Size 0, Cun +2 hair, cold grey eyes, and solemn face5 are the most noble
of all faeries. Though they never sm1lc, they engage in
Pel' -1,Stm+S
the revelry as much as the olher faeries, though in their
Fat +2, Def+1, Soak +10 own way. They like to discuss thiTigS, and talk about
intellectual matter�. They arc typically both know!-
Rocli Trolls
These obese
and wart-cov� creatures are the
smallcroousins of the enormous Mountain Trolls.
These more di minutive kin are only th� feet high or so,
.and are much more playful.
Faerie might: 15
might not have the bcnefil of their annor and weapons. The faerie foresI will be a
strange and mysterious place where wild and whimsical things happen. This is a slot)'
to have fun with, we hope you enjoy it.
Saga, preferably one that has not alit!ildy been thor tally different; and in those dlfference!i the characters
oughly explored. (But then what faerie forest is ever C.Jin discover themselves.
fully explored7) The Lady might rule over the enlire
forest If it is small or over one section If It Is especially
large. Mundane woods surTOund the fame wood s and Preparations
serve as a buffer between humanity and the "gentle
folk." The story takes place in winter, so be sure you Thert: are throe leads to !his story, th11t !lhould both
describe the cold and perhaps the snow, u they are be i ntroduced in previous adventures:
appropriate to the local climate. l l ThE' Talc of the Faeries' Midwife
2) The Poem of Lady Bellantia
PlatOutline 3) The characters are told about faerif'S attacking
First Day Introductions and Storytelling fa1111ta!>.
FintNight See.Ing the Ritual Al some point in their adventuring career, the
Second Day Festival cuntinues charact� should hear thcT� ol lhe F•criea' M1dwih.
Second Night Finding the Spy, It is a perfect tale for them to overhear in some tavern, or
Oimactic Battle to have told lo them by some old hemtit. lt is a local
Third Day The Lady's Gifts legend tolling the story of an actual woman said to have
lived eighty or so years 11gu. She was ar1 excellent
midwife, and one night a group of very ugly faeries
Theme came to call, asking her to help birlh one of !heir own, in
exchange for SClme gifts. Wisely, she conscntt'd, and was
This �I)' is about dichotomies, duality, and led into the woods. The labor was long and strenuous,
how one person can actually be two different people. and when sunrise ca�. the mother fame had nol yet
According to most of the world's great religions, all of us given birth. All the other faeries went undcrgmund,
contain both good and evtl. Though we labor to do leaving the mother-to-be alone with the midwife, who
good (at leasts most of llll), we !till have 1."Vil within us, now realir.cd that she had been de.aling with the dark
and we still do eVll things. Who hasn't succumbed to faeries of the night. When the babe was born, she
temptation, who hasn't taken something that wasn't grabbed him and ran away, leaving the mother behi11d.
ours, who hasn't had thoughts so evil and disgusting She laid the child by a pool where she hoped a good
that we wondered wha t kind of person we really were. faerie of the day would come and find it, to talw lt as her
In "The Shortest Day," we tackle this issue own; and then she fled the forest altogether, fearful of
straight forwardly. This theme weaves around the plot being trapped there for eternity.
as a whole, as many of the details also involve it. (This stOJ')' dcsc1ibes the birth of Hennonc, one
To better portray the faeries, the Storyguide of the faeries that the characters will meel in the adven
should indulge in whimsy and hnagination while ture. The players should not realize this until some
running the d.Jiyti11ie ocer<Es,and emplvsii:e the d<irk point late in theadvenlure.)
and mysterioUs while running the nighttime encounters. At some point in their travels, probably in a
On«> the characters cnh?f the iort?St, no!hing should be respectable city tavern somewhl'K', the characters will
ever r d itNWher woods on the day of the winter Invited me to Arcadia one night,
solstic:e would be inviled to the grand festival just as he To ease the .pain of my mortal plight,
had been. Sir Velgatde will readilyredteit for the And she welcomed upon the Shortest Day.
cha..-.
When Sir Velgarde a.me back flout the fut t. hi$ Shegave me her hand�andaffaei a.m -1
prieat�.stl'Ongly warned himagainst ever A ft: at so bountiful, it andd notbe real
�� to the evil haunts of the £aerie&, when! his llOul Oh. such gt ,, joy my heart did feel.
w.e.at risk i1Gwe•e1, &tnce that day. he hascanied •
� we laughed upon the Shortest Day.
pa1innate longing for t.dy Be!bntia's mmpi.ny.
Uthe � show an lnlelesttn the poa11, Sir Agift [brought, a blue� bough.
Velgarde will encoutage them to go thefestival, going
It drank from her cup. I know not how
on at !lOme lengthu tti whll a marveloU&and rnagiCal
But the branch did grow. It towus now,
And we sang upoti the Shorll!ll! Day,
...
poem while relcbraung the fllSl days after the winter the point where it begins to berome magical. Have each
solstic'e wilh her, the firsl days ol the year that are longer of the players desclbe one thing their characters see
than the ones before them. (It is this event that the which makes it magical and mystmious, which gives it
characters will be celebrating as well.) When he left after the glamour of the faerie. Branches move without a
the festival, Lady Bellantla told him that anyone who wind, flowers are found in a snow drift, bees take on
comes to the forest and recites that beautiful poem will strange shapes and may look like something from the
be welcome at her court. Over the years, a number of chMacters' past. If the cha!'llcten conlinue to walk
curious people have traveled through Lady Bellantia's about, they eventually find themselves back where they
faerie forest; pe11rap& the characters themselves have started, even if they have lhe assistance of an astu�
passed through it. Bula scant few have ever been forester; they cannot enter the fa<>rie area of the forest
welw11ltd lo the Lady's Court as the characters will be. simply by walking in {these effects are similar to the
The characters are also told of how faeries are spell The ShroudW Glen). Only when one of the
attacking farmers at night. In recent years, the serfs character.. recites the poem aloud can they gain entrancl.'.
have be(.11 expanding their holdings into the ft1rest, (Hav<' a player actually read the po<!m. They had better
cutting down l1ees one by one. The Faeries of the night become accustomed to hamming it up ii they are going
have struck back and are killing farmers, and dark to get along with the faeries.)
wolves have been stalking all those foolish enough to go Within a few minutes oi the poem being read, the
out at night. Yet the day faeries are very friendly and faerie Zacarus peers out from behind an oak tree and
kind, and have given gifts to those hardest hit by the calls out to them:
excursions of the night faeries.
.� Welcome, mortals, lo the lands of Wy BfJ/anHa.
Follow me now, or yrow' II be luti: fer the festival, fale for the
festiTJal.''.
Settinll off
He is excited to see mortals, especially those who are
The decision to tr.ivel to visit Lady Bellantia going to be at the party with him.
must be made by the players themselves; try not to use •"Right this way, oh do fail/ow me, it's not much ftlrtMr
any form of roerdon. The curiosity of the characters rww, don'I get impatient, 1·rn 11ot Wdlking too fast fer yv11 am
should be aroused by the tales they hear, and the entire I, hnt, lhis way, up this hill now, il's 110t far, yes. Y"-· r'rn
adventure precipitated by their decision to venture to ZlulUUS, by /he 1m1y, do you cornt from faraway? ..." •12
the forest. The characters should expect a festival of nayseam.
some sort and perhaps some unpredictable faerie antics,
It ts hard for him to stop talking long enough lo lt.<t
but there is no reason for them lo expect a lot of combat.
the characters answer any of his questiom;. When the
Make it clear to the players that this will be a roleplay
characters have gone a mile or so. Z'.acarus suddenly
ing advcntwe.
stops and gracefully spins on one toe lo face lhe thc-m.
If soJJ'IC other way of getting the chara.clt:is to lhl' In tones of reverence he ,;1ys:
forest is more sui table to yoUT Saga, use it. You could
have a friend request that they retriew a handful of
··Weare approm:hing the Court of the Most illurnil1{)us
�4y Belltmtia. l, Zacarus. l..Rdy Bellimtia's pimona/ spokts
herbs that grow only in the depths of the faerie forest.
rnan, will formally 12nn01,nct yau. lo tlte court, !tut I will need
Or perhaps these characters may have done a favor for to know your names -and your titles of course.� •
one the faeries from Lady Bellantia's Court, and in
return they are rewarded with an invitation. He then tries to mcmoriu> the characters' names (as
well as any tilies they might provide), but without great
The journey to the fo1est will be greatly slowed
succes.s He mispronounces some names and miille$
by Sir Velgarde, if he is brought along. He is an old
others up. Try lo get the players as froslTated with him
man, suffering from old war wounds, and overly used to
as possible.
spending his days s.iling on a tavern bench drinking ale.
He can be crotchety and requires help wi th almost Zdcarus then leads them further into the ftirest until
everything. He would like to ride his horse, but it again he slops and whirls about and, looking a bit
would react badly to the wi2ards, so some othl'T ar· disgusted and a little embarrassed, says:
rangements will have to be made. l'erhap!I the grogs •NAnd you'll have to do samething about... well 111.>oul
can carry him, as he is unable ta walk to the forest on his that horrible bark you are wl!Jlrlng." •
own; he is simply too weak. He is looking at one of the characters wearing lots of
iron armor or canying a large iron weapon. Faeries find
iron land steel) offensive as well as harmful, and
The First Day 7.acarus will not take them t11 the Lady's Court if they
wear or carry iron with them. They will have ta think 11f
Following Sir Velgarde's advice or personal
som€'thlng to do with their armor and weapons., such ns
guidance, the characters hike into the woods and reach
newcomers and in surprise stare at them. As long as lhe Lady Bellanlia recognizes Sir Velgarde lnslantly and
charactei& do not act rudely or thrcalcningly, the faeries ushers him to her side. With a touch, she restores him to
simply stare at them for a minute or so. For tho5e the age of 24, his age when he visited her thl' first limt'.
moments of siltmce, the beauty of the glade, even in He will enjoy himself immensely al the party and always
winkr, becomes deeply apparent. It is a deeply magical sit at Bellantla's right Side. He retreats with her into her
place. (The aum is Faerie +8.) Those wearingP"mure tree each night and heartily eats and drinks the faerie
mt1giCQt do not sense or experiencC' the beauty as food. Knowledgeable characters realize that these
strongly. actions will prevent him from ever leaving th<! forest. Sir
D�=""ibe the scene with as much loving detail as Velgarde also knows this; he has abandoned the mun
you can muster: dane world and endangered his soul, all for the sake of
•Before you is the beawtiful Llldy Bellantia sitting regally his lady love. He mostly ignores the characters {unless
atop her lhrone, her skin is so smooth 1111d milky, llnd her eyes lhey offend the Lady) and spends his lime associating
11tt so blwe tlW yau belie!ito you hllve � before. met sqmeone with the faeries.
sa beawliful. Crouchtd ha/de her is a" ugly dwaef, holding
her""'"" """ clipping ha fingernails with a Fili' ofi;i1ver
Storytelllllll
scissm. • {Llter he will sec1etly pocket the clippings.)
Zacarus takes several slcpli forward, bows to the I.Ady Bellantia stands and speaks to all who �
queen, and says: gathered:
tuld 11 great deal ofdepth lo it. & the Storygllide, ii give their characters bonu5e5 up to +3 {if they eat little)
& up lo yciw ta m11n;pwlate the feelings ofyowr or pen;i:llies up to -3 (if they l.'ill a lot), but don't let thc.>m
see this chart. A character with a penalty abo gct:san
playm to these ends. Ifthe daytime scmes b«w11e
loo absurd, tone them rloum, &ul at all ros/s tap extra botch roll using a stres.s die.
/hem light tmJJ full ofgood fttlings. If they're too No matter what the result, you must somehow
murubuui, throw in somefun or 11:n act ofgro4 graa weave it into the story. If a character grows a long nose,
on thti:-rt of o� ofthe jO£ries (throw in lats of encourage the olher characters to make fun of them, and
"""" fuuies). In tlaenighttime sctrn$, howirotr, certainly have the faeries tell a joke or two, "My, what a
thm should l7f no jay, no levity, no humor, only a long proboscts!N
grim sense lhtll d°'lh could /uric behind any tree. If
the players would take any of the details a/ the
nighttime scenes as silly, or if you ain't portray
thml slfriously, clumge lhe lktails lo malch the A3 darkness bc..-gins lo fall, the mood of the
mood. Tkl �Is of this srtory were not written this festival quickly changes. The f<K'ries make their way one
way b«'11:wre "dial's lhri Wll:!J it 1$//y lutppens"' buJ by one to the lrce& inside whi<:h they will spend the
M:aw wt wont to produa a git•m effect in lhe nighL 'They fear Ciertina's power and do not dally as
hearts and minds of thepllzyus. HIJU!lrM, sina the sun begins to set. 1bey will not, rannot, emerge
)'Oil knom }'QUT players be.I, dum� ll1J!/ dettZJ./ thal until dawn. Before Lady Bellantia gees to her tree, she
runs rounla lo the effed )'llU desin. gives each character a living leaf from the hazel and tells
If anyone looks t..cl< toward the court, !hey will ritual is ended and It is safe. If the characters heed
see much motion there, but in the datk it is hard to tell Hennone and refuse to set foot out of the ring, you can
exactly what is going on there. A spell to sec f.utheT find some way to draw Ulem out, such as having a lone
than normal would Jet a chuacter see lhat dark etves, imp take a nap just outside of the ring. It won't be a fun
imps, and hags are congregating where lhc Lady had adventure if the characters Sfil'lld their nights cowering
her court during the day. Near midnight, the place will inside the ring.
be imbued with II silver glow, as the ritual to the pow!!rs
of the night and the moon comes to its hlgh point. After
that, the gathered participants depart, l!!avlng only Investigating the Site
yi
random dark faeries wandering around, pla ng a brutal
Any character who sneaks out of ttie faerie ring
form of tag, plucking the remaining leavl!s off trees,
to investigate- the ritual while it is in progress stands a
cackling insanely, and so on..
good chance of getting caught. On the way to the ritual
site, there is a 50% chance that they will scare up a
murder of crows thal Hies in the air around them calling
l
out "C.Sugh ! Caught!"
Even if the character� are not found out by the
crows, they will have to make Sneak + Dex - Size rolls of
8+ to get a clear sight of the ritual without being spotted
by those attending. If eluraeters are found out either by
the crows or the ritual attendees, they will be attacked
by a formidable- force. Getting back to the faerie circle is
the safest course of action.
If they spy after the ritual, having the alarm
sounded on them only means that they will � attacked
by a few silvc:r wOIYe$ and imps, enough lo make them
If\
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fight and let them know what they're up against, bul not
so many that they're a real threat. A silver wolf or two
charge in from diff-en:nt directions, eager for a kill, wllile
imps gather at a distance until there are several of them
On the second day, the characters can start to Most of the day is taken up in song. dance,
understand what is happening between the two Ladles stories, games and feasting. The characters can partici·
pale however they want, and the rcv('iry should be ad
Faerie Might 20
Roleplaying lips: Always swell your cht'Sl and
be full of ynu�f. Sire-2 11'11 +l
Sword: First Strike +6 Attack +9 Damage +12
Fatigue +5 Dert-nsc +8 Soak +6a
Viaroche the Sprite
Body Levels.: 0, -1, ·3, -5, Unronscious
He is the size of a bee, and his l:l'aNparent wings
"' +50% damage fnlm iron & steel
create a soft buuing sound when he flies. He is very
encrgetlc and friendly. Though he speaks in a whisper,
his voice is quite loud. Other Faeries of Daylilfht
Faerie Might 6
Also attending the celebration are various
Size -.S Int 0 faeries of all shapes. Some look like large butterflies or
Fat n/a Def +14 Soak er ooloriul birds. So= are Daoine Sidhe (sophistie11ted
Body l..cV<'ls: None, any damage destroys him. and wise), while some arc nymphae with 5alin wings.
They interact wilh the characters however you wish.
• 11\e touch of an iron weapon. even if Soaked,
Tty' to develop one or two additional personalitin ol
destroys him.
your own to lhmw inlo the fray whenever things slow
down or gather idMs from the Bestiary chapter.
Marnice, the inexperienced faerie
She is a sprite about two feet tall, garbed in a
light, flimsy, g1ce11 tunlc. Dragonfly wlngs sprout from
her back.
The Moonll{lht l'aerles
She- is very curious about the mortals and not Encountered
skilled in the deceitful ways of dealing with lhem.
Faeries have to censor her words and actions around
mortals, and Mamire hasn'I quite leamOO this yct. Give
Clertina, Lady of the Benil!hted forest
anyone who Sf ·airs to her for any length of time an
expeii� point in Faerie I.me. Also, make up some She rules !he night woods, and now, thanks to
tidbits of gossip about the Court lo pass along. the help of the Witches of Dankma.r, shl! is gaining
power over her arch-rival, Bellantia.
Faerie Might 4
Size -3 Int -2
sound and 9he bas a habit of tightly clenching her hand5 seep. Those wa\ching hersee her walk behind a tree,
tagether. Move with short, harsh motions when you then walk out from behind another tn:'e, walk behind
mleplay her. another nearby tree, and then walk out frol'll behind a
1ne ha:iel leaves the characrers have protect fourth tree still farther away. She uses this trick lo escape
them from her magic. Otherwise, they would be dead al or lo sneak up on opponents.
her hands in a matter ol seconds. She Is extremely Shape of the Wolf, 5- If desperate, she can tum
powerful, and one of the most magical of all the faeries. into a silver wolf to escape.
Tied around her left wrist is a small leather bag All of her more aggressive powers arc protected
containing Penaire's heart. A dramatic and daring against by the hazel leaves.. You may wish to have her
character might succeed in snatching It from her. try to cast some nasty spells at the characters, and be
The numbers listed for her powers are the poinlS surprised when they fail.
of Faerie Might tcn1purarily Jost when the spell is cast.
any wooden weapon, including arrows In flight, so they all seven of them are together, they can perform their
veer harmlessly to one side. She uses 1 Faerie point per
various Chants, but as soon as one is threatened by
weapon. imminent altack, hit with a spell, or so on, they will
disappear in smoke and a dap of thunder to some
Invisible Sttide Among the Trees, 1 She can
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The ship rQ//ed slighlly on lhe gently tossing W<lt>t>S. Mist tumbled
over the foredeck as Sien slag,l{ered lo regain his balance. When that failed, he
slumped again.�/ the forecastlr and belched. With a bottle of rum c/u tched
slro11gly in this right hand, he st11red out across the sea loW<1rds the m11in/tlrnl.
Fog obscured his view a11d brought a l1eW TJJ4Ve of nauseii. Crawli11g toward
!he railing, S/en's relierring of Iris stomach was brought up short Slicing
.
silently through the ocean came a golden praw 11ngling direclly fer TM Queen's Rer>enge, /lie
goldai drago11 head screumed out a silent challenge, 1111d the striped, sqriare mai'1.'Jail ri11Pled in a
noneri.�1,.,,t !>r�C- His scream was si/mced as an Q'rrow took him in the thriial. pitching hi111 into
the ocean. The Norman ship shuddered as the ghost ship collided with ii. Icy water poured
lhrough the breerh in the hull a.s the silent UJQITion; of the a/lacking ship /�pl lo the d«k of The
Queen's Rei.'t'nge, their skeletal hands g1i111i1 ng ancient weapons of bronze, the /mlher of /heir
armvr crurked with agl!. In a few minules ii wus Ot•a. The Queen's R.evt!lrge slowly slipped
benealh lire sm's frigid waler>, and the waiies silenced the screnms of dying so/dim.
An old inall sat amidsl the rui11S. He had .�een the ghost ship 1natfflnlize from the cliff
face, its golden decks manned by its skeletal crew. 1-fe had seen lhe unholy g/11w in the captain'�
l!!fe5 a..• iis [rue W<IS lit by the ruby light fr11m the g•m mo1inted where the Iii/er sh1•11/d ltuvc been.
He had chuckled lo himselfwhen those Norman bastards had gone to Iheir grm,e;. Yes, he had
seen i:vrry glorious detail of it. He thanked whalever gods had called him .forth 11> see this f>PC'C
lacft, Jt had not been of his f!Wll volition thal he !11.1d ,11ade thearduoU5 ;ournry from Ballyswag;
arduo11s, that is. fvr an old mall like he WQ.•. No, the t'Oiccs had whispemi t" him of the night's
�its and he hild come, struggling and. wheeUng up lhe steep cliffs- Wilh a rontt11/ed sigh. he
laid bt:ck and lei the stars guide him inlo a dt!ep sleep.
A knock on lhe d(](lr browghl Tanya from the depths of her book. The door SWullg "fJL'll lo
rroeal Ollt of the undcrlibrarians. I le handed her a 111essage in silern.·e and bai:kt'li 0111 of lhe n1m11.
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]orgu Isn't hurling 11nyone up hmaml is twl thefiure, I. You can move the boat by controlling the
human eaHng monster tMt the Daofnt Sidhe mtike him out winds that are present naturally. (ReAu 15)
lo be. ObviOWlly the clsa!'ilCters havta moral dilemrnJJ hm, 2. The boat has a magical protection from harm
Do they kill Jorga tmtl obtain a fllbulous 11U1gica/ rutifa£t, ur (MuTe 20) so that normal physical attacks will not
does tlrtir consdDICI! gel lhe btst of I/tent tmtl tMy allow harm it and magical attacks have to penetrate a level
forga to Title? This encOW1ter rlJllly brings out Ike theme ef 20 resistance.
::renoplw/tia /orga is much differtnl from tht characters in
-
3. This power allows the controlling magus to
physiml Appearrmce 11nd yet more like th11m in a spirilUll/ calm the water in a ten foot radius around lheship.
way. whnms the DaoilfL' SUIM look more l1Ke the drmucter.; O'eA.q20J.
but I/rink in a totally differtnt way. 4. The magus who controls the boat can cause ii
wind lo be created (CrAu 25) so that the ship can sail
as if there were a stiff breeze in the sails at all times.
5. There is lhe curse on the ship that anyone
to leave with the ship, barring some sort of extreme who harms any of Ireland's native inhabitanls while
magical force using the ship will be fated to man the ship in death
and prolet't lreland from all invaders. This is a ReCo
35 and must penetrate a magi's resistanc"' to take
The Treasure Of Sverlli The Blue effect. The curse is of Oaoine Sidhc origin and will
The treasure of Sverik the Blue is still in the ship, not affect a member of thal race, bcing primarily
localed in the aft hold. 5.000 silver pennies {a multitude directed at the human invaders.
of mintages) aro loaded into a varil'ty of chesls There.
6. Finally, the ship can fly through the air(ReAu
are some books whi.:h will allow a person to learn Ship's 50) if the controlling magus is strong 1•nough in the
Navigation up to level 4. The captains logs may be a arts of Rego and Auram.
source of more advrntu� at any storyguide's whim.
Part of a book fn:imS.il Dorsai (a fabled covenant off the All these power.> are used like spells. In other
coast of France) is al!ICI in the hoard. Tt contains Lungs of words, a magus m ust have a Tech+Fonn+INT+10 equal
lhe Fish (MuAq 10), Grant Lungs of the Fish (MuAq 15), to the level of the power, or they cannot invoke it. If
Bind Spirit of the Water {ReAq 20), Summon Spirit of the they can inwke the power, they must roll
Water (ReAq 20), Pull of the Watery Crave O«-Aq 25) Tech+Fonn+Stm+dieand beat the level of the spell, or
and a new spell: else they will become fatigued at the rate of one level pt.'!"
half hour of concentration. If they beat the levi!l of the
Propulsion of the Everpresent Wave ReAq Lv 20 spell, they can control that power as long as they ran
Near, Sun. remain alert (storyguides should use good judgement
Causes a wave tocomeinto being behind the ship, hL>re). The protC'Ction of the html and the cursecannol be
allo wing ii lo be p1opelled as if ii had a full sail. The controlled.
spell tan be cancelled by the caster at will or elSC? it will
last until Sunrise/Sunset. The sfM?ll gives propulsion,
but not direction change, which must still be supplied by
a tiller.