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Light and Dark

Light and Dark

Light and dark

The Mortal Realm is lit by two celestial bodies, the sun by day and the moon by night, but the same is not true of all realms. Some have neither and exist in total darkness, but most have some form of illumination. In the folklore of the Tuatha there are two kinds of Folk, those who walk in the daylight, the Seelie, and those who haunt the darkness, the Unseelie. To them the Seelie are kindly and helpful whilst the Unseelie are malicious and treacherous. This is a false distinction which was spread by the Fae during their rise in the mortal world. In truth, there is no moral distinction between diurnal and nocturnal Folk it is simply a matter of comfort. Some prefer gentle starlight, some like the heat of the day in midsummer, some need the cold to regulate their body temperature or are unable to tolerate sunlight on their skin.

The terms Seelie and Unseelie really refer to their attitude towards the Fae. Those Folk who were happy, or at least not rebellious in their servitude to the Fae were extolled as ‘good’ or Seelie. Those who sought to break free from their slavery or turned against their masters were demonised as Unseelie. Folk branded Unseelie were often hunted down and made examples of, so they frequently took to venturing out of hiding only at night. The Fae are mostly daylight Folk although the stars are important to their dances. Certainly the Fae would not go abroad on pitch black, starless nights and so the renegade Folk would be safe to travel abroad under the cloak of night. A divide still exists between those who were content to serve under the Fae and those who weren’t, and so some semblance of Seelie and Unseelie factions exist among them, but it is not so easily distinguished by day or night-time activity.

Sample file

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Myeri Clans

According to their legends, the Myeri were created by the Not many Myeri are born as Draoí, the seer caste, with god Dagda to be an exemplar race with perfect societal curving horns similar to a ram’s, lank hair and four arms structure. The part each Myeri plays in their society is instead of two. Their tails are smooth and their faces are determined from birth according to their physical features rounder and broader than other Myeri’s. There is no and they are educated and raised to fulfil the role to which uncertainty over the birth of a Draoí! As soon as they are they were born. Although distinct they do not regard any born these children are taken to the remote caves where one role as superior to the others, recognising simply their caste live and taught the ways of the natural world, difference and the importance of having all parts within the history lore and fateweaving through the art of geomancy. whole. There are four of these castes, which might be An adept Draoí can shift fate through a minute gesture in described as worker, warrior, seer and leader. They are not the soil or a swirl of mist in the air. They converse with the passed genetically, a worker is able to give birth to a leader birds and animals and even have power over the trees and just as a seer’s offspring might be workers. Proportionally, rocks. Whenever a decision is needed which affects the clan however, very few seers and leaders are born, which helps the Draoí are consulted and through their art they seek the keep the balance of the clan stable. opinions of the land itself to discern likely outcomes.

The ‘worker’ caste are distinguished by their smooth tails The rarest of all are the Tiarna, the leader caste of the Myeri. and short snouts. They are called the Oibrithe and are the Initially they appear either as Oibrithe or as Losbastun and most numerous, though no Myeri clan is by any means are raised as such until adolescence when a ruff of feathers huge. The duties of this caste are myriad and each Oibrí begins to grow around their necks and the tips of their tails learns a particular specialism. Some are farmers and begin to sprout long, curved blades. Thus the leaders of the keepers of livestock, some work cloth, leather and metal, clans share the experiences of those they are born to serve some carve stone and plan building projects. A very few of and protect. Each clan traditionally has two Tuatha, one the Oibrithe become Scealai, wandering bards who leave the raised from an Oibrí who takes care of domestic matters clan settlement and go into the world to collect news and and one raised from a Losbast who is regarded the clan’s visit other Myeri settlements, so mediating the clan’s ’war chief’. A single young Tiarna is raised by each of the isolation. existing Tiarnas of the clan, and rarely is more than one born per generation. Indeed, frequently a clan must make The ‘warriors’ are the Losbastun, which directly translates do with only a single Tiarna and in some instances a clan is as ‘clubbed tails’. They have longer snouts and thicker skin left without a Tiarna which is considered a great curse. than the Oibrithe and their tails end in a bony and Should more than one Tiarna of Oibrithe or Losbastun sometimes spiked ball which they wield as a weapon. Since descent emerge from a clan within a generation one will be the Myeri avoid open combat whenever they can, hiding expected to remain and the others will be given a few behind their reputation and fateweaving, the role of the followers and directed to either establish a new clan or to warrior includes scouting patrols and also work requiring find a clan left without a Tiarna in which to settle. great physical exertion such as construction, turning over the soil and splitting wood.

Sample file

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The Myeri have a curious relationship to mortality. Myeri are not from the Mortal Realm and are not subject to death as the Tuatha are. However, the creator of the Myeri gave them a biological restraint to prevent them becoming too numerous, or perhaps in case their creation should prove a mistake.

Myeri are deeply sustained by fate and are so entwined within it that one cannot be born unless another Myeri relinquishes their essence to the Void. In this way caste balance is maintained, the yielding of essence determining the role of the new-born. The renewal process is necessary for although they do not die Myeri do age and their ability to fulfil their roles decreases as the centuries advance. For this reason the Myeri view life as a series of spirals, beginning at a point and winding outwards. Eventually the spiral becomes so distant from the original that a new spiral must begin and the Myeri move into a new existence. Spirals are a sacred form to the Myeri and much of their art is made up of this kind of patterning.

When Myeri leave the clan and give up their essence they first carve a mask for Pou-koruru. Then a great feast of farewell is held and those departing go out from their stronghold in a longship carved from the trunk of a single Marsh Willow, floated into the wetlands on a moonless night. As the ship is swallowed by the mists some unknown event occurs and it and those within vanish and are not seen again. Such relinquishing is usually as a group, but occasionally a lone MyeriSample will go alone into the mists to give file themselves to the void.

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Since the Fae drove them from Khulaine the Myeri have not The Mael Fen clan’s A’u stands at the highest point on top of dwelt in the kinds of settlements they would choose but the tor and from it can be seen all the way across have had to settle wherever they could hide away. Some Shandisholm to the mountains Loftward. Deepwards the clans have kept wandering and live in tents of hides and view extends to where the ruins of Khulaine can be wooden frames which they frequently pack up and move glimpsed on the edge of the ocean. At the base of the tor on from place to place. the Dawnwards side there is a small area of firm grassland All Myeri settlements which are larger than temporary which has so far resisted the incursions of the marsh but camps are strongholds. The Myeri are always on their which is inaccessible except by staircase from the mound. guard, living in fear of the Fae and Tuatha and all too aware On this sward the Myeri grow a few simple crops and there how vulnerable their swampy domain is to the ravages of are wood-built huts in which the craftsmen work bone, the . Terror of this also grips other stone, wood and leather. Most of the everyday items used by creatures who live in the wetlands and they view Myeri with the Myeri are crafted here but they also make use of a metal favour as protectors, assisting them wherever they can. The they call ‘bog-iron’ which is gathered from the swamp and Woldlice particularly are of use to the Myeri in the building smelted and forged in caves which line the Dawnwards of their strongholds for the creatures are immensely strong stairway of the tor. and seem to enjoy the physical labour. Woldlouse claws are Bog-iron is accorded special significance to the Myeri, for it blunt and crablike so they can grip and uproot trees and is believed that the Fae are so vulnerable to its touch that carry loads in baskets or harnesses. The majority of a Myeri even to venture close to a piece is painful to them. Bog-iron stronghold is often built from boulders leant and stacked was declared Unseelie and cursed by the Fae in their skilfully and then carved by their artisans in patterns dominion of the realm and only since their departure have dictated by the geomancy of the Draoí. The strongholds are examples of it found their way to the gnomes and in usually ringed with a deep-sunk moat which is disguised to the mountains. It is now highly sought-after and resemble solid ground. Within this a low stone wall marks enterprising young gnomes and travel across the the boundary of the settlement proper and on this wall are land in search of it. The Myeri, wary as ever of visitors, tend carved patterns which bind the mists of the swamp to them, to trade what bog-iron they wish through the gnolls that live channelling the haze into swirls and eddies which confuse around their settlements. They rarely let any go lightly for it and disorientate those who try to approach. Should entry to is a time and energy-consuming metal to produce and the stronghold be achieved visitors are received on an open, sacred for its ability to ward off the Fae. firm swathe of land called the marae which serves as the meeting point for the settlement. In the centre of this stands the A’u, a carved rock representing the Coral of Khulaine and before which is a sandbox which the Draoí use to perform their acts of geomancy. A guest of the Myeri is accepted by the tribe once the imprint of their palm is placed upon the A’u. The far side of the marae is the great longhouse of the stronghold where the Myeri gather to eat, receive news and consult. Often Myeri strongholds are shaped by whatever habitable ground exists wherever they have settled. The principal settlement in the region of Shandisholm is the mound of Mael Fen, above the level of the marsh and excavated into the black granite tor. To reach the marae of Mael Fen, perched on top of the mound, a steep stair runs in curves around the rocky slopes. Either side of the stair are the dwellingsSample of the Myeri but there is no access from that side, file visitors must still pass onto the marae before they can reach the rest of the settlement.

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Creating Myeri Characters for SystemMech

The Myeri’s societal structure means that their Skills and Items: characteristics are largely dictated by their ‘caste’. The All Myeri carry their equivalent of a Seax, usually a razor- Oibrithe, although a little taller than a Tuatha, are sharp stone which they use for a multitude of tasks. generally of average strength, agility and wisdom. The Oibrithe will have a set of tools relevant to their trade and Losbastun are trained fighters and are a bit quicker whilst one of the following Skills: the Draoí spend their time studying to refine their wisdom, mainly for the art of geomancy. Smith Fisher Herbalist Healer Statistics: Leatherworker Weaver All Myeri are more resilient than Tuatha and have an Woodman Endurance of 7. The rest of a Myeri’s Core Statistics are decided by their caste as follows. Alternatively they may be a Scealai in which case they have the Storyteller skill and a set of Uilleann Pipes.

Uillean pipes are a mournful sound to hear drifting across 2 2 the empty marshlands. A character with Uillean Pipes can spend their entire Stamina to play them and until the character’s next Activation all models on the board must reduce their Courage by 1 to a minimum of 1. If the End.7 character continues playing for a second Activation all models’ Courage is reduced by a further 1 to a minimum of 1 and so forth until the pipes cease playing. When the pipes stop all models regain their original Courage. A model

playing Uillean pipes who is forced to take an Instinctive 2 2 Reaction is exhausted and Falls prone. (50 Rings)

Oibrí Draoí are all Geomancers and will carry a Sand Box,

2 allowing them to use coloured sand to create patterns wherever they are, and a set of bone and stone tools for inscribing their designs into wood and rock. They may also Losbast- +1 have one Item chosen from the list at the end of this section. Draoí are often accompanied by a Raven which shares part of their essence. The Draoí can Perceive

Draoí- +2 everything the Raven can. In addition Draoí may perfrom the following Fateweaver Action:

Shroud of mists (Stamina Cost 10):

Tiarna- +1 An area 12” diameter centred on the Draoí (or its Raven) is engulfed in fog. Models in this area can only Perceive within their Perception Range and models outside this area and +1 cannot target models within it. The mist remains in play unless a Fateweaver in base contact with it spends 4 or +1 Stamina to dispel it.

SampleA Tiarna of Oibrithe stock mayfile have any of the Items listed A Tiarna raised from an Oibrí will have an extra point of at the end of this section. Losbastun, Tiarna of Losbastun Wisdom, a Tiarna raised from a Losbast will have an extra stock and Coral Knights will have Skills and Items as point of Strength. Coral Knights may be either. described on the next page.

33 The Coral Knights

Few of the Myeri leave their marshy strongholds for long. extremely rare for a new Coral Knight to be ordained. Only The Scealai can sometimes be found wandering alone when the death of a knight is confirmed or when clans through the realm, but even they are seldom away from the merge and a Tiarna relinquishes his role is the ceremony of clans long for they feel their vulnerability acutely. There are initiation performed. The knight is given a helm into which some bands of Myeri, however, who are tasked with a is set a precious piece of the Coral. In the case of a knight’s mission so important that they are rarely able to make it death it is vital the other members of his party retrieve the back to any of the clans, or indeed the Mortal Realm. helmet for his successor. This acts as a guide, leading the Whenever these Coral Knights return there is great wearer to where other fragments may be found. Knights celebration, whether or not they have achieved their quest, usually travel in bands of five or ten, although their company for they are the great champions of the Myeri and their may be split or diminished upon the road and some knights names and deeds are the subject of many epic songs and choose or are forced to quest alone. In doing so they imperil poems. the precious Coral and such lone adventure is frowned upon by the Draoí. In other, strange worlds great wisdom is often Not all the pieces of the great Coral were borne away by the needed and it is not unusual for the Coral Knights to be Fae. A few were salvaged from the ruins of Khulaine by the accompanied in their searching by Draoí elected to the task Draoí and with these fragments they were able to trace by their Seer council. paths through fate towards where other scattered pieces had been taken. The Coral Knights were founded to seek out and The dress, equipment and mount of a Coral Knight varies recover the lost pieces and the Myeri believe that when all hugely depending on their experience and the realms they the fragments have been gathered together once more the have passed through. Many return to the Mortal Realm with castle of Khulaine shall call to them and they shall return in bizarre and terrifying beasts and armour which they have strength to a place where they shall live in safety forever. acquired on their travels. There must originally have been standard riding animals provided for the Knights, and At first the pieces of Coral were to be found within the judging from the most frequently seen mounts this was civilization of the Fae and Tuatha, and whilst retrieving probably the Eanabuis, a long-legged running bird with them was not easy the knights often had chances to waylay thick plumage and small wings. The Eanabuis stands about carriers of the fragments when they rode out in hunts or to three metres tall and has a long, razor-sharp beak which the visit other great cities. With the departure of the Fae, knights train it to use as a weapon. They have terrific however, finding the fragments became more difficult. Now eyesight and capacity to run for long periods of time without the Coral Knights had to go through the Fae gateways tiring. themselves, travelling to unknown realms and facing great dangers. As they pass through realms in search of every last It is not only the quest for Coral which drives many of the piece of the Coral the knights must adapt to all the different knights, for whenever they take the gateways to other conditions and challenges which they face. So it is that realms they dream of discovering the realm from which whenever they have the opportunity to return to the clans their race originated and finding for themselves the truth of they do so with strange tales and even stranger attire, beasts their mysterious homeland and the being who fashioned of burden and objects unknown to the inhabitants of the them. If they are prepared to risk their lives Mortal Realm. These add to the legendary appearance of the for the Coral, they are willing to knights and give credence to tales about them which would risk even more for this glimpse otherwise seem inconceivable. into their distant past and The Coral Knights were mostly chosen from the ranks of the possibility of a future Tiarna. Few clans remained after the disaster at Khulaine, in a land far from the and thereSample were too many Tiarna for each to have Mortal Realm. file government of a clan. Those with the greatest bravery and strongest fatelines were chosen to become the Coral Knights, about one hundred in all. How many of these original knights remain is impossible to say, but it is 34

Losbastun Skills and Items: The Snaghyrn: The warrior Myeri are trained in the arts of combat and the Snaghyrns are slim-bladed axes with hooked points. They use of their specialist weapons, the Hoeroa, the Snaghyrn are light and fast and are combined with the brute force of and the mighty Haakskarl. All Losbastun, Tiarna raised tail swipes to grip and pulverise the Myeri’s enemy. from Losbastun stock and Coral Knights will be able to use A Myeri fighting with a Snaghyrn has the ‘Reach’ Warrior all of these techniques, but each will have a style of Skill, allowing it to engage models 1” away and Hook preference and be equipped appropriately. models with its axe. The Snaghyrn can Hook models without shields and any model Hooked by one cannot Break The Hoeroa: Off although it may Disengage. The Myeri’s tail is used against their opponent as a club with an Impact of 3. The Hoeroa is the standard armament of the Losbastun, a long weapon with a sharpened spear point on one end, the other being of great weight and sharpened one side for use The Haakskarl: as an axe or a club. The Hoeroa is used both offensively and Haakskarl swords are considered a great sign of status in defensively, usually combined with the clubbed tail in a the clan. They are immensely long and their origin lies in defensive stance. the stone trials by which Myeri clans decide points of A Myeri armed with a Hoeroa can use it as either a Spear or honour. They are not particularly suited to the battlefield, a Hand Axe, they must decide which at the start of each but due to their prestige some proud Myeri like to be seen round but may use it in different ways against two mastering their use. opponents simultaneously. Haakskarl swords have an Impact of 4, but they require two Whilst Sampleusing a Hoeroa the Myeri’s tail swings wildly to hands to wield and may only befile used against models on the protect their sides and rear. Myeri with a Hoeroa can React bearer’s Centre-Front line. The Myeri’s tail is used as with a to models initiating Grapples from the side and rear as if Hoeroa. they could Perceive their opponent’s advance. 35

Totems of the Meirge

Around the borders of the land claimed by a Myeri tribe are to be found tall poles bedecked in carved stones, bones and other totems and capped by a grimacing, wide-eyed visage. These are the Pou-koruru, the watching ancestors. Each head represents a member of the tribe who has relinquished their essence and who is believed to flow through fate and watch over their clan. These posts are set and maintained by the Meirge, Losbastun who have sworn themselves to a constant tour of vigil around the edge of the land and undertake to frighten away unwelcome visitors. Sometimes the sight of the Pou-koruru themselves is enough, at other times the Meirge stalk the intruders unseen and make use of cunning snares and devices they have set in the pools and trees to convince their enemies that they are under a curse. When need presses the Meirge will trick and lead the unwary into the lair of a , trusting in the horror of the beast to frighten them away.

Myeri Special Items:

Drao staff The Drao staff is carved in geomantic patterns from the wood of an ancient oak tree, often gathered from the Heart Forest. Every apprentice Draoí must obtain the wood for their own staff and permission to take it should be granted freely by the tree from which it is taken. The main design (unique to each staff) is carved by the Draoí themselves, with their peers each adding a blessing device of their own design. Drao staffs are incredibly precious and are rarely taken outside the caves where the clan’s coven meet unless the bearer is in dire need of its power. A model bearing a Drao staff adds +4 to their Stamina for the purposes of Fateweaving the first time the staff is used, +3 the second, +2 the third and +1 any other time the staff is used. The Draoí who owns the staff will always be able to Perceive any other model bearing it and adds +1 to Stamina bonuses from using the staff. (250 rings)

Pou-koruru totem A Pou-koruru token has the Aura of Fear rule (with a Menace Range of 8) against all non-Myeri models. It has a Centre-Front line and a Perception Range of 4” for the purposes of Creeping. All Myeri within 8” of one of their own clan’s Pou-koruru gain +1 Presence. (180 Rings)

Torque Torques are ancestral items passed throughout the clan. With each generation new woven patterns are layered over the top so that each torque tells the story of the clan from their exile to the present day. Myeri with a torque have +2 Presence and +2 Charisma in dealings with other Myeri. (100 rings)

Coral shard Shards of the coral are fiercely protected by the Myeri, since their ultimate desire is to reunite all the pieces and return to their castle at Khulaine. A model with a coral shard will be able to Perceive any other coral shards on the board, as well as any models holding them. (500 Rings)

Bog-iron items The Fae are deeply afraid of Bog-iron since its touch is corrosive to them. Perhaps theirSample airy bodies cannot stand the earthiness of the metal. Fae file regard models with an Item made from Bog-iron as having the Aura of Fear rule and Bog-iron weapons do +1 Damage against Fae. (Adds 50 Rings to the cost of the Item)

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Korehine Makutu, the Void Seer 2 4 Korehine has the unenviable charge of three headstrong Coral Knights. For much of the past century she has been guiding and assisting their quest, attempting to keep some sense of their route across the shifting strangeness of the Void, some notional End.7 lifeline back to the Mortal Realm. Korehine wears a number of amulets containing shards of the coral which she uses in her Geomancy to discern their next path of travel. She also carries with her the helm of a fallen Knight, the original leader of the 2 2 group. The memory of his death in a far-distant realm haunts her and she is reluctant to recruit a replacement. She greatly fears losing one of the other, more reckless members of her party. 2

Korehine is a Draoí and carries a Drao staff. She is accompanied by a Raven familiar.

Ariki o te Kohatu, Tiarna of Mael Fen

Ariki is the governor Tiarna of the Myeri settlement on Mael Fen. The War-Chief, Hiku Hoari Ahua, has been absent from the stronghold for the past few seasons, providing relief for another clan besieged by Bucca further down the Drakkenmere. Ariki is the junior of the two Tiarna, only succeeding the previous governor a couple of decades ago. He is acutely aware of his youth and consults often with the clan’s Geomancers.

Mael Fen is largely supportive of Ariki’s leadership, though there 2 3 are a few Losbastun in the settlement who are bitter about being made to remain at their domestic chores whilst other warriors go forth to battle. These Myeri make life difficult for their End.7 governor by questioning his abilities to lead and sowing fear amongst the Oibrithe that the stronghold lies undefended. This is a minor rumbling however, for Ariki is a popular leader amongst his Oibrithe kin and has the support of the powerful 3 2 Draoí. Sample file Ariki carries a Bog-iron Snaghyrn and wears Ceanlann armour 2 and a Torque.

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Ddaear perched in the forked branches of the tree. It had been watching the scene below for a while now, ever since the troupe had arrived in the clearing and drawn their hatchets. A whisper had gone through the leaves of the forest and the Ghille-Dhu, guardian of these groves, had been summoned to the glade by the voices of nervous trees. The taking of firewood in the forest was permitted, but closely watched. Many trees let their branches fall so that there was dead wood for burning and the axes need not be drawn. Whenever the glint of edged tools was sighted the forest became restless. The creatures who were currently at work below Ddaear’s lookout position were Yaltogs, weasel-faced people with a poor reputation among the other folk. At the moment they were just gathering from the floor, using their hatchets to break up the larger logs so they could pile them into the goat carts. One group, however, were stood looking up at one of the thinner beech trees and the Ghillie-Dhu wondered if they had plans for it. Ddaear concentrated, gathering the powers of fate around it. The voices of the Yaltogs came clearly into its mind. Much of what was said it did not understand, but the words “canoe”, “carve” and “hollow” were familiar enough. It would keep Samplewatching for now, but should one of them lay an axe on the tree the woodland filespirit would be ready to teach them more respect.

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Folk of the Tales

It would be the preference of most Folk not to remain in the There are other Folk who were far less keen to remain Mortal Realm. Some have become accustomed to and even working; , for instance, are fiercely independent enjoy life in the world of the Tuatha. Most, however, are and take for themselves all they can lay their hands on. Most stuck here without knowledge of the Fae gateways to return of the Folk who live in the mountains are actively them to their own realms. They gravitate towards the places working to recover their own world by plotting war upon which remind them most of their homelands, but most of the Fae. all they settle where they can be hidden from the Mortals, Folk are varied in their customs, some wear clothing and even those who have a generally positive view of them. make tools, others do not. All Folk, however, have The Folk that can be found in the mortal realm are not there something that can be useful be it advice, scarce items, by chance. All were brought there by the Fae to serve them information, aid or experience. Wise Tuatha, often believed in some form. The Gnomes and Goblins were put to work in to have powers themselves, know where and when to look the mines and forges, hunting the precious metals and for the specific help they need, and what they will need in stones the Fae desired to adorn their clothing and order to secure that help. possessions and crafting them into works of art. Brownies, All Folk treat Tuatha with a degree of wariness but not all Piskies and kept the luxurious buildings spotless and are antagonistic towards the Mortals. Just because the Folk the larders well-stocked. Other Folk were brought for sport, are oddly shaped and have different ways and customs does for the Fae love to hunt. It suits their cruel humour to drag a not mean they intend harm and learning this is a vital part creature from its homelands into unfamiliar territory and of the Forthgoing for the Tuatha. Even the more aggressive chase it to death, laughing at the cattle and crops they Folk are not necessarily so by choice. Taken by force from scatter and trample in the process. These Wild Hunts still their homelands, thrown into an unknown world without happen occasionally, particularly initiated by one of the explanation and then hunted to exhaustion they do not Rades, and are the cause of all manner of dangerous and always understand the situation in which they find fierce creatures being brought to the Mortal Realm. Mostly themselves and are simply trying to survive. Sadly the same they are so aggressive because they are confused and cannot be said of all Folk. There are evil creatures among disoriented by suddenly being in such unfamiliar them and some enjoy causing harm either because they surroundings with a pack of Faerie dogs upon their heels, have no notion of suffering or because they do not care but it is a matter of pride for the Fae to select the most about it. Then there are the Folk who are so care-free that perilous beasts to hunt so that they may the more they simply do not imagine anything bad can happen. This about their conquests. is not much of a problem for the immortals, but for mortal The roles which Folk take up when abandoned by the Fae Tuatha it can be dangerous being around these seemingly tell a great deal about the nature of the race. Some, such as happy-go-lucky people. The problem can be exacerbated by the Gnomes, continue at their task for it is what they enjoy alcohol, which the Tuatha make and enjoy especially during and whilst servitude is always demeaning for them they Festivals. The Fae also make use of alcohol but it is typically enjoy work and are satisfied by the creations they fashion. of the mortal realm and unknown amongst the Folk so they Some of the House , Brownies especially, actively seek are especially susceptible to its influence. servitude, unsure what other role they could find in the mortal realm. They are careful to choose masters wisely and delight in playing tricks if taken too much for granted. For some, the housework is so much a part of who they are they find any offer of reward or payment insulting and will leave a house if presented with any kind of gift.

Using the almanac and bestiary HABITAT-The region that kind of creature can be found On the following pages you’ll find profiles for featuring many types of creatures and animals in your games. Each profile Woods Hills Fens consists of the following elements: STATS-The SystemMech Core Statistics of that kind of creature TYPE-The nameSample given to that kind of creature file NATURE-The character of that kind of creature RULES-Special conditions applying to that kind of creature Wisdom Perception Courage Agility Strength

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Barguest

The Fae brought many dog-like creatures with them from the worlds they visited. Some they kept as pets and were relatively harmless, others were fearsome guard dogs and working animals such as the Whist Hounds which accompany their terrible Wild Hunts. It’s unknown exactly why the Fae brought the Barguest to the mortal realm, if indeed they did. Maybe it wandered of its own accord through the dark tunnels which bridge the mortal world with the realms beyond. Whatever the reason for its coming, the Barguest is the scourge of remote Tuatha settlements; the dark shape that moves in the woods, the fiend with the glowing eyes which lurks under boulders and in crags. Barguests are immense black dogs with thick, shaggy hair and bright yellow eyes. They are far more intelligent than most dogs, capable even of speech according to some sources. Some say the Barguest can breathe fire, others that it moves completely silently and can smell fear from many leagues away. Clear descriptions are hard to obtain since most who come across a Barguest do not live to recount the tale and those fortunate few who escape see but a fleeting glimpse and feel the hound’s eyes on their backs as they run. The Barguest is by nature nocturnal. Its large eyes are sensitive to light, but daylight offers no sure protection since the hills and mountains where it lives are full of tunnels, overhangs and crevices where the beast can wait for a Menace +2 hapless victim to pass by.

Night vision: The Barguest ignores the normal penalty for Darkness. 3 3 Aura of Fear: A creature with the Aura of Fear rule has an unnerving effect on anyone who sees it. Measure the Menace Range of the creature (include only the End.6 creature’s Menace Statistic, not any bonuses for other models which can be Perceived), this is the area affected by the Aura of Fear. Other models may only come their Courage Range within the Aura unless they Creep. 4 4 If a creature with an Aura of Fear ends a Move Action closer to a model than their Courage would normally allow them to be the model must immediately move away from the creature until 2 they are as close as their Courage allows, at a cost of 2 Stamina. If Exhausted they Fall Prone. Models which have a Grapple initiated against them by a creature with an Aura of Fear must Flee if able. SampleAn Aura of Fear affects both friendly file and enemy models in the same way but is ignored by other creatures which also have an Aura of Fear.

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Bauchan The Bauchan is a shape-changing creature which frequently has goat-like features and is probably a distant cousin of the Phooka and the . Bauchan are of average height and build and largely neutral as far as humans are concerned, neither being afraid of them, hostile or overly familiar. A Bauchan can be helpful if treated well and tend to be good creatures to ask about any of the other Folk since they keep their eyes open for all that come and go in the remote highlands where they make their homes. Bauchan can also be unintentionally dangerous as guides since they can travel with ease across steep slopes and cliffs that appear sheer and inaccessible to mortals. Bauchan can shift their form at will, however most choose one particular form and remain in it unless great need to change arises. Some say that any goat-like form adopted by the Bauchan is purely because it wishes to blend in with the indigenous fauna of the land it lives. Others say whatever shape the Bauchan wears it will always have some form of goatish appearance 1 2 because it has the satyric form of the Capricae.

Call the Crows: Some of the Hillfolk have a particular rapport with the carrion birds which inhabit the uplands. As a End.4 Relational Action a character with the Call the Crows Skill can spend 4 Stamina to bring a Crow model on to the board from any edge. Crows summoned in this way are controlled by the 4 4 player who controls the character which called them.

Light of Hoof: Bauchan are unaffected by Uneven Ground. 2

Hillfolk

Upland of the Tuatha settlements the land rises through hilly country to the peaks of tall, snowy mountains beyond. These hills are where the Fae built their gates and cities and remnants of their mighty civilisation still dot the countryside in the form of standing stones and dolmens whose purpose is long forgotten. Then there are monuments atop the hills that predate the coming of the Fae and the time that has passed them by and the changes they have seen are engrained in the rocks themselves. Superstitions abound about these regions and although the Tuatha will allow their livestock to roam freely they will rarely venture too far into the hills to retrieve them.

Those Folk who make their home where the land meets the sky feel fate blow in the winds that sweep the cairns and standing stones of the high places. Folk who make these exposed highlands their home tend to be solitary and keep well away from Tuatha and other Folk, usually in overgrown caves or remote huts made from bracken and moss. The hills are refuge to those who shun company, or are shunned for some deed or trait, and Folk here have a reputation for being untrustworthy and uncouth. Many are adept at twisting fate to do their bidding and appear to be able to appear and disappear at will, walk invisibly, change form or make objectsSample move without touching them. Any news which reaches the ears of the Hillfolk comesfile on the wind itself or from the birds which seem to have an affiliation with them. Particularly the crows and magpies are associated with the Phooka, Bauchan and . Those wishing to escape the attentions of the hills’ less friendly inhabitants need to be sure they avoid the watchful eye of the carrion birds.

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Boggarts

Boggarts are lively and sociable creatures. You’re unlikely to ever see just one, and if you do it means the others are lying in wait to play a practical joke. They’re good natured as Folk go, whilst they may prank they’re never malicious and their japes are always well-intentioned. Boggarts are short, wood-dwelling Folk with earthy-hued skin and a strong attachment to the natural world. It’s said that the Boggarts’ dance is responsible for bringing in the spring and that should their capering be prevented the winter would continue indefinitely. The Mortal custom of dancing the Morris derives from recollections of the Boggarts’ dance. When the Fae withdrew to the edges of the Mortal Realm sightings of Boggarts decreased and, although they continue to dance the seasons in the heart of the woods, for fear the spring will come no more Tuatha took up the practice. The sight is the source of great hilarity for the Boggarts who like to watch the 1 4 clumsy ‘Big Folk’ attempt to mimic their sprightly jig. Occasionally the Boggarts will join in, invariably ending by riding the bewildered Tuatha dancers around the glen until they End.4 collapse exhausted. Boggarts typically dress in an assortment of leaves and rags, for which reason they are often called the ‘Raggedymen’, not to be confused with Raggies (see Piskey). When not dancing or spying on the ‘Big Folk’, Boggarts spend most of their time sleeping in 2 3 piles of leaves and long grass. All together: Boggarts belonging to one player all Activate simultaneously. In addition they may pool their collective 2 Stamina to perform Fateweaver Actions.

Bugul

Adventurers wandering in the woods on a warm summer’s day might well catch the sweet strains of the Bugul’s singing drifting on the breeze. Sadly the appearance of the Bugul is not so sweet as its voice and so the poor creature tends to hide itself away for fear of being seen. Gentle by nature, the Bugul is nevertheless one of the ugliest creatures imaginable and, knowing this, prefers to keep itself to itself. The torment of having scared away so many who sought to find the beautiful singer makes its song even sadder. To add to the tragedy of the Bugul it has two stubby wings that are totally useless. Some think the creature used to be caged to sing for the Fae and over time its wings shrank until it could no longer use them. This is especially sad since, if Mortals could Sampleunderstand them, the songs of the Bugulfile are all about the joys of soaring high above the world, floating carelessly with the wind.

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Brownie Brownies are jovial wee Folk kept as servants by the Fae. They enjoy their work, often making more of a mess in the course of their play but always leaving the house spotless and doing their tasks thoroughly. Brownies do not wear clothes, indeed if offered an item of clothing they will usually be highly offended. Probably the realm from which they come has not developed Mortal concepts of modesty and they are insulted by the suggestion they should cover their natural form. Happily this is accomplished by the thick mat of curly brown hair which gives them their name, only their noses and fingers protruding. Brownies do, however, have an idea of fashion. Throughout the year they can be observed wearing seasonal, natural objects as headgear. A favourite is the acorn cup during autumn and a bluebell in the spring. Unusually for Folk, Brownies do not like darkness and prefer to spend nights by the fire of a settlement 2 2 so they are quick to offer their services to human households. They become very loyal to their masters and, even in sad cases where their helpful nature is exploited, it can be very hard to convince a to leave its employment. End.4 Provider: After each game a Brownie can produce 3 Provisions. If it does so it may not receive any Objective Points to spend on 2 4 Skills or Items for that game.

Herbalist: Brownies have the Herbalist Skill. 2

Sweet Song: The Bugul may spend 4 Stamina as a Relational Action to sing with a Range of 12”. Whilst singing it counts as having a Charisma of 9 and may Coerce (at no additional cost) any one model within Range which 2 3 cannot Perceive the Bugul. If the model Perceives the Bugul the effects of the song are negated. Aura of Fear: A creature with the Aura of Fear rule has an unnerving effect on End.4 anyone who sees it. Measure the Menace Range of the creature (include only the creature’s Menace Statistic, not any bonuses for other models which can be Perceived), this is the area affected by the Aura of Fear. Other models may only come their Courage Range within the Aura unless 2 4 they Creep. If a creature with an Aura of Fear ends a Move Action closer to a model than their Courage would normally allow them to be the model must immediately move away from the creature until they are as close as their Courage allows, at a cost of 2 Stamina. 1 If ExhaustedSample they Fall Prone. Models which have a Grapple initiated against them by a creature file with an Aura of Fear must Flee if able. An Aura of Fear affects both friendly and enemy models in the same way but is ignored by other creatures which also have an Aura of Fear.

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