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You mustn’t call them by name ... they are the “good neighbors,” the “fair folk,” or the “gentry.” Don’t draw their attention, for those they notice are drawn into their stories, which no mortal can survive unchanged. Stay away from the edges of the dark woods, respect your superiors, and do what society expects. Or the faeries will come for you! The faeries of Mythic live according to roles and stories, drawing vitality from mortals who play by their rules. Some vampiric faeries steal vitality from blood, while others draw it from the garlic placed over doors to keep them out. Some fey dragons live by devouring knights and feasting on the fear they create, while others exist to be defeated, drawing vitality from the knight’s victory. But afterwards, the dead dragon and the defeated vampire always take on a new role,

to continue the faerie story. AG0290 • ISBN 1-58978-105-8 What story will they make you tell?

AG0290 • ISBN 1-58978-105-8 • $29.95 52995

9 781589 781054 WWW.ATLAS-GAMES.COM ©2009 Trident, Inc. All rights reserved. Realms of Power: Faerie Credits

Authors: Erik Dahl (Faerie Wizardry, Touches of Faerie), Timothy Author Bios Ferguson (Nature of Faerie, Faerie Characters, Bestiary), Mark Shirley (The Faerie Realm, Touches of Faerie, Faerie Stories) Development, Editing, & Project Management: David Chart Erik Dahl lives in Davis, California, and would like to dedicate Layout, Art Direction, & Proofreading: Michelle Nephew his work on this book to his enchanting wife (who must not be named Publisher: directly), to thank her for all of her support and encouragement over Cover Illustration: Grey Thornberry the past few years. In her honor, he’d like to get a few lame jokes Interior Art: Keith DeCesare, Kelly Hensing, Bradley McDevitt, out of his system: this book required some faerie hard work, and for Jeff Menges, Robert Scott, Grey Thornberry faerie low pay, but writing for it was ultimately faerie rewarding, and Ars Magica Fifth Edition Trade Dress: J. Scott Reeves it will likely be a faerie good read. Whew, thank goodness that’s out Publisher’s Special Thanks: Jerry Corrick & the gang at the Source. of the way! First Round Playtesters: Mark Barltrop, Mark Lawford, David Staveley, Simon Turner; Chris “CJ” Jensen-Romer, Kevin Sides, Timothy Ferguson lives on the Golden Coast of the Unknown Luke Price, Lloyd Graney, Peter Hiley, Ben Hayes; Jason Fryer, Land in the South. He curates collections of stories, rationing Matt Dyson, Emily Dyson; Donna Giltrap, Malcolm Harbrow, where, and when, and to whom they go. He dedicates this work Aaron Hicks, Richard Love; Angus MacDonald, Sarah MacDon- to his wife, who is even now preparing a garden for their new fa- ald, Brian Watson, Quetta Watson, Wendell BSP Joyner, Steve miliars. He never loses a book, not even this one, and he is awake Woyach, Aja Hodge; Eric Menge, Ann Sasahara, Scott Benfield, while you are sleeping. Lynn Reed-Kendall, Christopher Day; Nicholas Peterson, Jen- nafyr Peterson, Michael Pisarsky, Kristi Pisarsky; Matthew L. Mark Shirley haunts the woods near Newcastle upon Tyne. He Seidl; Christoph Safferling, Andrew Smith; Carlo Veltri, Chad can be distinguished from other varieties of by his bright cloth- Vincent, Greg Palechek, Greg Rothwell ing and four-dimensional hat. His Sympathy Traits include Zoology, Second Round Playtesters: Donna Giltrap, Malcolm Harbrow, Epidemiological Modelling, Ferrets, and Woodcarving. His Tradi- Aaron Hicks, Richard Love; Angus MacDonald, Brian Watson, tional Wards are Beetroot, and the Incorrect Use of Apostrophes. Quetta Watson, Sarah MacDonald; Matt Ryan, Alexis K. Heinz, Mark dedicates this book to Richard, whose unmitigated and terrify- Tobias Wheeler, Mario Cerame, Rob Llwyd; Ulrich Willmünder; ing whimsy has helped defined Faerie for him. Neil Taylor; Sean Winslow; Erik Tyrrell

Ars Magica players participate in a thriving fan community by subscribing to email discussion lists (like the Berke- ley list), compiling archives of game material (such as Project ), maintaining fan-created web sites, and running demos through Atlas Games’ Special Ops program. To learn more, visit www.atlas-games.com/ArM5. You can also participate in discussions of Ars Magica at the official Atlas Games forums located atforum .atlas-games.com. Copyright 2011 Trident, Inc. d/b/a Atlas Games. All rights reserved. Reproduction of this work by any means without written permission from the publisher, except short excerpts for the purpose of reviews, is expressly prohib- ited. Ars Magica, Mythic Europe, The Lion and the Lily, and Charting New Realms of Imagination are trademarks of Tri- dent, Inc. Order of , Termere, and Doissetep are trademarks of White Wolf, Inc. and are used with permission.

DIGITAL VERSION 1.0

 Realms of Power: Faerie Contents

Intro: Dreams & Nightmares 7 Regiones...... 16 Warping and the Finding A Regio Entrance...... 16 Passage of Time...... 30 What is Faerie?...... 7 Ephemeral Exile...... 16 Living in the Story...... 30 Faerie & Other Realms...... 7 Faerie Roads...... 17 Spinning Tales in Faerie and the Divine...... 8 Regio Levels as Acts...... 17 the Faerie Realm...... 31 Faerie and the Infernal...... 8 Some Regiones Are the Audience Participation...... 31 Faerie and ...... 8 Past Made Present...... 18 Player-Driven Stories...... 31 Time in Faerie Regiones...... 18 Player-Influenced Stories...... 31 Ch 1: Nature of Faerie 9 Withering Away To Dust...... 18 Pitfalls in Player-Run Stories...... 32 Vis...... 18 Arcadia...... 32 Cognizance: Understanding Encased Vis...... 18 The Inhabitants of Arcadia...... 32 the Need for Humans...... 9 Anchors...... 18 The Path of Chance...... 33 Incognizant Faeries...... 9 Accrued Vis...... 19 Typical Arcadian Narrowly Cognizant Faeries...... 9 Sleeping Vis...... 19 Guardians of the Threshold...... 33 Highly Cognizant Faeries ...... 10 Abstract Vis...... 19 Arcadian Stories...... 33 Glamour: Rules Planning Arcadian Stories...... 33 Instead of a ...... 10 Elysium...... 34 Bodies: Incidental Matter...... 10 Ch 2: The Faerie Realm 20 The Bible...... 34 Ownership...... 10 The Three Worlds...... 20 Legends of Ancient Stock Characters...... 11 Getting to Faerie...... 20 Greece and Dead Rome...... 34 Taboos...... 11 Sources of Threshold Points...... 21 Pagan Legends...... 34 Pretenses...... 11 Geographical Thresholds...... 21 Romances and Märchen...... 35 The Open Body is Temporal Thresholds...... 22 A Thousand and One Nights...... 35 Vulnerable to Glamour...... 11 Personal Thresholds...... 22 The Road of Destiny...... 35 Vitality: Energy to Artistic Endeavor...... 23 Typical Elysian Act and Change...... 12 Assistance of Threshold Faeries...... 23 Guardians of the Threshold...... 35 Stories Guide Assistance of Faerie Magic...... 23 Identification as the Hero...... 35 Humans and Faeries...... 12 Arcadian Mysteries...... 23 Elysian Stories...... 36 Expressed Emotion Feeds Faeries...... 12 The Guardian of the Threshold....23 Planning Elysian Stories...... 36 Artistic Expression Feeds Faeries...... 13 Adventures in Faerie...... 24 Adding New Scenes...... 37 Traditional Offerings Feed Faeries.....13 Environment and Running Elysian Stories...... 37 Certain Types of Theft Feed Faeries....13 the Faerie Aura...... 24 The Measure of Success...... 38 Spirits of the Borders...... 13 The Mother Road...... 24 Eudokia...... 38 Murder & Eating People...... 13 Glamour...... 25 The Forking Path...... 38 Violence...... 13 Lands of Story and Fable...... 25 Typical Eudokian What Are Faeries Like Vitality and Fable in Faerie...... 25 Guardians of the Threshold...... 38 When Not Seeking Vitality?...... 14 Gaining Fable Points...... 26 Eudokian Stories...... 38 Faerie Auras...... 14 Becoming Faerie Through Fable...... 26 Planning Eudokian Stories...... 39 Faerie Presence...... 14 Creativity in the Faerie Realm...... 27 Leaving Eudokia...... 39 Epic Events...... 14 Crafting an Offer...... 27 Faerie Boons...... 39 Local Folklore...... 15 Offer Modifiers...... 27 Story Elements...... 40 Legacies and Monuments...... 15 The Promise of Service...... 28 Title...... 40 Auras Rise and Fall...... 15 Changes in Environment...... 28 Actors...... 40 Traveling Auras...... 15 Changes in Attitude...... 28 The Pied Stranger...... 40 Aura Conflicts...... 15 Changes in Symbolism...... 29 Grateful Lions...... 40 Gaining Admittance...... 15 An Example of Using Creativity.....29 The Captive Princess...... 40 Keeping Home Wonderful...... 16 Leaving Faerie...... 29 The Task-Setting Ogre...... 41

 Realms of Power: Faerie The Mouse-Groom...... 41 Summer...... 43 Faerie Might Score...... 46 The Ferryman...... 41 The Glass Mountain...... 43 Virtues That Affect Might...... 46 The Pale Man...... 41 The Perilous Forest...... 43 Flaws That Affect Might...... 47 Props...... 42 The Abandoned Shrine...... 44 Physical Form...... 47 The Poisoned Apple...... 42 Equipment Without Encumbrance....47 Mjollnir...... 42 Regeneration...... 47 The Dragon’s Tongue...... 42 Ch 3: Faerie Characters 45 Permanent Death...... 48 The Swan Cloak...... 42 PC or NPC?...... 45 Magic Resistance Against Faeries.....48 The Dull Knife...... 42 Level of Power...... 45 Varieties of Form...... 48 Snake Soup...... 42 Faeries Are Human and Animal Forms...... 48 Scenery...... 43 Designed to Suit Game Play...... 45 Hybrid Forms...... 48 The Market at the Crossroads...... 43 Maximum Number of Glamorous, Immaterial Forms...... 48 Winter...... 43 Virtues and Pretenses...... 45 Size...... 49 The Forbidden Chamber...... 43 Required Virtues and Flaws...... 46 Virtues For Physical Forms...... 50 Flaws for Physical Forms...... 51 Social Interaction Virtues and Flaws...51 List of Inserts Cognizance...... 52 Virtues and Flaws Concerning Cognizance...... 52 I. Nature of Faerie IV. Faerie Bestiary Taboos...... 52 Where Did Faeries Come From?...... 9 Story Seed: The Battle of Child Eaters..... 67 Story Seed: Base Slander...... 11 Story Seed: The Tortoise Game...... 70 Folk Charms...... 52 Where Are the Rules for Happily Ever After is Just Herbs...... 53 Faeries Feeding on Vitality?...... 12 a Pleasant Sort of Death...... 73 Iron...... 53 Faeries and Truth...... 13 Story Seed: The Deluded Hero...... 85 Names...... 53 Does My Character Know This?...... 14 Story Seed: Południca...... 87 Payment or Thanks...... 53 Saga Seed: Escape, Then Fortify...... 96 Places...... 54 II. The Faerie Realm Story Seed: Searching For Sanctuary.... 96 Example Threshold...... 21 Story Seed: A Monstrous Protector...... 97 Religious Symbols...... 54 Trods...... 21 Story Seed: The Covenant’s Reputation.... 97 Optional Virtues and Flaws...... 54 New Power: Spirit Away...... 23 Story Seed: The Mother of Vis Sources....101 InappropriateVirtues and Flaws....54 Faerie Adventurers...... 23 Modified Virtues and Flaws...... 54 The Power of in the Faerie Realm.... 24 V. Touches of Faerie Confidence...... 54 Consequences of Creativity...... 29 Sympathetic Influence...... 103 Leaving by Using Merinita Mysteries.... 29 Tinting an Aura...... 104 Personality Flaws...... 54 The Subjective Nature of Time...... 30 Examples of Charmed Virtues...... 105 Virtues Granting Faerie Powers...... 54 Example Plot Devices...... 31 Faerie Blood and the Soul...... 107 Flaws Limiting Powers...... 56 Example of Arcadian Story Creation.... 32 Faerie Powers for the Faerie Blooded.... 107 Ritual Faerie Powers...... 56 Hermetic Legends...... 35 Story Seeds: Faerie Blood...... 109 Greater and Lesser Faerie Powers.....57 Example of Elysian Story Creation...... 36 New and Modified Virtues...... 111 A Twist to the Tale...... 37 Example Greater Benedictions...... 113 Focus Powers...... 60 Example Story Themes, Example Lesser Benedictions...... 114 Personal Powers...... 60 and Virtues & Flaws...... 39 New and Modified Flaws...... 115 Pretense: Faerie Abilities...... 62 Example of Eudokian Story Creation.... 40 Example of Curse-Throwing...... 116 Player-Defined Pretenses...... 63 Further Ideas for Actor Story Elements.... 41 -Eating...... 117 Resistance and Pretenses...... 63 Further Ideas for Prop Story Elements.... 42 Story Seed: The Sorcerous Scapegoat.... 117 Further Ideas for Scenery Story Elements.... 43 Increasing Pretense...... 63 Ten Thousand More Story Elements.... 44 VI. Faerie Wizardry Faerie Advancement Faerie Ranges, Durations, Through Change...... 64 III. Faerie Characters and Targets...... 122–123 Cognizance...... 64 Quick Start Guideline...... 46 Beguile Guidelines...... 125 Vitality...... 64 Scale of Typical Might Scores...... 47 Conjure Guidelines...... 126 Creativity...... 65 What Do Size Scores Represent?...... 49 Dream Guidelines...... 126 Unspecialized Role...... 52 Grant Guidelines...... 127 An Exemplary Catalog of Faerie Powers.... 55 Portage Guidelines...... 128 Faerie Power Virtue Comparison Table.... 55 Ware Guidelines...... 129 Ch 4: Faerie Bestiary 66 Constant Powers...... 56 Weal Guidelines...... 129 Faeries Drawn To Life Stages...... 66 Conversion...... 57 Woe Guidelines...... 131 Birth...... 66 Powers of Transformation...... 60 Summoning Faeries...... 132 Power Design: An Example...... 61 Faerie Bargains...... 133 Child Killers...... 66 Player-Defined Pretense Lamashtu...... 66 Example Chivalrous Combat...... 63 VII. Telling Faerie Stories Lamia...... 68 Story Seed: Advancement...... 64 Mistakes To Avoid...... 138 Lamia Variants...... 68 Using Abilities On Faeries...... 65 The Thirty Six Dramatic Situations.... 141 Kubu...... 68 Why Isn’t My Faerie a Genius At Every Ability?...... 65 Child Stealers...... 68 Two Borders...... 66 The Man in Black with a Sack on His Back...... 69

 Realms of Power: Faerie

Faeries that Prey on New Mothers....69 Divisions of Time...... 86 Faerie Rank...... 103 Nursery Terrors...... 69 Summer and Winter: Sympathetic Influence...... 103 Gorgon...... 70 Fertile and Infertile...... 86 Tinted Auras...... 104 Mormo...... 70 Cailleach Bheur Charms...... 104 Protectors...... 72 (Cally Berry)...... 86 Sympathetic Magic...... 105 Toy Soldier...... 72 Spring and Autumn: Folk Charms...... 105 Reason...... 72 Sowing and Reaping...... 86 Hermetic Charms...... 105 Guides to Adventure?...... 72 Południca...... 86 Faerie Blood...... 105 Faerie Animal Companions...... 72 Christmas...... 87 Varieties ofFaerie Blood...... 106 Adulthood...... 72 Kallikantzaro...... 87 Bloodcap Blood...... 106 Entrapping Lovers...... 73 Kallikantzaro Variants...... 88 Blood...... 106 Lesser ...... 73 Divisions of Space...... 88 Blood...... 107 Nymph Variants...... 73 Roads...... 88 Ettin Blood...... 107 Sexual Predators...... 73 Faerie Hounds...... 88 Faerie God Blood...... 107 Faeries Who Eat Their Spouses...... 74 Faerie Hound Variants...... 88 Ghul Blood...... 108 Ghula...... 74 ()...... 89 Blood...... 108 Ghula Variants...... 74 Kelpie Variants...... 89 Huldra Blood...... 108 Glanconer...... 74 Licho...... 89 Nymph Blood...... 108 Glanconer Variants...... 75 Road Faerie Variants...... 90 Padfoot Blood...... 108 Faerie Spouses Waterways...... 90 Satyr Blood...... 109 Trapped by a Trinket...... 75 Tritons...... 90 Blood...... 109 Guarded Spouses...... 75 Triton Variants...... 91 Sidhe Blood...... 109 Mentors...... 76 Selkie King...... 91 Blood...... 109 Exceptional Servants...... 76 Selkie King Variants...... 91 ...... 110 Centaurs (Hippocentaurs).....76 Seal Statistics...... 92 Retrieved Changelings...... 110 Centar Variants...... 77 Marsh...... 92 Faerie Upbringing...... 110 Rivals...... 77 Fool’s Fire...... 92 Linked Lives...... 110 Mastery...... 77 Rivers...... 92 Milk Brothers...... 111 Creatures Designed Lakes and Wells...... 92 Nympholepts...... 111 to Die in Combat...... 77 Wastelands...... 92 Virtues and Flaws...... 111 ...... 77 Forest...... 92 New and Modified Virtues...... 111 Fachan Variants...... 77 Great Lezi...... 92 Beguile...... 111 Knight (Minor)...... 78 Great Lezi Variants...... 93 Bonding...... 111 Masters of Skills...... 78 Fauns...... 93 Captivating...... 112 The Barking Beast...... 78 Faun Variants...... 94 Ceremony...... 112 Barking Beast Variants...... 79 Satyrs...... 94 Conjure...... 112 Death...... 79 Mountains...... 95 Curse-Throwing...... 112 Psychopomps...... 79 Snows...... 95 Dismissing...... 112 Valkyrie...... 79 Koerakoonlane...... 95 Dream...... 112 Wolf Mount...... 80 Koerakoonlane Variants...... 95 Empathy...... 112 Returned Dead...... 80 The Entrances to the Earth...... 96 Enchantment...... 112 Ancestral Spirits...... 80 Dwarfs, Gnomes, Evocation...... 112 Life Stages for Magi...... 80 & ...... 96 Faerie Background...... 112 Faeries Interested in Dwarf, , Faerie Blood...... 112 Social Distinctions...... 81 & Goblin Variants...... 97 Faerie Doctor...... 112 Bringers of Riches or Humility.....81 The Borders of Faerie Legacy...... 112 Brownies...... 81 Supernatural Spaces...... 97 Faerie Sympathy...... 112 Brownie Variants...... 81 Oft-Repeated Forms...... 98 Familiarity with the Fae...... 113 Liberators of the Underclass...... 82 Giants and Other Frightful Presence...... 113 Courtly Faeries...... 82 Gigantic Humans...... 98 Grant...... 113 Faerie Monarchs...... 82 Giant Variants...... 98 Greater Benediction...... 113 White Lady Giants in Combat...... 99 Lesser Benediction...... 113 (Dame Blanche)...... 82 Orms and Other Dragons.....99 Portage...... 113 Faerie Noble: Dragon Variants...... 100 Strong Faerie Blood...... 113 The Privy Counselor...... 83 Summoning...... 113 Champion: Sir Excelsis...... 84 Ware...... 113 Lesser Courtly Faeries...... 85 Ch 5: Touches of Faerie 102 Weal...... 114 Sprites...... 85 Sympathy...... 102 Woe...... 114 Regional Courtly Sympathy Traits...... 102 New and Modified Flaws...... 114 Faerie Variants...... 85 Increasing Sympathy Traits...... 102 Faerie Antipathy...... 114

 Realms of Power: Faerie

Faerie Heritage...... 114 Faerie Powers...... 124 The Hook...... 139 Faerie Metamorphosis...... 114 Beguile...... 125 The Trigger...... 139 Faerie Upbringing...... 115 Conjure...... 125 The Setting...... 139 Greater Charm...... 115 Dream...... 126 The Twist...... 139 Homunculus Wizard...... 115 Grant...... 127 The Resolution...... 140 Lesser Charm...... 115 Portage...... 127 The Consequences...... 140 Faerie Abilities...... 115 Ware...... 128 Dramatic Elements...... 140 Ceremony...... 115 Weal...... 128 Dramatis Personae...... 140 Curse-Throwing...... 115 Woe...... 130 The Hero...... 140 Learning Faerie Abilities...... 116 Faerie Bargaining...... 131 The Villain...... 141 Faerie Doctors...... 117 Ars Fabulosa...... 131 The Donor...... 141 Faerie Doctors as Summoning...... 131 The Helper...... 142 Mythic Companions...... 117 Bonding...... 132 The Princess...... 142 Homunculi Wizards...... 118 Captivating...... 133 The Task-Setter...... 142 Faerie Warping...... 119 Dismissing...... 134 The False Hero...... 142 Sources of Faerie Warping...... 119 Pagan Traditions...... 134 Acts...... 142 The Faerie Realm...... 119 Borrowers...... 135 Interdiction...... 142 Faerie Auras...... 119 Ollamhain...... 135 Reconnaissance...... 142 Faerie Powers...... 119 Volkhvy...... 136 Trickery...... 142 Botches...... 119 Wise Folk...... 136 Villainy...... 142 Faerie Calling...... 119 Receipt...... 142 Transference...... 143 Ch 7: Telling Faerie Stories 137 Struggle...... 143 Ch 6: Faerie Wizardry 121 Revel in Anachronism Pursuit...... 143 Rites of Faerie...... 121 & Appropriation...... 137 Ordeal...... 143 Performing Faerie Rites...... 121 Anachronism...... 137 Imposture...... 143 Hermetic Rites...... 121 Appropriation...... 137 Reconciliation...... 143 Faerie Methods...... 122 Be Topical...... 137 Evocation...... 122 Use Other Stories...... 138 Enchantment...... 123 Dissecting Stories...... 138 Appendix: Bibliography 144 Empathy...... 124 Story Flow...... 139

 Introduction Dreams & Nightmares

Realms of Power: Faerie is an overview of the power of the Faerie realm and draw upon natural beings may cause them to come the Faerie realm of Mythic Europe, written it to work different types of faerie “magic” about through the power of Faerie, it is for Ars Magica Fifth Edition. It addresses (Chapter 5: Touches of Faerie and Chapter clear that ceasing to believe in them does everything from the otherworldly place 6: Faerie Wizardry). Finally, Faerie Tales, not drive them away again. Perhaps, then, where faeries apparently originate to the part four, is intended to give players ideas for Faerie is simply a supernatural repository for people who use fae influence to fulfill their playing and running stories that involve faer- human myths and legends that grows stron- own desires, and includes all manner of fa- ies and the Faerie realm (Chapter 7: Telling ger as they circulate, but does not weaken if erie beings that live on the border between Faerie Stories). they do not. More information about Faerie these two extremes. These are the things — specifically how the power of the realm that characters with knowledge of Faerie defines and manifests in beings with Faerie Lore are likely to know, and depend upon to Might — can be found in Chapter 1: Nature get along with faeries and those who associ- of Faerie. ate with them. There are seven chapters to this book, What is Faerie? loosely organized into four parts. The first part, Faerie Visions, describes the many roles Faerie is the realm of power in Mythic Faerie & Other Realms that faeries play on the world’s stage, and the Europe most associated with human be- places and things over which faeries have lief. Conscious and subconscious hopes Faerie’s most powerful influence is over the greatest influence (Chapter 1: Nature and fears give the realm its strength, and the mundane realm, where it does not clash of Faerie and Chapter 2: The Faerie Realm). many think humans actually become faeries with the other supernatural powers. Gener- Faerie Envoys, the second part, describes through their exposure to the realm. If this ally, Faerie is weaker than the others; it is beings with Faerie Might and how to design is true, Faerie might be described as visions easily dominated by the Divine and often and play them for a saga (Chapter 3: Faerie and nightmares made real, fantastic beings subverted by the Infernal. The penalties Characters and Chapter 4: Faerie Bestiary). given a physical existence and purpose by that faeries and those who practice faerie The third part, Faerie Vessels, develops hu- those whose lives ultimately sustain them. wizardry suffer in these auras are worse man characters who have been invested with However, while dedicated belief in super- than those suffered by Magic creatures and

 Realms of Power: Faerie practitioners of magic like Hermetic magi. Faerie and the Infernal However, Magic tends to favor subjects that In places that have no other supernatural are old and rooted to the natural order of presence, however, it is common for faeries Faeries are terribly vulnerable to the things, while Faerie often prefers those that to move in and thrive, especially if there are power of the Infernal realm — not as much display the vitality of youth and fanciful no- human beings living nearby — human set- as they are weakened by the Divine, but the tions born from imagination. Magic beings tlements in Mythic Europe rarely go with- Infernal actively seeks to undermine and cor- strive to improve themselves over time, grow- out an aura for very long, and if they do not rupt the power of Faerie, and once a faerie ing more powerful as they enhance their de- have a Divine aura, they usually develop a has been subverted by demonic influences, fining characteristics, and losing their power Faerie one. the Divine will cease to distinguish between if they stray too far into the mundane; faeries the faerie and the devils that have marked it. must adhere to the rules that surround their The Infernal realm also takes grim delight in identities, and have little incentive to change Faerie and the Divine destroying anything and everything, and fa- at all, advancing themselves only by encour- eries are often caught in the path of maraud- aging others to advance, and gaining more While the Divine realm tends to treat ing demons. Some faeries oppose the Infer- power only when their defining role changes other powers as either good or evil depend- nal, and a few unite with it (many people fear in an artistically satisfying way. ing on how they are used, Faerie has an ad- demons, and faeries can prey upon that fear), Many believe that beings of Faerie and ditional disadvantage when compared to but most faeries are simply unable to under- Magic opposed each other in the past, fighting Magic in that the Faerie realm is generally stand it. Faeries are amoral by definition; great wars between and monsters such as perceived as more alien and unnatural, es- they simply play a role as it is envisioned for the Olympians versus the Titans, the Tuatha pecially by followers of the Divine. Many them, and rarely choose a side in the struggle De Danann against the Fomorii, or the Æsir of them believe that faeries only serve to between Heaven and . More interesting and the Vanir versus the Jotnar. Some think lead mortals into sin and temptation, and to faeries is what human beings want, and that the two realms were once a single realm, see little difference between them and also what they believe. The Infernal only and that perhaps it was this struggle or some demons. Of course, the Divine actively regards these concerns as means to turn hu- other cataclysmic event that separated them. discourages the pagan worship that tends manity against the Divine, and thus it tends As those well-versed in the lore of Faerie know, to go with Faerie powers. However, since to treat faeries the same way. however, this theory is very difficult to prove the Dominion protects many places where — or rather opposing theories are impossible people experience intense emotion and to disprove. Faeries draw upon human stories concentrated belief, there are many faer- Faerie and Magic to form themselves, so it is not uncommon to ies that live within it, despite the penalties find faeries playing the parts of beings that they endure there, and some faeries even The Faerie realm has more in common seem magical, because those beings appear in participate in Divine worship. It would with Magic than with either of the other the stories that produce faeries. Just as there seem that the Divine realm encourages realms. Like Magic, Faerie rarely concerns are thought to be faeries that resemble the an- this, in some circumstances allowing such itself with morality and immorality. Faerie cient gods Zeus, Lugh, and Odin, faerie ver- faeries to set up small Faerie auras within powers are more compatible with Magic, in sions of their fabled opponents Cronos, Balor, the Dominion (see Chapter 1: Nature of that faeries are not penalized by Magic auras, and Ymir almost certainly exist somewhere in Faerie, Traveling Auras). and in fact derive a small benefit from them. the Faerie realm as well.

 Chapter One Nature of Faerie

Faeries are spirits with bodies made on their understanding of the relationship Not all incognizant faeries are simple of incidental matter, held together with a between their glamour, role, and need for creatures. Many powerful faeries act upon type of spiritual energy called glamour, and human vitality. Examples of the following complex plans, unaware that by fulfilling any moved with stolen vitality. The bodies of strata are found in Chapter 4: Faerie Besti- of the overt goals of their plan, they also gain faeries are constructed as temporary vessels ary, and each has its own Virtue, described human vitality. When the Queen of Winter for interacting with humans, out of symboli- in Chapter 3: Faerie Characters. kidnaps a baby, and then forces its parents cally significant matter. Each interacts with to play a sinister game with the life of the humans through a role, which is a series of child as the prize, she is acting with this lev- symbols that the faerie cannot change, and Incognizant Faeries el of cognizance. She desires the child. She rules that the faerie cannot break. The intri- enjoys playing ruthless games with terrified cate mystical rules a faerie must follow are Those faeries with the least cognizance adults. She is unaware that this behavior is called its glamour, and define its nature and are often the focus of very simple stories, typical of her type of faerie creature, and that its supernatural powers. The faerie’s glamour usually warnings and advice for methods of she is harvesting vitality either by gaining a also defines how the faerie must appear to avoidance or propitiation. Some animals and child or by terrifying its parents. humans, and how it seeks vitality. werewolves, as examples, demonstrate this Faeries are drawn, instinctively, to the level of cognizance. They are completely mutable lives and passionate emotions of unaware that they derive nourishment from Narrowly Cognizant Faeries humans. Faeries can borrow these capacities the fear of and precautions taken by humans, from people. This human energy, called vi- rather than from the sheep they worry to Some faeries are aware that they feed tality by magi who study these things, allows death. They usually do not know that their on human vitality, but understand only a faeries to feel, grow, learn, and age. Many bodies are held together by glamour, and single, narrow mechanism for harvesting it. faeries do not know why they are drawn to may imagine themselves to be as organic as Take, for example, a faerie wife who delib- humans: they lack a quality that Hermetic humans. If their bodies are destroyed, incog- erately drains the life of her husband away magi call cognizance. nizant faeries may create new ones, but have so that she is able to bear a child. She is far no memory of their previous incarnation. more cognizant of her nature than the faerie This is the most common sort of faerie en- queen above. Other faeries instinctively re- countered by humans. enact variations on a single story. They are Cognizance: Understanding Where Did Faeries Come From? Members of the Order do not have a children. definitive answer concerning the origin of • Faeries are the spirits of those who died, the Need for faeries, but many speculate. Popular con- incomplete, as they crossed a border. jectures include: • Faeries are the power of human dreams, art, and vision made manifest. Humans • Faeries are angels that did not aid God • Faeries are spirits that treat humans as during the Satanic Rebellion, but did prey, feeding on spiritual essences. All faeries require human vitality, and not actively rebel. They fell from Heav- seek it instinctively. This instinct to seek en, but did not fall all the way to Hell. It is possible that different varieties of humans, and catch their attention — to • Faeries are the descendants of Cain. faerie derive from dissimilar sources, or bask in their aliveness — is what separates When Cain was banished to the Land even that different examples of the same faeries from creatures aligned to the other of Nod, he went to Arcadia. variety of faerie do. Realms. Different types of faerie are aware • Faeries are the dead of the pagans. This book is about what faeries do of this need to varying degrees. And faer- • Faeries are the spirits of unbaptized – not what faeries are. ies can be divided into broad classes based

 Realms of Power: Faerie unable to consider why this particular series Faeries become more powerful when draw its glamour from its spiritual anchor. of events provides them the greatest sense of they participate in stories. A story, to a The spiritual anchor, filled with glamour, well-being, though. human, is series of events that will enter- is the vis that magi hunt so earnestly. Most Narrowly cognizant faeries are aware tain others when recounted after they are of the faeries described in Chapter 4: Faerie that they need something from humans, and complete. To a faerie, a story occurs when Bestiary have mundane objects in which they are usually aware that their bodies are made symbolic objects and events are placed in have stored their vis; these are examples of of enchanted matter. They are able to use sequences that shake vitality free from hu- spiritual anchors. their powers strategically, and their memo- mans. A faerie need only be an incidental Some faeries have unusual anchors, ries persist if they create a replacement body. character in a story to harvest some vitality which are purchased with Virtues described They cannot, however, seek to improve from the human participant. Faeries are fas- in the Chapter 3: Faerie Characters. Some fa- themselves in the way that highly cognizant cinated by stories because faeries are living eries place their spiritual anchor at a distance do. Narrowly cognizant faeries are story elements. from the rest of their material form, snapping less common than incognizant faeries. the Arcane Connection as the body becomes useless. Others keep their spiritual anchor at Bodies: Incidental Matter hand, but place sufficient of their power in it Highly Cognizant Faeries that it offers a minor supernatural ability to When a faerie manifests in an area, it a human that possesses it. These well-main- Highly cognizant faeries are those that creates its body by seizing nearby objects tained anchors allow the faerie to build a may seek out creative humans, because they that are symbolically related to its role, and new body far more swiftly. are aware that these humans provide op- writing its glamour into them. This spiritual portunities for self-redefinition. If they wish anchor then draws to itself dust, water, and to, these faeries can develop new powers by other incidental matter to create a substan- Ownership tricking or bargaining with humans. With tial form that is granted cohesion and su- sufficient human vitality they can change perficial appearance by the faerie’s glamour. The clothes and tools of faeries are usu- roles, allowing them to become a completely Incognizant faeries feel pain when their bod- ally parts of their bodies, created by their different sort of faerie. Highly cognizant fa- ies are damaged, narrowly cognizant faeries glamour. The things that a faerie owns usu- eries are little concerned by the loss of their must appear to, and highly cognizant faeries ally cannot pass from its possession except bodies, creating and dissipating them as re- suffer pain only if they wish to. with its permission, or by completing a story quired. Highly cognizant faeries are rare. The role a faerie plays determines how in such a way as to change the ownership of the matter of its body is arrayed. When the item. Items taken from faeries that they a faerie has the role of a fox, it must look do not wish to relinquish turn into incidental and act like a fox. The ugliness of spirit in a matter, like leaves or coal, when the faerie malicious faerie is expressed through its ap- withdraws its glamour. This usually happens pearance. Beautiful faeries can generally be when the thief leaves the Faerie aura. Any vis Glamour: trusted to be kind and good. in these items vanishes, as well. All of a faer- Some stories, however, allow faeries to ie’s possessions, if generated from glamour, Rules Instead have predatory roles. Bluebeard, for exam- are Arcane Connections to the faerie until it ple, who is handsome, passionate, and solici- changes its role. tous of his wife, changes physically when the Faeries acknowledge that those things of a Soul heroine breaks a taboo and sees something that form Arcane Connections to a human he tells her she must not see — the corpses are an extension of the life of that human, Glamour, the term that players are most of his previous victims. He is required to be and that to steal them is to steal part of the likely to have heard in relation to faerie as physically as hideous as the actions that human’s life. Mortal goods that lack Arcane magic, is not used outside of a small piece his glamour requires. In each half of the role, Connections are considered not owned, and of in Mythic Europe. It’s a mispro- a character reading the mind of the faerie faeries feel no compunction against taking nunciation of the word “grammar.” Faeries would find appropriately benign or murder- them. Those things that are not part of a emerge from, and change the world through, ous thoughts. particular mortal’s life, because they contain a set of rules concerning the appropriate It is a source of endless frustration and a vitality of their own — like milk, beer, risen placement of symbolic things in relation to fascination to the fae that humans have an bread, and gemstones — are particularly val- each other. Each role has a particular set of inner life. Humans can talk to themselves ued, and therefore frequent targets of what rules: its own grammar. inside their heads, and interpret events, and mortals call theft. Faeries cannot break their glamour. A fa- console themselves with explanations. Hu- Some powerful faeries spread their glam- erie who ceases to fulfill its role simply fades mans interpret themselves through a con- our over a large area surrounding their spiri- away, or perhaps retreats into Arcadia until tinuous process of internal autobiography. tual anchor. They embody many, or even it re-emerges, in some other form, to partici- Faeries are either incapable of that level every, object in their surroundings. These pate again in the game of grammar. Etiquette of self-reflection, or are unable to act on it faeries usually also generate a human body and symbolism are vital to faeries because while in material forms. Faeries have a rule- in order to direct the attention of guests doing things in the correct way, fulfilling a book instead of a soul. to a certain focus. They then appear to be role in a story, holds the faerie’s body and If its body is catastrophically disrupted, human-like and have mystical control over psyche together. the faerie may not have sufficient time to their surroundings, but are actually only con-

10 Realms of Power: Faerie trolling distant parts of their bodies. Incogni- zant faeries may be unaware of this. Story Seed: Base Slander

A bard in the employ of an enemy of tually notice this, and must rehabilitate Stock Characters the covenant is spreading lies about its the reputation of their colleague, so that, prominent servants, slandering their moral subconsciously, he decides to return to his Faeries take roles in stories so that they character. Unknown to the bard, one of previous role. can interact with humans, but often do not these servants is a faerie. When the faerie A highly cognizant faerie is able to take on personas, which is one of the ways next visits the area where he has developed feel the potential vitality in the new story, they can be detected. In Ars Magica, unlike a negative reputation, how he responds is and consciously act to harvest it. His strat- many other role-playing games, troupes are affected by his level of cognizance. egies might mirror those of less-cognizant encouraged to design specific monsters and An incognizant faerie may continue faeries, or he might take more-subtle ac- specific people for the player characters to to behave normally, because he subcon- tion. For example, he faerie may recruit a encounter. Many faeries, however, lack the sciously calculates that the vitality he gains second cognizant faerie, and reveal him to subtlety required to impersonate humans suc- from retaining his current role is superior the populace in the role of his evil twin cessfully. The characters these faeries assume to that he would gain from the new inter- brother, allowing the two to develop a are, to a greater or lesser degree, caricatures. pretation. Or he may develop new per- lucrative public feud. Or the faerie may Faeries pretending to be humans often seem sonality traits based on the bard’s stories. attack the veracity of the bard, arranging like representations of the stock characters As a third option, he might instead switch humiliating experiences that erode his be- that appear in folk tales. back and forth, unaware of the changes lievability. The faerie might also kill the Faeries tend to gloss over details. A faerie that take place depending on his audience, bard. Cognizant faeries know they need pretending to be a healer may carry a bag garnering the maximum vitality from each humans, but they also know that they of medicines, but a real healer looking in it person. The other player characters even- rarely need specific humans. would know that the collection of colored liquids, herbs, and seashells is just a prop. Some faeries pretending to be healers just cal powers called Pretenses. Pretenses do not The Open Body is carry a single, sovereign remedy, and a large cost Might, and faeries use them without Vulnerable to Glamour silver spoon. The remedy works because of Concentration — they are an expression of the faerie’s magic, not because the horrible glamour. Players use the mechanics for Abili- concoction has medicinal value. Similarly, ties when using Pretenses, but faeries cannot Any opening of the body allows faeries when asked for names and biographical de- learn Abilities through experience as hu- to attempt to influence the character of a hu- tails, faeries passing for human often lack the mans do. They instead develop the power to man. Parts of the person can spill out and be creativity to convincingly lie, so they give mimic superior human models, causing their taken by the faeries, but also, faeries can slide vague, general answers. Pretense scores to rise through the methods their glamour into the person and enthrall described in Chapter 3: Faerie Characters. him. These links can be purged by contact If the faerie is deliberately using a Pre- with Traditional or Sovereign Wards, which Taboos tense to accomplish things no human could, are described in greater depth in Chapter 3: then any character who is a master of the Faerie Characters. The glamour of each faerie contains simulated Ability notices this immediately. By speaking, the character lays himself rules that the faerie must obey. Some actions Other characters may notice, or not, de- open to dominance, because the faerie are mandatory, but others are forbidden. pending on their level of credulity. A char- has the right to reply. And when the faerie’s The taboos kept by individual faeries vary, acter who has mastered an Ability, which words enter the character’s head, they can and are detailed as Flaws in Chapter 3: Faerie is represented by a score of 6 or more, may carry a piece of glamour. Humans can also Characters. A human breaking the taboos of notice that the faerie is using subtle magic change the faerie with their eloquence, and a faerie offends it, and owes it redress. instead of that Ability, even if it stays within Free Expression Virtue. This is why faeries Humans dealing with faeries should human possibility. This requires a Perception so often paralyze the tongue of their victims, avoid breaking any of their taboos. These + Awareness check of 12 – the Ability score or forbid them to speak. Speaking to a faerie usually revolve around hospitality, carrying the faerie is pretending to have. creates an Arcane Connection to that faerie iron, using names, ownership of objects, The fata, for example, are faeries who with a Penetration multiplier of 2 that en- payment for favors, religion, and opening inconspicuously join the sessions of weaving dures until the conversation ends. the body to influence. Human characters, at and gossip among elderly ladies in some vil- If a character eats the food of a faerie, creation, may take a broken faerie taboo as lages. These women, who are mistresses of the character becomes the guest of the fa- a the cause of a Story Flaw like Plagued by the craft of weaving, might notice that the erie, and, like medieval guests, cannot leave Supernatural Entity or Enemy. fata’s fingers are not making all of the move- the court without permission. By eating the ments required to weave cloth, and are not host’s glamorous food, the guest takes a frag- moving fast enough to create it in such vol- ment of the host’s power into his body. This Pretenses ume. It’s rude to point this out, because it makes him part of faerie society — a servant tells the fata she is playing her role badly and of the one whose food he ate. This also cre- Faeries pretend to have human Abilities, scares her away, but they watch what they ates an Arcane Connection to the glamour but instead simulate them with minor magi- say in her presence. the character carries, with a Penetration mul-

11 Realms of Power: Faerie Where Are the Rules for Vitality: Faeries Feeding on Vitality? Energy to Act There is no numerical system for vital- gardless of how much they already have. ity. Faeries do not gain a number of vitality They are chronically addicted to people, and Change points when watching a story conclude, as part of their Essential Nature. This is and then spend a number of vitality points what differentiates faeries from magical per year to survive, or to gain new powers. spirits, who care about humans if it suits Some humans have more vitality than Faeries can survive indefinitely without vi- their nature or purposes, but do not inces- others do. Faeries subconsciously sense this tality; they just never want to. santly desire human attention. greater supply of nourishment, and seek it Faeries always want more vitality, re- out. Humans are more vital when their emo- tions are roused. Some humans have the abil- ity to find new ways to feed vitality directly tiplier of 2 that continues until the character Sex with a faerie can create Arcane Con- to faeries, and other humans can follow the is permitted to leave. nections, and allow the body of the victim to feeding methods that creative individuals es- Wounds bring the character closer to the be controlled by the faerie. While carrying tablish. Humans are more vital when they are faeries that guard the border of mortality, or a faerie’s child, a human mother sometimes about to enter or leave a stage of life. Humans who are themselves the dead. When a char- develops supernatural powers; but the faerie also carry vitality in the physical structures of acter is wounded, he is effectively leaking father can usually find her, and often wishes their bodies, so some faeries eat people, or the vitality that fairies crave, and this may to steal the baby away. Intercourse with a fa- suck their vitality away with their blood. make them act in ways uncharacteristic of erie creates an Arcane Connection to that fa- their roles. A character whose blood is taken erie with a Penetration multiplier of 4 during or tasted by a faerie has an Arcane Connec- the intercourse. Pregnancy creates an Arcane tion to that Faerie with a Penetration multi- Connection between the parents with a Pen- Stories Guide plier of 3 until the wound heals. etration multiplier of 5 until it ends. Humans and Faeries

Faeries both mold, and are molded by, the stories told in the communities that ad- join their homes. A story is an etiquette — a way for humans and faeries to promise each other rewards. The faerie knows it will get vitality from the human’s roused emotions and, perhaps, change of life stage. The hu- man gets rewards similar to those claimed by past heroes. The actions of faeries change the stories that humans tell, but faeries also change their actions and appearance to suit the stories that humans remember.

Expressed Emotion Feeds Faeries

Some faeries, through repeated, similar interactions with humans, develop a pref- erence for a particular expression of vital- ity. This faerie’s presence and behavior then enter local folklore. Stories about the faerie are told to younger members of the commu- nity, so they know how to interact with their strange neighbor. If the story spreads to oth- er places, new faeries are drawn to the story and the human vitality it promises. In this way, new species of faeries, demonstrating minor regional variations, can spring up in the wake of a quick-moving story that cap- tures the imagination of those who hear it.

12 Realms of Power: Faerie Other faeries sense the expectations of hu- Certain Types of Murder & Eating People mans they encounter, and adapt to suit them. Theft Feed Faeries The faerie master of a small wood might take many shapes, from terrifying ogre to tempt- Some faeries can consume the vitality Some faeries feed on humans by con- ing woodwife, depending on which will draw out of particular objects, even if they are not suming their vitality directly. People assailed the most vitality from the human currently in offered as part of a traditional transaction. by these faeries feel lethargic, and if they the wood. Some faeries are aware that they These faeries are likely to be thieves, because continue to be harvested, they become weak change shape to provoke humans. Others for- they do not see ownership in human terms. and then die. Other faeries consume vitality get they had previous shapes, and recall only Individual faeries may draw strength from by drinking blood, eating flesh, or sucking interactions had in their present form. various objects, but the things they steal all the breath from humans. Some magi believe Many faeries seem superficially similar seem to possess a natural vitality. Faeries have these faerie can ingest vitality directly. Oth- to creatures from other Realms. It is easy for been found that are able to feed on milk, ale, ers suggest that these faeries feed on terror, an untutored person to mistake the Magical wine, leavened bread, moldy cheeses, and or feed on the offerings of traditional wards. spirit of a woodland glade, or an Infernal pol- gemstones. (Most gemstones, in Mythic Eu- Occasional murders become necessary so tergeist, for a faerie. This is because faeries rope, reproduce sexually deep beneath the that the terror and warding continues. The often borrow the shapes of these creatures, surface of the Earth, after all.) It may be that faerie, they hypothesize, eats victims simply to complete stories. some faeries can naturally feed on the vitality to be shocking. Faeries often ally with covenants because of these items, or that these are the offerings magi seem to be regularly beset by trouble, of forgotten traditions. Faeries lack human which lead to stories and heightened emo- concepts of ownership, and may see a human tions. Adventuring parties are, on one level, going to the effort of baking bread, milking Violence a source of flavorsome food for faeries. a cow, or mining a stone, and then leaving it unowned, as a form of offering. One way of rousing emotions is by threatening people. The threats from faeries Artistic Expression take several forms. Some threaten to kill, un- Feeds Faeries less kept away by folk rituals. Some merely Spirits of the Borders threaten harm to people or property, again Artistic works that cause a lift in the harvesting the vitality they gain from tradi- spirit of humans can feed faeries. The pro- Faeries reside in liminal states — that is, tional wards. Others attack humans, so that ducers of such works usually have the Free they are the spirits of borders. Human vitality the humans will kill them. A few do kill, but Expression Virtue. Noble faeries often seek surges when a person crosses from one stage of only so that their reputation spreads. A few out bards, storytellers, and other artists for life to another, so people about to make these faeries encourage violence on a larger scale this reason. Lesser faeries often lack suffi- transitions are the most likely to encounter fa- — family feuds and village warfare are some- cient cognizance to seek out artists, but are eries. Human emotions are roused when they times stoked by faeries pretending to be an- still able to feed on the vitality of art. Some venture beyond their homes and into danger- cestors, or taken as spouses. magi think that the unfettered imaginations ous places, so many faeries live at the edges of Many faeries engage in violence with the of children allow them to feed faeries in a communities. Some faeries are guides between expectation that they will suffer, and perhaps similar way to artists, partially explaining the states of consciousness, as well, while others even seem to die, at the hands of the human common desire among faeries to steal chil- patrol the borders between social classes, eth- foe they face. Many of the more violent dren, but this is disputed. nic groups, and periods of time. Many faer- forms of faerie have ways of mitigating the ies embody two liminal states simultaneously. effects of violence. Others simply lack suf- Chapter 4: Bestiary gives examples of faeries ficient cognizance to understand that defeat Traditional Offerings that dwell in each liminal space. by this particular hero will lead to interac- Feed Faeries

Traditional offerings are the pivotal ele- ments in simple tales. Each bowl of porridge Faeries and Truth left on the doorstep, tiny suit of clothes on the mantel, or pot of cream in the dairy also One of the most important borders the stories still engender heightened expresses a little hope or fear, which faeries that faeries straddle is that of belief. emotions and traditional gifts. The only can feed upon. Pagan gods were, some magi People in Mythic Europe do not believe faeries that require humans to fervently conjecture, fed with a similar mechanism, al- every faerie story they tell. Nor do they believe in them are those that feed pri- though on a far larger scale. dismiss them all as a false. Each faerie marily from the gifts of worshipers. This Violent faeries are fed by the traditional story might be true or not, and different method of feeding has been rare since wards that protect against them. There is versions of a story might be true, or false, the Church rose to dominance. little difference, metaphysically, between or a mixture. Stories are told because Desire that the story be true matters a brownie given milk on the doorstep and they are amusing, and might be valuable. more than that it actually be true. That a a vampire given a tribute of garlic over ev- Similarly, faeries don’t care whether sto- story be told is more important than that ery windowsill, although the vampire and ries are told accurately or not, provided it be told accurately. brownie lack the cognizance to realize this.

13 Realms of Power: Faerie tion with generations of future heroes. Each allow a harvest of vitality, and so often of civilization’s influence. The courts of fa- will defeat the faerie, and in so doing, feed it switches characters. eries are usually in the ring of semi-settled attention and violent passion. • Faeries cease to hold their roles when land that that separates the true wilderness people cease to observe them, even for from the Dominion. Other auras emerge in an instant, and new faeries seize each places within human cities that have been role as human attention returns. abandoned. Some also haunt the danger- ous places where humans regularly go, like What Are mines, the sea and mountain passes. Does My Character Faeries Like Know This? Faerie Presence The Faerie Lore Ability quantifies The presence of any faerie with the Ex- When Not the character’s capacity to understand tend Glamour Power creates an aura. Any the motives of, bargain with, and predict place that such a faerie claims with its glam- the actions of faeries. Some characters Seeking Vitality? our has an aura of (Faerie Might / 5). If such with high Faerie Lore do this through a being moves away or is destroyed, the aura an encyclopedic knowledge of the roles Magi don’t agree on what faeries are like immediately vanishes unless another faerie faeries have played in recorded events. when they are not interacting with humans. steps into the role. If many faeries live in an Some do this through an intuitive sense The key problem for researchers is that fa- area, it is usual for only one to claim the ter- of what is correct in faerie-related situ- eries will provide confirmatory evidence for ritory with its glamour, and only this faerie’s ations. Some calculate the faerie’s reac- any theory, if it will lead to further research. Might generates the aura. tion through the framework given in Faeries treat attempts to understand their na- At times, two powerful faeries may clash this chapter. Your character may use this ture as a form of traditional offering, and try over an area. While both pour their glamour framework if that suits your personal to complete stories around the researcher’s over the area, it has an aura of 2+(highest preference, but there is no in-play dis- dream of enlightenment or glory. Many the- Might/5) to a maximum of 9. Each of these advantage to characters who have other ories about faeries are popular, though, and faeries may be supported by others in the perspectives. For example, a character different theories may be true for different roles of its retainers, but they do not add to who worship faeries as gods, and learns faeries, or even for the same faerie depend- this total. This is most often observed when Faerie Lore from the sacred texts of his ing on whether it’s in Arcadia and the mun- seasonal courts battle for the control of an religion, is just as capable of predicting dane world. These possibilities include: area, at the equinoxes or solstices. Magi what faeries will do, and negotiating have also reported times when co-rulers of with them, as a character who views • a court, or challengers for the role of ruler, Faeries have permanent identities and a them in a more secular way. In part, this have fallen into dispute, causing the aura to complex society in Arcadia, hidden be- is because faeries deliberately modify surge and each side to seek mortal support- hind a defensive façade of stories. how they respond to humans to suit the ers. Areas filled with minor, territorial faeries • Faeries act freely when humans are not human’s attitude toward the fae. watching, but select a role suited to their may have high auras because of this friction audience when a human is encountered. between their glamours. • Faeries act freely when unobserved, but are forced into a role that suits an observer. • Faeries continue to play their role in Epic Events whatever story they were last involved Faerie Auras with, until they find a new audience. If the The sites where epic events are believed story concludes, it begins again, repeating Auras arise in those places where the fae to have taken place, which are recorded in endlessly until a human intervenes. are strong. Events that promote the well be- popular tales, often have faerie auras. This is • Faeries don’t do anything when people ing of the fae make auras more powerful, and not, magi have discovered, because events im- aren’t watching. They just wait for human auras decline if the faeries leave them. Faer- print themselves in the landscape — though observers. Humans that repeatedly visit a ies often change their roles to continue to that sometimes creates Magic auras. It is be- group of faeries may not realize that the reside in an area once humans have altered it, cause faeries flock to legendary sites to feed faeries lose motivation in their absence. but faeries that wish to continue in their old on the vitality of the humans near them by When the faeries restart the story, they roles are forced to continually recede, as the assuming the resonant roles that the humans may skip events so that, to the human, wilderness does. If humans drift away from expect. A Merinita magus of the Stonehenge the narrative seems to have progressed. an area, faeries may desert it as well, to flock Tribunal first explained this to his sodales, • Faeries don’t even remain physically in- closer to the vitality they crave. In some dis- after the many duplications of Arthurian carnate when people aren’t watching. tant parts of the wilderness, however, some sites in the area enabled him to visit several It is impossible to find the same faeries incognizant faeries continue to play roles places that seemed to be Camelot — near repeatedly. When humans appear, a fa- defined in pagan times, at sites where they in Scotland, within Winchester in erie present will adopt whichever avail- were worshiped. England, and near Caerleon in Wales — and able role is most prominent and likely to Potent faerie auras are found at the edge meet at least three Arthurs.

14 Realms of Power: Faerie

Local Folklore When a magus begins to take vis from less she makes an effort to destroy the crops a Faerie aura, the presiding faerie must de- by feasting on their vitality. Cattle, or people, Every villager knows there are some cide on a response. If the faerie prevents its that freeze to death will revive as if they have places where it is dangerous to go, because removal, the vis remains the faerie’s and the slept, unless the Queen makes a special effort the faeries dance, or feast, or live there. It’s aura does not fall. If the faerie is unable to to murder them under the cover of glamour. not clear if the story that a particular faerie prevent the extraction, the magus has ef- If a human chops up a table for firewood and lives in an area always precedes the forma- fectively challenged the faerie’s ownership burns it to keep warm, then the table will still tion of an aura in a place, or if a faerie new of the area and the aura falls by 1. Each ex- be destroyed. to an area deliberately confronts humans to traction further distances the area from the spread its fame. It is obvious to magi that glamour of the faerie, causing the aura to fall once there is either a chicken or an egg, each until the faerie relinquishes the area entirely. Aura Conflicts possible cause contributes to the other: the This hole in the aura is usually only 300 pac- story makes more people aware of the faerie, es across, but may be larger or smaller if the A faerie that enters an area dominated by while encounters with the faerie encourage magus performing the extraction operated in another Realm, if it has not followed a tra- people to tell its story. If a local faerie is de- a space that could be easily labeled, like a ditional method of gaining admittance, must stroyed, another rapidly seeks its role. glade, an island, or a barn. withdraw its glamour into its own body. This Some faerie auras lack obvious principal The faerie may regain control of the area, barring occurs regardless of the strength of faeries because the site itself draws senti- and renew its aura, by seeking redress. The fa- the other aura. This inability to pour glam- mental power from folklore. Humans come erie must take something from the magus that our over objects means that faerie characters to these sites and repeatedly fulfill simple symbolically balances the vis he has stolen. cannot use powers with Ranges greater than stories without prompting, so the resident Faeries and magi may make deals that allow Touch until they have been given leave to do faerie need never bother with a material the removal of vis, in exchange for something so, unless they have Arcane Connections to shape. These sites include lanes and glades of equal value from the magi. Note that this the targets. frequented by courting lovers, and diving means equal value to the faerie, not the ma- If the faerie has gained admittance to an pools and caves where young men challenge gus; simple rituals performed when gathering area, then it is able to pour its glamour over each other’s bravery. the vis may suffice in some cases, while other its surroundings. This creates a tiny pocket faeries might demand a season of service. of Faerie within the larger aura. The area This does not challenge the glamour of the may transform to suit the motif of the faerie, Legacies and Monuments faerie, provided the magi do not breach the but generally does not. The hospitality that conditions laid upon them by the faerie. To faeries invoke varies by place and method, Ancient sites of pagan worship often prevent damage to the aura, the faerie usually and has limitations that may prevent such have faerie auras, because the faeries that takes vis from elsewhere in its demesne and overt changes. dwell in them refuse to leave, even when releases it into the harvested area. humans ignore them. These faeries may be incognizant, and therefore unable to un- Gaining Admittance derstand that they can leave. Some trapped faeries are narrowly cognizant, and are only Traveling Auras Each area has different methods of gain- waiting for a human to come and conclude ing admittance, and faeries can read these their story. A few are highly cognizant, but The role of some powerful faeries permits with their Sight. Typical methods include: enjoy their current role so much that rather them to travel. When they do, their glamour Many Magical and some Infernal areas are than relinquish it, they are willing to wait for encircles them, sweeping over the country- not home to any conscious thing. Faeries can a human to arrive so that they can attempt side, then retreating as they pass. When a fa- sense that this is not a “home” automatically to modify it. erie travels with glamour extended, the land — that it is terra nullius. Note that all Divine around them seems to twist into new shapes areas are attended, as are all Faerie places. that suit the faerie’s motif. Having the right, recognized in local The basic geography of the region does folklore, to enter at certain times or when Auras Rise and Fall not change when the faerie spreads its glam- certain events occur. Some urban faeries, for our. Local people do not believe they have example, simply have the right to exist in When a foreign aura impinges on a faerie been swept away to another country: even their city. When a hero kills a giant, and the area, it increases or reduces the Might of the if the change happens while they sleep, same faerie returns in the guise of its brother faerie generating the aura. This causes the aura they will know that their own land has been seeking revenge, it has tricked the hero into to rise or fall. Other activities can cause the changed around them. giving it the right to seek the hero out, even aura to change in local areas, by making the The changes made when the glamour of if he is within the Dominion. area more or less suited, symbolically, to the the faerie lays over an area are not perma- Being invited in by a human aligned with glamour of the presiding faerie. If part of a for- nent, unless the faerie wills them to be and the spiritual force that holds the faerie at bay. est lord’s territory is felled and tilled for crops, uses an appropriate power, but the effects of In the Dominion this is relatively simple. A for example, it loses its connection to his glam- human action are. If, as an example, a Queen human that invites a faerie into a home as a our, and its aura. If another faerie takes control of Winter freezes a village, then the crops guest gives the faerie leave to use its pow- of the area, or the forest lord redefines its role that have shriveled beneath her glamourous ers in that house. A human responding to the as a fertility faerie, then an aura returns. snow will return to health as she departs, un- faerie with fear gives it permission to do the

15 Realms of Power: Faerie things that are feared. Many medieval peo- Regardless of the method used to slow or into the regio, may well be listening to a fa- ple reflexively face their fear by calling on dissuade human visitors, the lesser faeries of erie imitating her baby. the power of the Divine to save them, which the court may be left behind with instructions A person who has learned the symbolic withdraws this permission. on how to deal with unexpected audiences. action required to enter, either from a human Likewise, in a covenant an invitation into Humans surprising the faeries may dis- who has perceived it or from a faerie guide, a house may grant the faerie leave to use its cern that the aura of the site is lower than may perform it. powers in that house. But only participation expected, though. If they enter an area kept A person with an Arcane Connection in the Aegis of the Hearth ritual, and posses- by a steward, then its aura will be (steward’s to something in the regio, and the ability sion of one of the tokens this creates, allows Might/5). If they enter a site lacking a stew- to sense Arcane Connections, can automati- a faerie to use its powers without facing the ard, that is meant to be accessed only at set cally find the entrance by following the con- formidable magical resistance common to times, they may find it abandoned. A charac- nection, but will not necessarily know the covenants. ter breaking into a faerie barrow on an unsea- required action Agreeing to a code of behavior that sonal day may simply find the dusty remains Regio entrances can be seen with In- severely limits the faerie, like forsaking ac- of a Saxon king. tellego Vim spells, like Piercing the Faerie Veil tions that would be sinful for a human while (ArM 5, page 158). within a town, or performing a profane ac- A character whose True Love is within tions for the amusement of demons. the regio can always find the entrance, and Paying a price, like offering a service or although he will not necessarily know the a small faerie as a servant, in exchange for method of entry, faeries, either serving the entrance. Some courts of faeries pay Hell a Regiones regio’s principal or stealing some of the vital- human soul every seven years, in exchange ity from the story, will give it to the character, for access to the seedy parts of cities. Regiones (see ArM5, page 189) are very although this may involve some other trial. Contesting for ownership of a place common in Faerie areas. They are caused by A character who has found an entrance, with a local faerie. This boosts the aura of an affront or injury to the glamour of the but does not know the action required to the place while the contest occurs, but each presiding faerie in a regio. open it, may use Faerie Lore to guess it, faerie might become a supporting character based on the motif of the local faeries. This to the other’s role. requires an Intelligence + Faerie Lore roll Finding A Regio Entrance against an Ease Factor of 15. This target is reduced if the story the fa- Keeping Home Wonderful Faerie regiones are often far easier to eries are telling reduces the range of likely enter than the regiones of the other Realms. actions, so that the magus is simply weighing When a faerie leaves its traditional de- Magi who study Faerie suggest that this is their suitability. For example, if the magus is mesne, it may mark the place so that it re- because the faeries desire humans to seek told that before a particular door will open tains its wonder if a human visits while the them. A character almost always enters the he must either blow a horn or draw a sword, faerie is absent. Few faeries wish for humans regio by performing an action, and a charac- and if he chooses incorrectly he will be cast to believe that a place sanctified by folklore ter who has successfully perceived the cor- out, then the Faerie Lore roll has a target of has been abandoned. The faerie may mark its rect action can explain it to others, but can- only 3. This choice is common in folklore, demesne in one of three ways. It may leave not perform the action on their behalf. For and the magus understands clearly what each a steward, it may leave its essence, or it may many regiones, the action is simply walking tool symbolizes, so he knows he needs to block access to its site. through a symbolic doorway, but it may in- blow the horn to open the door. Principal faeries peruse different strate- clude defeating a particular menace or solv- Also note that if a regio leads to Faeri- gies when they travel from their usual haunts. ing a riddle. eland, then the principal faerie of the regio Some powerful faeries leave a lesser steward Characters may find the entrance to a is often the threshold faerie. Entrances to in their place, to tend the site until they re- faerie regio in several ways. Faerieland from a faerie regio are treated turn. Their return is usually rapid, because A character with Faerie Sight, Second as regio levels with an aura of 10, unless a a faerie’s steward is a servant, and contains Sight, or Magic Sensitivity can, at an appro- trod runs through the regio. Then the rules a little of the faerie’s glamour. This glamour priate place, read how to enter the next level for trods, given in Chapter 2: The Realm of provides an Arcane Connection used for of a faerie regio with a Perception + Aware- Faerie, apply. rapid travel. ness roll against an Ease Factor of (5 + twice A faerie with the External Vis Virtue may the difference between the current aura and leave its spiritual anchor in its site, allowing the next level). Characters seeking regiones Ephemeral Exile its body to roam. If the court is visited, the sometimes gain one of these Virtues tempo- faerie simply sheds its distant body and ap- rarily by using folk charms. Faeries may not steal those areas marked pears around its anchor. If the faerie that claims the region wants by God, the Infernal Realm, or magical spir- Some faeries ensure that local folklore the characters to enter, they can. The fa- its as theirs, but the converse is not true. suggests their sites are accessible only at cer- erie may send a minion to make the entrance When another Realm attempts to steal the tain times. The lord of a barrow said to open obvious, by guarding it for example, or may home of a faerie, the faerie may flee to a new to Faerie every Midsummer’s Eve can simply make it seem that the character can find his place, or may instead choose to duplicate its leave, knowing that humans who seek him own way in. For example, a mother who can part of the the mortal world. This duplicate, will wait for a time that he finds convenient. hear the cry of her stolen child, guiding her which is made of the glamour of the faerie,

16 Realms of Power: Faerie touches the real world only where the invad- places a camper would be punished for chop- against the transgressors. ing power is comparatively weak. The faerie ping down trees, going to the toilet inside Corpse roads are the most common form may often touch the world in points of tra- the cleared area, or failing to leave beer or of faerie road, and faerie roads are the most ditional strength, where humans, seeking the bread as a token of thanks. Characters with common type of trod (see Chapter 2: The Fa- faerie, tacitly invite it to reach out to them Supernatural Abilities who camp on corpse erie Realm). Not every road a corpse is carried and draw them in. roads often see dead travelers, but these en- along remains a faerie road, although many Faeries may bargain with the power that counters should not lead to combat. Fighting become one, briefly, while the corpse passes. dominates the material world, seeking le- on the road is generally taboo. nient terms allowing access to humans, how- Also, characters with mystical abilities ever. Much as faeries offer gifts and services traveling a faerie road may slip onto an aspect Regio Levels As Acts for the hospitality of alien powers, so they of the Mother Road, described in Chapter 2: offer similar things for the right to influence The Faerie Realm. Characters traveling on a When two powerful faeries clash over a the real world at certain specific times and faerie road do not feel that they are traveling site, they play a game of symbols that may places. But some faeries do not bargain: they faster than normal, because they are required result in the glamour of one infecting the choose to wait out their exile, or to only to make every step along the road. The un- other. This makes the victorious faerie the have access to humans lucky or misfortunate predictable flow of time in faerie is what dif- principal faerie of a site, dominant over the enough to stray into the power of the faerie. fers from that of the normal world, so that other, but not to such a degree that the lesser they arrive at a distant place more quickly faerie is drawn into the immediate orbit of or slowly than usual. Characters bearing a its superior. This, too, creates regiones: the Faerie Roads corpse never miss the funeral, because of the humans see their real world as interpreted by strange flow of time on a Faerie road. the increasingly powerful faeries that they Faeries do not need permission to enter Each faerie road has an owner or caretak- encounter, which are progressively more-po- an area when they have the “right of way” er. If a human slips into the regio along the tent lieutenants of the principal faerie. Each — the ancient right to travel through a lo- road, he must meet this threshold faerie. It is level of the regio corresponds to a discrete cale. In many parts of Europe there are cer- usual to pay a traditional toll for use of the series of tests that the human must face. If tain paths known to be used by the fairies as road. Some people fight the faerie instead, the experience were written as memoir, each they travel. These roads are also, commonly, and use the road by force. But if the faerie chapter in the book would represent one re- the paths used to carry corpses from isolated is merely the caretaker for a greater power, gio level in the magus’ quest. villages to a central church for burial. In this may rouse all of the faeries of a region Jerbiton magi often report that a prin- many areas it is considered unlucky to use a different road than the traditional one when carting a corpse. How the faeries and the corpse roads are linked varies from place to place. In some areas the faeries made the roads in ancient times, and thus own them. In others, the car- rying of a corpse creates a liminal space — a space where the living and the dead travel to- gether. The road is not entirely of the mortal world anymore, and the faeries can claim it. Characters traveling a faerie road are usually left unmolested, although they may be aware that invisible spirits are traveling around and through them. Faeries are particularly careful not to molest funerals on the road because these processions have a greater right of way, and they may actively assist pall bearers. For in- stance, along most corpse roads are places to rest coffins. The faeries who dwell near the road keep these places clear, and protect the springs that are sometimes found at stops. Other travelers, unaware that they are on a faerie road, are punished if they desecrate such places. As an example, pall bearers are allowed to camp at certain sites on the faerie road, but others may not be. If camping is allowed, humans will still be punished if they camp in the wrong place, or break a taboo. In many

17 Realms of Power: Faerie cipal faerie prefers to have two lieutenants, gio, or who find their own way into a regio with each of the three supervising one level and affront the glamour of the principal fa- Vis of a regio. Merinita magi dispute this. They erie, leave when their departure is appropri- suggest that complex regiones are rare, and ate to the glamour of the principal faerie. Af- The vis collected from the fae comes in that the faeries are just responding to the fronting the glamour of the principal faerie is many types, but these are not usually distin- observing magi, giving them encounters that not the same as harming, or even killing, the guished by magi. A character can immedi- have the five-act structure of a play by Sen- principal faerie. It is harming the principal ately tell that his vis is of a faerie type with eca because Jerbitons enjoy that structure. faerie’s role — refusing to grapple with the any simple Intellego Vim spell, like Sense the Regardless of whether this structure is in- principal faerie and feed the local spirits with Nature of Vis. digenous to the faeries for mystical reasons, stories and vitality. used by the fairies because humans respond Characters who destroy the principal fa- emotionally to trinities, or provoked by hu- erie, by harvesting the vis in its anchor, do Encased Vis mans, it is common. not regain control of the rate time passes for In the five-act structure, humans are them in the Faerie aura. A new faerie takes Encased vis is the most common form motivated to visit the faeries by something the principal role, and it gains control of discovered by magi in faerie areas. Encased outside the regio. Though those who criti- the rate of time for the characters. Charac- vis is simply Magic vis that a faerie has laid cize this structure note that the provocation ters who repeatedly slay the principal faerie glamour over, to claim possession of it. Fa- of human action is often a servant of the eventually encounter a highly cognizant eries have many uses for vis. They primar- principal faerie. In the next two encounters, claimant for the role of principal. This faerie ily desire it for the same reason they seek the human quester draws closer to the final may bargain with or fight the player charac- out milk, bread, and beer, because they can confrontation, gathering information and ters through servants, and may refuse to take consume its vitality. Vis also allows them equipment while being exposed to the motif anchored form. to make glamourous objects real, by giving of the regio, and two variations on a moral The appropriate time to return a human them independent vitality, which allows fa- or theme. In the highest level of the regio, is not a choice freely made by the principal eries to reward mortals for participating in the human has a final confrontation after faerie — it is always a time that symbolically stories. And faeries may use vis to make it which his success or failure is obvious, and connects with the faerie’s glamour. A char- easier for them to change roles, as described he leaves the regio. The human then returns acter who has climbed a faerie hill on Saint in the Chapter 3: Faerie Characters. Many of to real life, either stronger or weaker for the John’s Eve is usually returned a dawn. A char- the faerie courts that surround human areas story’s outcome. acter who loses track of time dancing with are placed as they are because a vis source the maids of the harvest is usually returned at lies nearby. planting. Humans who travel to faerie auras Faeries do not impinge upon the Magic Some Regiones Are usually age as suits their subjective experi- auras that support these vis sources, though, The Past Made Present ence of time. because it would damage them. Instead, they use glamour to play tricks, befuddling hu- Many humans see faeries as linked to the mans so that they never see the vis source, past. This is particularly apparent in areas Withering Away To Dust or fail to understand its nature. These tricks where the dominant group displaced another may include games with distance so that a tribe to gain its land. In part, this is because Mythic Europeans often fear that if they court seems to take up the space in which the when one nation invades another, they often enter faerie places, when they leave hun- source is found, or faeries may create beau- bring alien supernatural forces that subdue dreds of years may have passed and they tiful facades that the vis sources are hidden the indigenous faeries. In areas where inva- will crumble to dust. This is uncommon — it behind. In some courts, there are fascinating sion occurred, some faeries, rather than flee happens to humans who live in faerie regio- things hidden around a drab vis source, so or accept secondary status, instead enter nes for so long that they die of old age, not that humans are distracted from it. Finally, exile and recreate the lands and customs of noticing their frail state under the glamour leaving faerie areas can play tricks on the the displaced tribe, so that their stories can of health that has been laid over them. After memory, so that the vis source is forgotten, continue undisturbed. this, the human’s spirit continues to reside in or made to seem inconsequential. the regio with a material form held together by the glamour of the host. When this faerie, thinking itself human, leaves faerie, its glam- Anchors Time in Faerie Regiones ourous body falls apart. It is not the passage of Earthly years that Anchors are mundane objects into which Characters who willingly enter a faerie destroys those who dwell in Faerie auras faeries have settled their glamour — the cores regio, and successfully complete the story then return. Instead, it is the fact that they around which faeries agglomerate bodies. they find there, use the same rules to deter- have lived so many subjective years that When a faerie’s body is destroyed unexpect- mine the length of their stay that characters their bodies have been worn away to dust. edly, it is this anchor that magi prize for its who enter Faerieland do (see Chapter 2: The Characters determined to flee a Faerie court vis. Some anchors are distant from the body Faerie Realm). Characters who enter mortal do not find that they fall away to dust when they motivate, while other types allow the places with faerie auras do not experience they leave, unless their escape attempts feel bearer to access one of a faerie’s powers. Each time flowing at unusual rates. like they take many decades to accomplish. of these unusual anchor types is found as a Characters who are led into a faerie re- Virtue in Chapter 3: Faerie Characters. High-

18 Realms of Power: Faerie ly cognizant faeries understand what anchors may, if the creature accepts it, immediately nizant faerie. They leave the surplus parts of are, and may bargain for them with magi. take up the role that the previous faerie has their glamour in a guarded object, and pick A faerie remains conscious, and in its laid aside. All faeries can read the glamour up their more powerful role as they require current role, while trapped in its anchor. within accrued vis, and decide if they want it. It is conjectured that some powerful faer- But it is unable to use its powers, other than to incorporate it into themselves. Highly ies have many such roles, kept in Faerieland the ability to draw matter to produce a new cognizant faeries are willing to bargain for that they wear as humans wear clothes. body. Characters may communicate with a desirable roles. These shed roles might creating sleeping vis faerie trapped in its anchor using Intellego that, when given a spark of vitality, becomes Vim spells. a faerie independent of its previous spirit. The connection between the faerie and Sleeping Vis Magi of House Merinita are willing to its anchor is enforced by glamour, and can pay handsomely for sleeping vis. Many be- be broken if the faerie’s glamour is damaged. Sleeping vis is like accrued or anchored lieve that the vitality offered to the vis will For example, if the faerie’s anchor breaks a vis, in that it is a material object with a sim- influence the role and attitude of the em- taboo — represented by a Ward Flaw — the ple glamour in it. But it lacks any vitality, and bodied faerie. They hope to create a class faerie’s role breaks and it fades from the mor- so makes no attempt to form a body and par- of tractable faerie assistants, to aid them in tal world. This is particularly fortunate for ticipate in its role. If provided with vitality, their research. some faeries, who are forbidden from stray- some sleeping vis ceases to be dormant and ing from their lands or are unable to enter becomes a faerie. Magi conjecture that this the Dominion, because it allows them to es- may be true of all sleeping vis, and that they Abstract Vis cape to Faerieland before magi destroy them have only awakened faeries that are lightly permanently. Anchors whose faeries break dormant by singing to them, soaking them in Abstract vis is a lie, or perhaps a prom- taboo become accrued vis. milk, or seeping them in blood, rather than ise made solid. It is a tiny piece of glamour those that require more expensive forms of pressed on matter that can be detected as en- vitality — like vis or murdered babies — to chanted, but does not truly have vis within Accrued Vis awaken. Some sleeping vis spontaneously it. The faerie that creates the abstract vis awakens. This odd form of vis has been dis- treats the items as if it were as valuable as real Accrued vis forms when faeries end their covered occasionally, but it is difficult to vis, and uses its glamour to create effects that roles. As an obvious example, it accrues in differentiate from accrued vis, so it might mimic those expected when the abstract vis places where those faeries that age go to die. be more common than the few confirmed is used in its demesnes. This includes the ef- Fragments of their glamour are left behind in examples indicate fects that mundane people enjoy when they the matter that formed their bodies, and over Magi are divided on the cause of this use vis, like warriors who know that if they time this accrues into useful quantities of vis. vis, as even highly cognizant faeries that are eat apples from a certain tree their wounds These tangles of glamour might, some think- awakened are unable to account for their will be healed, or witches who know they ers suggest, become the simplest of faeries, state. Popular theories include that these fa- can predict famine by sucking the icicles and so this form of accrued vis might actually eries are new, and have not been embodied from a particular overhang. be an obscure form of anchored vis. before; that these are faeries that have been The servants of a powerful faerie imme- Accrued vis is also found in the bodies struck down by the Divine through the mira- diately recognize and must always honor the and accouterments shed by narrowly cogni- cles of saints, the spread of the Dominion, or abstract vis of their master. If other faeries zant faeries when they complete their roles. the silencing of the oracles; and that faeries honor the abstract vis, then the faerie who These items contain a great deal of coher- are able to drive each other to sleep as part originally created it owes them a favor, which ent glamour, and may be used in several of their games of status. they usually collect through human interme- ways by humans. Many of these items retain Some powerful faeries choose, for their diaries. Magi cannot employ abstract vis for Pretenses, which a human bearer may use. A amusement, to shed their more-complex concrete uses like crafting magic items. faerie offered a tool that contains accrued vis roles for a time, and live as a narrowly cog-

19 Chapter Two The Faerie Realm

Faerie is the place where stories are born, deeds, and while these can be entertaining, The Path of Destiny leads through Ely- live, and die. It is a realm of possibility rather their prime function is to remember and re- sium. It is a straighter road than the rambling than actuality, where one’s perceptions are as cord a culture’s history. Elysium is the land path through Arcadia, and here characters important as the scenery. There is no moral of these myths, where characters can interact seek answers to their problems in the mun- dimension to the Faerie Realm, nothing is with the heroes and villains of stories, dane world by reliving allegorical stories either right or wrong, good or bad. What is and perhaps even meet with the faerie gods. that have already been told. Such stories are paramount is the story: those things that cap- Finally, stories can be teaching tales, explor- driven by necessity, since their outcomes ture the imagination are powerful in faerie, ing wisdom and stupidity in equal measure to have already been established by human whereas the banal and mundane is impotent. provide guidance, both in ethical decisions consensus. Nevertheless, by reenacting these This chapter describes the Faerie Realm and life stages. Eudokia is a realm where stories, mortals can earn insights, discover — how to get there, what to do while there, one’s personal story is told, where an insight knowledge, or win faerie gifts. and how to get back. Stories that take place into a dilemma can be achieved, or a difficult The Path of Choice, or the Forked Path, in Arcadia are unusual in that the characters life transition resolved. The circumstances twists its way through Eudokia. This is a place can often determine the shape of the story of one’s journey to the Faerie Realm dictate where the character’s morals and emotions affecting them, and so while a storyguide which of the three worlds is experienced. play an important role, and the inhabitants might plan the story, the player can adapt Some magi of House Merinita refer to ape the attitudes and fashions of the mun- the outline to give the most enjoyable expe- the three worlds as paths or roads, as if one’s dane world. Here, the plot of the story is not rience for all. Adventures that take place in visit to the Faerie Realm was a journey rather as important as the development of the char- the Faerie Realm can therefore be challeng- than a destination. They acknowledge that acters caught up within it. Many adventurers ing, but also rewarding. just as roads in the mundane world cross, so in Eudokia arrive here by accident, and seek do the roads through Faerie. One might find only to escape. By doing so, they can affect oneself changing paths without realizing it, the direction of their own personal change. and stepping into a different world. Some who have studied the byways of the Faerie Realm claim to have found further, unfamil- The Three iar paths, and say that there are more than three worlds. Others argue that all roads are Worlds actually one, and that the so-called “paths” Getting of the Faerie Realm are matters of perception The Faerie Realm is an equivalent place only, and that all travelers in Faerie tread to Faerie to Heaven, Hell, or the mysterious Magic the same path, but experience it differently. Realm, if these realms can really be referred Another point for debate is the existence of The Faerie Realm is ever-present in the to as “places.” Unlike a faerie regio, it is ever- these roads — or even the worlds themselves sub-lunar world, and yet just out of reach. It mutable, and perhaps infinite in variety. How- — when there is no-one to observe them. All is described in folk tales as being “just over ever, the types of stories experienced there these ideas are hot topics in House Merinita. the next hill,” or “beyond the ninth wave,” fall into one of three sorts, just as the purpose But regardless of the hypotheses, the three or “between the beating of the heart and the of all stories ultimately falls into one of three most commonly recognized routes through breath,” and so forth; all are metaphors for categories. These three of the Fa- the Faerie Realm are the Path of Chance, the its simultaneous closeness and distance. The erie Realm are sufficiently different from one Path of Destiny, and the Path of Choice. mundanity of the world repels Faerie just as another that they are referred to as “worlds” The Path of Chance wends its way humanity attracts it. As a result, humans can or realms in their own right, although they through Arcadia, a realm populated by the only reach the Faerie Realm if they can reject all partake in Faerie’s nature. Some stories fragments of stories yet to be told. This is (albeit temporarily) the routine of their ba- are designed to entertain, and Arcadia is the the land of pure adventure, where characters nal life and accept the fantastic and fabulous name given to that part of Faerie in which may be simply in search of excitement and as the rules through which the world works. these new stories are made. It is the one with wonder, or may be questing for a specific rea- Every time a mortal becomes lost in a story, which players of Ars Magica may be most son — embassy, retrieval, revenge, investiga- entranced by a sunset, or is overcome by familiar. Other stories recount tales of great tion, and so forth. celebration, he can be touched by the Faerie

20 Realms of Power: Faerie Realm; and sometimes it only takes a small Sources of nudge to push him the rest of the way into Example Threshold the Realm of Enchantment. Threshold Points Scholars of Faerie refer to the simulta- Branoic is a young man on the night neous attraction and repulsion of Faerie for Threshold points can be accumulated before his marriage to his love. His friends the mundane world as the Threshold. In cer- from a number of different sources: ge- ply him with alcohol and then dare him tain places, at certain times, the attraction is ography, time, changes in personal cir- to climb Goat Hill; a traditional challenge greater than the repulsion, and Threshold cumstances, artistic endeavor, assistance for local men on their stag night. The hill comes closer. For example, the unfettering of of Threshold faeries, faerie magic, and so has a Faerie Aura of 5, so the Threshold the human mind through artwork designed forth; each of which is detailed in the fol- strength is 24. He is on the verge of a to invoke wonder can attract the Threshold lowing section. Only one attempt can be major life change to be reinforced by a closer, as can an individual who is on the made to enter Faerie for any given set of church ceremony, so he’s very susceptible verge of a personal life change. Finally, the circumstances, and if the Threshold fails to to stumbling into the Faerie Realm (18 Threshold can be crossed with supernatural arrive, then this set of circumstances can- Threshold points). On his journey up the assistance; some faeries can assist the pas- not create a portal into the Faerie Realm. If hill he fords a stream where it is joined by sage into Faerie, as can practitioners of Fa- the characters are knowingly trying to enter two others (6 Threshold points), and he erie Magic. Those learned in the ways of Faerie, they must change the composition emerges from the other side of the stream the faeries (i.e. who have Faerie Lore) can of one of the elements before trying again, into the Faerie Realm. deliberately attract a Threshold by manufac- and their attempt cannot be made sooner turing the right set of conditions, but some than the next moonrise. If the character is visitors to the Faerie Realm get there entirely ignorant that circumstances nearly spirited haunts of the fae, humans can sometimes by chance. him away, he will simply feel brush of the slip through the cracks and end up in Faerie. The Faerie Realm can be entered any- Threshold passing as a feeling of strong This is especially true if the characters are where, even in regions under the Domin- emotion appropriate to the circumstance lost — add 3 Threshold points for a border ion, if the conditions are right. Practically, — awe, joy, or even terror. crossed when the travelers truly have no however, unless one is in a powerful Faerie A character or group of characters who idea where they are. Even without a Faerie aura it is exceptionally difficult to access successfully enter the Faerie Realm immedi- aura, a geographical boundary is a potent the Faerie Realm unless many factors align ately find themselves on one of the Three attractor of the Threshold, and the sharper perfectly to attract a Threshold. To enter Paths, and will soon be confronted by a and more distinct the border crossed, the the Faerie Realm, the characters — through Guardian of the Threshold. Which Path they larger effect it has on the Threshold points circumstance or action — must accumulate find themselves on depends very much on the of the travelers. a number of Threshold points equal to the manner in which they attracted the Thresh- Threshold strength: old; see later for details on the Three Paths. Border Crossed: Insignificant Threshold Points: 3 Threshold Strength: Examples: A road, stream, or fence. (13 – aura modifier) x 3 Geographical Thresholds Border Crossed: Minor The aura modifier is the strength of the As described in Chapter 1: The Na- Threshold Points: 6 local aura, multiplied according to the Realm ture of Faerie, faeries are the spirits of the Examples: A crossroads, confluence of rivers, Interaction Table (ArM5, page 183) as if this borders, and in places that are traditional edge of a wood, or city wall. was a Faerie Power in action. For example, in a Faerie aura of 3 the Threshold strength is 30 (13 – Faerie 3) x 3, whereas in a Domin- Trods ion aura of 3 the Threshold strength is 75 (13 – (–4 x Dominion 3)) x 3. Thresholds are A trod is a geographic boundary — a selves on the Mother Road (see later), and closest to the world in Faerie regiones: add river, shoreline, edge of a forest, and so the locations of trods are highly sought by the aura modifier for any base Faerie aura to forth — that has a Faerie Aura. In a trod, those who use the Mother Road. the aura modifier of the regio before deter- just the liminal space of the border itself Trods also connect the different lev- mining the Threshold strength, but ignore has an aura, not the surrounding land- els of a Faerie regio with one another, the existence of any aura other than a Faerie scape, so the edge of a faerie forest is not and characters with Second Sight, Magic one. Thus, a Faerie regio of aura 5 that over- a trod. A Faerie Road (see Chapter 1: The Sensitivity, or suitable Intellego Vim spells lays a Faerie aura of 2 has an aura modifier Nature of Faerie) is a particularly effective can see them as winding paths, and follow of 7 (for a Threshold strength of 15), but if trod, since regiones in general are highly them between the levels of reality (see the regio instead exists over a Dominion of amenable to passage into Faerie. ArM5, page 189). No trod has verifiably 3, the aura modifier is still 5 (for a Threshold Trods are potent paths into Faerie; connected a layer of one regio to a layer of strength of 24). Note that the mechanics for as well as their inherent Faerie aura, they a different regio; those who claim to have entering the Faerie Realm are wholly differ- are also always accounted to be at least a made such a journey are believed to have ent from those for entering a regio — Abili- Significant Threshold. Those entering the briefly used the Mother Road. ties such as Second Sight or Intellego Vim Faerie Realm on a trod often find them- spells do not help at all.

21 Realms of Power: Faerie

Border Crossed: Significant Time threshold Points points, but remember that this character will Threshold Points: 9 New Moon 1 also be the focus of any stories played out in Examples: An oasis in a desert, beyond the Full Moon 3 Faerie. If a religious ceremony — such as one treeline of a mountain, or a trod. Pagan Holiday* 3 of the sacraments — accompanies or marks Solstice 6 a particular life change, then it is a source Border Crossed: Major Equinox 9 of more Threshold points than one without Threshold Points: 12 such significance. Examples: A significant border that is also a * If observed locally Characters who already straddle the boundary into a Faerie regio. boundary between the mundane realm and Faerie are more prone to cross the Threshold. Border is Crossed While Lost: +3 Personal Thresholds Characters who only have Minor faerie-de- rived Virtues or any faerie-derived Flaws have Characters who are in a state of personal only a small connection to Faerie, whereas Temporal Thresholds change are more prone to entering Faerie those with Major faerie Virtues must be more than others. Such people can act as conduits, careful in strong Faerie Auras if they want to Certain times of year mark Thresholds in allowing others to pass into Faerie with avoid accidental trips to the Faerie Realm. time, such as the turning of the seasons. At them. Such portals invariably lead to Eu- Threshold points from Virtues and/or Flaws these times, the border between the mundane dokia, and Threshold points from personal are not cumulative: choose only the highest. world and Faerie becomes thinner and more circumstances usually apply where a single Characters experiencing extreme emo- easily traversed. Such times are worth a num- person enters the Faerie Realm. However, a tions such as overwhelming rage, fear, or ber of Threshold points determined by the group of characters who are all experiencing grief are also more likely to slip into the table. Note that if the characters are poten- the same personal circumstances might at- Faerie Realm. They need not have a Per- tially crossing into Faerie from a Faerie Aura, tract a Threshold as a group. Alternatively, sonality Trait for such emotions — just the they may benefit twice from the time of year, one character might attract such a Thresh- current expression of that emotion in an in- since the Faerie aura may be increased, thus old, but his friends also travel with him into tense fashion — but an appropriate Person- decreasing the Threshold strength as well as the Faerie Realm. In the latter case use only ality Trait brings the Threshold closer still. adding Threshold points. the focal character’s personal Threshold If the character has an appropriate Personal- ity Flaw, consider him to have a Personality Trait of +3 (if it is a Minor Flaw) or +6 (if it is a Major Flaw). The magnitude of the change that is oc- curring within the individual determines how many Threshold points he contributes:

Circumstance: One or more Minor faerie Virtues Threshold Points: 3 Examples: Faerie Blood

Circumstance: One or more Major faerie Virtues Threshold Points: 9 Examples: Strong Faerie Blood

Circumstance: One or more faerie Flaws Threshold Points: 3 Examples: Faerie Heritage

Circumstance: Extreme emotion Threshold Points: 3 + Personality Trait Examples: Lust, anger, anxiety, or fear

Circumstance: Minor life change Threshold Points: 9 Examples: Menopause or puberty

Circumstance: Minor life change marked by a celebration Threshold Points: 12 Examples: Betrothal

22 Realms of Power: Faerie

Circumstance: Major life change Assistance of Faerie Magic Threshold Points: 15 New Power: Examples: Common law marriage or birth The Faerie Power of Portage allows a faerie entrance into the Faerie Spirit Away Circumstance: Major life change commem- Realm. See Chapter 6: Faerie Wizardry for orated with religious ceremony more details. Greater Faerie Power, variable Threshold Points: 18 points, Init 0, Vim Examples: Wedding or baptism The faerie can add Threshold points Arcadian Mysteries to the total accumulated by a mortal in- dividual or group, at a cost of 1 Might Point per Threshold point. The charac- Artistic Endeavor There are members of House Merinita ters affected by this power must already who possess the Mystery Virtue of Arca- have a Threshold total; the faerie cannot The products of human industry — spe- dian Travel (see Houses of Hermes: Mystery be the only source of Threshold points. cifically human creative thought — can as- Cults, page 92). They must construct an The characters must still face the Guard- sist in the transition to Faerie. The work of appropriate charm (a physical object or a ian of the Threshold (see later) — who art must specifically commemorate Faerie, performance) to enact this ability, requir- may indeed by the faerie with this and enhance the sense of wonder of those ing either a Dexterity + Ability roll (for an power — but if the faerie wants them on the Threshold . However, the work of art object) or a Communication + Ability roll to enter the Faerie Realm, then it may need not have been created for the purpose (for a performance) against an Ease Fac- well indicate the right path. This power of reaching Faerie; it just allows the audience tor of 18. Making the charm takes at least can also be used to send characters away of the art to temporarily be lifted from their 10 minutes. If the charm is successful, the from the Faerie Realm as well; this costs mundane existences and be transported into magus gains his Arcadian Travel Total in 3 Might Points per character. the fantasy created by the artist. Examples of Threshold points: works of art that promote the transit to Fa- erie include: songs, poems, and dramas about Arcadian Travel Total: The Guardian a fantastic adventure; music that invokes un- stress die + Perception + (Ability used familiar emotions; and sculptures, paintings, to make the charm) + aura of the Threshold and engravings detailing scenes of fantasy. Add the Aesthetic Quality (either Dex- The magus can take a number of peo- The Guardian of the Threshold is always terity + Craft Ability or Communication ple with him by using this charm that is the first entity encountered when a character + Profession Ability of the Artist; for more equal to his Faerie Magic score, so long as (or group of characters) gains access to the details, see Art and Academe, Chapter 8: Art- they all participate in the activation of the Faerie Realm. Until the Guardian has been ists) to the Threshold points for a transit into charm. This variety of charm is only avail- passed, the crossing to Faerie has not actu- Faerie. The artwork must be viewed or per- able to those with the Mystery Virtue of ally occurred. The purpose of the Guardian formed by the prospective travelers for it to Arcadian Travel. is to test the resolve of the characters. Faerie assist transport. The subject of the artwork protects its own borders, and the Guardian can affect the path embarked upon by the travelers; a hymn praising marriage is likely to lead to Eudokia, whereas a woodcarving Faerie Adventurers of a pagan deity doubtless leads to Elysium. A faerie must go through exactly the Spirited Away power; in this case, the fa- same procedure as a mortal character to en- erie itself must be crossing the Threshold, Assistance of Threshold Faeries ter Faerie. Cognizant faerie characters can rather than assisting others to do so. often pinpoint specific conditions that grant All faeries intuitively know which of the Some types of faerie achieve Vitality the best chance of attracting a Threshold, choices provided by the Guardian of the through assisting humans to cross a Thresh- and consequently are more adept at enter- Threshold leads to the Faerie Realm, and old of some description. They might seek to ing the Faerie Realm. Highly cognizant which one goes to the mundane world. trick characters into attracting the Thresh- faeries automatically have a number of When in the Faerie Realm, faerie char- old, or assist those who are intending to do Threshold points equal to the magnitude acters retain the same role that they pos- so. These faeries all possess a Power called of their Might. Narrowly cognizant faeries sessed in the mundane world, but often Spirit Away (see insert) that allows it to as- can add the magnitude of their Might to find it easier to gain fable points (see later) sist an individual or group in crossing the Threshold totals that evoke liminal condi- since they understand the rules of the game Threshold. Note that not all faeries can assist tions related to their understanding of their better than humans. Assume that all faerie the transit to Faerie; see Chapter 4: Faerie role. Thus a narrowly cognizant night ter- characters have the Common Sense Virtue Bestiary for examples of Threshold faeries. A ror can assist in Threshold totals that oc- while in the Faerie Realm. Since they have Threshold faerie cannot attract the Thresh- cur at night or rely on strong emotions of a Might Score, they are also immune to old to the mundane realm on its own even if fear. Incognizant faeries get no bonuses any Warping acquired when leaving the its Might exceeds the Threshold strength. to Threshold totals. Note that these extra Faerie Realm (see Leaving Faerie, later). Many Threshold faeries also serve as the Threshold points are different than the Guardian of the Threshold (see later).

23 Realms of Power: Faerie is there to ensure that people do not slip The last type of Guardian is a fearsome encounter there. This section discusses more through its bounds whenever they cross into monster that blocks the way. This sort of general aspects of a visit to the Faerie Realm a Faerie aura. The Guardian presents a choice Guardian is referred to as kerberoi by the fol- (in reality or metaphorically) — carry on or lowers of Merinita, and many travelers make go back. It should usually be obvious to the the mistake of trying to fight the monster, as- characters which choice indicates passage suming that the only progress can be over its Environment and into the Faerie Realm. If they are struggling, corpse. This is certainly one way; however, a the Faerie Aura a successful Intelligence + Faerie Lore roll kerberos is always restrained in some fashion, against an Ease Factor of 6 will provide ad- and can always be bypassed through trickery ditional hints. In general, choices that lead to The environment of the Faerie Realm adventure, danger, or wonder take the char- is superficially the same as in the mundane acters into the Faerie Realm; whereas those world, but there are a few important differ- that suggest safety, routine, or mundanity The Power of God in ences. The rules of nature, which characters take the characters home. normally take for granted, cannot necessarily The form of the Guardian of the Thresh- the Faerie Realm be relied upon in the Faerie Realm, since they old varies wildly between trips, and is also follow the dictates of the story. For example, As the home (and perhaps source) dependent on the circumstances of the jour- if the lake is home to an underwater castle, of all things fay, the beings found in the ney. It is not always even a faerie being. For then its water can be breathed as easy as can Faerie Realm are subject to the same re- example, the Guardian could take the form of air, and it does not impede movement. The strictions as those found in the mundane a physical barrier (such as a bramble thicket) water is still water, though — characters can realm. Faeries with traditional or sover- or a monument. As a barrier, the traveler must swim through it, and float on top of it. Simi- eign wards (see Chapter 3: Faerie Char- make a choice to cross; the monument might larly, a fire might be solid, and yet still burn acters) involving religious symbols are have a foreboding aspect or bear dire words to those who touch it. It could be possible to affected by them just as strongly on their repel the unready. Passive Guardians of this walk on clouds, or ascend a stairway of smoke, home turf. The power of God permeates type may be incorporated into the Threshold if the story demands it. However, this is not to the Faerie Realm just as it does all creation, itself, particularly if it’s a geographic bound- say that these things are always true in Faerie. so characters with True Faith, miraculous ary. Characters can therefore slip inadver- If the purpose of a lake is to act as a barrier, it powers, or relics find these things just as tently into Faerie by trying to overcome the will drown those who try to breathe it just like potent as they are elsewhere. obstacle presented by a passive Guardian. a lake in the mundane world would do. More commonly, the Guardian takes the The Faerie Realm has a pervasive Faerie form of a human or animal who attempts to aura of 10, meaning that most magi receive halt the journey, through threats or friendly or courage. The fearsomeness of the monster a +5 bonus but roll an additional ten botch counsel. Such characters are never purely is usually sufficient to repel the casual traveler. dice in any magical actions. The extra botch mundane, and there is always something un- All Guardians of the Threshold have a dice for the Faerie aura should be rolled sep- usual about them. Most obvious, for animal Faerie Might at least equal to the Threshold arately from any other botch dice, because Guardians, is the ability to speak; more rare- total of the group, although Guardians at any botches that result from these dice tend ly the animal takes on human mannerisms or famed entrances to Faerie (such as a powerful to be strange or bizarre rather than danger- even clothes. Guardians who take the form aura or regio) may have much higher Might. ous. A typical effect is for the spell to become of animals are usually creatures who straddle The other details must be determined accord- a sentient faerie. The rules for Animae Magic a border — often waterfowl such as geese, ing to the situation, but some of the statistics (Houses of Hermes: Mystery Cults, pages 92–96) storks, herons, or ibis — which all partake of faeries in Chapter 4’s Faerie Bestiary can be give guidelines for creating faeries with mag- in both water and air. Amphibious creatures used for inspiration. However, the Guardian is ic, and a Momentary Duration is sufficient such as frogs and otters are also common supposed to be a roleplaying challenge rather to permanently create a faerie in the Faerie Guardians. Another type of animal guardian than a battle, and a fight should never be inev- Realm. For example, a magus botches a Ball is those that have undergone a role reversal, itable. The sections below about the different of Abysmal Flame in the Faerie Realm. This is a such as a domestic animal that has clearly aspects of Faerie give typical Guardians. 35th-level spell, which is sufficient to create gone feral, or a wild animal that has adopted an Ignem Anima of Might 15 (base 15, +1 the trappings of domesticity. Fierce animals Touch, +15 levels for a Might of 15). It takes such as wolves and bears usually come under the form of a standard Ball of Abysmal Flame, the category of the kerberoi (see later). but one that follows the magus around offer- Human Guardians often have a defor- ing unwanted criticism. If a standard botch mity, such as giant size, excessive amounts of Adventures occurs as well as a botch from the Realm dice, hair, or the feet of a duck. The color of the then the effects can be truly spectacular. skin may be particularly vivid, with green be- in Faerie ing the most common. Human Guardians are more often women than men, and more of- Having negotiated with the Guardian of The Mother Road ten old women than maidens. The shape that the Threshold, the characters enter the Fa- they take is again is that of a person who tra- erie Realm proper. The sections later in this The imagery of the Faerie Realm as a verses multiple human realms, such as a wan- chapter detail which of the Three Worlds the road, and adventures therein as journeys, is derer or outcast, a prophetess or madman. characters find themselves in, and what they a pervasive metaphor. After all, stories them-

24 Realms of Power: Faerie selves are journeys that bring the hero from they have seen, heard, touched has as much cobbled road — the Summer Kingdom that boring mundanity, through a place of fan- reality and solidity as anything they have they seek will come to them no sooner. tasy and adventure, to attain some wondrous experienced among mortals. Yet it cannot be This is not to say that a story in the Faer- prize at his destination. Furthermore, a road denied that the stuff of Faerie — whatever ie Realm is a linear path. The decision to set — like a story — is a method of communica- that is — is more transient and malleable than out on the rose-strewn path has a symbolic tion. Some storytellers tell of a Mother Road, normal stuff. The very fact that the environ- meaning to the story that influences future the source of all roads, whose highways and ment cannot be relied upon as it can in the events. It might affect the order in which byways may be traveled by those who know mundane world (see earlier) lends credence they encounter the obstacles set in their way, its secrets. This Mother Road is the Faerie to this. It is usually assumed that the Faerie and thus the ease with which they are dealt. Realm, and it can be used to swiftly traverse Realm is made of glamour (see Chapter 1: However, the Summer Kingdom comes no vast distances in a short space of time. Nature of Faerie, Glamour). And indeed, that quicker merely because they have chosen a Practitioners of the Faerie Power of it is perhaps the source of all glamour. road that corresponds to summer. A good Portage have learned to exploit the Moth- story in the Faerie Realm has many options er Road as if they were a native. Hermetic for the characters to affect the outcome, magic is more limited in this regard, and Lands of Story and Fable based on choices they make earlier on. expertise with the Mother Road is largely Any story, or element of a story, told in the expertise of those members of House The landscape of a region of Faerie is the mundane world has a reflection in Faerie, Merinita who belong to the group known as written by its glamour. Every story should although the relative contributions to cause the Wayfarers (Houses of Hermes: Mystery Cults, be considered to be a kingdom within the and effect is a matter of disagreement among page 80). By stepping onto a trod, a maga greater Realm, and these kingdoms are bor- scholars versed in fay matters. Merinita magi deliberately invokes the Threshold and en- dered by high mountains, fierce seas, and who have told wholly new stories have found ters the Faerie Realm. She must then strike a swift-flowing rivers. Suffice it to say that their version in the Faerie Realm almost im- bargain with the Guardian of the Threshold one cannot travel between kingdoms; there mediately. Faeries themselves are incapable to allow her to immediately leave Faerie, but is nothing beyond the landscape dictated of creating new stories, suggesting that they at a point of her choosing (although the exit by a story. These kingdoms are not to be are the product rather than the authors. Al- must also be onto a trod). The stay in the taken literally — there are no lands such as though stories in Faerie are not immutable, Faerie Realm is often so brief that she see Avalon, Olympos, or Vanaheim that have an changing a story in Faerie does not effect little more of it than a road, which supports existence independent from the stories in changes in the mundane world; the story the hypothesis that all paths in Faerie are re- which they dwell. It is impossible to travel does not change because the characters have ally one. Since the traveler spends no time between stories, for the kingdom is as big as changed it in Faerie. This is perhaps because interacting with story elements, she accumu- the story needs it to be. One cannot begin the modified story exists in the minds of the lates no fable points (see later) and the whole in a story about swan-maidens and then take authors of those changes, so in effect the journey might take a fraction of the time that a side trip to the vineyards of Dionysios, “real” story has been changed. Of course, all it appears to (typically one minute passes for since the latter place does not exist in the stories are re-invented by the teller, and re- every 24 minutes spent in the Faerie Realm; stories of swan-maidens. A legendary loca- gional variations exist in all tales, so who is see Leaving Faerie, later). This method of tion is merely a collection of story elements to say that the “real” story is anyway. Finally, travel is not without peril, since the Guard- that makes it fit the character’s perceptions the Faerie Realm has a long memory: even ian of the Threshold may be her only way of what that location is like, and the location stories that have been forgotten in the mun- out of the Faerie Realm. Since her purpose is does not go outside the parameters of the dane world are remembered here. the journey itself, she cannot complete her story. For example, if a group of characters story, which is the usual method for leaving visits the Giant’s Dance (Stonehenge) in the the Faerie Realm. Without possessing anoth- Faerie Realm, they cannot cross the Salis- er exit (such as the Arcadian Travel Mystery bury Plain and visit Glastonbury Tor while Vitality and Virtue), she is dependent on pleading, bar- they are there, if the latter has no place in Fable in Faerie gaining with, or forcing the Guardian to let the story they are visiting. her return to the mundane world. Neverthe- Travel within a story can vary accord- less, the advantages of being able to travel ing to its own dictates. Many stories involve Characters are not bound to obey the to a place to which one has never been, nor heroes who strike out from home in search laws of the Faerie Realm in the same way that owns an Arcane Connection, is worth the of adventure, and like them, visitors to Fa- its inhabitants are, but if they deny the fan- risk in the opinion of some magi. erie might simply walk from scene to scene. tasy of what they are experiencing in favor Characters can decide the direction of travel of a mundane solution, they exert less con- and the means as they see fit, but it is rarely trol over the outcome than those who revel geography that determines where they end in the experience. Vitality is the power of Glamour up. Their hopes, fears, the choices they stories that nourishes faeries (See Chapter 1: make, and their treatment of the other par- Nature of Faerie). While they are in the Fa- Some believe that the Faerie Realm is ticipants in the story — all these things dic- erie Realm, humans can spend some of their mere dream — clever illusions that beguile tate the flow of the story, along with, more vitality by partaking in stories, and receive in the senses of the unwary. However, most who prosaically, the dramatic requirements of the fair exchange a measure of control over those have direct experience of the Faerie Realm storyguide. It matters not whether they set stories. Characters adventuring in the Faerie deny this vehemently. They know that what off on the rose-strewn path rather than the Realm accumulate fable points when they ac-

25 Realms of Power: Faerie cept the glamour of the realm as reality and • Eat food originating in the Faerie Realm; restored. But should he ever go back to the play along in the story they are experienc- • Accept fantastic or unusual means Faerie Realm, all Virtues and Flaws that were ing (and writing!) — that is, whenever they of travel; exchanged reassert themselves. Further, as he spend vitality. These fable points contribute • Contest with an obstacle on its own develops a new fable score on his subsequent to a fable score that represents the control terms (for example, a riddle contest with trip, he can continue to exchange Virtues that the character has over the Faerie Realm a dragon rather than a battle); and Flaws. Consequently, the player should itself through the vitality he has spent. The • Identification with the Hero (see The record all changes to the faerie version of the first fable point gained by a character is im- Road to Destiny, later); character on a copy of his character sheet that mediately converted into a fable score of 1. • Show a defeated villain mercy even is only used in the Faerie Realm. Characters Further points can be used to increase one’s though you know he’ll be back to cause who make many repeated trips to the Faerie fable score further, or to exert influence over trouble later in the story; Realm gradually transform into faerie beings, Faerie. To increase one’s fable score requires • Deliberately breaking an interdiction and may eventually find it preferable to stay the expenditure of a number of fable points (see Acts, later); in Faerie and relish their new powers. equal to the current score plus one. Thus, if • Use a plot device (see Player-Influenced With the agreement of his troupe, the a character’s fable score is 5, it takes 6 fable Stories, later). player can also choose Virtues that are not points to increase the score by 1 point. specific to faeries but are thematically appro- To influence the glamour of the Faerie This list is non-exhaustive; any dramatic priate. Any Virtues gained that grant experi- Realm, a fable point can be spent to gain a and entertaining event should be rewarded ence points (such as Warrior) grant Abilities bonus to one roll equal to the character’s cur- with fable points, and players should find it as Pretences, not real Abilities. If the char- rent fable score: easy to earn their characters 10 or more ev- acter takes a Virtue that affects his physical ery session in Faerie, if they want to. form (such as Humanoid Faerie), he gains the Fable Point Expenditure: Managing fable points is an important benefits of having a glamoured body — such +(fable score) to one roll consideration for a player in an adventure as immunity to Fatigue and Decrepitude that’s set in Faerie. The character is rewarded — and the ability to banish wounds at the Increase Fable Score: for taking part in the story by bigger and end of the scene (which, for characters who fable points equal to 1 bigger bonuses to his actions; but upon the are still human, is when they leave the Faerie + (current fable score) completion of the quest, the character’s final Realm). He must take one of these Virtues fable score determines the amount of time before he can take the Increased Might Vir- Fable points can also be spent on enact- that has passed in the real world and the tue. For a human character in Faerie, this Vir- ing more-substantial changes to the story; amount of warping that the character has tue grants a Might pool rather than a Might see Creativity in the Faerie Realm, later. In gained from his stay in Faerie (see Leaving Score; Might points can be spent on pow- addition to influencing Faerie, the fable score Faerie, later). Experienced travelers in the ers acquired through further Faerie Virtues, reflects how much faerie has influenced the Faerie Realm show far less enthusiasm for a and the maximum pool is used to calculate character. See Becoming Faerie Through high fable score than novices. Penetration. However, the character does Fable, later. not gain any Magic Resistance or immunity A human character cannot have a fable to warping. The character cannot take Vir- score unless he is in the Faerie Realm — all Becoming Faerie tues that require Might pool (such as Faerie fable points and fable score disappears upon Through Fable Powers) until he has taken the Increased leaving Faerie. And if a character returns Might Virtue. All characters are assumed to to Faerie he begins with no fable points or Fable can also leave an imprint on the be Narrowly Cognizant, in that they know fable score, regardless of whatever total he character; those who have spent a lot of vital- that they are humans who have acquired the achieved on a previous visit. ity in the Faerie Realm often take on a faerie- characteristics of a faerie. like nature. A character’s fable score represents When deciding upon Flaws, those that the magnitude of the changes that overcome are swapped out first should be those pertain- Gaining Fable Points him. A player can choose to exchange a num- ing to the mundane world, such as Feud or ber of his character’s Virtues equal to the fable Outlaw Leader; other Flaws might be altered Broadly speaking, every time the charac- score with Virtues listed in Chapter 3: Faerie so that they pertain to Faerie. A mundane ter is presented with a choice as to whether Characters; Major Virtues count as three Vir- Mentor could be replaced with a faerie Men- to act with or against a faerie story and he tues for these purposes. If a player makes the tor, and a magical Supernatural Nuisance chooses the former, he expends vitality and decision to do this, the storyguide and/or could become a faerie one, for example. gains a fable point in return. Acquiring fable troupe should exchange an equal number of Other Flaws that are appropriate (such as points often requires acting according to dra- his Flaws for those listed in Chapter 3. When- Disfigured and Greater/Lesser Malediction) matic necessity rather than common sense; ever the character’s fable score increases, the can also be used to replace the character’s some examples are given below. Note that player can decide to exchange a new Virtue, Flaws. A character who gains a faerie body these are one-time awards; a character who or else keep it in reserve — perhaps for the (such as the Humanoid Faerie Virtue) must has decided to eat fay food while in the Fa- exchange of a Major Virtue, or to allow the acquire a Traditional Ward. erie Realm does not gain a fable point every character to develop a particularly useful Vir- Example: Coll the grog gains a fable score of 1 time he eats a meal, just when he first makes tue as needed (see later). while visiting Arcadia. During the adventure he is the decision to do so. When the character returns to the mun- nearly killed by some faerie wolves when he fails a dane world, his normal selection of Virtues is Stealth roll. His player decides to exchange his Puis-

26 Realms of Power: Faerie sant Stealth Virtue (which is clearly not working!) for attempt to enact a change in the story he and of individual humans varies, which means the Humanoid Faerie Virtue. The storyguide decides his companions are currently experiencing. that a peasant with a fine singing voice may that he should acquire a Traditional Ward (wolves) To initiate a change, the character must make find a a deadly threat, while a minstrel in place of Branded Criminal (which is inappropriate an offer — a description of the change that supported by a cadre of Merinita magi and among faeries). Later in the story, his fable score has he wishes to cause, either in words or through their grogs might find a giant trivial. increased to 2 during an encounter with a faerie lady, another creative outlet such as performance where he boasts about his sexual prowess. He decides to or craft. Included in the offer is the promise of Ease Factor: 6 exchange his Social Contacts Virtue for a new Virtue, a service that supplies the necessary vitality to Threat Level: Trivial Reputation as Confidence. One of the other players make the change. If the offer is accepted then Effect: A threat of this level causes suggests that he should also acquire the Disfigured (ex- the change occurs as described. discomfort and inconvenience, cessively priapic) Flaw in exchange for his Weakness but rarely causes wounds. for Women Flaw, and the rest of the troupe agrees. Often the resolution of a faerie story re- Crafting an Offer Ease Factor: 9 lies on the ability to perform some magical Threat Level: Minor act. For a man to scale a glass cliff, he needs Offers are usually made verbally, using Effect: A threat of this level damages the to take lessons from the birds on how to fly. either the Charm or Profession: Storyteller equipment of the characters, or causes To escape a giant, the characters must make Ability. Performance artists may use other minor wounds, but rarely kills characters. a comb transform into an impassable thicket. professional Abilities, and a crafter may work To rescue the princess, the hero must walk her hopes into an object, and offer it instead. Ease Factor: 12 through flames. In the Faerie Realm one Crafted offers take the same amount of time Threat Level: Serious need not be a wizard to perform wonders: to make as a mundane object, and thus this is Effect: A threat of this level often causes one can get such powers from glamour. Any not a favored option while in Faerie, except damage to characters, and seriously character with a fable score that has not been for simple crafts like whittling. Although wounds or kills them in some encounters. wholly used to swap Virtues can learn from some items can be prepared before entering a faerie how to duplicate the effects of any the Faerie Realm and finished in a fraction of Ease Factor: 15 power or Virtue it possesses. These powers the usual time. An offer constructed with in- Threat Level: Major are gained as Lesser or Greater Benedictions sufficient skill always fails, because the faerie Effect: A threat of this level often seriously (see Chapter 5: Touches of Faerie) as appro- cannot comprehend its value. wounds characters, and kills them in priate. The Flaws acquired in exchange are about half of all encounters. often Lesser or Greater Charms (again, see Offer Total: Communication + Charm Chapter 5: Touches of Faerie). The necessary or (Profession) Ability or (Craft) Ability Ease Factor: 18 instruction takes anywhere between a matter + Offer Modifier + Promise Modifier + Threat Level: Overwhelming of minutes to several days, depending on the Change Modifier + stress die Effect: A threat of this level usually needs of the story, and often the donor has kills characters. to give up the ability it is teaching: a bird Making an offer requires the expenditure who teaches someone how to fly loses the of a fable point and a Long Term Fatigue Lev- ability himself. Understandably, faeries are el; along with the promise (see later), these Offer Modifiers often loathe to teach such abilities, and may sacrifices provide the vitality needed to enact require persuasion. a change to the whole realm of Faerie. The Certain situations offer bonuses to rolls cost of fable points and fatigue are incurred for making offers to faeries in the Faerie whether or not the offer is accepted, but the Realm. A character can only gain a single character is not bound to his promise if the bonus from a Virtue, or for an offer of goods; Creativity in offer is not comprehended. use the highest bonus that applies. This in- the Faerie Realm The Ease Factor required to make a cludes Virtues not listed here; a character change using creativity does not depend on with Puissant Charm and Free Expression the extent of the change. Instead, it depends only gets a +3 bonus. Further modifiers may The Faerie Realm is subject to human cre- on the size of the obstacle that the change apply according to the environmental, atti- ativity, like all things fay. Characters with the allows the human protagonist to overcome. tudinal, or symbolic change desired; see the requisite creative spark can in effect make a The more that a change simplifies the com- main text for details. bargain with the Faerie Realm itself; in return pletion of the story, the greater the compen- Stories taking place in Elysium are for a creative performance the character can sation the principal faerie’s glamour demands strongly resistant to this process due to the alter the environment of Faerie, the symbol- for the vitality the human refuses to express faithful repetition of legends by mortals ism of the current scene, or the attitude of when overcoming the obstacle. in an unchanging form. Consequently, of- the faeries taking part in the scene. To make The table given here classifies threats by fer rolls to cause changes in Elysium have changes in the Faerie Realm requires a trade; the degree of harm they are likely to cause a penalty of 6. The exception to this is if the character expends vitality in exchange the individual human, if not overcome by the creative efforts are bent towards restor- for the ability to change the nature of Faerie. the intended change. Faeries tell stories that ing an Elysian story back on track after it Since the character’s expenditure of vitality suit the humans available, and scale the level has gone astray through the actions of the is charted by the acquisition of a fable score, of challenge so that it forces the human into characters; in this situation all Ease Factors any character with unspent fable points can an optimal emotional state. The ruggedness are decreased by 3.

27 Realms of Power: Faerie

Offer Modifier: +1 The Promise of Service Promise Modifier: 0 Situation: Offering minor mortal goods that Situation: The character can follow a con- contain vitality, like bread, beer, milk, In addition to offering mundane goods ventional story to overcome the threat. cheese, and wine. and one’s personal gift of vitality, the human Example: The giant blocking the pass allows pas- character must make a promise to perform sage if a character can inflict on him a wound in Offer Modifier: +2 some action that symbolically transfers the vi- single combat. Situation: Offering mortal crafts that tality to Faerie. This promise might be entirely express creativity, like clothes, tools or symbolic and accomplished immediately, or Promise Modifier: +3 ornaments. may involve a complex scheme to grant a ma- Situation: A cunning plan with a high jor boon, thereby enacting a story. It is this chance of failure is still required to over- Offer Modifier: +3 action — or the promise of the action — that come the threat. Situation: Free Expression Virtue, or of- negates the threat posed by the story. Natu- Example: The giant blocking the pass allows pas- fering highly desirable items like vis or rally, the greater the promise, the bigger the sage if the character promises to retrieve his heart human children. bonus to the Offer Total, but woe betide those from the clutches of the witch who has stolen it. who renege on a promise made to Faerie! If your troupe is using the rules for ar- tistic creation in Art & Academe, the following Promise Modifier: –6 Changes in Environment bonuses can also be gained: Situation: Mundane actions entirely over- come the threat. A character may use artistic Abilities Offer Modifier: +1 per 3 points (or frac- Example: The giant blocking the pass agrees to lay to alter the environment of Faerie areas. tion) of Reputation down his weapons after shaking hands. Magi and highly cognizant faeries under- Situation: Artistic Reputation stand that what is really happening is that Promise Modifier: –3 the artist is altering the glamour that the Offer Modifier: +1 per 5 points (or frac- Situation: The threat can be evaded with a principal faerie has spread over the area. tion) of Might Score series of simple symbolic actions. The faerie’s glamour allows this to improve Situation: Might bequeathed by a Example: The giant blocking the pass agrees to kneel, the story in a way requested by the human. Faerie Patron and if a character can remove his head with a In exchange, the faerie is able to harvest a single blow he and his companions can continue. little of the vitality of the human, when the story concludes, and may gain other ben- efits through negotiation.

Change Modifier: +3 Desired Change: Change a single object in the environment for the characters to use as a tool to overcome the threat.

Change Modifier: 0 Desired Change: Change the immediate environment so that the characters gain substantial advantage against the threat.

Changes in Attitude

The simplest change the faerie can ac- cept is an alteration in its role in the story. A faerie blocking the progress of the char- acters, that allows them to pass in exchange for a cask of beer, is accepting a change of attitude. By taking a symbolic object of- fered by the humans, and harvesting a little vitality as their story progresses, the faerie agrees to a minor change in the part of its glamour that affects its attitude. Powerful faeries, which present greater challenges, require greater prompting to alter their role. Changes of attitude usually only last for a single transaction, and may only be toward a single person.

28 Realms of Power: Faerie

Change Modifier: –3 actions), for a –6 on his roll, but may cause always a conclusive end: the hero triumphs Desired Change:Change the intentions alarm to nearby faeries; over the villain, recovers the princess, or fails of a faerie so that the characters gain a • Draw out a local ice maiden and offer to woo and to save his kingdom from his half-brother. substantial advantage. This may be ex- bed her, if she will thaw the earth about his camp Once the story has run its natural course, pressed by changing the faerie’s apparent (–3 changes the mind of a local faerie, –3 requires the characters encounter the Guardian of Personality Traits by up to 3 points. simple but ritualized actions), for a –6 on his roll, the Threshold again, who sends them home. and requiring a Carouse check. Allows easy pas- Under most circumstances, the Guardian ap- Change Modifier: –6 sage through the area where the ice maiden’s writ pears slightly different than when the char- Desired Change: Change the mind of a runs, protecting from weather while camping and acters first met it, depending on the outcome faerie comprehensively. This may be ex- from faeries weaker than she is; of the story. For example, if a story revolved pressed by changing the faerie’s apparent • Sing of the beautiful gift he would bring to the Queen around fighting the force of Winter and re- Personality Traits by up to 5 points. of Winter if only she were not so harsh and cruel, as- storing Spring, then the ancient white stag suming that the blizzard represents her attitude (–6 who initially barred their passage may return changes a major motif of the faerie, +3 for owing the as a stumbling fawn. If the story ends by the Changes in Symbolism troupe a cunning and dangerous plan), for a –3 on hero marrying the princess, the bride may his roll. Thaws the Queen’s disposition to the party, transform into the crone who acted as the A character with an understanding of making the entire trip easier, but the minstrel needs the Guardian. The inscription on a monolith symbolism may be able to alter the glam- perfect gift or a cunning plan to avoid death when might change, or a barrier of thorns trans- our of the faerie so that its motifs change. the characters arrive at the Palace. form into a garden of roses. Whatever the This has profound effects on the faerie, since change, passing the Guardian the second the appearance, actions, and thoughts of a time returns the characters to the mundane faerie are inextricably connected. There is world. They are usually deposited in the no simple way for a human to know which same place they left, but characters exploit- changes are possible within the faerie’s glam- ing the Mother Road (see later) intentionally our before the attempt, and many faeries are Leaving Faerie or by accident find themselves elsewhere. angered by efforts to rewrite their nature. Characters cannot prolong their stay Adventures in the Faerie Realm come to in the Faerie Realm by refusing to partake Change Modifier: –3 an end when the story reaches its conclusion. in stories. For example, aware of the time Desired Change: Change the motif of Due to the nature of stories in Faerie there is dilation effect of Faerie (see later), a magus a faerie so that the characters gain a substantial advantage. This may be expressed by changing the motif of the faerie to another, strongly related motif. Consequences of Leaving by Using Creativity Merinita Mysteries Change Modifier: –6 Desired Change: Change the motif of a The use of creativity in the Faerie Members of House Merinita who are faerie comprehensively. This may be Realm allows a character to change a Initiated into the Mystery Virtue of Arca- expressed by changing the motif of the story, and potentially bypass a dramatic dian Travel (Houses of Hermes: Mystery Cults, faerie to another, tenuously related motif. story element. However, the intention page 92) can leave the Faerie Realm with is that this process should never be greater ease and finesse than other char- resolved by a simple die roll; to make acters. They can not only leave before the An Example of Using Creativity even relatively minor changes to a fa- story has ended, but they can also choose erie the character must come up with their destination. The maga must have The characters are in the woods of the Queen of a clever way to employ his creative a charm for this process (see Arcadian Winter, and are trekking to her palace. A closing bliz- abilities, and must often also promise a Mysteries under Entering Faerie, earlier), zard is a Serious threat (Ease Factor 12). One of the story in return for the resolution. Fur- and must generate an Arcadian Travel To- player characters is a minstrel with a Communication ther, the cost in terms of fable points tal equal to (13 – destination aura modi- + Profession score of 8 and the Free Expression Virtue, and Fatigue limits the use of this device fier) x 3. If she has an Arcane Connection which provides him with a base Offer Total of 11, in any given story. Creativity cannot to her destination, she subtracts 6 from before the stress die and bonuses. He knows that he can entirely bypass an entire story, just a the Ease Factor. She can leave the Faerie use his art to change the way the story is progressing, single plot element. And by encourag- Realm with as many additional travelers but pauses to consider his options, and ask his magi ing creative ways to negotiate their way as her score in Faerie Magic; these need for advice. He can: out of a situation they cannot solve in not be those with whom she entered their usual manner, the player charac- the Faerie Realm. Any she leaves behind • Have one of the nearby trees change into a hut, to ters are generating stories and feeding must find their own way home. The rules hide from the storm (+3 changes a single object, Faerie. A storyguide should ensure that for determining the passage of time and –6 requires only mundane actions), for –3 on his as much enjoyment can be derived warping apply to characters leaving the roll and few repercussions; from the creative changes as from the Faerie Realm through Arcadian Travel • Sing the ground around him into spring (0 original story. just like any other characters. changes environment, –6 requires only mundane

29 Realms of Power: Faerie

tion effect, equal to that of the person who The Subjective Nature of Time elected for the lowest effective fable score. All the other characters take sufficient Warp- What happens if a group of characters • Time passes at the rate determined by ing points to bring them to the same level. travels into the Faerie Realm and meets up the rescuers. Magi do not need to check to see if they enter with another human who has been there • As above, but the rescued person ages Twilight for receiving these Warping points. for a different amount of real time — and the number of years difference. Unlike time dilation in some Faerie regiones then they all return together? For example, • Time passes at the rate determined by (see Chapter 1: Nature of Faerie), characters the characters aim to release the captive of the rescued character. in the Faerie Realm make aging rolls accord- a faerie from several months of bondage. • The rescued character disappears upon ing to the time spent in Faerie, not the time Should this situation occur, the storyguide reaching the mundane world, only to that has passed in the real world. must determine what happens when they reappear years later after the appropri- Example: Branoic is lost in the Faerie Realm, but all return together; some possibilities are ate time has passed. he is heedful of his grandmother’s tales about avoiding given here. Note that the effects of such • The rescued person is replaced by an the generosity of faeries (he has a Faerie Lore of 1). He a situation should not be known prior to exact faerie replica. accepts just 3 fable points in the three days it takes him the rescue event, and may be different the • Nothing untoward appears to happen to complete the story (fable score 2), and his player next time such a situation occurs. at all. chooses to take 2 Warping points upon leaving Faerie. His effective fable score is therefore 0, and each of the three days he spent on his adventure lasted just one might decide to spend a season studying in are ready to return home, convert any remain- hour. He makes it home before dawn. Arcadia on the assumption that a miniscule ing fable points into fable score, if possible. Example: Fleeing the Norman invasion of Eng- amount of time might pass in the real world. The final fable score determines the speed by land, a Saxon nobleman called Aethelbald stumbles However, this never works. The very essence which time passes in the mortal world: into the Faerie realm with the assistance of a seductive of the Faerie Realm is story, and adventure faerie queen who desires him as only faeries can. Ini- will quite literally come knocking on the Fable 1 Faerie tially he rejects her advances, and accumulates only character’s door. Furthermore, the resolu- Score Day Lasts ... a meager amount of vitality. However, he is eventu- tion of even the tiniest of nuisances ends the 0 1 hour ally won over by the wiles of the queen, and luxuri- story and the character finds himself back in 1 12 hours ates in the bounty of her kingdom. After five months the mundane world. 2 1 day of feasting, hunting, and adventuring he feels he has 3 3 days recuperated sufficiently and seeks a way home. Upon 4 1 week crossing the Threshold he resists the call of Faerie due 5 1 month to his desire to rejoin the fight against his Norman foes, Warping and the 6 1 season and chooses to take no Warping points. To his dismay, Passage of Time 7+ 1 year Aethelbald discovers that a whole year has passed for every one of the 140 days he spent with his supernatu- As the character passes out of Faerie he ral lover (since his final fable score was 8), and it is None leave the Faerie Realm unscathed. can feel the warring powers of mundanity now the 1220th Year of Our Lord. Those characters who reveled in the stories and glamour beating at him, and may elect to they played out may have been assisted by shield himself against the excessive passage the vitality they accumulated (in terms of of time by taking some of the realm’s glamour fable points), but this vitality means that with him when he goes. In game terms, the Living in the Story they are more likely to suffer permanent ef- player can elect to take Warping points for fects from the adventure in terms of Warp- his character to avoid substantial dilation of A character can quite literally become a ing points. Further, these characters may dis- time due to a stay in Faerie. Every Warping living story in the Faerie Realm. Rather than cover that they have been away much longer point taken reduces the effective fable score participating in stories, the character begins than they believed; and that weeks, months, by 1. Thus, a character who spent four days to stage them instead, and becomes more or even years have passed when they thought in Arcadia and gained a fable score of 5 in and more mired in the glamour of the realm. it was merely days. that time can elect to take 3 Warping points Eventually the desire to return home fades Conversely, characters who stubbornly and reduce the real duration of the adventure entirely, along with the character’s humanity. resist the lure of the story have a more-dif- from four months to four days. The glamour of the Faerie Realm gradually ficult time resolving the issues to effect a It is not necessary to take Warping points replaces his flesh, and the character becomes return home (since they do not accumulate to ameliorate the faster passage of time, and a faerie. Since the character has retired from fable points to spend), but by avoiding the many characters instinctively reject the siren the game by choosing to remain in Faerie, story they have resisted the transformative call of glamour as they pass into the mundane there needs to be no specific mechanic for effect of the Faerie Realm’s glamour, and es- world. Any character with the Faerie Lore this process; troupes who need to simulate it cape with little or no Warping. Additionally, Ability of at least 1 is aware of the possibility are directed towards the Becoming Mystery by rejecting Faerie it rejects them in return, and can warn others of the potential for losing Virtue on pages 93–96 of Houses of Hermes: and the whole experience in Faerie may take time, and how to guard against it. If a group Mystery Cults, House Merinita. Typically, less time than they believed. of characters leave the Faerie Realm at the this process starts to takes place after several Once the story is over and the characters same time, they all suffer the same time dila- years pass since gaining a fable score of 10.

30 Realms of Power: Faerie

allow a player to change the events that af- after the first few scenes of the first visit— Spinning Tales fect his character without changing the flow this technique quickly loses its focus, and the of the story too dramatically. storyguide will need to exert some control over the story to ensure that it includes the in the Faerie elements she has planned. However, some Player-Driven Stories troupes may take to the freeform nature of this technique, and decide to continue with Realm An effective way to introduce the wonder player-driven stories rather than adopting a and malleability of a story set in Faerie is to more traditional style of gaming. Stories that take place in the Faerie place the reins of the adventure initially in the Realm are fairy tales in a way that tales in- hands of the players. Imagine this: a group volving faeries in the mundane world are of characters have a reason to enter the Fa- Player-Influenced Stories not. In worldly stories, it isn’t possible for erie Realm. They perform a rite to attract the a peasant to become a prince, but in Faerie Threshold and step onto the Path of Chance. An alternative to the player-driven sto- this is not only possible, but expected. Ad- They encounter the Guardian, and negotiate ries, but still not returning wholly to the vice on running faerie stories in general can the onwards journey. The storyguide then an- storyguide-driven stories of the mundane be found in Chapter 7: Telling Faerie Stories, nounces to her players: “leaving the Guardian world, are those stories in which players but when using these ideas for adventures behind, you proceed deeper into the Faerie influence the outcome of certain events in in the Faerie Realm you can be less inhib- Realm. Before you lies the landscape of Arca- a way that enhances the enjoyment for all ited. Here the fabulous is commonplace and dia. What does it look like?” without abandoning the point of the story marvels can be bought for two a penny. Due Suddenly, the control of the story is in itself. This can be done by issuing each to this loosening of the bounds of the cred- the hands of the players. After initial confu- player with a generic plot device that he can ible and the banal, stories spun in the Faerie sion (mirrored by the confusion of their char- use once during the adventure in the Faerie Realm should be more vivid than would acters, no doubt), they begin to describe the Realm. A plot device should be encapsu- normally be entertained, and perhaps more scenery before them. The storyguide should lated in a succinct phrase or proverb, such bizarre. One way to make a clear separation ask more questions to clarify the scene be- as “misery loves company” or “never judge a between faerie stories in the mundane world fore them, looking for ways to integrate one book by its cover,” and given in secret to the and those in the Faerie Realm is through au- of her story elements, and ensuring that the player. At any point in the game, the player dience participation. scene is properly populated with potential can elect to influence the plot by employing storyguide characters, if appropriate. The his device, which he should do by revealing scene’s contents are described by the play- the device to the storyguide and briefly out- ers, but their role is determined by the sto- lining how the device can be used to change Audience Participation ryguide. The players might describe a snow the current situation. A plot device is ap- scene complete with the Queen of Winter, plied to the player’s own character, and can Fairy stories are not static things. Every but the storyguide determines whether the change the situation for that character only; storyteller worth her salt embellishes a tale queen will be a protagonist, antagonist, or although storyguide characters and perhaps as she spins it, making it truly hers. The story simply background color in the story. any pooled characters may be indirectly af- is thus invested with the teller’s own creativ- This technique may only really works fected. A plot device cannot directly influ- ity, and has appeal even to those who have the first time that a group of players experi- ence another player’s character. The story- heard it before. In this vein, stories that take ence Arcadia. After the first visit — indeed, guide should try find a way to integrate the place in the Faerie Realm need not be fixed and immutable. While the story has defined dramatis personae and acts, the playing out of those acts by player characters can often Example Plot Devices take an unexpected turn, and in the Realm of Stories itself, this should be even more true. Proverbs make excellent plot devices, Misplaced Trust is the Unkindest Cut Allowing the characters to change the sto- and storyguides are encouraged to use Barking Dogs Don’t Bite ries that they are experiencing through the books or web pages of proverbs and apho- Give a Man a Second Chance expenditure of fable points (see Creativity in risms to invent new plot devices. Here Every “Bad” has its “Worse” the Faerie Realm, earlier) puts some of the are twenty plot devices (some proverbial, Diamonds May Be Overlooked When power into the hands of the players. Another some not) to get you started: Covered in Mud effective way to make the players invest in the Kind Words Unlock Iron Doors tales of the Faerie Realm is to offer some of Charity Begins at Home A Dragon’s Tail Can Look Like a Snake the control of the plot to them directly. This Even a Strong Man Drowns in Armor Every Garden Has Weeds can be done in two principle ways. Player- Familiarity Breeds Contempt Every Cloud has a Silver Lining driven stories are those in which the players Double Jeopardy Many Hands Make Light Work decide even the gross elements of the scen- Pride Comes Before a Fall There is Nothing to Fear but Fear Itself ery and the characters they meet, although To Err is Human A Problem Shared is a Problem Halved the storyguide still controls the underlying A Stumble Prevents a Fall What Doesn’t Kill Me Makes Me Stronger plot. Alternatively, player-influenced stories

31 Realms of Power: Faerie suggestions of the player into the scene, but running. However, this is not a hard and fast another trip to the Faerie Realm, change the is not obliged to do so and can always veto rule, and the plot device should be employed rules. If you used player-driven plots before, the use of a plot device if it does not seem where it will improve the game the most. Suc- use player-influenced ones this time. Faerie appropriate. If the plot device is refused by cessfully employing a plot device is worth the in general — and Arcadia in particular — the storyguide, then the player can attempt reward of a bonus Confidence point at the should never be predictable. to use it later on in the story. end of the story, and also earns the character Example: In the court of the King of Summer, to whom it was applied a fable point. Mark’s character accidentally insults the king, and is condemned to imprisonment awaiting judgment. Richard (another player) employs his “misery loves Pitfalls in Player-Run Stories company” plot device, and suggests to the storyguide Arcadia that his magus is condemned along with the offend- Player-driven or player-influenced stories ing character, as Richard feels that the two characters are an effective storytelling technique, but the Arcadia is the face of the Faerie Realm together may be able to make an escape. Their story- storyguide must be careful not to allow her where new stories are born. It can be a place guide agrees, and the king deems that since the magus players to dominate the story. She must be of fanciful whimsy, abject terror, high fan- laughed at the insult, he will suffer the same fate as the prepared to veto any player input that threat- tasy, or gritty bloodshed, or perhaps all of slanderer. Note that Mark couldn’t have used the same ens to unbalance the game or wreck her plot- these and more. Of the three faces of the plot device to drag Richard’s magus into the same fate lines. However, this power of veto should be Faerie Realm presented in this chapter, Arca- as his own character, because plot devices do not work used sparingly, else why bother with player dia is the one with which long-time players on another player’s character. input in the first place? Remember that play- of Ars Magica will be most familiar, and for Plot devices should not be tailored to the er-driven elements cannot determine the role characters “in the know” it is the place that specifics of the story. That is, the successful of any given element, only its description, so a they usually mean when they speak of the resolution of a story should not be depen- player cannot create a plot-breaking device. Faerie Realm. dent on a player employing the plot device A player-influenced device is similarly limited The Path of Chance is so named since assigned to him. Plot devices are assigned in that it can affect only a single scene (and journeys into Arcadia have no plan (as there to players, not characters. If you are using only the player’s own character), so there are is in Elysium) or purpose (as there is in Eu- the troupe-style play of Ars Magica Fifth no “get out of jail free” devices that bypass dokia). Primarily, therefore, it is a place of Edition, then the player should use his plot the challenge presented by the story. adventure and experience. Arcadia is respon- device on his magus or companion character Another pitfall to avoid is familiarity. If sive to the perceptions of those who expe- rather than any grog character he is currently the characters are (un)lucky enough to make rience it, and in contrast to many stories in a typical game session, the players have as much influence over the flow of the story as Example of Arcadian Story Creation does the storyguide.

Andrea is planning an adventure in Ar- which the heroes (i.e. the characters) ac- cadia. She knows that the purpose of the quire the Drum, in that he knows where it The Inhabitants journey is to free the local priest from the is hidden. But since he is under Arduinna’s grip of a disgruntled faerie, so she makes power, he can’t tell anyone. Finally, the of Arcadia the Enchanted Priest one of her story el- Wounded River (a strange combination, ements. She also wants to introduce her but it came up at random and Andrea liked Everything in Arcadia is potentially a fa- players to a particular faerie— Lofanneth the idea of a river of blood) is where the erie — the creatures, the objects, even the Wolf-Brother — who will be important in drum is hidden, but Andrea also decides landscape the characters walk though. More a later story. Finally, she needs to include to link it to Arduinna, in that she bathes precisely, every entity that comes to the at- the priest’s captor Arduinna, the villain of there every day to refresh her Might. tention of mortal characters has the potential the piece, and a variant of the Pale Man el- From starting with a handful of ele- to become an element in the story they ex- ement described later. She decides to pick ments, Andrea has invented a story in a perience while in Arcadia. two more elements at random from the matter of minutes that has the feel of a Students of Faerie have debated as to tables later on in this chapter, and comes faerie tale. She doesn’t know the details whether Arcadia is the home to faeries, or up with the Stone Drum and the Wounded yet, but the framework is there already. their point of origin, or if it is independent River. She now has to associate these ele- Since she already knows that the charac- of the faeries found in the mortal realm. Like ments with each other. Arduinna is clearly ters will be entering Arcadia using a river the nature of the faeries themselves, such the captor of the Enchanted Priest, and as a geographical boundary, she decides questions cannot be answered. The same Andrea also decides to make Lofanneth that this will become the Wounded River types of faeries found in the mundane world Wolf-Brother her captive as well, but she once they cross the Threshold, making it are found in Arcadia, but here they all take overlays this with a link of rivalry between the first story element to be encountered. on an additional role — The role is that the two faeries. Andrea makes the Stone They will then encounter a Transference imposed upon them by the presence of the Drum the weakness of Arduinna; the sound act that takes them either to Arduinna characters. In the mundane world, a story is it makes causes all her powers to cease. Lo- (initiating a Reconnaissance) or Lofanneth defined by the faeries who act it out; but in fanneth is the donor who is the means by (initiating a Receipt). Arcadia, the story defines the faerie.

32 Realms of Power: Faerie The Path of Chance Arcadian Stories fashioned to kill him; and a Palace of Woven Grass that is the prison of the stolen child. While this might seem like the obvious order Arcadia is the most common destination of In Arcadia, the rambling Path of Chance in which to encounter these elements, they mundanes entering the Faerie Realm because can take the characters off in any number can actually occur in any order. The charac- any of the conditions that attract a Thresh- of directions, but an Arcadian adventure is ters might visit the Palace of Woven Grass old can lead to the Path of Chance. Trods perhaps not as random as some might think. first and rescue the child, and spend the rest — which are by far the most common routes The difference between it and an adventure of the story being pursued by the Rye-King. into Faerie — almost all lead to Arcadia, as do in the mundane world is that the players play Else they might meet the Mouse first without extemporized works of artistic endeavor. an equal role in determining the story with realizing his true worth, and when they seek the storyguide. Note that this is an equal him out again the manner in which he was share — stories run in Arcadia are not nec- treated the first time determines how willing Typical Arcadian Guardians essarily player-led. The storyguide should he is to assist. of the Threshold plan the major elements of the story that she There is a simple method to put togeth- wishes her players to experience, but should er a story in Arcadia that will have the feel Arcadian Guardians of the Threshold not lock these plot elements into a rigid or- of a faerie tale. Later on in this chapter are are most commonly animals or humans, al- der or linear path. described a number of story elements — ac- though the other types of guardians do oc- tors, props, and scenery. The relationships cur. It is common for the Guardians who between each of these elements builds up the block the Path of Chance to place some Planning Arcadian Stories story. Pick a number of story elements — a form of blessing or prohibition on characters good guide is to take one per story experience who choose to continue on the path. Some Stories in Arcadia should be free-form point you intend to hand out. These can be examples follow. and flexible. There should be no need to fol- chosen from the accompanying lists, random- low a logical order in acts in Arcadia; such ly determined on the tables, or invented from • A woman, unbelievably old, is wrapped in chaos is a feature of many faerie tales. For your own imagination. Determine whether a warm woolen shawl. Those who accept example, take the following story elements: each of the story elements will be a dramatis her invitation for a meal in the safety of the Rye-King who has stolen a child; a persona, or else take part in an act, or both. her hut miss the Threshold. Those who Mouse who knows the King’s only weakness; Now associate each of these elements with politely decline are given a friendly warn- a Tree of Silver from which an arrow must be one to three other elements through a link of ing not to eat any food they’re offered. • A terrapin who has fallen onto his back pleads with the characters to restore him to the safety of his pool, which he says is just around a nearby thicket. In reality, that path leads them back to the mun- dane world. He may curse the characters who pass him by, promising them mis- fortune near water. • A sibyl with a book under one arm con- taining her prophecies. She warns them to return to whence they came for she has foreseen a dire fate for them. If they inquire of this fate but are resolved to continue, the doom she utters is sure to come about. • A goose stands at the fork in a path. She states that one path leads to safety (with- out revealing that this equates to the mundane world), but the other leads to excitement and peril. Should they choose the latter, she’ll grant them a gift to aid them against the dangers they will face. • A thicket of wild roses, the color of sunset. The tangle is almost impassable, and those who attempt it are sure to be pricked by the poisonous thorns, and yet make it through to Faerie. • A sphinx who declares that none shall pass unless they can tell her a riddle she cannot answer. Those who succeed are punished for their cleverness.

33 Realms of Power: Faerie some description. This link might be another For example, a magus is searching for the key Old Testament, in particular, is filled with story act (such as Villainy, Trickery, or so to a long-forgotten tradition of necromancy (perhaps highly appropriate stories. Although many forth), or it might be an emotion or weakness. Canaanite Necromancy, from Ancient Magic, of the characters in these stories are sus- Finally, determine which element will serve as pages 30–34). However, his research has hit a dead pected to have possessed Divine Powers, in the start point for the character’s adventures. end, so he chooses to embark on a quest in Elysium to Elysium they have Faerie Powers. Remem- To run the story in Arcadia, the characters acquire an insight. He targets the story of Orpheus ber that these characters are not actually will travel from story element to story ele- and Eurydice, partially because it deals with the the prophets and kings of history, just faer- ment along the links you have provided. dead, and partially because the theme is the recovery ies who are playing their roles. No-one has of something that is lost. The magus takes on the role ever recounted an attempt to embark on an of Orpheus, and travels into the Faerie Realm. He Elysian story taking the role of Christ, these negotiates his way past Kerberos and the Judges of being too blasphemous for most characters the Dead, quiets the torment of the damned with his to consider. magic, and melts the heart of Persephone. When, as Elysium his final act in reenacting the story, he turns to face • Lot’s escape from Sodom and Eurydice at the mouth of the tunnel from Hades, in- Gomorrah (Genesis 18–19) In the Land of Legend, all stories have al- stead of the fleeting ghost of his lover, he receives a • Jael and Sisera (Judges 5–6) ready been told. Here, characters can encoun- vision of an ancient city, and knows now where he • Samson and Delilah (Judges 13–16) ter Roland fighting the Moors in , take must go to put his research back on track. • David and Goliath (I Samuel 17) part in the abduction of Idun from Asgard, The aid provided by the successful con- • King Jereboam and the Prophet or stalk Theseus in the labyrinth in the place clusion of an Elysian quest is rarely direct, (I Kings 13) of the Minotaur. It matters not that a story is and it cannot be of a non-Faerie nature. For • The Testing of Job (Job, passim) little-remembered in the current day; if it was example, it could not grant an Insight (Ancient • The Conversion of Saul (Acts 9) told, and loved, then it lives on in Elysium. Magic, pages 8–9) into lost magic since this is The reasons for coming to Elysium are a Magical process; nor could it result in sim- varied. The most basic is to witness a great ply being handed the answer to a problem. Legends of Ancient Greece legend in action, although most player-char- However, the hint or knowledge obtained is and Dead Rome acters do not make good spectators to such sufficient to point the characters in the cor- stories. There is a strong temptation to be- rect direction. The transmission of ancient Greek leg- come involved — who would not relish cast- While an Elysian quest is an unusual ends to the medieval period is far from com- ing spells with Merlin or fighting alongside way to advance a plot, it is an appropriate- plete, and only educated men are familiar Romulus? Such interference is usually harm- ly mythic one, and can provide insights or with them. And even then, such stories are less, and may form an important part in an help where none is mundanely possible. It only commonly encountered as counter-ex- Initiation Quest into a Mystery Cult. How- requires careful planning by the storyguide amples to a good, Christian life. The later ever, since all legends in Elysium derive from and the characters who intend to embark on history of Rome — that is, outside of the human-told stories, it is not possible to un- the quest, for they must ensure that every act legendary period and into the history books cover secrets unknown to the tellers of the in the original story has the same overall res- — also provides a wealth of stories. legend. The faerie copy of a local dragon leg- olution in their reenactment, even if the ex- end cannot be used to discover the dragon’s act details are not right. In the example given • The Sorrows and Labors of Hercules fatal weakness, unless that weakness is part of above, it does not matter how Kerberos is • The Sack of Troy the legend. The words whispered by Odin to evaded, or how Persephone is impressed, as • Theseus in the Underworld his dead son Balder will forever remain a mys- long as these things occur. • Prometheus, Epimetheus, and Pandora tery even if the characters witness the funeral There are a large number of stories • The Flight of Icarus first hand in Elysium. These stories are just known to the inhabitants of Mythic Europe • Romulus and Remus faerie copies of the true tales, and encompass that make suitable stories for adventures in all the variants, twists, and permutations that Elysium. Listed below are a number of stories have been added over the years. that are appropriate to Elysian adventures; Pagan Legends The stories in Elysium can serve a greater searching for these names in libraries and on purpose than simply to echo a heroic deed, the internet will reveal the full text, and more The legends of pagan peoples were gen- though. By stepping onto the Path of Des- examples can be found in the sources listed erally recorded by members of the clergy tiny, a character can intentionally take the in Chapter 8: Bibliography. following the conversion of their country. In role of one of the dramatis personae in a suit- , for example, stories were gathered able story that symbolizes a task for which in the fifth and sixth centuries, in Wales in he needs help. By completing the story in The Bible the eighth and ninth centuries, and in Scan- the manner prescribed by the tale, the “hero” dinavia in the eleventh and twelfth centuries acquires a vital boon to some fitting task. It might seem surprising that bibli- (Snorri Sturluson, the great compiler of the This boon is often an insight into the desired cal stories could be part of adventures set Norse myths, is still alive in Iceland in 1220). problem, but may also be some forgotten de- in the Faerie Realm. However, they fit all As folk tales, these stories of gods and pagan tail of the story, or else a supernatural item or the requirements for Elysian stories, in heroes live much longer in the popular mem- power brought out of Faerie to complete its that they are told often and they provoke ory, although some may have been cleaned destined purpose. an emotional response in the listener. The of paganism to pacify the Church.

34 Realms of Power: Faerie

• Cu Chulainn the Path of Destiny by mistake; acciden- blue flowers, the only thing within reach • Oisin and Niamh tally crossing the Threshold is much more that the monster has left untouched. This • Culhwch and Olwen likely to lead to Arcadia or Eudokia. Get- herb can repel monsters. • Pwyll, Prince of Dyfed ting to Elysium requires a certain amount of • A knight blocks the road; his armor is • Thor and Thrym forethought, since all the conditions affect- enameled in red, and his helm obscures • Bard, the God of Snaefell ing Threshold points must be specifically his face. He demands single combat with aligned toward the story the characters de- a champion, else none shall pass. The sire. The timing of the journey should co- Red Knight’s combat scores are identi- Romances and Märchen incide with an auspicious time (such as the cal to those of the character, but any feast-day of a god, the anniversary of a hero, wounds he inflict heal like Fatigue levels The medieval fascination with the ro- etc.). Any Faerie auras should arise from an after the fight. If the character wins, the mances of King Arthur and his court has yet appropriate location, artistic endeavors em- knight cedes his sword, but admonishes to reach its peak, and yet many stories are al- ployed should be in praise or commemora- his opponent to never refuse an honor- ready well known in parts of Mythic Europe, tion of the target story, and so forth. Not able battle. particularly and England. Sir Lancelot all these elements must be present, but all • The baying of hounds and drumming of has yet to make an appearance in his familiar sources of Threshold points that are inap- hooves heralds a large host ahead; a per- form, and the legend of the Grail Quest has propriate actually subtract from the total, son is bound to be reminded of the Wild not been fully realized, but many familiar ele- rather than adding to it. Hunt. If he continues, he is confronted ments are already in place. The chasons de geste merely by a strong wind. of French-speaking lands and the Märchen of • An ibis, who looks at the characters German lands constitute the principle cycles Typical Elysian Guardians with a cocked head and asks them if of non-Arthurian epics, which together with of the Threshold their hearts are pure enough to proceed. local folk tales constitute a rich heritage of He weighs each heart against a feather storytelling in Mythic Europe. Elysian Guardians of the Threshold are plucked from his plumage. Ask each most commonly of the kerberos type, taking player whether her character’s heart is • Perceval the form of horrible monsters or seemingly pure. Those who fail do not receive their • Gawain dangerous challenges. An important function heart back, and can experience no emo- • The Song of Roland of the Elysian Guardian is to confer a symbol tions while in Faerie (although this may • Reynard the Fox of the role of hero; this is usually accompa- be a boon depending upon what they are • Huon of Bordeaux nied by a boon (which is often a Virtue with fated to face). • Maugis d’Aigremont a Charm, see Chapter 5: Touches of Faerie) • Herzog Ernst and a prohibition. Identification as the Hero • A three-headed dog, the original Kerbe- A Thousand and One Nights ros. He is chained to a post, but the char- An important aspect of embarking on acters cannot squeeze past. He can be put this road is that of identification. The char- Professional storytellers, or rawis, are a to sleep with honey cakes. After passing acter or characters, as soon as they pass the popular part of the culture of Islamic lands, the creature the characters see a patch of Guardian of the Threshold, must declare and talented amateurs love to get their hand in wherever they can. The opposition from Islam regarding falsehood and deception has Hermetic Legends lead to elaborate circumlocutions: “It is said — but only Allah knows the truth — that ...” Even the stories of the Order of true in Elysium. And the appearance of the has become a clichéd, but necessary, way to Hermes have been witnessed in Elysium. actors (who are of course faeries) conform open a story. Magi have reported taking part in Merin- to the preconceptions of the talespinners ita’s first meeting with Bonisagus, the First — the character of Bonisagus in a story • The Story of Es-Sindibad of the Tribunal, and the Tempest that ended the from his own house has a very different Sea and Es-Sindibad of the Land Schism War. However, witnessing and appearance than the same character born • The Story of the City of Brass participating in such stories cannot reveal of a Flambeau tale. • Prince Camaralzaman and the secrets, for the components of such leg- Despite these limitations, Hermetic Princess Badoura ends are constituted from the reportage of legends are still a popular topic among the • ‘ Antar, slave, warrior, and poet those who participated and told the tale few members of the Order who travel in • Rustem, slayer of dragons and demons to other mortals. Thus, the fate of Tytalus Elysium. As most of these are members of when he disappeared into the Madden- House Merinita, that Founder is the most hofen woods cannot be illuminated in Fa- commonly witnessed. Those faerie magi erie, since there were no spectators to this who have conversed with an Elysian ver- The Road of Destiny event. Similarly, conflicting stories of the sion of Merinita have come away with the same event (such as the many confused distinct impression that their Founder is It is unusual — although not impossible retellings of the Schism War) are equally alive and well, and living in Faerie … — for a group of characters to stumble onto

35 Realms of Power: Faerie themselves to be the hero they wish to emu- by the inhabitants of Elysium. Any actions few in Elysium) recognize this change in role late. By standing in faerie and stating clearly they perform to assist the hero in the com- and may seek to prevent it, although will still and unequivocally “I am Prince Ivan,” the pletion of his tasks are assumed to originate accept it if it takes place. It is wise from a character is infused with the glamour of Ely- from the hero. However, allowing other game management point of view to issue the sium, and becomes Prince Ivan. Every faerie characters to overcome challenges on behalf players with a token as well (such as a stick or he meets from that point on will treat him of the hero means that he can never claim to- a hat), to indicate the current “owner” of the as Prince Ivan. His clothes and possessions tal victory for that scene. See later for more hero’s role. will change to signify the identification, details of measuring success. although he does not acquire any magical The other way for multiple characters accouterments that are significant in the to take part in a Elysian story is for them to story about to be embarked upon, and all share the role of hero. Each must identify Elysian Stories his Characteristics, Abilities, and so forth himself as the hero upon entering Elysium remain the same. Identification with the through a firm statement and the expenditure A story on the Path of Destiny is very hero in this manner costs the character a of a Confidence point. Following this, any of different than most stories in Ars Magica Confidence point, and thus is only possible the identified characters can act in the role Fifth Edition, even than other stories set for companions and magi. Simply identify- of the hero, but only one at a time. There in the Faerie Realm. In an Elysian story, ing with the hero grants the character his must be some form of token — a sword, hat, the characters already know how the story first fable point, and thus a fable score of cloak, or so forth — that the character cur- is going to play out. They are aware of the 1 (see Vitality in Faerie, earlier). This will rently taking the role of the hero must pos- identity of the villain, and know what must prove useful in executing the functions of sess. The character who carries this token be done by the hero to achieve victory. The the hero. is treated as the hero. Even if the token is focus of an Elysian journey is to recreate a If the character is not alone on his jour- handed over in full view of a faerie, the fa- story; to ensure that the same challenges are ney, then there are two options. Firstly, one erie simply redirects his attention to the new faced by the characters emulating the hero. character can take the role of the hero and character and seems not to notice the change The success of such an adventure is counted be supported by the other characters. In this in person. Note, however, that highly cogni- by the measure to which the characters have case the other characters are largely ignored zant faeries (of which there are admittedly managed to walk the same steps as the leg- endary hero who is their role model. It is also usually the case that the players pick the story, rather than having it happen Example of Elysian Story Creation to them. Thus, there is no chance that the characters get the story wrong, end up in an The characters in Andrea’s saga are in snare trap, Reynard challenges Tibalt to a inappropriate story, or fail to pursue the cor- desperate need of a source of particular vis race, but fails three times to snare himself rect course of action through ignorance. A to maintain a ritual to safeguard the cove- some supper. When the dogs from the journey on the Path of Destiny must be care- nant. They elect to go on an Elysian quest henhouse incident catch up with Reynard, fully planned: first the story must be identi- to uncover clues to its location. The story Tibalt trips him up and into the snare. fied that relates the most appropriate theme decided upon is that of Reynard the Fox, Similarly to the previous challenge, delib- to the insight required; then the characters who is desperately seeking food. The story erately losing a race is no fun. However, must deliberately attract the Threshold to breaks down into the following scenes: the storyguide decides that Tibalt fails to gain entry into Faerie; they must ensure that Scene 1: Reynard raids the henhouse see the snare, and so the characters must the Threshold is called using the most ap- and catches Chantecler the cockerel, but prevent him from getting caught despite propriate method to resonate with the story is pursued by dogs. The cockerel escapes his own best efforts to do precisely that. they desire; and they must then manipulate by appealing to Reynard’s pride, making Scene 4: Caught in the snare, the the events to ensure that the story is com- him open his mouth to speak. The char- farmer has his hands on the thieving fox, pleted as planned. This is not to say that the acters must sneak into the henhouse and and prepares to give him a beating. Once story becomes purely player driven. The sto- capture the vigilant chicken, then — en- again, Reynard escapes using his sharp ryguide must still plan the particulars of each suring that they have been spotted — let tongue. The challenge is two-fold here stage of the story, and then come up with their prize go. — endure the beating handed out by the ways that the characters can be confounded Scene 2: Still hungry, Reynard en- farmer, and outwit him to secure escape. in their task. counters a titmouse, who he persuades Scene 5: Finally, Reynard encounters to give him a kiss, hoping to get a juicy Tiercelin the Raven, who has found some mouthful of bird. He is tricked by the tit- cheese. Reynard persuades Tiercelin to Planning Elysian Stories mouse into revealing his true nature. The display his beautiful singing voice, thus characters must continue to evade the he drops the cheese. Reynard finally gets To create a mythological story for char- dogs, which is the real purpose of this act; to eat. Unfortunately for the characters, acters to emulate, first decide on the base since deliberately failing to eat a small bird Tiercelin is unwilling to sing; he’s wise to tale that fulfills the needs of the story. This is hardly a challenge. the fox’s plan and will not be fooled in this process is normally completed by the play- Scene 3: Reynard next encounters manner. The characters must make him ers on behalf of their characters. The sto- Tibalt the cat. Knowing where there is a drop the cheese in a different manner. ryguide should then take the chosen story and break it down into different stages or

36 Realms of Power: Faerie scenes. Most stories of decent length have five or more separate acts; one element per A Twist to the Tale story you intend to hand out at the culmination of the quest is a good An interesting twist on the Elysian sto- For example, in the story of Orpheus guide. If the story is a short one, then more ry is for the characters to adopt a role other and Eurydice, the characters could take acts may need to be added; see later for de- than that of the hero. For most stories, the the role of Hades. They must ensure that tails on this process. For each act, decide only appropriate dramatis personae other Orpheus is sorely tested but succeeds, and what constitutes successful completion, than the hero are the roles of villain and also make sure that he looks back at just and what factors can prevent the characters princess — the remaining minor roles do the right moment so that Eurydice is still from achieving this completion. These fac- not offer sufficient scope for stories lost to him. tors need not be attested to in the original story, but if complications are invented out of dramatic necessity, they cannot interfere with the original tale. well-known story and interacting with the story (and thus escape from the Faerie Realm) Example: In enacting the Arthurian Tale of the characters, or whether they are following an they must find a way to complete their ob- Barking Beast (see Chapter 4: Faerie Bestiary), the allegorical reflection of a particular tale, each jective, and bring the story back on track characters (playing the role of Sir Pellinore) must story element must be resolved in the man- even if the exact circumstances are no longer volunteer for the quest. However, another knight of ner of the underlying story for the characters applicable. In the above example, they must Arthur’s court might volunteer before they get the to succeed in their quest. Sometimes it might perhaps challenge the Green Knight again, opportunity; so the characters must persuade him to appear that the story drifts from its original and repeat the intervening quests — this cer- withdraw, perhaps by dueling him for the honor of plan due to the meddling of the characters, tainly has more flair (and is mythically more the quest. and that there is a danger that matters will appropriate) than simply taking another not resolve as they should. For example, in swing at the knight’s neck. The characters the story of Gawain and the Green Knight, are also more likely to succeed in bringing Adding New Scenes the characters take the role of Gawain. In the their story back on track if their actions to original story, Gawain smote the head from rectify it generate fable points, since they are Not all stories have sufficient scenes for the shoulders of the Green Knight. But what obeying the dictates of the story when doing the needs of a story. In such a situation, the if the character playing Gawain misses, or such actions. storyguide can add new scenes that con- refuses to make an attempt? To complete the nect to existing acts. These extra scenes may have no independent measure of success, or they might be an important precursor to a later scene. In effect, the storyguide is cre- ating a “director’s cut” of the original story, expanding on the preexisting material and explaining some of the background to the characters, which may have been assumed in previous tales. Example: The characters are enacting Thrym’s theft of Thor’s hammer, playing the role of Thor. However, in their first scene, it turns out that Thor has not yet received his wondrous hammer from the dwarfs. They must seek out and negotiate its purchase, because without the hammer they cannot complete the story. Example: In the story of Culwch and Olwen, Culwch is cursed to be miserable until he marries Olwen, and Olwen’s father is cursed to die after his daughter is married. However, the characters discover that at the beginning of their tale, Olwen’s father is yet to have received his curse. The original story has no information on the origin of this curse, so the charac- ters must invent one by persuading a faerie to lay that curse for them.

Running Elysian Stories

The important part of an Elysian story is preserving the narrative of the original tale. Whether the characters are taking part in a

37 Realms of Power: Faerie

The Measure of Success a Threshold faerie and sends the characters ventures together. An example might be a home. Alternatively, the Guardian of the groom and the rest of his stag party, or a In Elysium, it is important to keep Threshold could reappear following the fi- cohort of Hermetic apprentices about to the elements of the quest as similar to the nal scene, and grant them the reward they take their Gauntlet. mythological theme as possible. The story- have earned. guide should score the performance of the It is important to note that regardless characters at negotiating each element of of how they have fared, the characters have Typical Eudokian the theme, with the score reflecting how not changed the basic legend that they re- Guardians of the Threshold similar the resolution of the task was to enacted. Rather, they have created a variant the original story. This may mean that the of that tale; which, seeing as they are the The Guardians of the Forked Path are characters have to deliberately fail in some only people who know it, pales in compari- most often physical barriers rather than ani- tasks. This score simply translates into the son to the original story supported by the mate faeries. It is particularly rare to meet ker- total number of fable points earned by the countless people who have heard it. Even if beroi in Eudokia, since this world is less about Hero while pursuing the quest. If multiple they recount their adventure far and wide adventure and more about personal discov- characters played the Hero, count only so that it becomes the more-popular con- ery. Most Eudokian Guardians seek to scare points earned when in that role. Count all temporary version of the tale, the original off the wanderers. points earned, not just those converted into retains its potency since the variant cannot a fable score: replace it in the minds of all those who have • A square-sided pillar blocks the path at heard it in the past, or in written records, a fork. One face points to the left hand Fable Pts reward or in the memories of those who heard it in path and says “Past me lies adventure and Earned level the original form. At best, both forms will death,” while the other faces the right 0 – 3 Failure exist in Elysium, and re-enacting the points hand path and reads “Past me lies peace 4 – 6 Mediocre Success that differ determines which is experienced and happiness.” The right hand path 7 – 9 Accomplished Success in a quest. leads out of Faerie. 10+ Unmitigated Success • A pile of stones surrounds a stake that bears the skull of a horse. Runes are en- The reward level determines how much graved in blood on both the stake and of the object of their quest the characters the skull. One must walk past this omi- receive. For example, typical quests may nous sign to enter Faerie. have as their object a legendary sword, or Eudokia • The Guardian is the road itself. Looking the means to defeat the dragon Pan Cauda- to the left, the characters can see a fair rax, or a quest bonus to an Initiation Script Eudokia is a land where personal dilem- filled with bustling customers, hawk- of +3. A mediocre success is a single fact mas are faced. The wanderer on the Forking ing merchants, and entertainers. To the that was not hitherto known to the charac- Path faces a series of encounters or tests that right is a quiet glade with a still pool, the ters but does not directly contribute to the symbolizes some difficult decision or life very essence of tranquility. The glade of object of their quest. Alternatively, it is a change he is currently experiencing. These course is actually in the mundane world. small bonus, or an object that grants a slight encounters often take the form of moral advantage. For example, the characters dis- fables or teaching tales, which divine the cover the lair of the dragon, or gain a +1 character’s commitment to a cause or idea, bonus to the Initiation Script. An accom- or a decision. Everyone embarking on a Eu- Eudokian Stories plished success partially answers the object dokian path leaves the Faerie Realm changed of the quest, but is incomplete. The char- — sometimes for the better, sometimes for Eudokian stories are typically mediated acters might discover where the legendary the worse. by a Threshold faerie, typically one who sword was last seen, or that the Chevalier governs the particular transition that the De Panne fought Pan Caudarax and lived. character or characters are experiencing. An Initiation Quest grants a +2 bonus, and So a pregnant mother attracts a birthing fa- so forth. An unmitigated success reveals to The Forking Path erie, who inflicts upon her a story that either the characters who the last owner of the heightens or allays her fear of childbirth. An sword was, or that Pan Caudarax has a weak A character typically embarks upon old man might meet a grave-faerie, and the spot in his hide (but not where that weak the Forked Path if he strays into a Faerie result of the story is a peaceful death or a spot is), or an Initiation Quest that grants Aura while on the verge of some major life struggle to survive a few years longer. a +3 bonus. change. The character might be about to Eudokian stories tend to focus on a Upon leaving Elysium, the characters experience dramatically altered circum- single character, which makes them difficult should receive the knowledge that they stances — such when he’s about to be mar- for most Ars Magica troupes. However, they sought, or the object they quested for, or ried — or else he may be experiencing a need not be solo adventures, since anyone some token representing a numerical bo- personal threshold — such as adolescence, present when the Threshold arrives is taken nus (for example, to an Initiation Script). menopause, or senescence. Consequently, into Faerie at the same time. Other charac- The source of the reward could be met dur- experiences in Eudokia tend to be solo af- ters can provide help and support, although ing the final scene of their quest, in which fairs, although characters undergoing a usually only the focal character benefits di- case one of the actors in the quest acts as similar change occasionally have such ad- rectly from the story in any way other than

38 Realms of Power: Faerie

Story Experience points. It is possible to purposefully or determined at random from and send them back to the mortal realm with have more than one focal character in a Eu- the sections later on in this chapter, or de- its Spirit Away power. This may not be as dokian story, though, if more than one char- rived from your own inspiration. However, obvious as the sudden appearance of a faerie acter is undergoing a simultaneous transition you may find that random elements are more — the characters might just find the way out of the same type. For example, children on difficult to integrate into a Eudokian story, of the labyrinth that formed the Guardian in the verge of adulthood might experience a which is so tied to a specific theme. Each sto- the first place, or they may follow a will-o’- Eudokian story together if they play near a ry element presents a dilemma, and the story the-wisp over the hill and back home. faerie trod; a couple who meet (contrary to tradition) on the night before their wedding might be snatched away by the Threshold; Faerie Boons and a group of apprentices about to take their Example Story Gauntlet might meet a faerie who claims to Characters who embark on a Eudokian be the ghost of a famous member of the Or- Themes, and Virtues journey often return with a blessing or a der, perhaps even a Founder. & Flaws malediction. Since a journey on the Forked Path is precipitated by a life-changing event, Theme: Courage the boon or bane granted by the fae pertains Planning Eudokian Stories Situation: Eve of Battle to that event, either on a personal or a com- Virtue: Tough munity level. Every choice made by the char- To create a Eudokian story, first decide Flaw: Fear acter should be recorded, and a tally made of on the theme of the journey on the Forked the number of choices that bring the charac- Path. Choosing the theme is important, as Theme: Fertility ter closer to the theme of the story (“correct it will determine the reward meted out to Situation: Marriage choices”) and further away (“incorrect choic- the character at the quest’s culmination. If Virtue: Benediction (unusually fecund) es”). Note that a correct choice has no moral the character is to be rewarded for courage Flaw: Malediction (sterility) designation. A story themed around Infidel- and punished for cowardice, then the theme ity played out for a bridegroom has correct should be Bravery. However, if the charac- Theme: Magic choices that lead to cheating and philander- ter is rewarded for prudence and punished Situation: End of Hermetic ing. It might indicate that he is not ready for for rashness, then the theme is Caution. Apprenticeship marriage, if he makes more “correct” choices Both of these themes could have exactly Virtue: Cautious Sorcerer in this quest. If the number of good choices the same encounters within them, but the Flaw: Careless Sorcerer outweigh the bad, then the overall experi- consequences of each quest are different. ence has been positive. The character should The conditions of the Threshold and its Theme: Skill adjust an appropriate Personality Trait by Guardian determine the theme of the story Situation: End of Craft Apprenticeship one point accordingly. Otherwise, the ex- that will take place in Eudokia, and this Virtue: Puissant Craft perience has been negative; again, adjust a should always be clear to the character at Flaw: Clumsy Personality Trait to reflect the character’s the point he meets the Guardian. A charac- new outlook. ter who enters Eudokia through a shrine to If the character made more correct a war god should expect a theme of Bravery, choices than incorrect choices, then he ac- and given the opportunity to refuse. With- element cannot be abandoned until a choice quires a Virtue. If all the choices he made out this opportunity, a character with the is made. There may be more than two op- were correct, then the Virtue is Major, else Noncombatant Flaw would (rightfully) sus- tions deriving from each element, but only it is Minor. All Virtues acquired in this man- pect the storyguide of presenting him with one choice is in concordance with the theme ner are balanced by the Lesser Charm Flaw a no-win solution and an inevitable penalty. of the journey. (for a Minor Virtue) or the Greater Charm The nature of a Eudokian story is to play to The target for “success” on a Eudokian Flaw (for a Major Virtue). The Virtue (and the strengths of a character, or develop such journey is to make over half of the right deci- its Flaw) may be permanent or it may fade strengths where none currently exist. They sions. If the characters reach this target prior over time, depending on the desires of the are tests of character, and there should al- to encountering all of the story elements, troupe. In the latter case, the Virtue vanish- ways be a fair chance to succeed. then the characters meet a Threshold faerie es when its governing charm is uncovered, Like the story creation method described who sends them home. Otherwise, the char- copied, or stolen. See Chapter 5: Touches earlier for Arcadia, stories in Eudokia are acters meet the Threshold faerie after they of Faerie for more details on how Charms composed of a number of elements. In Eu- have encountered all the story elements. affect Virtues. dokian stories, each story element presents However, if the character made more a choice between moving closer towards the incorrect choices than correct choices, then theme or further away from it. The order in he acquires a Flaw. If all the choices took him which the story elements occur is not as im- Leaving Eudokia further away from the goal, then this Flaw is portant as the choices made at each step. To Major, else it is a Minor Flaw. These Flaws assemble a Eudokian story, first pick a num- At the completion of the various chal- are not balanced with a Virtue, but they fade ber of story elements — typically one per lenges put in the way of the characters, it with time; the character bears the Flaw for an Story Experience point you intend to hand is customary for the Threshold faerie who amount of time equal to the time that passed out. These story elements can be chosen is mediating the story to appear once again while the character was in Faerie.

39 Realms of Power: Faerie

The Pied Stranger Example of Eudokian Story Creation A man whose clothing (or skin) is partly Andrea (the storyguide) is planning a with enough perseverance against the colored; his right side is white and his left story for Eudokia. The magi in her saga vegetative foes raised against them, side is black. Sometimes his sleeves, gloves, are about to embark on a campaign to ex- the characters will eventually meet ... or footwear are counter-changed. He carries terminate a magical threat to the Order, The Leafy Counselor: A tree that is at a musical instrument — pipes, or sometimes and she wants to test their commitment odds with its fellows (does this hint at a harp. to the cause. The theme for this story is a potential ally in the rival tradition?). Resolve. She randomly chooses five story The Counselor wants to help, but must Path of Chance: As his pied clothing sug- elements, and constructs from these the be convinced to betray its leaf-mates gests, the man is a magpie — both a thief following tests. (the Counselor acts as the Donor here) and an entertainer. through a series of tasks. One of these Path of Destiny: The two halves are a façade; An Ancient Wall: The first story element tasks introduces them to ... the Pied Stranger uses his music to steal, is a physical barrier to the characters, The Son of the Coin: A mercenary, who, and he’s after something in particular. and Andrea decides it will double as the as the False Hero, intends to incarcer- Forking Path: His pied clothing echoes the Guardian of the Threshold. If they can- ate the characters and steal any honor choice: either to entertain the crowds, or not surmount the wall, then they can- they have in the eyes of the ruler of to exploit them. The minstrel earns his not even enter Eudokia. The Ease Fac- this realm. The characters are trans- money, whereas the thief takes it. tors for Athletic rolls get tougher as one ferred to a distant place, and they must gets higher. Magic can easily bypass the win their way back to the court of ... wall’s barrier, but the wall remains un- The Dying Lady: An ancient ash tree, Grateful Lions climbed — every other act in this story that has suffered animal attacks (she is preceded by having to climb the wall has serpents gnawing at her roots, Two lions, indistinguishable from each until it is climbed properly. deer stripping her bark, and squirrels other. They are impressive and fearsome crea- The Empty Forest: Beyond the wall is a stealing her seeds), and is the source tures, but are as playful as kittens, and friend- forest, the villain. The trees resent the of the forest’s antagonism. She offers ly. They have the ability to speak, and ask for presence of animals and has scared them a simple choice — either one assistance in a minor task (such as removing a them away — after all, plants were character can return to the mundane thorn, or rescuing their son from a pit). Alter- created before mere animals (this mir- realm, and win against the foe; or natively, this could be any predatory animal. rors the magical threat as an older tra- else all can return and they are sure dition than the “upstart” Order). The to lose. Are they willing to sacrifice Path of Chance: The lions offer friendship Empty Forest is seemingly endless, but everything for victory? and aid. Path of Destiny: The questers must rescue the lions from peril to ensure that their help is bought for a later part of the quest. Forking Path: The figurative interpretation Forking Path: Not everything that is fright- Story Elements of the story element, leading to one of ening is actually a cause for fear. Refus- two (or more) choices. ing the help of the lions will hurt their The adventures that take place in the Fa- feelings, but characters might be too sus- erie Realm are made up of story elements and The story elements have been divided picious of ulterior motives to take what acts, as discussed in the previous sections. into three separate categories — Actors, is offered freely. This section provides some example story el- Props, and Scenery. Any element in one of ements that can be integrated into any trip to these three categories can take one of the Faerie. Each follows the same template: roles described later (see Chapter 7: Telling The Captive Princess Faerie Stories, Dramatis Personae), and/or be- come involved in one or more of the scenes A beautiful maiden imprisoned in a Title (see Chapter 7: Telling Faerie Stories, Acts). tower, pit, or dungeon. An essential compan- ion actor is her guard — typically an ogre, A descriptive paragraph. a dragon, or a hedge of thorns. Her parents Actors have placed her in this situation, for complex Path of Chance: The literal interpretation of reasons of their own. the story element, as most commonly dis- The people of Faerie are the actors in its covered in Arcadia. Each story element stories — protagonists, antagonists, or inci- Path of Chance: This is a straightforward has a link to the previous or next one. dental characters. Those faeries who constitute rescue mission. Path of Destiny: The mythological or a story element are never bit parts or walk-on Path of Destiny: The obstacles must be metaphysical interpretation of he story roles, as such individuals draw no more notice overcome and the princess rescued in element, as found along the many roads than scenery (see later). In Elysium, the actors precisely the right manner. Alternatively, of Elysium. are the gods and heroes of antiquity, while in the quester could be the princess, or the Eudokia they are caricatures of morality. guard who must fail to stop the hero.

40 Realms of Power: Faerie

Forking Path: Have the characters stopped to think as to why the princess is impris- oned? Perhaps there is a very good rea- son. Alternatively, this could be a test of obedience — is it not a father’s right to dispose of his children as he sees fit?

The Task-Setting Ogre

A hideous giant, vastly bigger and/or more powerful than the characters, who forces them to perform seemingly impossible tasks under threat of violence. Such tasks might include: sorting barley from wheat in a mixed vat; cutting down a forest in a single day; filling a bucket with a sieve; eating more than a wild- fire can consume; or catching a magical horse. Alternatively, the ogre could be any fierce monster, such as a dragon or a manticore.

Path of Chance: The duty of the cap- tive is to escape from bondage, coupled with possibly slaying his imprisoner. Path of Destiny: Each task must be com- pleted, perhaps with the assistance of the ogre’s daughter. The quester can thus escape from bondage. Forking Path: Are the characters so arro- gant that they cannot admit that some tasks are meant to be impossible? can be exploited by a canny group, as he are not of a type that he usually transports is deft at creeping into small places, or (that is, they are alive, or humans, or so The Mouse-Groom stealing small objects. forth). There is no other safe way to cross. Path of Destiny: The Mouse-Groom offers to Path of Destiny: The ferryman is a king in A tiny mouse, easily overlooked. He can help in some difficult task, but in return he disguise, and he must work as a ferryman talk, and takes a fancy to a female character, asks to marry a female character. At the until the one whom he is waiting for courting her with gifts and poetry. Alterna- completion of the task, the groom must be comes. He transports many interesting tively, the mouse could be a different animal successfully transformed into human form and dangerous passengers until that day (such as a cat or frog), or a monster. Or the through the actions of the characters. comes. When the special passenger ar- mouse could be a bride rather than a groom. Forking Path: The character might expect a rives, the ferryman must ensure he does transformation in her groom, and be dis- not reach the other side, or else obey his Path of Chance: The Mouse-Groom is a appointed — sometimes a mouse is just a every command. distraction, nothing more. His devotion mouse. Does she still honor her promise? Forking Path: What is on the other side? Is it worth paying the price asked by the ferryman? Is it best to be content with The Ferryman what one has got rather than to wish for Further Ideas a future that may not arrive? A man in a gray cloak, his face hidden for Actor Story by a hood or a hat. He stands in a low skiff Elements on the shore, a punting pole in his hand. The The Pale Man skiff is just big enough to carry the charac- Other ideas include: ters across the lake or river. Alternatively, the An emaciated man with taut gray skin, ferryman transports them in a different man- red eyes, and prominent teeth. He is dressed • The Cruel Stepmother ner, such as by carrying them. The ferryman in a burial shroud. The man is a vampire, • The Queen of Otters may also be a guardian of another threshold, who feeds on the living. Alternatively, the • The Green Knight such as a bridge or a doorway. Pale Man is a woman. • The Boy Made from Iron • The Evil Twin (or the Foolish Twin) Path of Chance: The ferryman must be per- Path of Chance: The vampire is a ravag- suaded to carry the characters across; they ing monster who eats corpses and craves

41 Realms of Power: Faerie

blood. Since he is already dead, he is dif- the Might of the wielder; for a magus, use his Path of Chance: Stealing the cloak from the ficult to defeat. Those who he has con- Auram score. maiden allows the wearer to transform sumed alive can be rescued from his belly. like she does. Path of Destiny: The man is Death, or, at Path of Chance: Who would not want to Path of Destiny: A hero hides the cloak so least, a death. He is a guide to the re- smite giants with Thor’s hammer? that the maiden will remain in human cently departed, who must be tricked Path of Destiny: The characters may be en- form and wed him. When she finds the into passing over his victim, or taking acting Mjollnir’s forging, its theft by the cloak again, she flees him, and he must someone else instead. giants, or its retrieval from said giants. quest to win her love for real. Forking Path: Does the man represent death, Forking Path: Hiding the cloak from the or the refusal to accept that one has died? maiden ransoms her heart. Letting her The Pale Man can assist in grief, since he Further Ideas for choose between her love and her swan demonstrates that there are worse alter- cloak is a truer expression of love. natives to dying. Prop Story Elements

Some more ideas include: The Dull Knife

Props • The Soul in the Egg An unremarkable blade, of crude manu- • The Magic Ring facture. Its blade is so dull it can barely cut In this category are all inanimate ob- • The Self-Filling Purse butter. Alternatively, this could be any tool jects, although this does not make them less • The Horn that Furnishes Soldiers that is unable to perform its function due to significant than the actors or the scenery. In • The Helm of Invisibility a defect. Arcadia, a prop is often the carrier of a fa- • The Word That Opens All Locks erie power. In Elysium, the props are never Path of Chance: In the contradictory way of incidental to the story, but play a pivotal Faerie, sometimes the dullest knife in the role. They might be the vital ingredient of Forking Path: Finding Mjollnir creates a di- world is the only thing that can cut the a sleep potion, a token of love to melt the lemma — it is a mighty weapon, but if it uncuttable. princess’ heart, or the goal of the quest in the is not returned to Thor, then mankind’s Path of Destiny: The knife becomes rusty to first place. defense against the powers of winter and indicate when another is in peril. At such frost is deprived of his power. a signal, the quester must ride to rescue his partner. The Poisoned Apple Forking Path: As a gift, the Dull Knife is The Dragon’s Tongue useless. Should this be interpreted as an A luscious fruit, half of it bathed in a hor- insult on the part of the giver, or will the rible poison, half of it sweet and delicious. When first encountered, this prop will character accept it with grace? There is no magical way to determine the be in the possession of the dragon, although difference; one either knows or one does the beast may already be dead. not. This prop typically occurs in a situation Snake Soup where it must be shared with another. Path of Chance: Eating the tongue of a drag- on is said to grant magical powers, such A bubbling cauldron of brown-gray liq- Path of Chance: A random chance; does the as the ability to speak with animals. It is uid, with suspicious-looking meat and un- character eat from the poisoned side or not always a good thing to know what known vegetables. Alternatively, a green fluid the safe side? creatures are saying about you, however. in a bottle, or a knobbly fruit with red spots. Path of Destiny: The quester must either Path of Destiny: The heroes kill the dragon, persuade another to eat of the poisoned and cut out its tongue as proof of their Path of Chance: Suspicion over the safety of side, or do so himself. deed. An impostor cuts off the head from the soup might cause the characters to Forking Path: Self-sacrifice or deliberate the corpse, which he later seeks to use as miss out on the magical powers it grants, poisoning? Is it better to allow evil to his own proof. or else save them from a horrible curse. live, or to commit evil in killing it? Forking Path: The tongue symbolizes hu- Path of Destiny: The soup is served to her mility for one’s abilities, whereas the dinner guests by a crone, who gives her dragon’s head is a symbol of vainglory. son the choicest portion with the meat Mjollnir of three white snakes. When eaten, they grant supernatural strength and resil- The hammer of the mighty Thor — a The Swan Cloak ience. The questers must ensure that thunderbolt imprisoned in iron. It was de- they receive the magical portion, not the signed as a war hammer but its handle is a A maiden owns a cloak of white feathers witch’s son. little short, subtracting 2 from both Attack that causes her to take her true form, that of Forking Path: It’s all a matter of trust. What and Defense scores. A successful hit inflicts a swan. Alternatively, the prop is a different looks foul and unappetizing might be +30 damage from the lightning imprisoned item of clothing, such as a hat or girdle. Al- beneficial, but again it might also be within it, as well as normal weapon damage. ternatively, the cloak transforms the wearer exactly as it appears — disease-ridden The penetration of the lightning is equal to into another animal, such as a seal or a wolf. swamp water.

42 Realms of Power: Faerie Scenery preme, Demeter ceased her search for Path of Chance: In the Summerlands pies her daughter, and the men were softened and sweetmeats grow on trees, the rivers for Ragnarok. run with mead and milk, and every need The scenery should not be neglected as a Forking Path: Many rail against the chill is catered to. It is a respite from hardship, story element. In the Faerie Realm, the scen- of winter with fire and furs, but is it a and also a trap for the self-indulgent. ery can be a villain as readily as any musta- fight that can be won? Perhaps it is bet- Path of Destiny: Summer is symbolic of chio-twirling blackguard. ter instead to submit to the inevitability bounteous times, of incipient action, and of nature. of vigor. It is in the Lands of Summer where one is forever young. The Market at the Crossroads Forking Path: The luxury of summer lulls Further Ideas for one to sloth, but it is a season of action Rough-built stalls line both sides of and adventure. Does one take a much- the two intersecting roads. Each stall dis- Scenery Story needed rest, or spurn the seduction? plays the wares of the vendors, from the mundane to the fantastic. The market may Elements be thronging with browsing customers, or The Glass Mountain Consider these ideas, as well: else it might be eerily empty. The stalls, vendors, and other customers are all equal- A towering edifice of green glass as big as a • Spring ly part of the scenery, although the charac- hill. The glass is perfectly smooth, as if melted • Autumn ters may meet one or more actor story ele- in place. At its summit is a castle — the des- • Beneath the Sea ments here, or they could be here to obtain tination of the characters. Birds of immense • In the Kingdom of Death a prop element. size circle the castle, watching for climbers upon which to drop rocks. Alternatively, the Path of Chance: An opportunity to spend mountain may be made of ice, or guarded by one’s hard-earned cash, but let the buy- The Forbidden Chamber snakes. Or, the summit might bear a tree with er beware! Faerie vendors rarely require magical fruit, or the well of wisdom. silver in exchange for their goods; and There is a room in a castle that every- that which is purchased is not always one is forbidden from entering. It has an im- Path of Chance: An obstacle to test the in- what it seems. mensely strong door but no lock. On occa- genuity of the characters. They can try Path of Destiny: The characters must obtain sion, strange noises are heard from behind chipping out handholds, or dipping their a specific item. Are they able to locate the door. Alternatively, it could be locked, shoes in tar, or perhaps circumvent the the vendor, and are they willing to pay and the key held by the castle’s owner. Or, glass entirely by flying to the top. the price demanded of them? the chamber could instead be a chest, or a Path of Destiny: The mountain must be at- Forking Path: The dilemma of the market is question that must not be asked. tempted three times, each time assisted that the vendor wants the highest price by a different magical animal. Only the he can get for his wares, while the buyer Path of Chance: The room contains either third attempt is successful. wants it as cheaply as possible. A fair fabulous treasure or a hideous secret. Forking Path: How quickly do the charac- deal leaves both satisfied. But an unfair Disobedience might be signified by a ters give up trying to scale the mountain? deal will leave the buyer bilked or the transformation in the interloper, or the Perseverance is the lesson here. If one vendor cheated. sounding of an alarm. tirelessly strives for one’s goals, there is Path of Destiny: The inevitability of getting nothing that cannot be achieved. into the forbidden chamber is central to Winter the quest. This may require the quester to The Perilous Forest obtain the key from its owner. The char- Snow covers the ground, rime-frost acters may not like what they find inside. A dark and foreboding wood, where little coats every surface, and icicles depend from Forking Path: This is a simple choice be- light reaches through the canopy. Strange horizontal surfaces. The breath steams in tween curiosity and obedience. It may noises haunt the forest, along with half-seen, the frigid air, and the heat is sapped from be made harder if cries for help are heard swiftly moving shapes. Alternatively, the trees the body. from beyond the door. If curiosity is not could be dead, and all sounds are swallowed. stronger, then perhaps chivalry is. Path of Chance: Winter is a passive guardian Path of Chance: A forest can hide all sorts for the snow-bound castle, or a prison of ne’er-do-wells, mysterious hermits, for those within. It is a challenge to be Summer magical trees, and fierce beasts. met, and overcome. Path of Destiny: The traditional abode of Path of Destiny: Winter represents steril- The sun shines bright on a green and the , the Ironwood is filled with her ity and patience. Nothing grows and pleasant land. Plants are at the height of wolfish children. nature holds its breath before the prom- growth, and animals are well fed and con- Forking Path: They say there is nothing to ise of spring. It serves as a pause before tent. Bees drone among the flowers, and the fear except fear itself. How true is that the action, the lull before the storm. In air is still and fragrant. when one is lost among demonic-look- the winter, the wicked queen ruled su- ing shadows and sharp-fanged critters?

43 Realms of Power: Faerie

The Abandoned Shrine blood. Alternatively, the shrine could be Path of Destiny: The blood of an innocent will found in a deep pit, or in a deserted town. wake the god who slumbers in the shrine. In the midst of a tangle of undergrowth, Forking Path: Is it fair to let gods die? A pow- a single standing stone is found, carved with Path of Chance: This is the place for the villain erful faerie who has protected his human strange glyphs and leering faces. Circles to hold his showdown, or for the priest to worshipers for millennia risks death be- carved into the ground hold traces of dried be forced to yield his faerie powers. cause his worship is considered idolatrous.

Ten Thousand More Story Elements

Choose a descriptor and an object from the following two lists; or else roll two simple dice, once for each list.

DESCRIPTORS

Second 1 on 2 on 3 on 4 on 5 on 6 on 7 on 8 on 9 on 10 on Die first Die first Die first Die first Die first Die first Die first Die first Die first Die first Die 1 Green Iron Twin Howling Maker of Winged Sharp Farthest Fatal Sleepy 2 Shiny Glass Huge Fiery King of Spiny Dull Best Straight Obnoxious 3 Dirty Golden Minute Singing Servant of Leafy Icy Darkest Wrong Naughty 4 White Ruby Newborn Furious Slayer of Donkey-eared Warm Brightest Blind Grieving 5 Striped Fur Ancient Sleeping Eater of Wounded Unyielding Highest Final Obedient 6 Variegated Woven Flawed Drunken Child of Hairy Soft Deepest Eldest Curious 7 Black Emerald Perfect Smelly Sibling of Slimy Harsh Tallest Youngest Cunning 8 Murky Wooden Broken Dreaded Parent of Strange Gentle Smallest Beautiful Impossible 9 Blue Stone Empty Passionate Cousin of Scrawny Sour Fiercest Repulsive Motionless 10 Invisible Makeshift Flat Dying Protector of Corpulent Floral Bravest Terrible Stormy

OBJECTS

Second 1 on 2 on 3 on 4 on 5 on 6 on 7 on 8 on 9 on 10 on Die first Die first Die first Die first Die first Die first Die first Die first Die first Die first Die 1 Queen Fox Eagle Drum Knife Acorn Child Mason Summer Fort 2 Serf Mouse Salmon Bed Loaf Apple Page Weaver Autumn Wall 3 Lady Weasel Robin Lute Key Willow Maiden Magistrate Lake Shack 4 King Lion Frog Mirror Book Rose Soldier Counselor Sea Manor 5 Prince Bear Ant Cauldron Sword May Blossom Hermit Orchard-Keeper River Bridge 6 Beggar Wolf Swan Shawm Shield Hazelnut Crone Smith Dawn Ditch 7 Scholar Stag Bull Bottle Hammer Water Lily Holy Woman Dancer Shore Hill 8 Priest Goat Bat Coin Chalice Seaweed Infant Flautist Battlefield Forest 9 Merchant Ox Owl Gaming Piece Needle Thistle Father Shepherdess Harbor Desert 10 Death Badger Partridge Candle Cloak Burdock Waif Knight Crossroads Marsh

44 Chapter Three Faerie Characters

Faeries are designed through a series of their characters, which is of prime importance the Mythic European setting, these levels of choices. A player creating a faerie can make to a friendly faerie basking in their vitality. power are unrecognized. these choices in any order, but in this section, they are laid out in the following sequence: Maximum Number of • Is this a player or non-player character? Player Character Virtues and Pretenses • How powerful is this character com- Faeries Are Designed pared to player character types? Faeries designed instead as player charac- • What is the Might score of the faerie? to Suit Game Play ters use values from the following formula. • What is its physical form? • How cognizant is the faerie? Faeries display a continuum of power, Replaces virtues/Flaws • What is the role it is playing? from mere shadows on nursery walls to Companion Up to 10 points of Virtues • What powers does it have? the ancient gods of the Greeks and Norse. balanced by Flaws. • Does it have traditional vulnerabilities? When designing a faerie character, a player Magus 1 free, then up to 20 points of is selecting a faerie that is approximately as Virtues paid for with Flaws at powerful as a companion or magus. Within 2 Virtues per Flaw. PC or NPC?

Non-player characters may be far more powerful and versatile than freshly created player characters. Non-player characters do not need to balance their Virtues and Flaws, and may have more Pretenses — which sub- stitute for Abilities, as described later — than starting player characters. The characters in Chapter 4: Faerie Bestiary are designed using the system below, as examples, but Troupes are encouraged to use a less-formal process of design if it suits their sagas.

Level of Power

Players designing faerie characters should negotiate the aspects of their design with the other members of their troupe, because even faeries designed within the guidelines given in this chapter may reduce the enjoyment of the game by other members of the troupe. The en- joyment of the other players is representative of the attention and emotional attachment of

45 Realms of Power: Faerie

The character has a number of Pretense points figured as follows: Quick Start Guideline

Pretense Points: 15* x (average age of The quickest way to get through the the presence of whatever the ward is, magus player characters – 5) + 120 points new options in this character creation and cannot touch someone who has process is to select a faerie that replaces a the ward, either personally, with the * This multiplier may be changed by the beginning companion, can pass for human, faerie’s equipment, or by using a pow- Pretentious or Ostentatious Virtues, or has a Faerie Might of 10, and follows the er. Contact with the ward will burn the Aloof Flaw, described in the section on stereotypical role of its faerie type. This faerie. The faerie cannot regenerate Pretenses at this chapter’s end. results in the following: Might in the presence of the ward.

If the character’s physical form has 7 Points of Characteristics Before play, balance up the Virtues any inherent Abilities, you must purchase 360 Points of Pretences: Spend them and Flaws, paying attention to the Pretenses for those first. For example, a exactly like Ability points. Faeries Inappropriate Virtues and Flaws section. human being typically begins with Liv- don’t need Virtues to get any Pre- Skim the introductory text to each section, ing Language 5 and 45 points in specific tence (Ability). but pay particular attention to the powers Abilities associated with early childhood. Virtues: Faerie Sight, Humanoid Form, of the faerie body. Read the detail of the Animals often have a set of required Abili- Increased Faerie Might. Each is a Mi- Virtues and Flaws selected above. Select ties that represent instinctive behavior for nor Virtue. some Greater Powers if you like. They are the species. Free Choices: Passes for Human, Nar- based on a Major Virtue and allow your In Chapter 4: Faerie Bestiary, faeries de- rowly Cognizant. character to affect others mystically. Faerie signed for use as player characters assume Flaws: Traditional Ward (whatever you Speech may prove especially useful if your that the magi in the campaign are 21 years like). This minor Flaw means that the faerie interacts with characters who speak old, which gives 360 points of Pretences. character is made uncomfortable by a diversity of languages.

for hundreds of years with humans may have Fast Might Recovery very high Might scores, and yet remain in- Minor, Supernatural Required terested primarily in domestic stories. It is This Virtue allows faeries to recover spent generally true that the queen of a faerie court Might in a quarter of the normal time. Instead Virtues and has a high Might, and a household brownie of completely refreshing its Might over the a low Might, but there are individual faerie course of 24 hours, the character restores its queens that have Might scores of 10, and a entire Might Pool in only six hours. Flaws few brownie-like creatures have Might scores of 45. Faeries usually contain more vis if they Feast of the Fae A character must have a Might score, a have greater Might, so these tiny, magically Minor, Supernatural physical form, a level of cognizance, a Social resistant faeries are particularly valued by This Virtue allows a faerie to recover 5 Interaction Virtue, and a taboo. All faeries magi as prey. lost Might by receiving traditional sacrifices have certain innate powers, which may be Faerie Might gives the character innate left from a human. Sacrifices include food traded away as Flaws. Magic Resistance equal to its Might Score. left on doorsteps for the faerie to consume, This does not stack with other forms of re- but some dark faeries feed on the wards left sistance. Faeries have Might Points equal in to keep them at bay, accepting them as the number to their Might score, which they price that humans pay for safety. This power Faerie Might Score spend to activate their powers. These are can only be used once per day. recovered at a constant rate, which would Player characters begin with a Faerie result in full recovery from zero over the Feast of the Dead Might score of 5, which may be varied by course of 24 hours unless a Virtue or Flaw Minor, Supernatural selecting appropriate Virtues or Flaws dur- changes this rate. This Virtue allows a faerie to recover 2 ing character creation. The Might Score lost Might after draining a Long Term Fa- of a faerie represents its spiritual strength. tigue Level from, or causing at least a Me- The more powerful a faerie is spiritually, the Virtues That Affect Might dium Wound to, a human. Different fairies greater the likelihood that it is at the cen- employ various methods to extract vitality ter of stories, and that other faeries act as Some virtues alter the rate at which faer- from humans. This Virtue does not, of itself, its servants. Better roles in stories tend to be ies recover after using their powers. Hermet- cause damage. For example, a faerie that claimed by the mightiest faeries. ic scholars are divided over whether these feeds on the blood of sleeping shepherds This observation is, however, not useful unusual features are linked to the role or the must make a successful Bite attack to drink for determining the Might of particular fa- spirit of the faerie. sufficient blood from a sleeping shepherd to eries. Faeries that have interacted regularly cause the loss of a Long Term Fatigue Lev-

46 Realms of Power: Faerie el. The faerie’s player can then claim 2 lost The faerie is nearly powerless at certain number of Might Points equal to the prevail- Might points. times or under certain conditions. At the on- ing Aura as modified by the Realm Interac- set of these disadvantageous conditions, any tion Table, or 1, whichever is greater. Increased Faerie Might ongoing supernatural effects that the crea- Major or Minor, Supernatural ture has started with its powers immediately As a Minor Virtue, this increases the end, except for those that constantly affect faerie’s Might Score by 5. As a Major Virtue, the creature itself. As long as the conditions Physical Form it increases Might by 15. With the approval last, the creature is unable to spend or recov- of the troupe, this Virtue may be taken mul- er Might points. Faeries may appear human, but do not tiple times. This Flaw may be Major or Minor. If it is truly have human bodies. A faerie is a spirit Major, the creature’s Might is restricted un- that, unconsciously, draws matter about Time or Place of Power der relatively common circumstances, such itself. This body may appear and feel con- Minor, Supernatural as when exposed to daylight or during the vincingly human, particularly if the faerie The character’s Might Score is 10 points winter. The conditions should be in effect at has enjoyed lengthy, passionate interaction higher at a certain time or in certain places least one-quarter of the time. For the Minor with mortals. When faeries die, however, that are strongly linked to the character’s version of this Flaw, the conditions are un- few leave conventional corpses. They dis- role. The time or place is known to any char- common, such as during a thunderstorm or integrate into their original matter: leaves, acter who makes an Intelligence + Faerie on the night of the new moon. or clouds of black feathers, or sea foam, or Lore roll of against an Ease Factor of 9. This snowflakes. They may seem like statues of Virtue may not be taken multiple times. Slow Might Recovery stone, or portraits in wood, or manikins of Major, Supernatural straw. Faeries with low cognizance do not A faerie being with this Flaw recovers a know it, but they are only pretending to Flaws That Affect Might single Might Point per day, rather than all have bodies. Might Points over the course of a day. A vari- There are several advantages to con- Certain Flaws influence the rate at which ant of this Flaw occurs in some faeries that structing a body of matter and glamour, then faeries recover their Might. regain all of their Might at a certain phase of stealing vitality to animate it. Faeries cannot the moon, but at no other time. age or suffer Decrepitude unless they have Decreased Might a Flaw. They lack the ability to become fa- Supernatural, Minor Might Recovery Requires Vitality tigued, although some sleep for social reasons The faerie has only 1 point of Might, in- Major, Supernatural or because their role demands it of them. It is stead of the usual 5. Faeries with this Flaw The character must get a full night’s rest also very difficult for faeries to die. retain the use of powers that do not require and eat a meal to replenish its Might Points the expenditure of Might, like regeneration after they have been spent. This must be and the ability to generate equipment that done within a human community by eating Equipment Without does not cause Encumbrance. leavened bread, drinking beverages ferment- Encumbrance ed by humans, feeding on human blood, or Restricted Might listening to humans sing or scream. For every A faerie does not suffer Encumbrance for Supernatural, Major or Minor eight hours the character rests, it recovers a pieces of equipment traditional for the role it is playing, because these props are made of glamour. Props are treated as extensions of the faerie’s body for magical purposes. If a Scale of Typical Might Scores prop is lost, the faerie withdraws its glamour from the matter in the prop, and reconstitutes The typical Might Scores in this ta- 20 Ghula, Orm (Size 0), it closer to hand. Lesser faeries do this with- ble refer to creatures in Chapter 4: Faerie Valkyrie out understanding the mechanism; they find Bestiary. 21-30 Fairly powerful. their lost items under rocks, or behind trees, 25 Faerie Champion, Gorgon or simply use them without remembering that Score example 30 Fachan, Orm (Size +4) they were lost. Reconstituting a prop costs no 1-10 An ordinary creature of a 31-40 Very powerful. Faerie lords, Might, and requires a single round. realm. minor dragons, and the like. 1 Black Terrors, Kubu 35 Faerie Noble, Lamia, Orm 5 Brownie, Centaur, Dwarf, Fa- (Size +6) Regeneration erie Dog, Faun, Kelpie, Satyr, 41-50 Extremely powerful. Pagan Sprite deities, major dragons, etc. The bodies of faeries are often damaged, 10 Barking Beast, Glanconer, Mi- 45 Lamashtu but they consider that insignificant. A faerie nor Knight, Triton, Unicorn 51-75 Earth-shakingly important may be required by its role to feel pain, or 11-20 Moderately powerful. Com- figures. Great dragons, Jove simulate it in the case of highly cognizant parable, at least, to a starting himself. faeries, but pain isn’t meaningful to most fa- magus. Mormo, Orm (Size –2) n/a Black Faced Hermes eries. They do not associate their pain with suffering in the way humans do. Some faeries

47 Realms of Power: Faerie report, how truthfully cannot be known, that are merely dispelled to Arcadia for thousands beast’s Cunning score for Intelligence. This when the Summer and Winter Courts make of mortal years. It is possible to seek such fa- is a Free Virtue. war upon the Equinox, the knights often eries in stories, although there is no way to chop each other to pieces. Once the battle tell if the creatures found are the original fa- has been won, they cease pretending to be eries or merely skilled impersonators. Hybrid Forms human for long enough to reassemble them- selves, then resume their roles and feast. If a Most hybrid forms are simply human human witness were present, this would not Magic Resistance forms with animal elements grafted onto be possible: the bodies of the faeries would Against Faeries them. These elements may be simply cos- have to remain dead to suit their role. One metic — in which case they do not change of the faeries present often has a role that al- The bodies of faeries are made of mat- the character’s scores — or they may repre- lows it to bring faeries back from the dead, ter arranged by glamour, which is a mystical sent Minor Virtues. The physical anomalies if this occurs. force. Faerie bodies, and the other props cre- of the bodies of faeries are not Flaws unless Faerie bodies regenerate as rapidly as is ated by the same process, are not, however, they limit the faerie in stories. As an exam- suitable to their story. Incognizant faeries blocked by the Parma Magica or other forms ple, the serpent’s tail that a faerie has instead heal swiftly and well, without die rolls, unless of Magic Resistance. This is not unique to fa- of legs is not a Flaw if she spends most of her required to remain ill by their role. Narrowly eries: spirits of the Magic Realm and time in Arcadia or her cave in the hills, since and highly cognizant fairies can repair all but demons construct bodies of incidental matter, it’s only a detriment if it is going to terrify the cosmetic level of the damage their body and the physical attacks of these creatures are humans that she’d prefer were civil. has suffered, at will, once the scene they are not resisted, either. Magi do not agree on why Some faeries have animal parts that they participating in has concluded. Many do not this is the case, but some suggest that the con- use for combat. This uses the Brawl Abil- even notice they are doing it, healing the struction of bodies is part of the essential na- ity and the statistics on the following table. superficial damage at a rate that appears rea- ture of faeries, so the power cannot be alien- Minimum Strength, Load, and cost do not sonable to human viewers. ated from them by Hermetic magic. apply to these weapons. Having natural If killed by humans, or with humans Spells that target the material the faerie weapons does not, in itself, require a Virtue. witnesses, faeries may eventually rebuild a is made from, like Circular Ward Against The body, although it takes time. The time taken Faeries of the Wood, or the spiritual nature of init Atk Dfn Dmg to regenerate equals the faster of the Faerie the faerie, like the Aegis of the Hearth, are effec- Teeth 0 +3 +1 +1 Might Score in months or Faerie Might Score tive against faeries. Large Teeth 0 +4 +1 +3 / Aura (as modified by the Realm Interaction The powers of faeries that have Might Tusks 0 +4 +2 +5 Table) in months. An incognizant faerie that costs and ranges greater than Personal are, in Claws –1 +2 +3 +2 rebuilds its body believes itself to be linked most cases, opposed by Magic Resistance. Large Claws 0 +5 +3 +4 to, but not actually, the previous faerie. It Horns +1 +3 –1 +2 might, for example, believe that it is its own Large Horns daughter or brother. Narrowly cognizant fa- or Antlers +2 +3 +2 +3 eries may return with their memories intact, Varieties of Form Hooves +2 +2 +2 +1 although the incident that caused their body to be destroyed is hazy. Highly cognizant fa- Many faeries are able to take several eries can change roles, at the player’s discre- forms. If the character’s physical form has Glamorous, Immaterial Forms tion, between bodies, so that they appear as any inherent Virtues or Flaws, as most ani- an entirely different type of faerie following mals do, a player must select as many of All faeries have bodies made of matter, their death. They retain the same number of them as possible before selecting others. glamour, and vitality, but some prefer to Virtues, Flaws, and Pretenses, but may swap interact with humans through forms made the ones they currently possess for a new set. solely of glamour, and draw matter to them- Human and Animal Forms selves only when wishing to alter the physi- cal world. Some theorists argue that all faer- Permanent Death A humanoid faerie has 7 points with ies dwell as pure spirit when humans are not which to buy Characteristics, as per the ta- watching, but this class of faeries is willing Forces that are outside the story they ble on ArM page 30. Faeries in animal form to use this power in the presence of humans. are weaving can permanently kill faeries. A should be guided by the statistics provided This makes them appear ghostly, but to the faerie whose Might Score is destroyed dies in the “Book of Mundane Animals” appendix educated or those with the Sight, magical permanently. Miracles and agents of the of Realms of Power: Magic, or be constructed spirits and faeries are quite distinctive. Infernal can destroy faeries. If the vis from as mundane animals are, using the rules pre- Immaterial faeries are invisible to those the faerie’s anchor (described in Chapter 1: sented in the Bjornaer chapter of Houses of without magical aid, and can pass through Nature of Faerie, Vis) is used, then it is per- Hermes: Mystery Cults (pages 38-43). solid objects. Some may interact with hu- manently dead. Incognizant faeries appear Many lesser faeries, including those with mans simply by shedding species with glam- to be destroyed if killed with mystical things human shapes, lack true Intelligence. Un- our — that is, they may make illusory bodies they are antithetical to, as represented by the intelligent faeries are not suitable as player for themselves. These bodies cannot, howev- Sovereign Ward Flaw. Some Merinita magi characters, however. A player who selects er, move objects. To move objects, they must suggest that faeries who appear to be dead an animal form for a character may trade the take on matter. While taking on matter the

48 Realms of Power: Faerie

faerie can continue to move and act, but can- Size Strength, –(Size) Quickness not pass through objects. While in material Modifier: +2 form, the faerie’s spirit is bound to the mat- Size: Huge ter it has taken on. If the body is destroyed, Players of humanoid characters select a Must Select: +4 Strength, –2 Quickness the matter returns to its initial state, with the size from the following options. Characters spirit of the faerie still attached to it as vis. outside the range of Size +2 to –3 are diffi- Modifier: +1 To design an immaterial faerie, instead cult to accommodate in sagas, and should be Size: Large design the characteristics for the physical carefully scrutinized by the Troupe. Must Select: Characteristics aren’t adjusted body it takes on when it dons matter and select the Intangible Flesh Flaw, described Modifier: +3 or more Modifier: 0 in the nearby insert. The Loosely Material Size: Huge Size: None minor faerie power may suit the character. Must Select: (Size–1) times +(2 x Size) Must Select: Characteristics aren’t adjusted What Do Size Scores Represent?

Size height Weight comparison Wound Penalties –1 an inch less than 1 oz. butterfly Dead (1+) –10 4 – 5 in. 1 oz. mouse Dead (1+) –9 6 – 7 in. 1.5 oz. bat, frog Dead (1+) –8 8 – 9 in. .25 – .5 lbs mole, toad Dead (1+) –7 10 – 11 in. .5 – 1 lb rat Incapacitated (1), Dead (2+) –6 12 – 13 in. 1 – 2 lbs lizard –5 (1), Incapacitated (2), Dead (3+) –5 14 – 15 in. 2 – 5 lbs rabbit –3 (1), –5 (2), Incapacitated (3), Dead (4+) –4 16 – 20 in. 5 – 10 lbs adder –1 (1), –3 (2), –5 (3), Incapacitated (4), Dead (5+) –3 21 – 32 in. 10 – 22 lbs baby, cat –1 (1–2), –3 (3 – 4), –5 (5 – 6), Incapacitated (7 – 8), Dead (9+) –2 2’9” – 3’9” 22 – 46 lbs child, sheep –1 (1 – 3), –3 (4 – 6), –5 (7 – 9), Incapacitated (10 – 12), Dead (13+) –1 3’9” – 4’9” 46 –100 lbs adolescent human, wolf –1 (1 – 4), –3 (5 – 8), –5 (9 – 12), Incapacitated (13 – 16), Dead (17+) 0 4’9” – 6’2” 100 – 215 lbs adult human, pig –1 (1 – 5), –3 (6 – 10), –5 (11 – 15), Incapacitated (16 – 20), Dead (21+) 1 6’2” – 8’ 215 – 465 lbs big human, pony –1 (1 – 6), –3 (7 – 12), –5 (13 – 18), Incapacitated (19 – 25), Dead (26+) 2 8’ – 10’ 465 – 1000 lbs horse, bear, lion –1 (1 – 7), –3 (8 – 14), –5 (15 – 21), Incapacitated (22 – 28), Dead (29+) 3 10’ – 13’ 1000 – 2150 lbs aurochs, moose, warhorse –1 (1 – 8), –3 (9 – 16), –5 (17 – 24), Incapacitated (25 – 32), Dead (33+) 4 13’ – 17’ 2150 – 4600 lbs elephant –1 (1 – 9), –3 (10 – 18), –5 (19 – 27), Incapacitated (28 – 36), Dead (37+) 5 17’ – 22’ 2 ½ – 5 tons killer whale –1 (1 – 10), –3 (11 – 20), –5 (21 – 30), Incapacitated (31 – 40), Dead (41+) 6 22’ – 28’ 5 – 10 ½ tons –1 (1 – 11), –3 (12 – 22), –5 (23 – 33), Incapacitated (34 – 44), Dead (45+) 7 28’ – 37’ 10 ½ – 23 tons small dragon –1 (1 – 12), –3 (13 – 24), –5 (25 – 36), Incapacitated (37 – 48), Dead (49+) 8 37’ – 47’ 23 – 50 tons –1 (1 – 13), –3 (14 – 26), –5 (27 – 39), Incapacitated (40 – 52), Dead (53+) 9 47’ – 61’ 50 – 107 tons humpbacked whale –1 (1 – 14), –3 (15 – 28), –5 (29 – 42), Incapacitated (43 – 56), Dead (57+) 10 61’ – 79’ 107 – 230 tons –1 (1 – 15), –3 (16 – 30), –5 (31 – 45), Incapacitated (46 – 60), Dead (61+)

49 Realms of Power: Faerie

Modifier: –1 minded that faeries can also take Virtues that • Tell mundane from glamourous things. Size: Small Frame suit humans. Many faeries that are drawn to (Automatic success: no roll required.) Must Select: Characteristics aren’t adjusted stories in which humans enjoy the thrill of • See the borders of glamour, so that they combat have Tough forms, for example. know which faerie that props and terri- Modifier: –2 or –3 tories belong to. (Automatic success: no Size: Little External Vis roll required.) Must Select: –(2 x Size) Strength, Minor or Major Virtue, Supernatural • See Arcane Connections, so that they +(Size) Quickness The faerie’s spiritual essence (anchor) know which objects belong to a human resides in one of the props traditional for (automatic success), and also to which Modifier: –4 or more its role, and this can be carried far from the human they belong. (If human and object Size: select Little twice faerie’s body without the faerie suffering can be observed, automatic success.) Must Select: –(2 x Size) Strength, ill effects. There is an Arcane Connection • Read each other’s glamour. Faerie Lore is +(Size) Quickness between the object containing the faerie’s a body of knowledge that humans learn spiritual essence and the faerie’s body. If through experience, so very few faeries Faeries may not have flaws like Dwarf or this connection is broken, or if the object have it. (Ease Factor = Might of other Giant Blood, which are for mortals whose is destroyed, the faerie’s distant body dis- faerie/5) Faeries use the ability to read bodies are structured slightly differently integrates, but the essence can construct a each other’s glamour to guide their inter- from those of other humans. Faerie bodies new body, given sufficient time. If the vis actions, instead of using Faerie Lore. only pretend to follow the mechanical prin- in the prop is used, the faerie is permanent- • See mundane things hidden by glamour. ciples of organic life. ly destroyed. (Ease Factor = 3 + (Might of Faerie caus- Nonhuman characters that have a base When selected as a Major Virtue, the ing the glamour – Might of the faerie at- Size other than zero do not usually select prop provides its bearer with any one Minor tempting to see through the glamour)/5) Virtues and Flaws on the table above. An ad- Virtue, selected at creation. This provides justment for the Size of creatures is, for ex- the faerie with a little additional power, but Faerie Speech ample, contained within the rules for creat- its main advantage is that humans who dis- Minor Virtue, Supernatural ing mundane animals given in House of Hermes: cover the object are far more likely to trea- Many faeries have a Pretense called Fa- Mystery Cults, and has been invisibly included sure it, and keep it safe. This provides the erie Speech, which they use instead of ac- in the “Book of Mundane Beasts” in Realms of faerie with time to form a new physical body quiring human languages. Faeries seem to Power: Magic. A similar adjustment is found and reclaim his object. know the same languages as whomever they in the rules for objects as player characters As an example, a faerie warrior with a are talking to. If speaking to a group that has given in Realms of Power: Magic. Characters Might of 20 uses his sword as his spiritual demonstrated mixed linguistic skills, the fa- deviating from their base size by 1 do not anchor. A character that defeats the war- erie may select which language to speak in. change Characteristics, but those deviating rior finds that the sword contains 4 pawns This effect occurs whenever the faerie by more than 1 are adjusted as indicated by of vis, but also finds that the sword has no speaks and costs no Might. It is not magi- the table above. Encumbrance and grants a human wielder a cally resisted, because the effect only alters +2 bonus on the Single Weapon Ability. The the behavior of the faerie. If the faerie has Huge bonus comes from the Grant Puissance pow- not heard a person from its audience speak, it Major Virtue, General (faeries only) er, described later. If the human keeps the may only use whichever language it last used The character is far larger than usual. weapon, then eventually the faerie can gen- with humans. Once its audience speaks, the Its Size score is increased, its Character- erate a fresh body, and seek out the wielder faerie may then converse in the correct lan- istics are adjusted, and its Body levels and challenge him to a duel. guage for its audience. change, as detailed in the inserts accompa- In the bestiary chapter, Faerie Speech is nying this section. Faerie Beast frequently given to characters designed as Minor Virtue, Supernatural NPCs. Characters designed for possible use Little The character appears to be an animal. by players have this Virtue more rarely, to Major Flaw, General (faeries only) It has all of the advantages of being a faerie, free up a Virtue slot, but it is still appropriate The character is far smaller than usual. and having a faerie body. The innate limita- for a wide variety of faeries. Its Size score is decreased, its Charac- tions of an animal form, such as having no teristics are adjusted, and its Body levels hands and being unable to pronounce hu- Humanoid Faerie change, as detailed in the inserts accompa- man words, may not be taken as Flaws. Fa- Minor Virtue, Supernatural nying this section. erie beasts that wish to speak like humans The character has a material body of may take Language Pretenses, or the Faerie roughly human shape. It has all of the ad- Speech Virtue. vantages of being a faerie, and of having a Virtues For Physical Forms faerie body. Faerie Sight Characters must take a Virtue that defines Minor Virtue, Supernatural Hybrid Form the usual form of the faerie. There is no free This Virtue, which works constantly at Minor Virtue, Supernatural Virtue that defines physical form, because all no cost to the faerie, is used in conjunction The character has a material body that faerie forms have abilities beyond those of with the Awareness Pretense. It allows faer- mixes human and animal elements, and mortals, such as regeneration. Players are re- ies to: lacks a humanoid structure. It has all of the

50 Realms of Power: Faerie advantages of being a faerie, and of having The character’s form is well suited to a par- The character’s natural protection has a faerie body. ticular Pretense, gaining a +2 bonus on roles been damaged by contact with a Ward, mak- in its use. For example, a character that has ing it more vulnerable to physical damage. Immune to (Source of Damage) a body designed for combat gains +2 Attack Reduce the character’s Soak by 2, but only if Minor or Major Virtue, Supernatural and Defense for a single combat Pretense. it is greater than 0. This Flaw may be taken The bodies of faeries are made of mat- multiple times. ter held together by rules, and this means Residual Power that they are vulnerable to injury according Minor Virtue, Supernatural Role Requires Suffering to those rules, not the usual rules of human When the character’s body is destroyed, Minor Flaw, Supernatural physiology. A faerie with this Virtue takes no one of its faerie powers is automatically trig- The character’s role requires both fre- damage from natural or magical examples of gered. This often has the useful effect of pre- quent injury and that it feels pain and physi- the nominated force. This is a Minor Virtue venting the faerie’s vis from being gathered, cal debilitation. The character retains the if the thing is rare, or only likely to be em- so that the faerie eventually regenerates. faerie ability to regenerate all but superficial ployed by the environment or magi — ex- damage, but it experiences pain as if it bore amples include cold or lightning. It is Major the wounds that its injuries superficially re- Virtue if it is a force that mobs of mundanes Flaws for Physical Forms semble. If the faerie attempts to use its Pre- might employ to assault the faerie — like tenses, including the Penetration Pretense fire, iron weapons, or wooden weapons. Im- Players who select Flaws that inhibit for its powers, it suffers the negative modi- munity to entire Forms sometimes occurs, combat effectiveness must convince their fiers that a human would for the equivalent but only where the faerie is so strongly tied troupe that these Flaws do not, effectively, level of injury or exhaustion. to an element that any person with Common simply describe a character who has the Sense could tell that the weapon will be inef- Noncombatant Flaw. Combat effectiveness Susceptible to Deprivation fective, like wooded weapons against a for- flaws are only permitted for those charac- Minor Flaw: Supernatural est god or metal weapons against a dwarfish ters who expect to regularly be involved The character’s role limits it, so that it blacksmith. Immunities to entire Forms are in battle. suffers human consequences if it lacks air, Major Virtues. food, and water. The character is still im- Intangible Flesh mune to aging. Improved Damage Major Flaw, Supernatural Minor Virtue, Supernatural The character is immaterial, and cannot Vulnerable to (Substance) One of the character’s natural weapons physically influence the world. Characters Supernatural, Minor or Major Flaw has been enhanced by a story event before with this Flaw should consider the Eidolon The body of the character, and all of play begins, making it sharper, heavier, or and Loosely Material powers. its accouterments, are made of matter held somehow more dangerous. Before each com- together by glamour. The character’s glam- bat, the player nominates how much addi- Poor Combatant our provides no defense against a particu- tional damage the weapon does, up to +5. Minor Flaw, Supernatural lar source of damage. This is particularly If the player chooses a score above +2, then The character’s form is well suited to a problematic, as the faerie’s armor contains those watching the combat can deduce that role that involves combat, but the character’s glamour. The character has a Soak score the weapon is supernatural after it causes in- role makes it incompetent. It loses 2 Attack of 0 against this substance. This is a minor jury. This requires an Intelligence + Aware- and Defense for a single combat Pretense. Flaw if it is something that people would ness roll against an Ease Factor of 11–Dam- This flaw may not be taken more than once. not consider using unless prompted by a age amount chosen. wise person with the Faerie Lore Ability Reduced Damage — examples include weapons smeared with Improved Initiative Minor Flaw, Supernatural garlic, bunches of fennel, sharpened rocks, Minor Virtue, Supernatural One of the character’s natural weapons and burning brooms. Major Flaws suit char- One of the character’s natural weapons has been blunted by a story or event before acters vulnerable to obviously dangerous has been enhanced due to a story event be- play commences, making it less damaging or things — like iron weapons or fire, or to fore play commences, making the character dangerous. Decrease its Damage score by 2, entire Hermetic Forms. more likely to act first in combat. Increase its but only if it is naturally greater than 0. Initiative score by 3. Reduced Initiative Improved Soak Minor Flaw, Supernatural Social Interaction Minor Virtue, Supernatural One of the character’s natural weapons Virtues and Flaws The character’s natural protection is has been slowed due to a story or event be- magically enhanced, making it more effec- fore play commences, making the character tive at warding away blows and physical in- less likely to act first. Decrease its Initiative The Social Interaction Virtues and Flaws jury. Increase the character’s Soak by 2. This score by 3, but only if it is naturally greater taken by faeries govern only their interac- Virtue may be taken more than once. than 0. tion with humans and replace Social Status Virtues. When dealing with other faeries, Puissant Pretense Reduced Soak player characters are usually treated as rep- Minor Virtue, Supernatural Minor Flaw, Supernatural resentatives of the humans they are with,

51 Realms of Power: Faerie and treated as the social status of the humans zance may transform predictably into a more forbidden to take by their glamour. Taboos requires. powerful being. Those of high cognizance relate to symbolic objects or actions, and are the most flexible, and might change roles broad classes of taboos are described after Monstrous Appearance between scenes in stories, with the assistance the Flaws. Major Flaw, Social Interaction of a human, as described later. Something about the character looks Traditional Ward strange and frightening to others, giving the Minor Flaw, Supernatural character a –6 penalty in all social situations If a taboo is selected as a Minor Flaw, where its appearance is a factor. Unspecialized Role then the faerie may not touch a thing pro- tected by the ward with its glamour. The fa- Negative Reaction Faeries do not require the Virtues erie is likely uncomfortable in the presence Minor Flaw, Social Interaction that allow characters to have Martial, of the ward, but is not compelled to flee. The People find something about the charac- Arcane, or Academic Abilities to faerie cannot regenerate Might points in the ter disturbing. This causes a –3 on all social have Pretenses for them. These presence of a traditional ward. If forced to rolls. In many communities, all obvious faer- Abilities tend to be used by skilled touch the ward, the glamour holding the ies suffer this reaction. professionals, and faeries attempting to faerie’s body together begins to break down: use these pretences in military camps its body begins to flake away. Prolonged Passes for Human or universities are rapidly detected as contact with the ward destroys the body of Free, Social Interaction fraudulent and supernatural. the faerie by unpicking the glamour holding The character suffers no social conse- its body together. quences, as it can seem human. The char- This may appear to humans as if the acter lives at the margins of human society ward is burning the faerie. The damage to and does not mimic prestigious human roles; Virtues and Flaws the faerie’s body can be simulated with the to do so requires the Infiltrator Virtue, de- Concerning Cognizance Heat and Corrosion rules found on page 181 scribed later. of ArM5. Assume that the object acts as a All fairies must have one of the following source of damage with an intensity of +6. Positive Folktales levels of cognizance. If a faerie receives an Incapacitating Minor Virtue, Social Interaction wound from an item that is a Traditional The character’s type of faerie is de- Incognizant Ward, then in addition to the usual effects scribed in local folklore, and because of this, Minor Flaw, Supernatural of Incapacitating wounds (ArM5, page the character is treated with respect, caution, The character is not aware that it can 178–179) the faerie cannot spend any fur- and deference when its nature is obvious. change its role, although it may develop ther Might points. It can still activate powers additional Pretenses by assisting humans in with a zero cost, though. If the character has Infiltrator stories. Incognizant faeries do not, however, constant-effect powers with a non-zero cost, Minor or Major Virtue, Social Interaction notice that they are more skilled than they they expire at the next sunrise or sunset and An Infiltrator is a faerie who, during once were, and cannot consciously seek de- cannot be reactivated until the character is most stories, lives as if he were a human be- velopmental opportunities. no longer Incapacitated. The character may ing. This costs the same as the Social Sta- heal at a human rate, or may remove the in- tus the Infiltrator is mimicking. If the rev- Narrowly Cognizant jury with an appropriate story event. elation that the character is a faerie would Free Choice, Supernatural destroy the character’s status in mortal so- The character is able to improve itself in Sovereign Ward ciety, then the player should consider the ways traditional for characters of this type. A Major Flaw, Supernatural Dark Secret Flaw. dwarf may seek to become a dwarf king, for If a taboo is selected as a major flaw, the example. Or a faerie maid may wish to steal faerie may not harm a person or thing that a child to raise as her own. is defended by the ward. “Harm” is defined very broadly in the faerie’s glamour. A faerie Cognizance Highly Cognizant that is vulnerable to religious symbols, for Minor Virtue, Supernatural example, can not work around the symbol by The concept of cognizance is described The character is aware that creative hu- putting mundane poison in the food of the in detail in Chapter 1: Nature of Faerie. Cog- mans can generate change in faeries, and can wearer, or burning his house down around nizance is significant when designing faeries actively seek out such changes. him. The person is completely safe from the for two reasons. The character’s cognizance faerie. The faerie must attempt to flee the may influence his goals during the story: he ward, and its body is destroyed instantly by may seek vitality in a way that allows him the ward’s touch. to change roles. The faerie’s cognizance also Taboos limits the faerie’s potential to develop new powers during the course of a story or saga. Individual faeries can be repelled with Folk Charms Characters of low cognizance do not con- symbolic objects or actions, defined in their sciously attempt to improve their statistics glamour. These Flaws are the basis of faerie Folk charms are trinkets made to protect during the saga. Those of middling cogni- taboos — lists of actions that faeries are people by repelling faeries. In Italy, for ex-

52 Realms of Power: Faerie ample, people make a finger sign as a charm, from contact with it, because they know it means that the continuing relationship be- while in Greece they often paint eyes on is intended to poison them and so take its tween the human and the faerie has reached things instead. A character with this taboo presence as an insult. Many other faeries are its point of emotional equilibrium. Everything cannot face folk charms, deliberately used, entirely comfortable around iron, particu- that one owes the other is in balance. Some from any culture; faeries from the Yorkshire larly the various styles of miners and crafters. refuse payment because masters pay servants do not emigrate to Italy to escape witch bot- Urban faeries are usually resistant to iron. — the offer is a claim that the human is the tles, and Greek faeries cannot merely leave faerie’s lord and master. So the faerie departs, Greece to escape their weakness before the seeking humans that suit it better. sign of the evil eye. Names Other faeries leave because they have Objects that were once the focus of wor- been made complete by the payment — ship may maintain their power over faeries, If a faerie has this taboo, and a character their story is over. A brownie that was once despite having no supernatural strength, knows its name, the character can force the an unbaptized child left to die of exposure, insofar as Hermetic magi can detect it. On faerie to leave it alone. Many powerful faer- is made complete when offered clothes. It the Isle of Man, for example, it is traditional ies prefer to go by titles and roles when in moves on to a new role. Note that such a to plant a species of tree once sacred to the the presence of humans for this reason. Con- faerie has probably been accepting bowls of god Thor by the door, and carry a fishbone versely, in many areas people misbelieve that rich cream for years, but does not see this that looks a little like Thor’s hammer, to dis- a person loses one year of life when he says as payment because it does not complete the suade faeries. The locals no longer revere the word “fairy,” because it is a failed attempt faerie’s role. Thor, but the bones and trees continue to at naming a specific faerie. People often use A few faeries, once released from ser- ward off faeries. slightly flattering euphemisms for faeries, as vice by thanks, return to their destructive Individual people may have folk charms well — they call them “the good neighbors,” natures and attack their previous employers. that those skilled in Faerie Lore would not for example. Examples — like jinn released from bottles recognize, because they are not part of a who offer three wishes followed by death, traditional tale. These are items that are and Yallery Brown, who was released from precious and meaningful to the human, and Payment or Thanks under a stone, did work in gratitude, and in whose power to grant aid the human de- then tormented his master to death after voutly believes. These items are an Arcane Some faeries must leave human service receiving thanks — demonstrate that it is Connection to the human. They vary from if paid or thanked. They do this because, important not to sever the relationship with “lucky” clothes, through the toys of children for that particular faerie, payment or thanks certain faeries. that scare away nursery bogies, to ships that never founder in unnatural seas.

Herbs

The herbs that repel a faerie are based on that faerie’s role, so the faerie is unable to vary them, except by changing roles. Match- ing the fairy to an effective botanical ward requires the Faerie Lore skill or the ability to read its glamour. In the same way that a faer- ie is unable to escape its vulnerability to folk charms by moving to a different ethnic com- munity, so faeries find that the underlying symbolism of herbs can be transferred. For example, a vampiric faerie from Slavic lands may flee garlic, but when it moves to the Alps it would find that wild mountain roses also repel it. This is because, in each com- munity, the herb is known to ward against spirits of plague through its strong smell.

Iron

Iron is a supremely magical metal that is easily bent to the will of humans. It is woven into the stories of many faeries, as a ward. Some faeries refuse to negotiate with humans who carry iron, even if they will not suffer

53 Realms of Power: Faerie

Places Virtue or Flaw specific to Hermetic magi. play. Faeries often have Personality Flaws Faeries do not have human Social Status associated with their form or role that they Flaws based on places must seriously virtues. If the faerie has a role that makes it must take. Added Flaws allow players to in- inconvenience the character. Some faeries appear part of human society, it should take dividualize their characters. are so tied to their home that the rest of the the Infiltrator Virtue. earth acts as a Traditional Ward against them. Faeries do not have any human Virtue They can travel foreign lands provided they linked with having an appropriate upbring- Virtues Granting do not touch the earth, which burns them. ing or life experience. Faerie Powers Some vampiric faeries rest in coffins lined Many faeries are religious, and many with the earth of their homeland to allow more are amoral, but Virtues and Flaws Focus Power their Might to regenerate. Characters tied linked to the Divine and Infernal should be Major Virtue, Supernatural to their home with a Sovereign Ward sim- taken only after close consultation with the The character has a power that produc- ply cannot leave, and are unsuitable as player Troupe. However, as noted above, Virtues es varied effects related to a theme, which characters in most sagas. and Flaws that grant Divine or Infernal pow- is smaller than a Hermetic Form. The theme ers are not permitted. must be selected at character creation, but the effects within the theme are fluid, like Religious Symbols those of spontaneous spells. The player re- ceives 25 spell levels to spend on this pow- Faeries with this taboo flee church bells, Modified Virtues er. This Virtue may be selected more than but this is unusual in urban faeries. The and Flaws once to allow for more-powerful effects. Ef- Dutch, for example, believe that all of the fects may not have a level higher than the oldest church bells in their country were faerie’s Might Score unless they have been made by faeries, as presents for early mission- These are virtues and flaws from the Ars fortified with the Improved Powers Virtue, aries. A surprising number of English faeries Magica 5th Edition core rulebook that are described below. are dedicated Christians, and yet one English modified when selected for faeries. This power has a Might Point cost of saint was able to destroy a faerie bower with the magnitude of the effect, and an initia- a bottle of holy water, disrupting its glamour tive score of (the character’s Quickness – the so that it looked like a charnel pit. Confidence power’s maximum magnitude). Players should Many of the most powerful faeries can- also note the Form or Forms associated with not enter the Dominion, because God has Faeries do not have Confidence scores. the focus, to evaluate Magic Resistance. not invited them in and they are unable to They may have the Personality traits that are Any spell levels that are left over may trespass. Certain Merinita magi dream of a usually associated with confident people, but be used to increase the effect level of other day when they can get a bishop to do this, lack the internal spark of inspiration that al- Focus Powers, or they can be converted into on God’s behalf. lows them to live up to their self-image. Intricacy points.

Reputation as Confidence Greater Power Minor Virtue, Supernatural Major Virtue, Supernatural Some faeries are forced, by their glam- The character has spell-like powers de- our, to live up to their Reputations. These signed, at character creation, like formulaic Optional faeries don’t have true Confidence, but spells. Taking this Virtue gives the character pretend to have it to such a skilled degree 50 spell levels to spend on these powers, and Virtues that the distinction does not matter. A fa- this Virtue may be selected repeatedly, to al- erie with this Virtue gains a number of false low effects of higher level. Each power has a Confidence points equal to its highest repu- Might Point cost equal to (the magnitude of and Flaws tation, and may spend them, one at a time, the effect / 2), and an Initiative score equal to on rolls that support any Reputation. The the character’s Quickness – (the magnitude Faeries may take a wide variety of Vir- faerie regains these points when a human of the effect / 2). Players should note the tues and Flaws, with some exceptions and would regain Confidence. Forms associated with the effect, to calculate modifications as given here. Highly cognizant faeries may be aware Magic Resistance. of the link between their Reputation and Any spell levels that are left over may their need to uphold that Reputation with converted into intricacy points, with 5 full Confidence; other faeries with this Virtue spell levels equal to 1 intricacy point. Inappropriate are not. Virtues and Flaws Lesser Power Minor Virtue, Supernatural Personality Flaws The character has spell-like powers, Faeries may not have supernatural pow- which are designed at character creation like ers associated with the Divine, Infernal, or Faeries may have up to three Minor Per- formulaic spells. Each effect’s Might Point Magic realms. sonality Flaws and one Major Personality cost is equal to the magnitude of the effect. Faeries may not have The Gift, or any Flaw, so long as all of these Flaws come into The initiative of the power is equal to Quick-

54 Realms of Power: Faerie ness – (2 x Magintude). Personal Power This Virtue grants the character 25 lev- Any spell levels that are left over may Minor Virtue, Supernatural els to spend on a power, and may be taken be used to increase the effect level of other The character has a spell-like power, multiple times to allow for effects of higher Lesser Powers, or converted into intricacy which is designed at character creation like level. Personal Powers have a Might Point points, with 5 full levels of effects equal to 1 a formulaic spell. Personal powers must have cost equal to (the magnitude of the effect / intricacy point. Personal Range. 2), and an initiative score equal to the char-

An Exemplary Catalog of Faerie Powers

Faerie powers that could be simulated Faeries that are in an area dominated At the storyguide’s discretion, this by Hermetic magic are designed using the by another Realm cannot use powers with Virtue can also be used to modify a power in Virtues given in this section and summa- range greater than Touch unless they have the same way magi can master a Hermetic rized in the adjoining table. Each Virtue an Arcane Connection to the target, or have spell. Each time this Virtue is taken, the gives a number of spell levels, a Might cost, been invited in. See the Gaining Admit- character’s intricacy score with the power is and an Initiative score for the powers it tance section in Chapter 1: Nature of Faerie increased by 1, and this gives the character permits. There are many other powers, col- for more detail. Faeries find it easy to create a spell mastery special ability (such as lected from folklore, that are designed on a Arcane Connections to humans by tricking those listed on page 87 of ArM5). Note less-structured basis, but if they merely im- them into breaking taboos, particularly the that activating powers does not require a ply that faeries have targets or ranges that taboo against speaking to faeries. die roll, so many of the typical benefits of are inaccessible to Hermetic magi, they use mastering a spell (such as reduced botch these rules to help guide their cost. Faer- dice) do not apply to mastered powers. ies gain one use of a power each time they Intricacy Points spend its cost in Might. Penetration for a Faerie Power is cal- Intricacy points represent portions of Odd Targets and Durations culated as shown on page 191 of ArM5: the character’s glamour, which support a Might Score – (5 x Might Point cost) + particular power, that are more complex There are few examples in this book, Penetration bonus. This means that to than average. An intricacy point spent on because it is intended to stand alone, but increase a power’s Penetration Total, you any non-Focus Faerie Power either makes faeries may use any of the Ranges, Targets, must decrease the power’s cost, increase it activate faster by increasing its Initiative or Durations available to Merinita magi the character’s Might Score, or improve the by one, or drain less vitality by reducing its in Houses of Hermes: Mystery Cults. One that character’s Penetration score. Might Point cost by 1. Intricacy points may is used repeatedly in this book is Until, Wound and Fatigue penalties do not increase the Initiative of a Focus Power, but a Duration that makes a spell last until a apply to powers unless the character has may not change its Might cost. certain thing occurs. In this book it is the Role Requires Suffering Flaw, described Intricacy points may be purchased by treated as being equivalent to Year, but not in the Flaws for Physical Forms section selecting the Improved Powers virtue, or requiring a Ritual. This is substantially more above, although some faeries pretend that gained as a recompense for unspent spell powerful than Merinita magic, and is a field they are inconvenienced by wounds so that levels when any of the Faerie Power Virtues of interested study by magi of that House. their story can be finished with a heroic are selected. Every 5 unspent levels equal In some examples, two Durations are given. victory by a human. an intricacy point. For example, a power might be marked as A character whose Might pool has Characters with Focus Powers may Sun or Until. In that case, the power’s spell reached zero can no longer activate any pow- also spend 1 of these points to raise the level is treated as Sun duration, and the ers unless it has a cost of zero. Powers that maximum level of effect their focus power power expires if either the Sun Duration is have already been activated continue until can produce by 5. Although this allows the completed, or the condition of the Until their duration expires. If they’re constant-ef- character to generate effects with a level duration is met. fect powers with a non-zero cost, they cease higher than the character’s Might score, it The conditions of Until durations at the next sunrise or sunset unless the char- does not grant Faerie Might or those things designed by players need to make acter has regenerated sufficient Might points that flow from Might, like Might points narrative sense, and troupes should in the intervening period to reactivate them. and Magic Resistance. sternly enforce them. Faerie Power Virtue Comparison Table

Virtue Name spell Levels value Effect Type might Cost initiative Focus Power 25 Major Virtue Spontaneous magnitude Qik – maximum magnitude Greater Power 50 Major Virtue Formulaic (magnitude / 2) Qik – (magnitude / 2) Lesser Power 25 Minor Virtue Formulaic magnitude Qik – (magnitude x 2) Personal Power 25 Minor Virtue Limited (magnitude / 2) Qik – (magnitude / 2) Ritual Power 25 Major Virtue Ritual magnitude Qik – (magnitude x 2)

55 Realms of Power: Faerie acter’s Quickness – (the magnitude of the Flaws Limiting Powers pants are immediately aware of this. Humans effect / 2). Players should note the Forms who attempt to break their oaths are given a associated with the effect, to calculate Mag- Reduced Power warning. This warning often takes the form ic Resistance. Minor, Supernatural of a memory or sensation this is reminiscent Any spell levels that are left over may Subtract 5 intricacy points from any of the faerie’s motif. If the human fails to un- be used to increase the effect level of other of the character’s powers. Each lost intri- derstand, or disregards, this warning he suf- Personal Powers, or converted into intricacy cacy point increases the number of Might fers a Major or Minor Flaw at the discretion points, with 5 full levels of effects equal to 1 Points needed to activate a power by 1, or of the Troupe. intricacy point. subtracts 1 from the character’s Initiative The Troupe should assign the Flaw score for a power. This Flaw may be taken based on the powers of the faerie, the na- Ritual Power more than once, but the activation cost for ture of the oath, and the seriousness of the Major Virtue, Supernatural a power may not exceed the character’s transgression within the framework of the Players designing Ritual Powers should Might Score, and you cannot reduce a pow- story. This Flaw can be removed by powers consult with their Troupes. The character er’s Initiative below 0. that destroy mystical effects. The charac- has 25 spell levels with which to purchase ter may also end the Flaw by fulfilling the Ritual-level effects. If this Virtue is taken conditions of the oath, swearing a new oath multiple times, these spell levels can be com- with the wronged faerie, or destroying all of bined into effects of greater magnitude. An Constant Powers the oath’s other participants. effect needs to be a ritual if: Faeries cannot break their oaths, al- A Greater, Lesser, or Personal though some roles allow them to seek loop- • It would require a magus to perform a Power can be made constant, holes and alternative interpretations. Ritual spell, triggering automatically at both sunset Costs 50 levels. Special, No Hermetic • It has a level higher than 50, or and sunrise and continuing perpetually equivalent (R: Touch, D: Mom, T: Group, • It breaks Hermetic limits in ways that as long as the character has a Might Ritual) faeries do not usually break Hermetic Score and the Might Points needed to activate it. The effect must be designed limits, as decided by the troupe. Grant (Major Virtue) with Sun duration, and costs an 10 points, Init (Qik – 20), Vim All Ritual Powers are at least Level 20, additional magnitude. If the power has Imposes the named Major Virtue upon regardless of the actual level of the effect, a Might cost, it is subtracted from the a target. Each creature may have more than and have a Might Point cost equal to the character’s Might Pool each time the one power of this type, each bestowing a dif- magnitude of the effect. The Initiative for sun rises or sets, whether the character ferent Virtue. The creature can decide to be- the power is equal to the character’s Quick- is aware of it or not. If the character stow the Virtue permanently or temporarily. ness – (the magnitude of the effect x 2). The does not have enough Might Points, If permanent, the power is a ritual-like power player should also note the Forms of the ef- the power is temporarily interrupted and costs points from the creature’s Might fect, to calculate Magic Resistance. until the next activation. Score as well as Might pool (see Ritual Pow- Besides reducing the character’s Might er, above). If temporary, the Might Points Pool, Ritual Powers also require the player to spent on this power are only recovered when subtract one from the character’s Might Score Slow Power its effects are withdrawn. The faerie may do for each point in the Might cost, whenever it Minor, Supernatural this at any time simply by choosing to, but it activates the effect. This lost Might may re- One of the character’s powers is very also often occurs when a prohibition placed turn over time, at the storyguide’s discretion, slow, so that it requires an additional round at the time the blessing was made is broken. but at a much slower rate than recovering of preparation to activate. This Flaw may be The prohibition is often just a time limit, like lost Might Points. For example, the charac- taken more than once, if the character has a year and a day. ter may regain a single point for each story in multiple powers, but all powers affected If the Virtue requires Might to use, a hu- which it plays a decisive role. must be used in situations such that the Flaw man may instead spend a Fatigue level for Any spell levels that are left over after seriously reduces their effectiveness. every five Might required. Many enchanted the Ritual Power is designed may be used to objects given by faeries are actually uses of increase the effect level of other Ritual Pow- this power with a suitable prop generated ers, or converted into intricacy points, with 5 Ritual Faerie Powers from glamour. The material effects of the spell levels equal to 1 intricacy point. These blessing do not disappear when the effect is may be spent like the intricacy points gained Binding Oath over: fertile crops do not wither, and money from the Improved Powers Minor Virtue on 10 points, Init (Qik – 20), Vim earned from faerie gold does not vanish. any of the character’s Ritual Powers. Enforces the power of a solemnly sworn Costs 50 levels. Special, No Hermetic oath or contract between two or more par- equivalent. (R: Touch, D: Mom, T: Ind, Ritual) Improved Powers ties. All parties must agree to the oath of Minor Virtue, Supernatural their own free will, and the power must pen- Grant (Minor Virtue) This Virtue gives the character 5 intri- etrate the Magic Resistance of all parties to 5 points, Init (Qik –10), Vim cacy points to spend on any of its powers. take effect. Imposes the named Minor Virtue upon This Virtue may be taken more than once. If one participant attempts to act in direct a target. Each creature may have more than contravention to the oath, the other partici- one power of this type, each bestowing

56 Realms of Power: Faerie a different Virtue. The creature can de- Grant (Minor Flaw) encounters, like combat, may simplify the cide to bestow the Virtue permanently or 5 points, Init – 10, Vim process by ignoring Lesser Powers. Non- temporarily. If permanent, the power is a Imposes the named Flaw upon a vic- player characters do not need to balance ritual-like power and costs points from the tim. Each creature may have more than one their Virtues and Flaws, so Lesser Powers creature’s Might Score as well as Might power of this type, each bestowing a differ- have fewer advantages for them than for pool (see Ritual Power, earlier). If tempo- ent Flaw. The creature can decide to bestow player characters. rary, the power only costs points from the the Flaw permanently or temporarily. If per- The Initiative bonus for a power is the Might pool. manent, the power is a ritual-like power and listed bonus, plus the individual faerie’s Might Points spent on this power in its costs points from the creature’s Might score Quickness Score. The powers below have temporary form are only recovered when its as well as Might pool (see Ritual Power, ear- all been created as Greater Powers, and have effects are withdrawn. The faerie may do lier). If temporary, the Might points spent on not been tailored using intricacy points, as this at any time simply by choosing to, but it this power are only recovered when its ef- described in the insert above. It is common also often occurs when a prohibition placed fects are withdrawn. for faeries with Lesser or Personal Powers at the time the blessing was made is broken. Add 5 levels and 1 Might to the cost that cost 15 spell levels or less to convert the The material effects of the blessing do not unspent spell levels into intricacy points, and disappear when the effect is over. then use them to reduce the Might cost of This Virtue can allow humans to use fa- their power to 0. erie powers. If the power requires Might to Conversion use, the human may instead spend a Fatigue Adhere level for every five Might required. Many en- To quickly convert any of the 1 point, Init –1, Corpus chanted objects given by faeries are actually Greater Powers listed here to Lesser Takes control of the muscles of the lower uses of this power with a suitable prop gener- Powers, do the following: body of the target. He cannot dismount the ated from glamour. Popular granted powers If the cost in spell levels is a multiple of faerie animal unless it wishes, which is of aid include regeneration, water breathing, flight, ten, double the Might cost and quadruple when riding friendly flying animals, but is and the Virtue Puissant (Single Weapon). the Initiative penalty of the power. dangerous with animal-like . Costs 50 levels. Special, No Hermetic If the cost in spell levels is not Costs 5 spell levels (ReCo Base 3 +1 equivalent (R: Touch, D: Mom, T: Ind, Ritual) a multiple of ten, then the cost and Touch +1 Conc.) initiative of the Greater Power were

Grant (Major Flaw) rounded up when they were calculated. Allure 10 points, Init (Qik – 20), Vim For these Greater Powers, the Lesser 1 point, Init –1, Mentem Imposes the named Major Flaw upon a Power equivalent has a Might cost This power causes the faerie to seem victim. Each creature may have more than of (double the current cost –1) and more attractive and pleasant than it really is, one power of this type, each bestowing a an Initiative modifier that needs to be granting a +3 bonus on all rolls that involve different Flaw. The creature can decide to calculated from scratch (equal to twice impressing or convincing others. bestow the Flaw permanently or temporarily. the effect’s magnitude.) Costs 10 spell levels (Base 3 +1 Touch If permanent, the power is a ritual-like power +2 Sun) and costs points from the creature’s Might score as well as Might pool (see Ritual Power, if the curse can affect families, bloodlines, Cause Fatigue earlier). If temporary, the Might points spent households, or villages. 2 points, Init –2, usually Corpus but varies on this power are only recovered when its ef- The material effects of the curse do not This faerie can cause a human to lose a fects are withdrawn. If this power can affect disappear when the effect is over. fatigue level. The mechanism that harms the families, bloodlines, households, or villages Costs 50 levels. Special, No Hermetic human varies by faerie. Some harvest faeries add 5 levels to its price at character creation, equivalent (R: Touch, D: Mom, T: Ind, Ritual) cause heatstroke, for example. and add 1 to the Might cost for each use. Costs 20 spell levels (Base 10 +2 Voice) Curses can have immediate effect, or be triggered by an action like breaking an oath Greater and Lesser Cause Drowsiness or stealing an object. The material effects Faerie Powers 1 point, Init –1, Corpus or Animal of the curse do not disappear when the ef- Allows the faerie to cause a human it fect is over: burned crops do not magically Every effect that can be created as a touches to fall asleep. Versions that are regenerate, and lost stock is not found. Tra- Greater Power can also be created as a Lesser slightly more powerful allow the faerie to ditional curses cause pain, visions, paralysis, Power. Lesser powers have advantages and affect people at Voice range, or keep them madness, nightmares, petty annoyances, and disadvantages compared to Greater powers. asleep until a certain time. poverty. It is not possible to use this virtue A Lesser Power gives more spell levels for Costs 5 spell levels for Touch range (Base to kill a victim directly. Players should recall the spent Virtue slot than a Greater Power, 4 +1 Touch), that the props traditional to a faerie’s role, and is easier to earn as the character devel- Costs 10 spell levels for Voice range made of glamour, extend the Touch range of ops. On the other hand, each use costs twice (Base 4 +2 Voice). Costs 1 Might, Init –1. the faerie. as much Might as the equivalent Greater Add 20 spell levels for Until duration. Costs 50 levels. Special, No Hermetic Power. Lesser Powers also have slower Initia- Cost rises by 2 Might points and Initiative equivalent (R: Touch, D: Mom, T: Ind, Ritual) tive than Greater Powers. has further –2 penalty. Storyguides creating faeries for single

57 Realms of Power: Faerie

Cause Sickness be possible for the faerie to give a trinket to single form for each version of this power 3 points, Init –3, Corpus each of the covenfolk. they possess. The image can move and speak The faerie can cause a specific, serious ill- A trinket costs 10 Might points if it in- as directed by the faerie, and lasts until the ness with its touch, or poison objects it touch- vokes a Minor Virtue, and 15 points if it in- faerie has no further use for it. This power is es so that they harm humans who consume vokes a Major Virtue. particularly favored by tiny faeries who wish them. See ArM5 page 133 for guidelines. Costs 50 spell levels (Special) to interact with humans. Costs 25 spell levels (Base 20 +1 Touch) Costs 20 spell levels (Base 2: +2 move at Damaging Effect direction, +1 Touch, +2 Sun, +1 intricacy) Craft Magical Trinket 2 points, Init –2, By weapon 10/15 points, Init 0, as per target Causes all of the faerie’s weapons, which Enthralling Sound The faerie may create an object, from are part of its glamour, to take on a more 3 points, Init –3, Mentem glamour, that allows the character with the deadly aspect for two minutes. The danger Allows a faerie to create a particular trinket to use a particular Virtue once. The of the aspect varies according to the mo- emotion in any group of people that can hear Virtue that the faerie’s trinkets permit is se- tif usual for the faerie, but always increases it. Fear, loyalty, and infatuation are popular lected at character creation. The faerie does the weapon’s Damage by +5. Faeries that choices. This power also increases the in- not automatically regain the Might spent to produce mounts from their glamour can im- tensity of an emotion that already exists. A produce a trinket, but may refresh itself if it prove the Damage of those mounts with this stress roll with an appropriate Personality has Virtues that allow it to regain Might by power, since they are effectively weapons of trait against an Ease Factor of 9 allows a vic- consuming sacrifices or humans. the faerie. tim to overcome this power’s effect. The trinket ceases to function when a Costs 15 spell levels (Base 5 +1 Part +1 Costs 30 spell levels (CrMe Base 4 +2 condition placed at the time of creation is Diameter. This Base is lower than might ap- Voice +2 Sun +2 Group) met, or when it spends an entire day when no pear usual in Hermetic magic, because faeries human with a passionate intention to use it are creatures of stories, and conflict is such a Enthrallment for a specific purpose beholds it. This makes useful tool in roleplaying games.) 4 points, Init –4, Mentem stockpiling trinkets impossible except in dire Allows a faerie to take complete control situations. In exceptional circumstances, Eidolon of a single human’s mind for a day, by making large numbers of trinkets are possible: for ex- 2 points, Init –2, Imaginem eye contact. ample, in a covenant that knows it will soon Creates an illusionary form that is vis- Costs 40 spell levels (ReMe as Enslave the have to withstand a Mongol siege, it might ible and audible. The creature can create a Mortal Mind, ArM5 page 152)

Fearful Flaming Eyes 2 points, Init –2, Corpus Completely paralyzes a human who makes eye contact with the faerie. Costs 15 spell levels (Base 5, +1 Eye, +1 Conc)

Grant Puissance in (Ability) 2 points, Init–2, Corpus Bestows the faerie ability to feign prow- ess in an activity. For every Might point invested, ten men can be given a +1 to all rolls in a general situation (such as combat, or woodcraft); or 1 man can be given a +3 to a specific Total or Ability (such as Soak or Hunt). Might points spent on this power are only recovered when its effects are with- drawn. If a character has received the +3 bo- nus, other humans who have a score of 5 of more in the affected Ability can detect that the character is receiving supernatural aid by making a Perception + Awareness roll against an Ease Factor of 9. A faerie cannot use this power to grant aid to a second faerie unless the giver has a Pretense Score that exceeds the receiver’s Pretense by at least the value of the bonus. MuCo 20 (Base 2, +2 Voice, +2 Sun, +2 Group)

58 Realms of Power: Faerie

Guide Kiss of Forgetfulness lose both the will to live, and the vitality that 3 points, Init –3, Mentem 4 points, Init –4, Mentem permits life. This is treated as a major disease, Subtly influences a group of beings to- Causes the person touched to forget his with an Ease Factor of 9 that causes a Light wards a specific course of action. Some mortal life until he sees a particular object, or Wound, but either Faerie Lore or Medicine creatures can use this power to direct the class of object, associated with his home. may be used to treat the effects. Many ver- movement of a group, taking it to a desired Costs 40 spell levels (Base 15 +1 Touch sions of this power exist, with both weaker location. Other creatures can guide humans +4 Until) and stronger effects. towards rash or brave or wise actions. Each Costs 30 spell levels (Base 20 (5 +15 for time this power is used, it can subtly influ- Kiss of Frost virulence), +2 Voice) ence the actions of a single person for up to 2 points, Init –2, Ignem a day. The storyguide should provide advice Allows the person touched to survive the Repel Animals to the character in a similar way to the Com- cold above the snowline on mountains until 1 point, Init –1, Animal mon Sense Virtue, except that the advice he treads upon grass. Like Circle of Beast Warding (ArM5 page 120) serves the creature’s agenda, not that of the Costs 15 spell levels. (Base 2 +1 Touch Costs 5 spell levels (Base 2, +1 Touch, character. There is no compulsion to follow +4 Until) +2 Ring) this advice. Costs 30 spell levels (ReMe Base 5, +2 Kiss of the Send Message Voice, +1 Conc, +2 Group) 3 points, Init –3, Aquam 2 points, Init –2, Imaginem Allows the person kissed to breathe un- This power allows the faerie to send Hands of the Animal der water until he walks upon dry land. short verbal messages to beings to which it 2 points, constant, appropriate Form Costs 30 spell levels (Base 4 +1 Touch, has Arcane Connections. This allows an animal to manipulate and +4 Until, +1 Part) Costs 15 spell levels. (CrMe Base 3, +4 carry an item as if it had human hands and a Arcane) Strength of +5. The character must concen- Loosely Material trate to do anything other than carry the ob- Variable points, Init –5, appropriate Spirit Away ject, and to drop it or take something else. Form (usually Corpus) Variable points, n/a, Vim Costs 15 spell levels (ReTe Base 3, +1 This power allows a faerie that is gener- Allows the faerie to act as a threshold Touch, +2 Sun, +1 constant) ally immaterial to take on matter, over the guardian, as described in the Chapter 2: Fa- length of a combat round, and produce a erie Realm. Hound specific body of flesh, wood, or elemental Costs 50 spell levels (Special) 2 points, Init –2, Corpus matter. Some faeries have many versions Allows the faerie to know the direction of this power, and can form more than one Spreading a Mantle of Snow and distance to its human quarry. physical shape, but can still only inhabit one 3 points, Init –3, Auram Costs 20 spell levels (InCo Base 3, +4 at a time. Covers an area a mile across in snow, Arc, +1 Conc) Each body has defined physical Char- much like Clouds of Summer Snow, ArM5 acteristics and a fixed Might cost. For each page 126. Illusionary Home Might point spent on this power, 5 charac- Costs 25 spell levels. (Base 2,+3 Sight, 4 points, Init –4, Imaginem teristic points are available to spend on the +1 Conc, +2 Group, +1 Size) This comprehensive use of glamour four physical Characteristics of Strength, makes a place look, sound, smell, and feel Stamina, Dexterity, and Quickness. A faer- Steal Judgment like a suitable home for the role the fairie is ie’s material body can have any Size up to 2 points, Init –2, Mentem playing. Not all faeries use this ability — it is a maximum of its Presence unless it spends Makes the target believe almost any lie usually restricted to faeries who travel with- additional Might points on Size. Every 5 that the faerie tells, by diminishing his ca- in the Dominion, and cannot extend their extra points increases its Size by 1. Wound pacity for doubt. An Intelligence roll against glamour over their homes. Within the altered ranges for humanoid forms are as per the an Ease Factor of 6 is permitted to resist, with space, the sense of taste is also affected. Size table. easier rolls for truly incredible lies. Costs 40 spell levels (MuIm Base 5, +1 A faerie may maintain the material body Costs 15 spell levels (Base 4, +1 Eye, Touch, +4 Until, +2 Room) an alternative that indefinitely. If slain, the body contains pawns +2 Sun). also costs 40 spell levels is (MuIm Base 5, +1 of vis equal to the faerie’s Might/5, of an ap- Touch, +2 Sun, +1 Constant, +3 Structure) propriate Art. When the faerie returns to Torrent from the Lungs immateriality, which takes an uninterrupted 3 points, Init –3, Aquam Image Phantom combat round, it regains the Might points As Curse of the Desert. Draws the water forth 2 points, Init –2, Imaginem spent to activate this power. If it then takes from the human body, causing +15 Damage Allows the non-principal faerie of an on matter again, it does not carry over the that armor does not protect against. If the area to coat an object with illusion, making wounds caused to its previous body. target does not drink within a few minutes, it seem to be some other thing of approxi- Costs 25 spell levels (special) he dies. The name comes from the surpris- mately the same size and shape. ing quantity of water that pours out of the Costs 20 spell levels, as spell of the Pine Away victim’s mouth. same name ArM5 page 146. (Base 5 +1 3 points, Init. –3, Corpus Costs 25 spell levels (PeAq Base 10, +2 Touch +2 Sun) This ability causes the target to slowly Voice +1 Part) See ArM5 page 123.

59 Realms of Power: Faerie

Herbam, or Rego Herbam effect with a value Powers of Transformation of 25 spell levels or less, targeted at the ani- mals within its glamour and suiting its motif. If a character is able to transform a Focus Power. Similarly, if the character is A lord of a wild hunt, for example, may mani- specific substance into another specific able to turn a specific thing into a wide fest through the wolves of a forest, but would substance, like weaving straw into gold, variety of substances, then that is best not manifest through squirrels or trees. then that is best designed as a Greater designed as a Focus Power. Faeries can Power. If the character is able to turn a also cloak objects in illusions and use Shrinking wide variety of substances into a specific misdirection, substituting one object for The character can reconfigure the matter thing, like turning everything it touches another and claiming they transformed and magic in its body into a series of increas- into gold, then that is best designed as a the original into the new. ingly tiny frames. The character may choose any Size smaller than or equal to the basic form and use the modifiers for the new Size. Transform Victim into (Animal) a Might Point cost equal to the magnitude Players desiring a small faerie who can grow 3 points, Init –3, Animal of the effect, and an Initiative score of (the massive should design the faerie as if its ba- Turns a target who can hear the voice of character’s Quickness – the power’s maxi- sic form was massive, and select this power. the faerie into a land animal for Sun dura- mum magnitude). Players should also note Players should generate a table with the ap- tion. The animal’s type is nominated at char- the Form or Forms associated with the focus, propriate combat statistics for each Size, so acter creation. to evaluate Magic Resistance. as not to slow the game during play. Costs 30 spell levels (Base 10, +2 Voice, This can simulate the effect of any +2 Sun); although many faeries have a varia- Domestic Work size-changing spell of level 25 of less. This tion with Until Duration that costs 40 spell Performs household tasks from a dis- power simulates selecting a spell that shrinks levels, 4 points per use and has an Init modi- tance. This focus allows some aggressive the character by 1 Size, then another that fier of –4. behavior. A domestic faerie can kindle fires, shrinks the character by 2 Size, and so on, boil water, and move household objects not plus a spell that returns the character to nor- Transform Victim into (Bird or Fish) held or fastened down — all of which, with a mal size. 4 points, Init –4, Animal little planning, can be used to hurt humans. Utterly changing the size of a person has Turns a target who can hear the voice of The most aggressive domestic faeries a Base level of 3. If these are personal effects the faerie into a bird or fish for Sun duration. hurl objects. For 1 Might point up to five with Sun duration, then the maximum level The type of bird or fish is nominated a char- pounds can be moved, and every additional of effect from this focus is 5. This allows the acter creation. Might point doubles this. If the faerie has a character to claim 20 spare levels as 4 intri- Costs 40 spell levels (Base 20, +2 Voice, thrown weapon Pretense, the object may be cacy points, which are explained in the Im- +2 Sun) hurled with force. Blunt objects inflict +5 proved Powers Minor Virtue. damage per Might point spent. If the faerie Transform Victim into could use the object as a weapon, then it may Smithying (Object or Plant) use the object to strike foes while using this Duplicates any non-Ritual Creo, Muto, 5 points, Init –5, as per object power. All physical attacks with this power Rego, or Perdo spell pertaining to the Ter- Turns a target who can hear the voice must penetrate Magic Resistance. The power ram Form, at a cost of 1 Might point per of the faerie into a solid inanimate object or lasts until the faerie releases the object. magnitude of the effect, limited by the motif plant for Sun duration. The object is selected of the faerie. at character creation. Father of Serpents Costs 45 spell levels (Base 25, +2 Voice, Duplicates any non-Ritual Creo, Intel- Miser’s Midas +2 Sun) lego, Muto, or Rego spells pertaining to This power turns any living thing the Many faeries have a variation with Until snakes at a cost of 1 Might point per mag- character touches, excepting himself, to Duration. It costs 5 Might per use and has nitude of the effect. Like many focus pow- stone. This power requires two Virtues to get an Init of –5. This more powerful version has ers, the limiting factor is the faerie’s motif. enough levels. The most combat-worthy of Touch Range, to keep the level of effect at 50 For instance, a lion who was the ruler of a these effects — turning a human into stone — the highest a Greater Power may have with- woodland glade could define exactly the for more than a few minutes — is level 35 out becoming a Ritual Power. Players should same Virtue as including the entire Hermetic (Base 20, +1 Touch, +2 Sun). A player who recall that the traditional objects of a faerie’s Form of Animal, perhaps ignoring Intellego selected the Virtue twice could trade 15 spell role extend the faerie’s power of touch. instead of Perdo. Troupes are cautioned to levels for another focus power or for 3 intri- Costs 50 spell levels (Base 25, +1 Touch, only allow Focus Powers broad enough to cacy points, as described in the insert earlier. +4 Until). make their saga interesting.

Manifestation Personal Powers Focus Powers Manifests the faerie’s consciousness among animal and plant life its glamour The powers below have not been tai- Focus powers can have broad applica- touches, temporarily controlling their ac- lored using intricacy points. It is common tion, and should be discussed with the Troupe tions. This power allows the character to sim- for faeries with Personal Powers that cost when selected. Each use of a focus power has ulate any Creo Animal, Rego Animal, Creo 15 spell levels or less to convert the unspent

60 Realms of Power: Faerie spell levels into intricacy points, and then ride a horse, or avoid leaving hoof prints. Structure (15–25 Might), or a standard use them to reduce the Might cost of their Costs 5 spell levels (Base 2, +2 Sun, +1 Boundary (30+ Might). power to 0. constant) The area controlled by the faerie can produce a yearly harvest of (Might/10) Appear Human Extended Glamour pawns of vis of an appropriate Form, which 1 point, constant 0 points, constant, Mentem manifests as physical objects within the con- Allows a humanoid faerie of size –2 to Grants awareness of everything that trolled region. Removing this vis does not +2 to look and feel human. This power is happens within the bounds of a specific harm the faerie if it is bargained for. This is not required by humanoid faeries, only by domain chosen by the faerie. In essence, the power that allows faeries to extend auras shapeshifters who spend the majority of the faerie is coterminous with its associated about themselves, as described in Chapter 1: their time in a non-human form. This is an landscape feature, so it is present simulta- Nature of Faerie. illusion, unlike Transform into Human, later, neously everywhere within its boundaries. Costs 25 spell levels: may be taken as a so a centaur that used it would still be unable The faerie’s Might score determines the size Lesser Power on its own, or as part of a pack- to wander inconspicuously through a crowd, of area possible: a Room (5–10 Might), a age of Greater Powers. (Special)

Power Design: An Example

Neil wants to design a faerie like the (Players designing a power based on this slowness, because this is not a combat German doppelganger or Scottish fetch. example should note that perfect illusory power, and it requires only a Minor Virtue. These faeries appear to people as their exact copies require a Perception + Finesse roll Since the Lesser Faerie Powers Virtue duplicates, and drive them slowly mad. against an Ease Factor of 12). grants 25 spell levels, Neil has 5 spare. He Neil’s troupe thinks this is an interesting There’s a ritual in House of Hermes: trades them for an Intricacy point and uses idea, and so Neil designs a basic humanoid Societates called Donning the Mask of Another, that point to reduce the cost of his power faerie, but needs to give it powers to spice that allows the user to duplicate the by 1, to 3. up its opportunities in play. memories of a particular individual (page Neil thinks his character through, The first power he needs is one that 97). Neil considers it, but since it is level and notices that two of his powers allows his faerie to impersonate specific 35, it doesn’t work. He’d need to buy the — invisibility and duplicating a victim’s individuals. He uses the spell Disguise of Ritual Faerie Powers Virtue twice to get appearance — are linked by a theme: they the Transformed Image as a basis for his new his 30 spell levels, and he’d lose 6 Might affect the character’s personal appearance. power (ArM5 page 146,) but modifies it for an extended period each time he used He notes that the two powers could instead slightly so that it has Personal Range and it. It would also be very slow (Initiative of be replaced by a Focus Power. If he took a Moon Duration (which does not change –12). Neil reworks the spell description, Focus Power, the character could produce the level, 15). dropping the Duration to Moon and the any Imaginem effect, up to level 25, that Since this power has Personal Range, Range to Personal. This makes it a level altered its appearance. Each use of the Neil builds it as a Personal Power. To do 25 effect that can be purchased with the Focus Power costs the magnitude of the this, he selects the Personal Faerie Powers Personal Faerie Powers Virtue. It has a cost actual effect produced, and has an Initiative Virtue, which grants him 25 spell levels of 3 and an Initiative modifier of –3. Modifier equal to the maximum magnitude of powers, then works out the cost of Neil wants one final power: a sort the power can produce, which is –5 in this this power using the table given earlier. of selective invisibility so that he, or the case. Neil’s troupe initially vetoes this focus Personal powers cost (magnitude/2) points, person he touches, can only be seen or because the selective invisibility power rounding up, and have an Initiative score of heard by the person he is driving mad, and can be used on others, so it doesn’t fit his his character’s Quickness – (magnitude/2, by those in his group. Selective invisibility theme. He counters by redesigning the rounding up). With Personal and Greater is discussed in House of Hermes: Societates (page effect so that it has Personal Range, which Powers Neil finds it easier to just divide 64), and Neil’s troupe agree that what he’s lowers the level to 15 and fits the theme. the spell level by 10 and round up for cost, trying is similar to Ambush on the Deserted Road, The character’s two powers are both and then apply the same number to his but with a Duration of Sun and a Target of based on level 15 spells, which means each Quickness to work out Initiative. In this Individual, making it level 20. Since this can costs 3 points to use, and has an Initiative case, it’s a cost of 2 and since his character affect others, but is not a ritual, it must be modifier of –5. The Focus Power Virtue has a Quickness of 0, the Initiative score is either a Greater or Lesser Power. grants 25 spell levels. Neil decides to trade –2. This costs him 15 of the 25 spell levels As a Greater Power, it has a cost of away 10 levels for 2 Intricacy points, which that the Personal Faerie Powers Virtue buys 2, and an Initiative modifier of –2. Neil he wants to use to reduce the cost of his him. He can either buy another power to must take the Greater Faerie Powers Virtue Focus Powers by 2, but his Troupe points consume the 10 spare spell levels, or he and has 30 spare spells levels, which can out that Focus Powers are unique: you can’t can convert them to 2 Intricacy points. If be spent on other powers or traded for reduce their costs with Intricacy points. He he does this, he can spend them to make Intricacy points. As a Lesser Power, it costs reconsiders and decides, instead, to think his power cheaper or faster, or a little of 4 points per use, and has an Initiative of –8. up some new effects; in the end he uses both. He uses the spare Intricacy points to Neil decides to have this as a Lesser Power, the extra 10 levels in his Focus Power, and reduce the cost of the power by 2, to 0. despite the extra Might cost and relative trades the points back.

61 Realms of Power: Faerie

Flight Size Reduction Costs 35 spell levels. (Base 25, +2 Sun) 2 points, constant, appropriate Form 1 point, Init –1, Corpus or Animal Some faeries prefer a version with an Until The character is capable of flight. The The character can reconfigure the mat- Duration, which requires 5 points per use, character may use the Athletics skill to simu- ter and magic in its body into a far smaller costs 45 spell levels, and has an Init of –5. late difficult maneuvers, but may not engage frame. The player chooses a single alterna- in combat while flying incredibly swiftly. tive Size less than 0 on the Size Chart and, Transform into (Environmental Effect) The faerie may not fly when heavily en- when in the smaller form, uses the modifiers 4 points Init –4, as Form of effect cumbered, or with a passenger of its Size or for the new size. Players desiring a small fa- Transforms the character into a wave, more, unless assisted by another faerie that erie who can grow massive should design the breeze, cloud, fire, or other nebulous thing. shares the load. faerie as if its basic form was massive, and Costs 40 spell levels. (Base 30, +2 Sun) Costs 15 spell levels: (ReFo Base 4, +2 select this power. Some faeries prefer a version with an Until Sun, +1 constant. This base is deliberately Costs 10 spell levels (Base 3, +2 Sun, +1 Duration, which requires 5 points per use, lower than Hermetic magic might suggest.) Constant) costs 50 spell levels, and has an Init of –5.

Immateriality Supernatural Agility 4 points, Init –4, as suits faerie’s body 3 points, constant Makes a faerie immaterial until sunrise or This power allows the character to until nightfall. perform minor supernatural feats when us- Costs 40 spell levels. (Base 30, +2 Sun) ing its Athletics Pretense. These might in- Pretense: clude swiftly scaling walls, leaping from the Invisibility ground onto the back of a galloping horse, Faerie Abilities 2 points, Init –2, Imaginem and dropping great distances to the ground A personal version of Veil of Invisibility, as without harm. Few faeries can teach humans. A faerie per ArM5 page 146. Costs 25 spell levels (Base 10, +2 Sun, knight with Pretense as a swordsman may Costs 15 spell levels. (Base 4, +2 Sun, +1 +1 constant) look blindingly swift to a novice, but a skilled for moving image) duelist will notice that his sword doesn’t nec- Transform into Animal essarily travel the complete distance through Shift Human Shapes 2 or more points, Init –Might cost, Animal the space between his strikes and blocks: it 1 point, Init –1, Corpus Transforms the character into a specified may rapidly flicker from place to place. The Allows the character to change its ap- land animal of human size or smaller. Faeries faerie can’t teach this to a human because no pearance to any other human configuration, retain the power of speech in animal form. human can cheat the way that faeries do. although this cannot be used to replicate Costs 20 spell levels (Base 10, + 2 Sun) Some exceptional faeries are able to teach the features of a specific person. If the hu- Costs 25 spell levels (Base 10, +2 Sun, Abilities to humans. Faeries that are linked man shape selected is related to a form +1 size) to turn into a larger animal, like a to the dead seem disproportionately able to other than Corpus in some way, the power horse. This costs 3 Might per use. do this, for example. It is theorized by those costs 5 extra spell levels and an added point Costs 30 spell levels (Base 10, +4 Until) who accept that faeries are, in some cases, per use. As an example, some faerie knights for a version with an Until Duration, which the pagan dead, that these faeries are able to use this power to don armor by transform- requires 3 Might per use. teach the Abilities they had in life. They can- ing the outer layers of their bodies into lay- not develop their Abilities further, though, ers of metal. Transform into Bird or Fish enhancing them as Pretenses instead. Costs 5 spell levels (Base 3, +2 Sun) 3 points, Init –3, Animal Transforms the character into a speci- Faerie Instructor Silent Motion fied bird or fish. Faeries retain the power of Minor Virtue, Supernatural 1 point, constant, Imaginem speech in animal form. Some faeries have the ability to take hu- Allows the character to move without Costs 30 spell levels. (Base 20, +2 Sun) man Abilities when striking bargains. If the making a noise. A version with an Until Duration re- faerie has this Virtue, these Abilities can be Costs 10 spell levels (Base 3, +2 Sun, +1 quires 4 points per use, costs 40 spell levels, stored, then given to favored humans. The constant) and has an Init of –4. faerie imparts the Ability by trading it for the Ability that the student currently has. It does Sight Beyond Sight Transform into Human this either by giving the human a prop and 3 points, Init –3, appropriate Form This power costs non-human faeries claiming it is a magic item, which allows the All five senses of the creature operate at whatever it would cost a humanoid faerie to faerie to easily trade the Abilities back when a distance, as far as the creature can see. This transform into the character’s native shape, the story is over, or by pretending to teach makes the creature supernaturally aware of using one of the other transform powers. the human. Human teachers know that faer- everything that occurs; and it is exception- ies are faking, because their training is too ally difficult to catch it by surprise. Transform into (Solid Object) swift to be natural, and too similar to mys- Costs 30 spell levels (InIm Base 5, +1 4 points, Init –4, as Form of object tery initiation to be effective. It focuses on Conc, +4 Vision), so requires the Virtue to Transforms the character into a specified the trainee reaching an appropriate mental be selected more than once. object. In object form, the character is ca- state, rather than the repetitive practice re- pable of speech and limited movement. quired for real learning.

62 Realms of Power: Faerie

Faerie Trainer Free Virtue, Supernatural The character has one or more human Abilities, rather than Pretenses, and so it may train humans using conventional meth- ods. The faerie can develop these abilities further using human methods, or can con- vert them to Pretenses and increase them as a faerie would. Once an Ability has been advanced as a Pretense, the maximum level at which the faerie can train humans has been reached.

Player-Defined Pretenses

Some faeries have pretenses that cor- respond to their story role, rather than specific human abilities. These player-de- fined pretenses must be negotiated with the troupe. The faeries in the Bestiary chapter do not have unusual pretenses because there is insufficient space to detail the limitations that would arise from the negotiation of each pretense.

Resistance and Pretenses

Faeries use magical powers instead of Abilities, but because these powers affect the faerie, rather than the magus, they are not Increasing Pretense Faeries may gain adventure experience. resisted by Parma Magica. They take experience in any Pretense that As an example, consider a faerie using its A character’s Pretenses become more is equivalent to any Ability raised by any guile Pretense to try to lie to a magus. The skilled as it observes humans with the abili- character who participated in the adven- faerie is not targeting the magus with magic. ties that it is copying. In any given season, a ture, including adversaries, provided the Instead, the faerie is using magic to guide its faerie may select a single person who is hav- Ability being copied is equal to or higher actions: to know what deception is, what hu- ing a momentous personal experience and than the Pretense. man language is, and how humans deceive gain the same amount of experience toward a Most player characters can only arrange each other. Since this inner knowing does Pretense that the person gains toward Abili- to increase their Pretense about half the time. not cross the Parma Magica that protects the ties, provided that the faerie’s Pretense is Characters who through luck, flexibility of magus, it is not resisted. not already higher than the human’s Ability. role, or good planning can increase their Some Pretenses, such as those for com- During this season, the faerie must be closely Pretenses more often require a Virtue. Simi- bat or medicine, guide the use of tools. These involved in the person’s story. Faeries cannot larly, characters who pay little attention to tools may be resisted in certain situations de- gain experience from study, training, or prac- humans and do not develop their Pretenses scribed more fully in the earlier section on tice: they cannot learn through repetition, as at this rate have Flaws. the glamourous body. mortals do. Aloof Minor Flaw, General Player-Defined Pretense Example: Aloof fairies play roles in which they do not find humans particularly interesting, and Chivalrous Combat so rarely increase their Pretenses. Over the course of a saga, these characters can be ex- A player, Dave, asks his troupe to allow Dave agrees, and suggests that his knight pected to gain Pretenses for around one sea- his faerie knight to have a Pretense called may become confused in combat that is son per year. During character creation, an Chivalrous Combat, which rolls together non-chivalrous, like ambushes and tavern Aloof faerie has a Pretense multiplier of 10. the ability to use a sword and a lance. His brawls, so that he is unable to use his troupe members express concern that this Chivalrous Combat Pretense, and must Freshly Sprung seems broader than a standard Ability. use Brawl instead. His troupe agrees. Minor Flaw, Supernatural Subtract 50 experience points from the

63 Realms of Power: Faerie character’s pool for purchasing Pretences. player characters do not advance: they do. It This represents the character losing some Faerie is simply that the faerie does not understand of its glamour. This Flaw may be taken more the process unless it is highly cognizant. than once, but players cannot select this Flaw Many incognizant faeries behave in ways unless the character has at least 50 pretense Advancement that incline them toward the acquisition of points to lose. greater power, but in incognizant faeries this Through Change is instinctual, rather than strategic, behavior. Observant Free choice A typical faerie player character increas- To alter its role so that it gains additional es its Pretenses in two seasons per year. In powers, a faerie requires several contributing Vitality the other season, it completes the tasks set factors. It requires the potential to change by its role. within its glamour, represented by the cog- Whenever a character gains Pretenses, nizance Virtues. It also needs sufficient mys- the player may choose not to spend those Ostentatious tical energy to change, which is stolen from points, instead storing them for character Major Virtue, General humans and represented by Pretense points. advancement. When the character has suf- A character with this quality is closely Finally, it needs a human collaborator to ficient Pretenses, which represent human interested in the bubbling vat of emotion provide the creativity required to design the vitality stored in its glamour, the faerie tends that is the life of a human community. It changes in its glamour. to seek humans who can evoke this poten- finds ways of involving itself in useful sto- tial. Only highly cognizant faeries are aware ries every single season, and gains Pretense that they are deliberately seeking a human to appropriately. During character creation an provoke changes in their role, but all faeries ostentatious faerie has a Pretense multiplier Cognizance have an instinct, when change is possible, to of 25 instead of 15. seek humans. A faerie’s cognizance determines its at- The amount of vitality that a faerie re- Pretentious titude to advancement. Incognizant faeries quires to change its role varies — the great- Minor Virtue, General have goals, but these are not related to be- er the new power, or Mightier the role that A character with this quality is closely coming more mystically powerful. Narrowly the faerie seeks, the more its glamour must interested in a particular family or group cognizant faeries know that a certain situa- change. The more that a faerie’s glamour of humans, and regularly finds ways to in- tion or possession will bring contentment. must change, the more vitality it requires. crease its pretense by aiding them through The goal they work toward completes their Faeries who already have complex glamours life’s challenges. It increases its Pretense, role, but again they do not see this in terms find the process of change more difficult, on average, for three seasons every year. of personal power. Only highly cognizant because their glamours are more rigid and During character creation a pretentious fa- faeries understand that they can use human constraining than those of simpler spirits. erie has a Pretense multiplier of 20 instead vitality and creativity to tailor their roles in When the character is exposed to creativ- of 15. amusing ways. This is not to say that faerie ity, it may consume vis to reduce resistance caused by the current complexity of its glamour, however. This desire to consume vis at a particular Story Seed: Advancement time is why faeries encase vis, as described in Chapter 1: Nature of Faerie, rather than Several years ago, a narrowly cognizant kingdom. The reason the girl’s attempts simply eating it like bread and beer. Faer- faerie was drawn to a young woman prone to name it keep failing is that the human ies often hoard vis, placing a layer of their to daydreams, and made straw into gold names she is offering are too mundane glamour over it so that other faeries will not for her. She is used this gold to marry a to resound through the faerie’s glamour steal it. This glamour makes the value of the local prince, offering, in exchange, to give and spark its transformation into a new, vis obvious to human onlookers, however, so the faerie her firstborn. Now that the child cognizant, role. The name the girl, or her they may see it as mundanely valuable ma- has been born, the faerie has relented to magical advisers, choose needs to promise terials, like a pot of gold. This hoard disap- her pleas and given her a loophole: she the faerie attention once it is cognizant, so pears when the faerie uses it, and it reduces may keep the child if she guesses its name. that the faerie claims it willingly. the Pretence Cost in the nearby table by 1 The magi travel to the faerie’s home at her When the faerie accepts its name, it for every pawn of vis consumed, to a maxi- bequest, but discover that it has no name. will scream and rage and be consumed by mum of the faerie’s Might score. The reason for the change in price is the Earth, because its old role needs to A faerie may only use encased vis for ad- that the faerie has reached the point where end dramatically. Eventually, however, the vancement where the outcome is determined it is able to develop the Highly Cognizant same faerie will return with its new name by a creative human. If the faerie has left part Virtue. On an instinctual level, the faerie and shape, perhaps as an ally of the royal of its glamour in Sleeping vis, then the pres- desires a personal identity of its own even family or the covenant who helped it, in ence of a creative, helpful human allows it more than it wants the enormous vitality order to keep the story of its old role alive to reincorporate its glamour and resume its expressed within the fate of the heir to the for another faerie to follow. old role.

64 Realms of Power: Faerie

Ease pretence effect of Factor cost collaboration Using Abilities On Faeries 6 0 + Might Lose a Virtue or Flaw and gain another of This section summarizes how differ- Bargain, Carouse, Charm, Etiquette, equal value ent Abilities apply to faeries. Guile, Intrigue, and Leadership: These 9 5 + Might Gain a Minor Virtue can be used with any intelligent being. and a Minor Flaw Animal Handling: This Ability is useful Faerie Lore: This may be used like Folk 12 10 + Might Gain a Minor Virtue for knowing how to take care of a Ken when attempting to understand or lose a Minor Flaw being with an animal form, though the motivations of a faerie’s role. 15 15 + Might Gain a Major Virtue and a Major Flaw not for social interactions with a fa- Folk Ken: This is an understanding of hu- 18 20 + Might Transform a Minor erie in an animal shape. To predict man beings only, though it may give in- Virtue into a Major how such a creature might behave, sight into the motivations of human-like Virtue, or a Minor use Faerie Lore. beings or faeries who were once human. Flaw into a Minor Vir- Animal Ken: This is a Supernatural Ability Some faeries have this as a Pretense, let- tue, or a Major Flaw with an effect that allows communica- ting them understand human societies. into a Minor Flaw tion with any animal, and it also allows Language: Any Faerie with a score in Faerie 21 25 + Might Gain a Major Virtue and a Minor Flaw communication with faeries that have Speech can understand any language. 24 30 + Might Gain a Major Virtue animal forms, or have hybrid forms Teaching: Faeries cannot be taught, since or lose a Major Flaw with animal-reflective personalities. they do not learn by doing. Roll Bonuses +3 if for a Virtue like Inspirational or Free Creativity without the faerie noticing. This requires Expression. May only be claimed once, a roll with against an Ease Factor equal to multiple Virtues do not stack. (the Ease Factor of change the faerie has +3 if the local Reputation of the faerie better Faeries must have the aid of a creative requested be made – 6). If the faerie is a suits the character after the change than human to change their glamour. The fa- principal, then its servants will notice ma- its current state. erie opens its glamour to the human, who jor changes. If the faerie’s glamour has been uses his Abilities to develop it by creat- substantially altered, their glamours might At the troupe’s discretion, the faerie’s play- ing a symbolically related object or per- not remain sympathetic and the area may er, rather than the artist’s player, may make formance. The process can be as brief as fall into dispute. these dice rolls, given their vital importance. the impromptu performance of a song, or as extended as the design and carving of a sculpture. Why Isn’t My Faerie a Genius At Every Ability? If the human fails to match the Ease Factor given below, he has wasted the vital- Faeries live forever, and so they can ies often lose and regain Pretenses as they ity that the faerie has stored. The tempera- theoretically accumulate enormous ex- change roles. ment of the faerie determines whether it perience. Starting faeries do not have Faeries want vitality, and they want will harm the human, but regardless the hu- enormous experience. There are several to enjoy themselves. They do not require man is unable to alter this faerie’s glamour at reasons for this: their Pretenses for their professions, which any future time. The Ease Factor should be A faerie character that is the center they lack, or to extend their lives, which reduced by 3 if the faerie’s role has drifted of a story is not gaining vitality from that are limitless. Shedding Pretenses, and be- away from the folklore of the area, and the story. Even the pagan gods used to send coming someone else in a new story, is change the human is making would draw heroes out to do impossible things, so that amusing. Like a roleplayer who decides the faerie closer to what is expected. This they would be supporting characters in to retire a character once it has ceased to often happens to incognizant and narrowly stories. Being more skilled than humans present novel challenges, some faeries just cognizant faeries in areas where communi- makes a faerie unable to feed on their Abil- give up their Pretenses, knowing they can ties have been displaced. ity-earning experiences. earn them back in other stories. Once the faerie has opened its glamour The faeries selected as player characters The Divine casts down faeries that be- to the human, it must accept the changes are, arbitrarily, those drawn toward stories come too powerful, because it has granted the human makes. Faeries do not tell hu- with magi, which implies a certain level of dominion over the Earth to humans. It mans this, but to those that make an Intel- power and ability compared to magi. is difficult for faeries to judge what “too ligence + Faerie Lore roll against an Ease Faeries often lose Pretenses. Incogni- powerful” is, because it seems to vary over Factor of 6, it is obvious once they begin zant faeries lose their Pretenses if they lose time and place. to alter the faerie’s glamour that they con- their role. They have the basic Pretenses And some magi suggest that once faer- trol the stuff of which its identity and atti- of their new role instead, even if both roles ies become mighty enough, they cease to tudes are made. A human who has success- are the same type of faerie. Fairies that are feed on human vitality. They head out into fully assisted a faerie to advance in the past, narrowly cognizant lose some of their Pre- Deep Arcadia and are lost. The faeries hu- and is aware he is manipulating the faer- tenses when they complete their role and mans see are a perpetually renewed batch ies’ glamour, may include a single change move to another. Highly cognizant faer- of recently-generated faeries. in the faerie’s motif, attitude, or memory

65 Chapter Four Faerie Bestiary

The authors of this book encourage you faeries make a contest of a person entering a ship. Some faeries steal and try to raise chil- to use modern faeries in your stories, but they life stage, with one pulling toward maturity, dren, who then provide an endless harvest are not included in this chapter. Storyguide and the other holding it back. of attention if they survive. More beneficent and players, it is assumed, are familiar with A classic example of this occurs when a faeries bless children at their birth. fantasy literature and, given the limited space young person is swept away by faeries to a available in this book, would prefer creatures feast. The leader of the faeries asks the hu- that are both more historically appropriate man to partake of the food while another, Child Killers and less familiar. Medieval versions of faeries, to readers raised on modern stories, should Child killers are some of the most com- seem alien, threatening, and intriguing. Two Borders mon faeries in medieval folklore. But their This chapter uses modern, rather than variety is tremendous. The stories that sur- period, names for many of the creatures. Many faeries are creatures of two round them often suggest that they are the Players find these easier to say, and it avoids borders simultaneously: an infant stolen spirits of women whose own children have the use of terms that have been co-opted by away to the forest by a faun, and a man died, and they seek the lives of other chil- stock characters from modern fantasy fiction. who finds a selkie wife at the shoreline dren either from malice, or to ease the pain Greek and Roman names are often used for have both encountered a faerie that of their loss. These faeries are designed as types of faerie, but this doesn’t mean those expresses both physical and develop- human sized, and many of them are natu- faeries are only found in Greece or Italy — mental borders. Faeries that reside on rally incorporeal and able to become invis- just that when those of the Order of Hermes multiple borders increase their chances ible. Most strangle, although some suck the discuss them, they use a classical term. of harvesting the vitality of the humans breath from babies, or kill by suckling. Oth- they encounter. er child killers are babies who were never named: that is, unbaptized infants. Some child killers have very little Might, often a dead friend or an ancestor, counsels and can be kept at bay by simple folk charms. him not to. If the human eats, he is trapped Others kill to force the traditional wards to Faeries Drawn in Arcadia, halted forever in adolescence. If be employed. Many children die despite he refuses to eat, he is returned home, and is wards, though, which causes ill-feeling when To Life Stages able to continue into adulthood. mothers blame their supplier for poor wards, These faeries are, in folklore if not truly, and the folk witches blame the grieving Human lives go through several stages, people who have themselves failed to move mothers for some form of spiritual pollution and as each transition approaches, the human into the new stage of life. They repeat their in- that reduced the efficacy of the charm. becomes more mutable. This surge of vital- completeness in the lives of others. This is par- ity attracts faeries. And so, disproportionate ticularly notable in faeries that kill children. number of humans who interact with faeries Lamashtu are either just about to begin, or have just completed, the transition to the next stage Lamashtu is not designed as a player of their lives. The Church protects each of Birth character. She is an ancient Babylonian god- these life stages with a sacrament, which in dess of stillbirth. some communities discourages the faeries Humans, just after birth, are bundles of Faerie Might: 45 (Animal) from interrupting the transition. tremendous vitality. Faeries can harvest this A variety of beings prowl the border- potential in several ways. The most direct Characteristics: Int +1, Per +1, Pre +3, Com lands of life, childhood, adulthood, mastery, way of harvesting the vitality of a child is to –3, Str +6, Sta +2, Dex –1, Qik –2 and mortality. Some faeries facilitate the kill and eat it. This method is rare, but so transition from one life stage to another. horrible that it is widely famed. A related Size: +2 Others try to prevent the character from ma- way to harvest attention is to refuse to harm Virtues and Flaws: 2 x Greater Faerie Powers, turing, reflecting their incomplete natures in children protected by a particular ritual, and Huge, Faerie Sight, Faerie Speech, Feast the lives of human victims. Sometimes, two accept the performance of the ritual as wor- of the Dead*; 8 x Increased Faerie Might,

66 Realms of Power: Faerie Equipment: Often depicted carrying snakes, Story Seed: The Battle of Child Eaters or suckling a dog and a pig. Vis: 9, a dead owl A Seeker has found an ancient tablet and yet more modern, telling of Lamashtu’s Appearance: Lamashtu is a tall woman with that makes reference to a “demoness” story. Lamia is insane and does evil things the head of a lion, the teeth and ears of called Lamashtu, rival of the Faerie gods because of her madness, but she gladly a donkey, and the feet of an enormous of Babylon. Now that her story has been acts as an ally for the characters against owl. She has leathery, tanned skin that is rediscovered — and retold to the grogs another spirit trying to steal her biography. sometimes furred. She does not require by a companion with Free Expression — a Lamia can become rational if steadily wings to fly. faerie near the covenant has taken her form. supplied with magically created eyeballs. Can the characters find a way of calming As her mind returns, Lamia realizes what a * Lamashtu causes stillbirth by touching Lamashtu, or destroying her story? monster she has become, and what terrible the belly of a pregnant woman seven Once Lamashtu becomes active, things she has done. If coaxed to destroy times. She also feasts on the flesh of another faerie becomes involved in the Lamashtu by a suitably skilled artist, Lamia young men, and rips babies from the affairs of the magi. Lamia is an ancient, may be able to change role. womb with her talons to consume, al- though this most often occurs to trav- elers. She prefers to kill slowly with Improved Initiative (clawed hands), Im- Enthralling Sound: 0 points, Init–4, Mentem: (3 repeated touches, or by suckling babies proved Powers, Lesser Faerie Power, 2 intricacy points on cost, 1 on Initiative) to death. x Personal Faerie Powers; Incognizant, Her terrible roar arouses fear. Traditional Ward (Minor – Pazuzu)** ** Lamashtu fears and flees images of the Flight, 0 points, constant, Corpus. (2 intri- Babylonian disease spirit Pazuzu. Personality Traits: Vindictive +3, Hungry +1 cacy points on cost) *** Lamashtu’s breasts ooze a poison that Combat: Invisibility: 0 point, Init –4, Imaginem. (2 in- does +10 Damage. She smears this on tricacy points on cost). Clawed Hands: Init 0, Attack +10, Defense her claws and talons if she anticipates +10, Damage +8*** Loosely Material: 1 point, Init –5 Corpus battle. (Animal) Donkey Bite: Init –2, Attack +11, Defense +8, Damage +7 Owl Talons: Init +1, Attack +13, Defense +11, Damage +10*** Soak: +4. Wound Penalties: –1 (1–7), –3 (8–14), –5 (15– 21), Incapacitated (22–28), Dead (29+) Pretenses: Athletics 5 (flight), Brawl 9 (while airborne), Faerie Speech 5 (po- tential victims). Powers: Fatal Menses: 0 points, constant: (5 intricacy points on cost) A poison, like that of scorpions, drips continually from La- mashtu. This creates a fine mist as she flies. Lamashtu poisons wells as she flies over them, so that all who drink of them for the next week fall terribly ill. Her venom can also cause personal illness of sufficient virulence to kill the infirm, or fetuses in utero. Crops and animals die as she flies over them, if she wishes. (This has been treated as a level 50 effect, based on Treading the Ashen Path, which is PeHe 30, +10 (added requisites for humans and animals) +10 change Mom duration to Sun, +5 constant, -5 no lon- ger a fancy effect. Treat this power as a magical force, rather than a poison.)

67 Realms of Power: Faerie Lamia them in Lamia’s head. It has Touch range. human torsos and heads, paws on the front (PeCo(Re) base 20, +1 Part, +1 Touch, legs, cloven hooves on the rear, and hissing Lamia is not designed for use as a player +1 Rego requisite, +1 Finesse) voices. They are less-powerful faeries, which survive by drinking blood and do not need character. Equipment: Rich jewelry, and contingency fresh eyes. Injuries from a lamia do not heal plans that perfectly suit the weaknesses Faerie Might: 35 (Corpus) until the character seeks out the lamia again of player characters. and hears her hissing. More generally, vam- Characteristics: Int +1, Per +1, Pre +3, Com pires are sometimes called lamiae, but these –1, Str +2, Sta 0, Dex 0, Qik +2 Vis: 7 Intellego in two bleeding eyeballs (3 in the right, 4 in the left). use the statistics for ghulas. Size: +1 Appearance: Lamia has sharp fingernails Virtues and Flaws: 2 x Greater Faerie Pow- that act as claws. Her form is serpentine Kubu ers, 2 x Improved Characteristics, 6 x from the waist down, and may attack by Increased Faerie Might, Faerie Sight, Fa- constriction. She has the ability to move erie Speech; Hybrid Form, Large, Lesser silently and slip through walls. She uses Faerie Might: 1 (Mentem) Faerie Powers, 3 x Personal Faerie Pow- these powers to see when mothers leave Characteristics: Int 0, Per 0, Pre 0, Com 3, ers; Narrowly Cognizant their babies unattended. Her eyes are Str n/a, Sta n/a, Dex n/a, Qik n/a. usually bloodshot. Personality Traits: Befuddled +2. Size: usually appears to be –2 Combat: Long ago a queen of Libya was a lover Virtues and Flaws: Faerie Speech, Fa- Claws: Init +1, Attack +8, Defense +8, Dam- of Zeus. She became repeatedly pregnant, erie Sight; Restricted Might (Major age +4* but had each of her babies save one, Scylla, – sunlight), Decreased Might, Intangible die in accidents arranged by the goddess Flesh, Incognizant. * If Lamia grapples successfully, she can wrap Hera. Then Hera went further: she cursed her body around a target and do constric- Personality Traits: Playful +3, Lonely +1 the queen with eternal insomnia. Driven tion damage of +6 per round, while she mad with exhaustion and grief, the queen Pretenses: Charm 6 (children), Guile 6 (chil- retains her Grappling Advantage. died and became a faerie. Lamia’s lower body dren), Faerie Speech 5 (children) Soak: +6 (scales) now appears to be that of a great serpent. Powers: n/a She took her current name “Lamia” when she Wound Penalties: –1 (1–8), –3 (9–16), –5 transformed. It means “gullet,” as her only Equipment: Phantasmal toys (17–24), Incapacitated (25–32), Dead food is other people’s children. (33+) Zeus took pity on Lamia, but was unable Vis: 1 Mentem, The skull of a tiny baby Pretenses: Awareness 9 (faeries), Brawl 6 (hu- to undo Hera’s harm. Instead he gave her a Appearance: A small child, dressed well, mans), Faerie Speech 5 (those expecting power: whenever her unsleeping eyes become and with a surprising number of toys in prophecy), Folk Lore 9 (aspirations) so red and painful that it hurt less to rip them a bag. out than continue with them, she could steal Powers: a fresh set of eyes from a human. Lamia still Kubu is an infant-sized faerie that is Enthrallment: 3 points, Init –2, Mentem. (1 in- haunts the world, stealing children and eating believed to have been a child who died tricacy point on cost) them. She is still mad with sleeplessness, and without being named in ancient times. He when her eyes become too red for her to often kills other children before they reach Extended Glamour: 0 points, constant, Mentem. bear, she steals fresh ones from her sleeping confirmation, by calling them to play in the Hound: 2 points, Init 0, Corpus. Lamia’s pow- victims. In ancient times there was a shrine middle of the night. Kubu may visit a child er allows her to detect the direction and to Lamia in Corinth, and characters facing repeatedly, to gain its confidence to wander distance of unattended babies, even if she her may find valuable information there. further and further from home. He leads lacks an Arcane Connection to them. It Lamia was able to predict the future in them off into the wilderness, there deserting also connects her to humanoid creatures ancient times. A strange supernatural event, them to die of exposure. He cannot stand the using her story, like lesser lamiae and La- called the Silencing of the Oracles, destroyed light of the sun. mashtu. This is the remnant of Lamia’s the capacity of faeries to predict the future. Kubu is not designed as a player char- power to scry the future. Learned magi suggest this was an act of God, acter, but may be modified to become one to prepare the world for a new age with the easily. His Flaws need balancing, possibly Immateriality: 1 point, Init. –2, Corpus/Ani- coming of his Son. with powers. He needs extra Pretenses, and mal. (2 intricacy points on cost) a motivation that is more useful for troupe Invisibility: 1 points, Init 0, Imaginem (1 intri- stories than loneliness. cacy point on cost) Lamia Variants

Silent Motion: 0 point, constant, Imaginem. (1 In Greece there are spirits called lamiae Child Stealers intricacy point on cost) that eat babies and are said to be the chil- dren of this Lamia. They aren’t: Lamia’s curse The children stolen by faeries often share Steal Eyes: 4 points, Init –2, Corpus: This power is that she can’t have children. These lesser removes the eyes of the victim, and places a few distinctive features. Single parents are lamiae have the bodies of goats or snakes, usually raising them, in a household that

68 Realms of Power: Faerie contains no other relatives. The children are Wound Penalties: –1 (1–5), –3 (6–10), –5 (11– forth from the newborn child, but some faer- left unattended, if only for a few minutes, and 15), Incapacitated (16–20), Dead (21+) ies prefer, instead, to steal nurturing from the stolen while an adult is not watching. Babies Pretenses: Brawl 2 (children), Carouse 3 new mother. are usually kidnapped before baptism; older (suspicious adults), Faerie Speech 5 (sus- children are generally tempted to stray into picious adults) (Gerontified Faerie): Some fa- faerie areas instead of being stolen. Children eries steal a child so that there is a place who survive being stolen have a Touch of Fa- Powers: in a mortal household for a changeling. erie, as described in Chapter 5. Appear Human, 1 point, constant, Imaginem. A changeling is a faerie who has be- Many types of faerie are unable to repro- come so withered and unhealthy that Immure to Bashing Weapons:* 0 points, constant, duce. The most human–like — the kings and it is exchanged for a mortal baby. The Herbam: This faerie has the body of a queens of the courts of faeries — yearn for changeling appears, using illusions, to be scarecrow, and is undamaged by weapons children and steal them from humans. Each the stolen child, but it becomes needy, that cause harm through crushing force. king or queen has a distinctive set of powers, sickly, and forever hungry. The nurtur- based on the demesne of which her or she is Invisibility: 1 point, Init –1, Imaginem (1 intri- ing given by the mortal mother rejuve- ruler. Many are neglectful parents, and the cacy point on cost) nates the faerie, allowing it to resume a children they steal often die for lack of milk, younger version of its form. The stolen Squirming Sack: 1 point, Init –1 Corpus: warmth, or shelter. Sometimes the death of child is usually not killed or neglected, Moves a child up to 50 paces away who a child generates a dependent role: a minor so there may still be some sort of con- has made eye contact with the man into courtier that is the heir of the noble. Schol- nection between the life of the child, his sack. (Base 15 + 1 Eye, 1 intricacy ars differ on whether this is the spirit of the and the usefulness of the life the change- point spent on cost) dead child, or just a faerie pretending to be. ling has stolen. Many faeries that steal children leave Still Sack: 0 points, Init –1, Mentem (2 intri- behind an enchanted stick or statue that cacy point on cost): A powerful version There are several traditional ways of forc- seems to be a sickly version of the child. It of the Cause Drowsiness Power that ing changelings to reveal themselves. Many simulates death, allowing the faerie time to keeps children unconscious until they of these, if accidentally performed on a hu- steal the child away. But, more importantly, are removed from the sack. (Or Sun, man child, are horrific forms of child abuse. it may severe the bonds of longing that could whichever comes first) The torture continues until the changeling otherwise allow the family and child to find * Hands do damage as gauntlets because agrees to bring the child back, in exchange each other again. they are made of wood. When not pre- for its safety and freedom. In many cases, the tending to be human, the man uses his changeling is left in an abandoned place so forearms as if they were wooden clubs, that the faeries can trade the children back. The Man in Black using his Brawl skill. The Church has passed strict laws against with a Sack on His Back leaving children in deep holes in the earth Equipment: Clothing, large sack, an endless or on roofs because they are sickly, but the The Man in Black with a Sack on His supply of straw. practice continues. Back is not designed as a player character. Vis: 2 Herbam in a tattered old sack. In some cases, the faerie can be tricked into speaking by showing it something Faerie Might: 10 (Herbam) Appearance: The Man in Black with a Sack marvelous: these faeries usually accept Characteristics: Int 0, Per +3, Pre 0, Com 0, on His Back always appears foreign, and the marvel as a trade for the return of the Str –2, Sta +2, Dex 0, Qik +1 seems to be able to blend into darkness. child. These items tend to contain vitality He often takes the form of a scarecrow. or express human craftsmanship. A returned Size: 0 He carries a sack, or sometimes a back- child, particularly one returned through Virtues and Flaws: Greater Faerie Powers, pack, and he puts naughty boys and trade, is likely to have future dealings with Faerie Sight, Faerie Speech, Humanoid girls in it, and carries them away. People his or her fairy twin. Faerie, Increased Faerie Might, Immune are not entirely sure what he does with In some areas it is believed that the to Bashing Weapons*, Personal Faerie them, but eating is a distinct possibility. faeries make a tithe of to Hell. They Powers; Incognizant, Restricted Might give their children away, as changelings, so (minor – direct firelight). The Man in Black with a Sack on His that when the demons come to collect they Back is found in a surprisingly large area of take human children instead. The faerie Personality Traits: Gregarious +3, Likes Mythic Europe. In most areas he is a nursery horrors that lie at the edge of Infernal spaces stealing things +1 terror, but in others he steals children. He is also appear around Magical places that local a dark mirror image of the pleasanter Yuletide Combat: custom mis-assigns to the Infernal realm. faeries, who carry presents for good children. Brawl (hands)*: Init +1, Attack +2, Defense +2, Damage 0 Nursery Terrors Faeries that Prey Brawl (2 x Bludgeon)*: Init +2, Attack +4, De- on New Mothers fense +2, Damage +1 Adults use tales of these faeries to guard the border between civilized and wild be- Soak: +2 against slashing weapons. Immune Most fairies interested in the threshold havior. These faeries also lurk around bud- to bashing weapons. of birth want to seize the vitality that flows ding adolescents because adults, generally,

69 Realms of Power: Faerie do not truly believe that they exist. Nursery Gorgon Venomous Bite*, 0 Points, Init 0, Animal: When terrors usually do not kill children; they pre- the gorgon’s hair attacks, compare its fer to terrify them night after night. Gorgons are not designed as player Attack Advantage to the victim’s armor characters. Protection (not his Soak). If the gorgon’s Black Terrors: The weakest faeries ever advantage is higher, the victim suffers Faerie Might: 25 (Mentem) observed by a member of the Order. the effects of adder venom as listed in the Poison Table on page 180 of ArM5, They are dark, ghastly shapes, lack- Characteristics: Int +1, Per +6*, Pre –3, regardless of whether the bite inflicts an ing mass, that form worrying patterns Com 0, Str 0, Sta 0, Dex 0, Qik +3 on the walls of children’s bedrooms. actual wound. The storyguide may ad- They gain vitality from the fear they * Due to Dozens of Eyes power. just the required Attack Advantage for special circumstances. provoke. Each has 1 point of Faerie Size: –1 Might, lacks the power to become ma- * This is a power of the gorgon’s Hybrid Virtues and Flaws: 2 x Greater Faerie Pow- terial, and has no powers beyond those Form, and does not need to be paid for ers, 4 x Increased Faerie Might, Faerie common to all faeries. Black Terrors with the Personal Faerie Power Virtue. contain 1 pawn of vis each, so magi are Sight, Faerie Speech, Hybrid Form; In- keen to find them. Some magi find it cognizant, Small Frame Vis: 5 Mentem, a mask profitable to enslave these creatures, to Personality Traits: Vain +3, Iconoclastic +1 Appearance: A woman of slight build, with use as messengers. a hideously deformed face, tusks, and Combat: The Cyclopes: Used by the ancient Greeks brass claws. Snakes replace her hair. to scare their children into submission. Brass Claws: Init +2, Attack +5, Defense +7, Some gorgons are stunningly beautiful They are cannibalistic giants with a Damage +2 (Per 0, Pre +6, lose the omnidirectional single eye in the middle of their heads. vision or spend an extra Major Virtue), They use the statistics for any other gi- Tusks: Init +3, Attack +7, Defense +6, Dam- and some can fly on bat–like wings. ant, with a –3 on all rolls requiring depth age +5 perception. Some magi say that these Serpent Hair: Init +2, Attack +8, Defense +5, In ancient Greece, the gorgons were cyclopes are mere reflections of the real Damage +1* nursery terrors. The name gorgon means cyclopes, which are primordial giants as- terrible, and terror is something a young boy sociated with the Magic realm. A kind of * Gorgons have mid-back-length hair, so would need to overcome to be a man. A true cyclops, the licho, is still used as a nurs- they may only use their hair snakes to Greek warrior would learn to seize control ery terror in Slavic lands. It is described engage targets close together. Theoreti- of fear, and use it against his enemies, much later, in the section on Roads. cally, she has 18 snakes able to strike at as Perseus used the head of the gorgon. Af- : Jenny is one of the many any time on her head, although usually ter achieving this, the head of the gorgon nursery terrors that are encountered out- she only uses three at a time. See also the becomes a traditional symbol that wards off side the house. They represent both the venomous bite power. evil, called the gorgoneion. She is the faerie boundary between obedience and dis- Soak: 0 that humans use as a folk charm to scare obedience, and the boundary between away lesser faeries. Thus, the name Medusa safe places and dangerous ones. When Wound Penalties: –1 (1–4), –3 (5–8), –5 (9 means “protector.” adults say “If you lean too far over the –12), Incapacitated (13–16) Dead (17+). well, Jenny Greenteeth will catch you in her claws and drag you under,” they Pretenses: Brawl 3 (humans) Mormo do not believe the story they are tell- Powers: ing. The story is only effective, however, because children do. Regional variants Enthralling Sound, 3 points, Init 0, Mentem: A Mormo is not suited for player characters. include: the of Yorkshire, gorgon can utter the scream of the dead, Faerie Might: 15 (Mentem) which inhabits pools and marshes; Nel- creating terror in those who hear it. The lie Long Arms, who is much like Jenny low hissing of her snakes can create the Characteristics: Int +1, Per +1, Pre 0, Com but has incredibly long arms; the Mor- same effect. +1, Str 0*, Sta 0*, Dex 0*, Qik 0*. gan of Wales, which is a freshwater mer- Deadly Gaze: 1 point, Init –2, Terram: (4 in- man; and the Pontarf of Ireland, which is * These statistics are provided by Mormo’s tricacy points on cost) The gorgon can host. a giant fish. transform into stone any person or ani- Lammikin: An ugly, humanoid faerie from mal with which she makes eye contact. Size: 0 (as host) Scotland. He torments children by stab- Creatures so changed revert to life if the Virtues and Flaws: Focus Faerie Powers (Pos- bing and pinching them. If they cry out, gorgon dies or is stripped of its Might. session, see below), 2 x Increased Might, it waits and ambushes their mothers, (Base 25, +1 Eye, +4 Until) slicing their throats and drinking their Loosely Material*; Incognizant. Dozens of Eyes*, 0 points, constant, Animal: blood while the children watch. His * Modified to a minor Virtue: may only The gorgon has dozens of pairs of eyes, story is told to children to prevent them take forms using possession power. from waking their parents. which scan her surroundings, in all di- rections, constantly. This grants her ex- Personality Traits: Playful +3, Thinks chil- traordinary Perception. dren are scrumptious +3

70 Realms of Power: Faerie Combat: Bite*: Init +0, Attack +8, Defense +6, Dam- age +1 * Modified by the body’s statistics. The bite marks Mormo’s hosts leave are like those of horses. Soak: 0 Wound Penalties: –1 (1–5), –3 (6–10), –5 (11–15), Incapacitated (16–20), Dead (21+) Pretenses: Brawl 5 (infants), but may use the Pretenses or abilities of the host. Powers: Possession, 1 or more points, Init +2, Mentem: If this power penetrates, the victim is possessed by Mormo and is under her direct control. Any attempt to force the victim to act contrary to her nature, or to use any of the host’s own magi- cal powers requires that Mormo spends Might. A supernatural power (including spell-casting) requires 1 Might point per magnitude to produce. A questionable action that is contrary to the nature of the host requires Mormo to exceed the possessed being’s Personality Trait roll on a stress die + Might points spent. The storyguide may give a modifier to the Personality Trait roll based on the nature mally exclude her. If the host is acting Equipment: Someone else’s body, all of their of the command (see the Entrancement under her own free will, then she does material goods. power, ArM5 page 65, for suggestions). not benefit from Mormo’s Magic Resis- Vis: 3 Mentem, in the saliva of the possessed Both Might costs must be met if the use tance, but may also walk through wards victim. of a supernatural power is also contrary with impunity. to the victim’s nature. If Mormo is in di- Appearance: Mormo does not have a mate- This power’s costs are not based on the Her- rect control of its host’s actions, the host rial body, but if seen with Faerie Sight, or metic system of magic. It is instead based acquires Mormo’s Magic Resistance, but Second Sight outside a body, she seems on material in Realms of Power: Magic. is also affected by wards that would nor- to have a horse’s head. This is incongru- ous with her lupine name, indicating that this was possibly changed at some time by a human. It may be, in some way, Story Seed: The Tortoise Game symbolic of her changed personality. The ancient Greek writer Errina de- tiredness to possess a mother, and make Mormo is a faerie who bites children and scribes a game that the children at the her kill her baby, and perhaps eat it. It babies who are being naughty. A mother, on covenant have begun to play. Girls sit in then feeds off the negative attention the the faerie’s behalf, often playfully delivers a circle, with a girl in the middle. She is murderess suffers, until she dies. Mormo’s bites. called the “tortoise.” Each girl in the circle Some faeries that dwell inside bodies Mormo was initially a mother who lost asks the tortoise a question, which she can pass through the Aegis that defends her children, and became a werewolf (mormu- answers with the first thing that comes the covenant, if the human they are resid- lukeion) to seek revenge. Somehow she lost into her head. When any girl asks “How ing within chooses freely to enter. That her body, and became a possessing spirit, did your baby die?” the girl in the middle the girls of the covenant are playing the like the faerie that causes the tortoise game screams while chasing the questioner game indicates that the Tortoise is present, described in the nearby insert. In time, she around the circle. If the questioner makes and is seeking a victim. What do the char- became less dangerous and more playful. it back to her place she is safe, but if she acters do? As the characters hunt the Tor- This may be the result of a human rework- is tagged, she becomes the new tortoise. toise, it takes refuge in a variety of women, ing her role with creativity, turning her at- This game is based on the actions of a or female animals, always seeking to get tacks into a game like peek-a-boo between faerie that takes advantage of postnatal closer to children that it can murder. a mother and child. Mormo still possesses

71 Realms of Power: Faerie mothers and encourages them to playfully combat, it could act effectively as an assassin Guides to Adventure? nibble at their children. sent to kill sleeping humans, or guard animals Mormo’s presence, like that of the Tor- that use smell to detect threats, like dogs. A Child stealers for this life stage are simi- toise, causes the mother to continually refer horde of enhanced toy soldiers could over- lar to those for babies, except that they must to her child as if it were food, with names come human foes. Removing one of the Little gain the assent of the child before it can be like “honey,” “sweetie,” “dumpling,” and “ap- Flaws, and raising the character’s Size to –2, stolen. This assent can be verbal, but can ple.” Mormo’s statistics may be used for the would make the character far more durable also be expressed by actions, like running Tortoise, her more-dangerous role mate. and allow it to inflict heavier damage. away with the faerie, or lifting the latch to Mormo sometimes uses weapons, and at the faerie so that it can take the child away. Faerie Might: 5 (Herbam) other times seems incapable of it. This may Children who are lured away are sometimes indicate there are several faeries that take the Characteristics: Int 0, Per +1, Pre 0, Com 0, replaced with changelings. role of Mormo, but that makes her change Str –9, Sta 0, Dex +2, Qik +8 The one difference is that many child from devouring mother to nursery terror stealers for this age group are willing to bring more difficult to explain. Size: –6 the children back, once they have completed Virtues and Flaws: Faerie Sight, Faerie a story. This can seem charming to the child, Speech, Humanoid Faerie, 2 x Improved but any adult would notice that the guide is Protectors Characteristics, Observant; 2 x Little, continually putting the child in dangerous Dependant (child), Incognizant situations. If the child dies, then the guide Protectors are faeries that watch over feels miserable, but the story must go on. small children. They are fervently courted by Personality Traits: Brave +3, Loyal +3, The guide simply befriends a new child, and mothers and, once their charges are grown, Proud +1 sends it on the same adventure, recruiting as are kept vital by occasional visits to the chil- Combat: many children as the story requires for con- dren they have helped. clusion. Some guides return the bodies of Tiny Wooden Sword: Init +9, Attack +10, De- dead children, others simply don’t bother. Faerie Godmothers: A godmother is a person fense +15, Damage –6 Most guides provide children with a who promises to guard the child from the Soak: +4 method of rapid travel. This is sometimes a wiles of the Infernal, and to raise it in the spell made up of nonsense words, that works Christian faith. Godparents also tradition- Wound Penalties: –5 (1), Incapacitated (2), through the power of the faerie. Other faer- ally give gifts to their godchildren, and Broken (3+) ies give the child a magical device, often a may adopt them if their parents die. These piece of clothing or furniture, which allows Abilities: Athletics 3 (running), Awareness 6 are some of the most innocuous faeries, travel. The most popular choice is carrying (night terrors), Faerie Speech 5, Single but they can turn nasty if they feel slight- the child. Some faeries allow humans to ride Weapon 6 (tiny wooden sword) ed, using their intimate knowledge of the them, on their backs if in animal form, or on godchild to cause them enormous pain. Equipment: Painted uniform, tiny wooden their shoulders if human shaped. Others put Faerie godmothers can be designed as Court- sword the child in a container and carry that. ly Faeries, the statistics for which are Vis: 1 pawn Herbam, tiny wooden sword given later. Fairy godmothers are partic- ularly noted for supplying magical gifts Appearance: This foot-tall wooden soldier Faerie Animal Companions to their godchildren, so the statistics of is the veteran of many imaginary cam- the Courtly Faeries might be modified paigns, and stands guard over his lord Characters who gain the Faerie Friend to allow for this. Godchildren raised by while he sleeps. He has the good for- Virtue at this age often have friends in animal faeries have a Touch of Faerie, as given tune to be a Traditional Ward against shapes. Sometimes a single faerie in animal in Chapter 5. certain nursery terrors, but he puts the shape adopts a magically significant number Imaginary Friends: Characters who gain the retreat of such monsters down to their of children and surreptitiously takes them all Faerie Friend virtue at this age often have fear of his prowess. on thrilling, which is to say dangerous, ad- friends that are toy-like, or belong to ventures without parental supervision. The one of the classes of faerie that children most skilled faerie animal companions have believe in, but not adults. sufficient powers that they can control the Reason minds of adult adversaries, to prevent them from just murdering interfering children. Toy Soldier Children that are just about to come into the state of reason, generally defined in The toy solider could replace a begin- Mythic Europe as occurring around the age ning companion with alteration. It requires a of seven, develop the ability to feel wonder. Adulthood Social Interaction Virtue or Flaw, and needs They have not been jaded by experience, so to balance its Virtues and Flaws. The soldier their wonder is a source of pure, and easily Characters entering puberty feel the first requires another 90 points of Pretenses. The evoked, vitality. Children repeatedly influ- flame of adult passions. These permit new op- Improved Damage Virtue or Damaging Effect enced by faeries at this tender age are often portunities for emotional expression. Adult- power would raise the toy soldier’s damage marked for life, which provides the faerie hood also allows characters to change social to +1. Although it could not afford to enter with regular attention. roles, choosing professions and spouses.

72 Realms of Power: Faerie

Entrapping Lovers Happily Ever After is Just Young people lack the discernment to know the superficial from the actual. Faer- a Pleasant Sort of Death ies are able to put a patina of beauty upon themselves, which humans take as a promise Players struck by the portrayal of as unnamed babies become faeries that of eternal happiness. Older, wiser humans in other roleplaying games may try to kill other babies before baptism, so who are taken by the faerie lovers fight them, not understand how a character could nymphs, who are on the verge of becoming and if they cannot escape count themselves object to an immortal life filled with young women, are incomplete adults, among the dead. sex. Characters in Mythic Europe have and make the people they trap similarly an afterlife, so they are in an important eternally adolescent. An eternal life in Nymphs: Folklore is filled with beautiful sense already immortal. They have greater which nothing significant ever happens is women who take knights as lovers, and ambitions than finally finding someone identical to the classical Hades. turn them into the most comfortable sort who will sleep with them regularly. Just of prisoner. The Lady of the Lake captures Merlin in a cave beneath a rock, stripped of his powers. Triamore takes a knight as Virtue or Flaw. Her Coils of Entangling Plants Vis: 2 pawns Imaginem, a leaf tangled with lover, but robs him of the power to talk of power could also be modified. The Music a spider web her and so save himself from slander, and and Athletics Pretenses should be lowered Appearance: A beautiful maiden who dances then later the power to leave her home and combat Pretenses added. The Personal- in the woods, with others of her kind and act as a knight should. True Thomas’ ity traits should also change to something and with passing strangers. Queen strikes him dumb, so that he can- more suited to interaction with other player not use his poetical tongue to break free characters. of her realm. Calypso, whose name means Faerie Might: 10 Nymph Variants “hidden,” offers Odysseus an eternal life of domestic bliss, if he gives up his fame, his Characteristics: Int 0, Per 0, Pre +3, Com kingdom, his family — any chance he will +1, Str 0, Sta 0, Dex 0, Qik 0 Some nymphs maim their lovers, either be remembered by anyone. His glory must to trap them or because they are a variant forever be hidden. Nymphs are not crea- Size: –1 of the sexual predators described in the tures of the wilderness — they live at the Virtues and Flaws: Greater Faerie Power, next section. edge of the domesticated land outside cit- Cognizant Within Role, Faerie Sight, Fa- ies. They may represent a natural feature, erie Speech, Humanoid Faerie, Increased like a stream or an oak, but they require Faerie Might, Lesser Faerie Powers, Ob- humans, and live near their communities. servant, Restricted Might (winter), Sov- Sexual Predators Many of the nymphs that live closest to ereign Ward (folk charms), Small Frame humans do not physically entrap their A few faeries rape humans, colonizing lovers. Instead, they prefer to be the first, Personality Traits: Shy +3 their bodies with faerie babies. When the idealized love that captures the vitality of Combat: n/a baby is about to be born, the mother is often the emerging sexuality of a string of ado- drawn to the home of the father to deliver lescents from the nearest village. Soak: 0 the child. Some try to kill the woman, but Wound Penalties –1 (1-4), –3 (5-8), –5 (9- many faeries, like the scarlet-robed stranger 12), Incapacitated (13–16), Dead (17+) in the lai of Sir Degare, provide a patrimony Lesser Nymph for their sons. In this case, his father leaves Pretenses: Athletics 5 (dancing), Awareness Degare a pair of magical gloves and a sword The nymph described here is one of the 3 (humans), Carouse 3 (parties), Charm with a broken point that later allows him to weaker of her kind. Nymphs that are more 3 (potential dancers), Etiquette 2 (faerie recognize his son. These faeries are often powerful are designed using the statistics for court), Faerie Speech 5 (conversation), knights, and use the statistics in the Courtly courtly fairies, given later. Music 6 (harp) Faerie section. This maiden is one of a group that gath- Many of these stories have an ending Powers: ers to dance in the deep woodland. Like that many players find shocking: the woman many nymphs, she lacks effective combat Extended Glamour: 0 points, constant, Mentem. forgives her attacker, and is reconciled with skills. This occasionally makes her prey to him as his wife. The same is true in stories Coils of the Entangling Plants: 2 points, Init.–2, insecure and cruel men. She has satyr allies like Sir Gawain and the Green Knight, where the Herbam: as the spell of the same name, she can summon if in difficulty, using her mortal hero rapes a faerie queen, who curses ArM5 page 138. glamour, which touches theirs. him at the beginning of the story and is, in Minor nymphs can replace companion Enthralling Sound: 3 points, Init –3, Mentem: some versions, married happily to him by the characters. Players are advised to swap out May create infatuation with the sound of story’s end. the Extended Glamour Lesser Faerie Power. her dancing or running. Many faeries use their sexual attractive- The nymph below needs three more Flaws to ness to lure mortals to their doom. be balanced, and needs a Social Interaction Equipment: Bells on her toes.

73 Realms of Power: Faerie

Jezinkas: Beautiful female faeries in Bohemia initiative): This power transforms the havior. They merely eat the dead, and lack- that steal eyes after lulling men to sleep character between human and feasting ing fresh prey eat corpses. They use their with an apple, a rose, or by combing their form. It is treated as a Personal level 25 wiles to lure men of weak faith to hidden hair. Jezinkas cannot touch brambles, or MuCo(An) effect. places, and have a power that causes sleep, allowing them to crush the heads of their break bonds made of them, and can be Equipment: Perfume, wardrobe drowned if bound with them. Jezinkas victims with stones. have the power to return any eye they Vis: 4 pawns Imaginem, rat skulls Ghaddar: This creature has the power to have stolen into any socket, giving odd Appearance: Ghula usually look like beau- abilities to mortals. entice men, and to cause paralysis. She tiful women. To attract husbands, lures a victim to an isolated spot, and ghula pretend to be wealthy widows then tortures him for an extended pe- or orphans of good families, in need Faeries Who Eat Their Spouses riod, culminating in the consumption of of husbands. Ghulas often pretend to his genitals. These forms of ghula police be members of communities displaced a moral boundary. A surprising number of faeries take hu- by war, as it gives their story verisi- man spouses, and then eat them. militude. The eyes and the insides of the mouths of Arabic ghula are always Glanconer green. Male ghuls exist, but are the ser- Ghula vants of the ghula, and rarely play the role of seducer. Glanconers are only slightly outside the Ghulas are not designed as player char- range of companion player characters, but acters. These spirits may rise from, or imper- are a form of sexualized serial killer, and so are difficult to place in sagas. Faerie Might: 20 sonate, those who die of thirst in the desert. They are surprisingly common in Europe, Faerie Might: 10 Characteristics: Int 0, Per 0, Pre +5, Com because the magicians of Arabia can iden- +1, Str +1, Sta 0, Dex 0, Qik +1 tify and defeat them. Europeans are less Characteristics: Int +1, Per +1, Pre +3, Com +3, Str +1, Sta +1, Dex 0, Qik 0 Size: 0 well prepared. Philostratus, who records in detail a conflict between one of these crea- Size: 0 Virtues and Flaws: 2 x Greater Faerie Powers, tures and the ancient magician Apollonios Infiltrator (Wealthy, orphaned merchant’s of Tyana at a wedding in Corinth, calls Virtues and Flaws: 2x Greater Faerie Powers; daughter); Faerie Sight, Faerie Speech, them lamiae. External Vis (minor), Faerie Sight, Fa- Feast of the Dead, Humanoid Faerie, 3 x These spirits seek virile and wealthy erie Speech, Human Form, 3x Improved Increased Faerie Might, Personal Faerie husbands. They drain the blood of their Characteristic, Increased Faerie Might; Powers; Narrowly Cognizant; Restricted husbands as they sleep. Once sufficient Sovereign Ward (sunlight); Incognizant, Might (Major – daylight). vitality has been consumed, the ghula can Non-combatant. Traditional Ward (folk have a baby. The baby appears to share the charms, religious charms) Personality Traits: Demure/Ravenous +3 characteristics of the human parent, but it is Personality Traits: Predatory +4 Combat: a faerie — a ghula like its mother. Baby ghuls are born with teeth. Combat: n/a Claws: Init 0, Attack +11, Defense +10, Dam- The ghula in a city sneak out of their age +5 Soak: +1 houses while their husbands sleep. They Fangs: Init +1, Attack +10, Defense +8, Dam- gather in graveyards to feast, cavort, and Wound Penalties: –1 (1-5), –3 (6-10), age +4 drain the blood from corpses. In most –5 (11-15), Incapacitated (16-20) Dead versions of their story, the husband of a (21+) Soak: 0 ghula discovers these night meetings, and Pretenses: Athletics 3 (climbing walls), Wound Penalties: –1 (1-4), –3 (5-8), –5 (9- destroys the nest of ghuls, but cannot bring Awareness 3 (at night), Bargain 5 (for 12), Incapacitated (13–16), Dead (17+) himself to kill his children. The young ghuls grow to adulthood and tyrannize the city, lover’s favor), Carouse 2 (alone with Pretenses: Charm 6 (men), Brawl 6 (in dark forcing the man who discovered the ghuls to young woman), Charm 3 (young wom- areas), Stealth 9 (urban areas) flee. This old, sick, broken man lives near the en), Folk Ken 2 (courtship), Guile (wom- en) 5, Faerie Speech 5 (flattery), Stealth Powers: town, warning travelers away, and reciting his role in his home’s downfall. In doing this, 2 (stalking) Cause Drowsiness: 2 points, Init –2, Corpus, he spreads the fame of the ghuls, which gives Powers: (Touch Range, Until Duration, 1 intri- them vitality. cacy point spent on cost) Allure: 0 points, Init –1 Mentem (1 intricacy point on cost) Illusionary Home: 0 points, Init –3, Imaginem (4 intricacy points on cost): variant that Ghula Variants Pine Away: 3 points, Init –3, Corpus: The has a constant effect on a structure. glanconer version of this power has Ar- A related story says that ghula are the cane Connection range, and causes only a Transform Into Human: 0 points, Init.0, Ani- ghosts of prostitutes, given solid form, and Light wound, but is used repeatedly over mal (3 intricacy points on cost, 2 on that they are simpler in their predatory be-

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successive days. Part of the glanconer’s Faerie Spouses of a selkie wife, for example, are likely to be glamour is that the Arcane Connection Trapped by a Trinket skilled doctors, but have webbing between must come from an item that was know- their fingers. ingly given as a love token — it cannot Some men find a spouse at the edge of The trinket itself can be represented by be stolen or an arcane connection to an the wilderness. These faeries visit the land several Virtues and Flaws. For example, the enemy. This reduces the spell’s effective of humans, and can be trapped here if made character may have the Restricted Might level and cost. incomplete. The faerie bride is made incom- Flaw, the loss of her skin being the condi- Guide: 0 points, Init –3, Mentem (3 intricacy plete by the theft of the thing that she most tion that invokes it. The character might points on cost): A limited form of this prizes, or that represents her dual nature. It have the Skinchanger Virtue, and not be power, which works at Voice Range and is usual for the lady to leave when she finds able to manufacture a new skin because faer- only on an individual who has given the her skin again, or when the husband breaks ies find it difficult to create real things. Or glanconer a love gift. a taboo, such as striking his wife, or yelling the trinket might contain the External Vis of at her. the character. Steal Judgment, 0 points, Init –2, Mentem, (2 intricacy point on cost). : Faeries that are made into mortal Equipment: Garments that give the impres- wives by the theft of the seal skin that Guarded Spouses sion that the glanconer is a prosperous allows them to change into their aquat- man, but not one of such high class as to ic shape. Another way that a faerie can guard be unattainable by his victim. Bird Women: Faeries who are forced to be- adulthood is by guarding the perfect come spouses when their cloaks of feath- spouse for the character. The Rapunzel Vis: 2 pawns, usually kept in the trinket giv- ers are stolen away. story uses a witch in this role, but giants en as a favor. Nymphs: These faeries become wives when are also common. They often guard their Appearance: A handsome man, generally their headscarves are stolen. beautiful daughters from young princes. In said to be tall and dark, who is only other cases, the perfect spouse is guarded seen at night. He hunts girls who go Faerie spouses, in their trapped form, by transformation. places they should not go, and so in have the statistics of human women, al- some sense is a nursery terror for teen- though their personality traits are unusual. Coinchenn: A giantess from Ireland who is age girls. If unable to find sufficient vic- Their children have strong faerie blood, the mother of a beautiful daughter. But tims in lonely places, he may try to lure which makes itself obvious. The children because a prophecy has stated that she girls from their bedrooms, although he prefers not to.

A “love talker” is a sort of faerie that ap- pears as a handsome stranger and courts a girl. When she offers her love, it asks for a token of affection. It uses this Arcane Con- nection to harvest the vitality of the girl, un- til she pines to death, or, in some cases, she commits suicide so that she can be with her lover forever. Glanconers, in some areas, have a distin- guishing disfigurement, usually of the feet. Glanconers flee combat because they see no point in it. There will always be another village, with another lonely girl.

Glanconer Variants

Kelpies: Some glanconers are kelpies — faer- ie horses that drown their victims. Before the drowning, glanconers get a cunning- ly worded consent to take the human’s life. Questions like “Do you want to be with me forever?” or “Will you do any- thing for our love?” are examples of the creature seeking consent.

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will die if her daughter is wooed, she Centaurs (Hippocentaurs) is specialized in each weapon. For a special- has beheaded all of the girl’s suitors. She ized brawler, add 3 to Attack and Defense for places the heads on bronze stakes around In the statistics here, the centaur’s statis- Brawl (fist) and Brawl (kick), and subtract 3 her castle. Coinchenn has the head of a tics have been purchased as if for a human from any one other weapon. dog, for reasons that are not clear in the character. This is because the base form, the Bow (shortbow): Init –2, Attack +10, Defense original story. horse, has poor Intelligence and Communi- +5, Damage +17* The Dragon-Maiden: In a cave in Asturia cation, both of which are significant to the lives a beautiful woman who angered a centaur in its mentor role. Rulers of courts of Brawl (fist): Init –1, Attack +4, Defense +2, nymph with her laziness. The lazy girl’s centaurs have higher Might and more Pow- Damage +11* ers than the creature described here. mother warned her not to comb her hair Brawl (hooves): Init +1, Attack +6, Defense The centaur below has two Virtues too near the nymph’s spring, but she ignored +4, Damage +12* the warning and one of her hairs fell many to substitute for a companion. The upon the water’s surface, causing ripples. Improved Damage, Faerie Speech, or Faerie Single Weapon (club and round shield): Init 0, At- As punishment, the nymph turned the Sight Virtues could be removed. This is par- tack +9, Defense +8, Damage +20* ticularly suited for those centaurs that think girl into a cuelebre — a sort of dragon Single Weapon (lance and heater shield): Init +1, they are a mundane race of beings driven to — until a man so pure of hear that he felt Attack +11, Defense +8, Damage +20* no fear of the transformed girl, and loved near extinction by humans. An adolescent her regardless, should come. centaur, Size +2, could retain these powers Single Weapon (short spear and round shield): Init +1, but trade away one pick of the Huge Virtue. Attack +9, Defense +8, Damage +20* The centaur needs additional flaws, including Thrown (javelin): Init –1, Attack +9, Defense Mentors the Social Status Flaw of Monstrous Appear- ance. Centaurs as companions take advantage +5, Damage +16* A faerie mentor allows the character to of their size and the innate powers of a faerie * Includes +5 for Damaging Effect. move from his immature, adolescent self to form, rather than additional powers that cost Powers: his potent adult self. Mentors are difficult to Might to use. The Pretenses of this centaur find, and often initially reject the character, are correct for a beginning companion, but Damaging Effect: 1 points: Init –7, Terram forcing him to prove his suitability for train- players should modify them to emphasize, or (supernaturally sharp) or Herbam (poi- ing through arduous tasks. The mentor then reduce, the character’s skill in combat. soned), 2 intricacy points spent on cost. provides the wisdom and power necessary to There is no disadvantage, for a faerie, This is designed as a Lesser Power. More complete the task that allows the character in selecting far heavier armor than that powerful centaurs may have this as a to take his adult place in society. The men- which the centaur her wears. This centaur Greater Power (Cost 2, Initiative –3, pos- tor may also provide the student with a sym- has boiled leather armor and a small round sibly with the cost adjusted down using bolic gift that suits the challenge faced, like shield because that’s how people imagine intricacy.), or may have Improved Dam- a sword, or magical fruit that produce jewels centaurs when their stories are told. Some age on a preferred weapon, or may stack when broken open. centaurs have recently been observed with Improved Damage and Damaging Effect. heater shields and lances — magi interested in these things say it is only a matter of time Soak: +8 (Leather scale armor) Exceptional Servants before centaurs with full chain armor and Wound Penalties: –1 (1-8), –3 (8-16), –5 horse barding are observed. (17-24), Incapacitated (25–32), Dead A type of faerie that is related to the Faerie Might: 5 (Animal) (33+) mentor is the exceptional servant. These are treated by humans as if they were support- Characteristics: Cun 0, Per 0, Pre 0, Com 0, Abilities: Athletics 4 (long-distance run- ing characters, when it is clear to the outside Str +6, Sta +3, Dex +1, Qik –1 ning), Awareness 3 (noises), Bow or observer that the point of the human in the Thrown 5 (shortbow or javelin), Brawl 2 Size: +3 story is to observe and benefit from the mar- (kick), Carouse 2 (drinking), Chirurgy 2 velous things that the faerie can do. These Virtues and Flaws: 2 x Huge, Hybrid Form, 2 (centaurs)*, Craft (any) 2, Faerie Speech faeries usually take an adolescent man, or far x Improved Characteristics, Faerie Sight, 4 (oratory), Hunt 1 (humans), Single more rarely a woman, on an adventure. At Faerie Speech; Lesser Power, Incogni- Weapon 5 (club or lance), Survival the adventure’s conclusion, the young per- zant, Sovereign Ward (The Dominion) (grassland) 2 son has excellent prospects. The faerie then Personality Traits: Curious +2, Brave +1 * Like most faeries, centaurs heal super- feeds on the vitality exhibited by this family, naturally quickly. They don’t, however, reveling in its fortunes and, sometimes, inter- Combat: notice this. vening if they decline. These are annoying non-player characters: they make the player Each centaur has a Single Weapon Equipment: Weapons, barding. Pretense with a score of 5 and a specializa- characters into observers and the players Vis: 1 pawn Animal, discarded riding gear into an audience. tion bonus of 1. Each has either the Bow or Thrown Weapon Pretense. Appearance: A composite of horse and Each centaur also has Brawl, with a human, joined so that the human torso score of 2 and a bonus of 1 for specializa- emerges where the neck of the horse tion. The statistics here assume the centaur would usually connect.

76 Realms of Power: Faerie

Hippocentaurs interest Hermetic magi, but they focus their attention on player Wound Penalties: –1 (1–6), –3 (7–12), –5 because they are almost certain that the origi- characters disproportionately. People happy (13–18), Incapacitated (19–24), Dead nal centaurs, who fought the Lapiths in ancient to rest comfortably within the mediocrity of (25+) Thessaly, were aligned with the Magic Realm. their professions rarely encounter these spir- Abilities: Awareness 3 (humans), Brawl 5 It’s clear that at least one — Cheiron, who its, but player characters are often outside (humans), Faerie Speech 3 (primitive mentored Herakles and became the constel- the community, and strive to be exceptional. threats), Penetration 3 (poisoned weap- lation Centaurus — is a powerful astrological These humans are perfect audiences for faer- ons), Single Weapon 9 (club or flail) spirit aligned to the Magic realm. Modern hip- ies that guard the borders of mastery. pocentaurs are faerie duplicates can be found Powers: in the writings of the ancients who state that there were no female centaurs, while in Myth- Lurching heart: 4 points, constant, Corpus: The Creatures Designed fachan is so terrible to look upon that ic Europe, they have often been observed. to Die in Combat Noble centaurs embody the struggle, in characters who see it must make a Brave young people, between the bestial and spiri- roll against an Ease Factor of 9. If they Many faeries expect humans to kill them. fail, their heart flutters uncontrollably un- tual elements of human nature. They guide The faeries gain vitality from this process, the young hero to the adult state. Bestial hip- til they gather their courage. This cramp- but for the story to be complete, they must ing in the heart is treated as a fresh Light pocentaurs are an excellent example of how not use the same role until sufficient time faeries can take over the stories of an extinct wound every round until the Brave roll is has passed for their actions to constitute a made. The great kings of the fachans can tribe. Further proof that modern centaurs new story. So, a faerie knight known for do- represent the danger of the unbridled pas- strike men dead with fear simply by being ing battle every midsummer’s day may die in present, and some magi have encountered sions of adolescence when coupled with the combat once a year, but the giant from Jack power of an adult body and social position. fachans who cause more grievous harm and the Beanstalk cannot return to Jack’s coun- than described here. (35 spell levels (Base try in its original form. Perhaps it returns as 5 +3 Sight +2 Sun +1 Constant) +15 xp the giant’s wife, or son, or brother, or choos- in Penetration from intricacy points.) Centar Variants es to go to a different kingdom, and tell the beanstalk story again with a new boy. Poisoned Weapons: 4 points, constant, Animal. Nuckalevee: The Irish Nuckalevee is like a The weapons of the fachan are smeared flayed centaur that lairs in the sea, and with deadly poison. Its Ease Factor is 9. See forages for human victims ashore. Its Fachan ArM5 page 180 for more details. (35 spell breath causes plague, and it is terrified of levels (Base 20 +2 Sun +1 constant) +15 fresh water. It represents the division of Fachans could conceivably be player xp in Penetration from intricacy points.) between potable and salt water. The point characters, but their story potential is limited Equipment: Flail or club, belt on rivers that is closest to the coastline, by their ugliness and their narrowly focused but where the water is still potable, is often Pretenses. Vis: 6 pawns, a decayed apple the site of settlement, so the nuckalevee is a dire threat. The point where freshwater Faerie Might: 30 Appearance: A fachan looks like a human, turned back the salt was also significant in but has a single eye in the middle of its Characteristics: Int 0, Per 0, Pre –3, Com –3, the folklore of the pre-Christian Celts. head, a single arm extending from its ster- Str +3, Sta +3, Dex +3, Qik +1 num, and a single leg. Fachans also have a Size: +1 black, feathered crest that runs from the Rivals top of their heads along their spines. The 2 Greater Faerie Powers, Virtues and Flaws: mouth of a fachan is inhumanly large. Faerie Sight, Faerie Speech, 5 x Increased Characters who have faerie rivals have Faerie Might, Large, Hybrid Form; Miss- The fachans are faeries of distant lochs and suffered an emotionally charged injury, ing Eye, Missing Hand, Incognizant. valleys, found in Ireland and Scotland. They which has given form to a faerie that rep- Personality Traits: Hates humans +3, Blood- are rarely seen, but hate humans. Many fachans resents the effects of that injury. The rival thirsty +2 fight with clubs, but many others use iron flails, needs to be overcome, in the field that the with up to twelve chains and fifty weights, character is most interested in, for the char- Combat: dipped in poison. Fachans wear a cloak of acter to claim his or her birthright, or adult sticky feathers that provide light armor. role. Rivals can take any shape that suits the Club: Init +2, Attack +14, Defense +11, character’s emotional injury. Damage +6 Fist: Init +1, Attack +13, Defense +11, Dam- Fachan Variants age +3 Fer Caille: A similar creature, the Fer Caille, Mastery Flail: Init +3, Attack +16, Defense +11, Dam- is found in Ireland. He acts as a faerie age +10* herdsman, and is accompanied by a hag. Some faeries allow young people to rise * Poisoned: see powers section Direach: In the Scottish Highlands a version to the top of their professions, and gain the of the Fachan called the Direach can be Soak: +5 glory and status due an elder within their found, which is gigantic. community. These faeries are relatively rare,

77 Realms of Power: Faerie Knight (Minor) This is designed as a Lesser Power. More The Barking Beast powerful knights may have this as a Great- er Power (cost 2 points, Initiative –1, pos- Faerie knights, converted to companions, sibly with the cost adjusted down using The beast is not designed as a player require a Social Interaction Virtue or Flaw. intricacy), or may have Improved Damage character. They have 1 Flaw which is not balanced by on preferred weapon, or may stack Im- Faerie Might: 10 Virtues. Infiltrator (knight) is highly suitable. proved Damage and Damaging Effect. Characteristics: Cunning +5, Per +3, Pre Faerie Might: 10 (Corpus or Terram) Flight, 2 points, constant, Corpus –2/+2*, Com –5, Str +1, Sta n/a**, Dex Characteristics: Int 0, Per 0, Pre –2, Com –2, Shift Human Shapes: 1 point, Init 0, Corpus. Al- +3, Qik +5 Str +3, Sta +2, Dex +2, Qik +1 lows the knight, who is usually armored to demonstrate his role, to remove the * Some versions of the beast are strangely Size: +1 armor simply by thinking about it. beautiful. Virtues and Flaws: Equipment: Arms and armor. Has a faerie ** Most faeries have stamina scores because their roles make it necessary for them to Faerie Sight, Faerie Speech, Humanoid Faerie, horse constructed of the knight’s own seem to tire; not so the barking beast. 2 x Improved Characteristics, Increased glamor, so it flies when the knight does, Might (minor), Large, Lesser Faerie Pow- and shares the knight’s Magic Resistance. Size: +2 ers, Narrowly Cognizant, Observant, Courtier as squire. Virtues and Flaws: External Vis (minor), Fa- Personal Faerie Powers; Sovereign Ward Vis: 2 pawns, often rusty pieces of armor that erie Sight, Greater Faerie Powers, High- (varies), Vow (Chivalrous conduct), Oath the knight has poured its glamor into. ly Cognizant, 4 x Improved Character- of Fealty, Overconfident. Appearance: A knight clad in silver leaves of istics, Increased Faerie Might, Large, Personality Traits: Arrogant +3, Courteous +3 metal, astride a fine horse. These knights Sharp Ears Combat:* often display the motif of their court on Personality Traits: Loves being hunted +5, their surcoat, shield, and pavilion. Likes rewarding hunters +3 Brawl (gauntlet): Init +1, Attack +6, Defense +6, Damage +5 These faeries are often encountered out- Combat: Long Sword and Heater Shield*: Init +8, Attack side courts, on lonely roads, and guarding Bite: Init +5, Attack +12, Defense +11, Dam- +13, Defense +12, Damage +9 bridges. They seek out defeat by humans as a age +4 way of gaining additional combat Pretenses. Mace and Heater Shield*: Init +2, Attack +12, They are never seen with their armor off, so Soak: +5 Defense +11, Damage +11 they may be a role that other faeries take on Wound Penalties: –1 (1-7), –3 (8-14), –5 (15- when they wish to enjoy some blood sport. Lance and Heater Shield*: Init +3, Attack +13, 21), Incapacitated (22-28), Dead (29+) Defense +11, Damage +9 Faerie Knights are more bound to the rules of chivalry than real knights, and so they do Pretenses: Athletics 6 (running), Awareness * Does not include +3 to Attack and De- not use the Damaging Effect Power on their 6+3 (hunters), Brawl 5 (bite), Stealth 5 fense for being mounted. weapons against worthy foes. (when being hunted) Soak: +9* Powers: Faerie metal scale, made of glamor using the Masters of Skills Spirit Away: variable points, n/a, Vim: allows Shift Human Shapes Power. the faerie to act as a threshold guardian, as described in the Faerieland Chapter. Wound Penalties: –1 (1-6), –3 (7-12), –5 (13- These faeries seek out mortals who are at 18), Incapacitated (19-25), Dead (26+) the peak of their profession, and either raise Vis: 2 pawns, usually buried well away from them up, or cast them down. Many of the the hunt. Pretenses: Awareness 1 (enemies), Brawl faeries in this chapter might play the role of 3* (knights), Carouse 3 (feasts), Charm Appearance: There are two different ver- master of skills. 1 (ladies), Etiquette 3 (chivalrous com- sions of the questing beast. The more bat), Faerie Speech 5 (boasting), Hunt 2 monstrous, which has been described Faerie Knights: These creatures seek out (humans), Leadership 2 (guards), Ride 3 by the statistics here, has the head and great warriors for combat. (horses), Single Weapon 4* (varies). neck of a snake or possibly a dragon, The Fatae: Faeries who humble women who the body of a leopard, the haunches of * Many knights have far higher scores than boast of their weaving. a lion, and the feet of a stag. The bay- this. These statistics are correct for faer- Selkies: Faeries who have captured the souls of ing of sixty hunting hounds comes from ies that plan to improve their Pretenses drowned fishermen can be convinced to its belly while it moves. The second by losing to a character, then mirroring free them if beaten in drinking contests. version is usually smaller than a fox, al- his experience gain for the season. though a gigantic version may exist. It A master of skills has the disputed Ability is pure white, and beautiful. The baying Powers: as a Pretense with a score of at least 9, and within it comes from its unborn young, may have additional Virtues which aid in the Damaging Effect: 1 point, Init –4, as per motif who tear it asunder when they emerge. of court (2 intricacy points spent on cost) use of the Pretense, like Improved Dexterity.

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This is sometimes read as an anti-Semitic of these creatures. The knight charged with Psychopomps are now rare in Mythic Eu- religious allegory, or as an allegory for hunting the beast has forsaken the quest, rope, because of the general prevalence of various forms of heresy and impiety, in- because he has become a Christian and put the Dominion. cluding disruption of the Mass. away worldly concerns. He chances upon the beast, pining away for want of attention Barking beasts are the greatest test of the and too sick to flee him, so he nurses it back Valkyrie skill of a hunter. They are an interesting study to health and begins the quest again. for Hermetic scholars, because it is clear that Valkyries are not designed as player the original barking beast was the product characters. of a human copulation with a demon. Once Barking Beast Variants it was hunted down and destroyed, other Faerie Might: 20 Zlatorog: A similar creature, the Zlatorog, is barking beasts, some of which are aligned to Characteristics: Int 0, Per 0, Pre 0, Com 0, found on Mount Triglav in Slovenia. It the Divine realm, appeared. Hermetic magi Str 0, Sta 0, Dex +3, Qik +1 have also discovered faerie barking beasts. is a white chamois with horns of gold. These are likely to be faeries drawn to the Hunters seek its horns, but it tricks them Size: 0 into falling over precipices. If the blood role by the passionate attention it provides. Virtues and Flaws: 3 x Increased Faerie of the Zlatrog is spilled, a red flower The barking beast lives to be chased, not Might, Faerie Sight, Faerie Speech, Hu- grows from it. When the Zlatrog eats caught, and although it allows its body to manoid Form, Personal Faerie Power; In- this flower, it is immediately healed. be destroyed, it works very hard to make its cognizant, Visions* External Vis source inaccessible. To reward its hunters for the frustration of chasing it, * Valkyries know where and when worthy it often leads them through places where men are likely to die. enemies of the hunter are meeting, or where Death Personality Traits: Brave +5, Judgmental +3 valuable resources are available, while the Just before death, the spirit flares as it chase continues. If the hunter brings retainers flexes free of the body. This attracts the pres- Combat: who can leave the hunt, these resources can ence of many different types of faerie. This Axe and Round Shield (unmounted): Init +2, At- be collected, or marked for later use. Some section does not concern itself with faeries tack +16, Defense +12, Damage +6 hunters claim that while they have chased who kill to feed on the fleeing spirit. Instead, the beast they have traveled into distant it details faeries who wait for the person’s Axe and Round Shield (mounted): Init +2, Attack parts of Europe, and that the retainers they natural time of death and interact then, or +19, Defense +15, Damage +6 have left to gather resources sometimes with faeries that seem to cross to the mortal Soak: +9 return to them from distant ports. This may world from the lands of the dead. be true, but it might also be that the beast Wound Penalties: –1 (1-5), –3 (6-10), simply fools the retainers with glamour and –5 (11-15), Incapacitated (16-20), Dead has them wander faerie for a time. Psychopomps (21+) The barking beast is not malicious, but Pretenses: Awareness 9 (battlefields), Brawl damages crops if ignored, to force people to A psychopomp is a faerie that leads the hunt it. In T. H. White’s The Once and Future 9 (einherjar), Ride 5 (wolf), Single spirits of the dead to an afterlife. It was a Weapon 9 (giants) King there is a beautiful scene featuring one role of the god Hermes in classical times.

79 Realms of Power: Faerie

Powers: can carry a passenger with the aid of The (whose name means “faerie her wolf. Fly: 0 points, constant, usually Corpus but woman,” or literally “woman of peace”) and sometimes Animal (2 intricacy points on Vis: None, as the wolf is an extension of the bean nighe (washer woman) are such fa- cost) the valkyrie. eries that foretell deaths. These are designed as courtly faeries, with high or low Presence Equipment: Arms, armor, wolf mount, vast Appearance: A wolf the size of a horse, with depending on their regional variant, and the quantities of wine. saddle and harness. Its thick fur gives it a Visions Flaw. They shouldn’t be used as mag- Protection of 1, and it wears leather cov- Vis: 4 Corpus, a dead vulture ical wishing genies, though: they can’t just ers that act as partial barding. grant anything a character desires. Appearance: Shield maidens or crones that ride wolves above battlefields, and select Banshee: The Irish form of this creature, the the worthy dead. They have excellent Returned Dead banshee, is both a faerie and the ghost equipment and extraordinary training. of a woman. She appears to sing the The returned dead are faeries that either death lament for one of her descendants. These minor goddesses of the Norse pan- are, or pretend to be, humans that have passed In certain circumstances, it is possible theon are no longer worshiped in Mythic Eu- from this life into the next, and then return. to discover how a person will die from rope, but have been encountered by magi in They are not, like many magical ghosts, driv- the banshee, and attempt to cheat fate. Arcadia, and in their ancient places of power en by an obsessive need to finish a single task. She gives a wish to anyone claiming to in Scandinavia. Their name means “Chooser Many believe they died at an unnatural time, be her foster child. In some areas, ban- of the Slain,” because they are believed to or were not laid to rest in the most efficacious shees are thought to leave their combs choose who lives and dies during battle, and way. They hope that when their true hour for mortals to find, so that they can spirit which spirits are worthy of transformation comes, they will rise to Heaven, or pass to them away. into einherjar — spiritual warriors awaiting some pleasant other place in Arcadia. Bean Nighe: The washerwoman, who ap- Ragnarok. They also act as serving maids in pears in both Scotland and Ireland, is Valhalla. Many have names that evoke the Aoroi: This class of restless ghosts, waiting seen washing the bloody clothes or ar- tumult of battle. They ride through the sky, just the other side of death and able to mor of one who is soon to die. A char- invisibly, on wolves. come back to speak with the living, were acter may claim a wish by sneaking up called the aoroi by the ancient Greeks. on the bean nighe and suckling from her They were thought to be waiting on drooping breasts. Wolf Mount the worldly side of the Styx, unable to Tomte: The tomte, a powerful sort of cross until their mortal hour had passed, brownie, believes it is the ghost of the Faerie Might: 20 (made of the glamour of or they found an obol for their fare. The first ancestor to clear that land on which the Valkyrie and shares her Might pool) aoroi — the summonable dead — were the farm it inhabits is built. It is found in particularly important for divination, Scandinavian lands. Characteristics: Cun +2, Per 0, Pre –2, Com and were often called by the cthonic cult 0, Str +2, Sta +3, Dex +2, Qik –4 that eventually led to the formation of Many Courtly Faeries, fauns, and nymphs Size: +3 the Houses of Tytalus and Tremere. also claim descendant families. Virtues and Flaws: Gigantic, Improved More-recently dead people seem to re- Characteristics (x2), Faerie Sight, Feroc- turn to earth to finish their story. Ghosts, in- Life Stages for Magi ity (when hungry) Sharp Ears cluding faerie ghosts, have been described in great detail in . Personality Traits: Brave +3, Cowardly +3 Realms of Power: Magic The life stages through which magi pass are different from those that mundane Combat: : The rusalka, a type of water nymph, people experience. Many faeries that seek demonstrates a type of returned dead children as victims mistakenly assail magi, Teeth: Init –2, Attack +9, Defense +9, Dam- that comes back so that their tragedy because some magi have not been marked age +3 can be replayed. as adults by rituals the faeries recognize, like Soak: +7 first communion or marriage. Other faeries that interact with magi reflect their unusual Wound Penalties: –1 (1-8), –3 (8-16), –5 Ancestral Spirits lifestyle by guarding the borders of the life (17–24), Incapacitated (25–32), Dead stages unique to Hermetic culture. (33+) These faeries believe that they are the The first threshold is being taken as an Abilities: Athletics 5 (distance running), ancestor of all people within a particular apprentice: Awareness 3 (smell), Brawl 5 (teeth), family. They take on attributes from the Hunt 4 (track by smell), Survival 3 family’s history and symbolism, although Black Faced Hermes: This faerie comes (winter) they sometimes misappropriate or misun- down the chimney to take away unnatu- derstand them. They believe themselves to ral children, still abducts the Gifted and Powers: be the ancestral dead, though, so they refuse leaves them at the doors of covenants. When the valkyrie uses Fly the wolf, as part to believe more-accurate information if it is The Mournful Maga: While growing up, of her glamour, flies too. The valkyrie presented to them. apprentices face the Mournful Maga, a

80 Realms of Power: Faerie

Bonisagus maga whose apprentices kept human, their motives are guided by an alien Virtues and Flaws: Focus Power (Domestic dying in laboratory accidents, who tries set of internal rules. A faerie pretending to Work); Feast of the Fae, Faerie Sight, Hu- to steal the apprentices of other magi be a lord or a knight may be attempting to manoid Faerie, Personal Power (Invisibil- when they travel from their covenants. communicate to the characters that it wants ity), Positive Folktalkes; Narrowly Cogni- The Seducer: Just before the Gauntlet, an them to behave toward it in the same way zant; 2 x Little, Sovereign Ward (clothes) apprentice may meet the Seducer, a fa- they would toward a real knight or lord. The Personality Traits: Loyal +3 erie that tempts him with a life of social tone of the interaction having been set, what acceptance and domesticity. the faerie actually desires may bear little Combat: resemblance to what a real lord or knight Thrown Knife or Stone: Init+3, Attack +7, De- Young magi entering middle age often would want. Alternatively, the faerie may fense +6, Damage –10.* face a pack of unpleasant faeries, as well: want what a lord wants, but have no practical use for the thing, seeking it merely to fulfill * Damage is +5 when using a human-sized Ravagers: Ravagers hunt magi wanting to a role that, once complete, makes the thing knife and Focus (Domestic Work) power. find their longevity formula. valueless to the faerie. Soak: +1 The Retiarius: This faerie chases potential with his nets, to force them to Wound Penalties: –5 (1), Incapacitated (2), fight in the faerie arenas. Bringers of Riches Dead (3+) Pretenses: Athletics 2 (climbing), Aware- Many Mystery Cults have faeries that or Humility ness 2 (intruders), Charm 2 (women), guard their secrets, as well. An apprentice, Folk Ken 5 (farming), House Lore 3 (lost if found, must be guided past the creatures items), Speak 5 (Local language), Pro- that the magus has conquered, and any oth- Some faeries manipulate the social posi- fession: Household Servant 6 (indoors), ers that have been drawn by the covenant’s tions of people, because status is closely tied to Thrown Weapon 3 (knives). vibrant life. powerful human emotions. They may treat well And some archmagi, it is rumoured, state those humans who fulfill their roles perfectly, Powers: that in the depths of Arcadia dwell faer- while punishing those that fail to meet their Focus (Domestic Work): up to 3 points. May ies who are a challenge even for their great standards. Faeries may support people who create effects up to level 15. (2 intricacy might. Giants and Titans — Magic creatures wish to ascend to a higher social class, because points raise maximum level) imprisoned in the Faerie Lands since the Ti- it causes such joy and ire among surrounding tanomachy and Gigantomachy — struggle humans. Others enforce the boundaries of so- Invisibility: 0 points, Init +1, Imaginem (2 in- against their chains, held in place by terrible cial class, feeding on the crushed hopes of the tricacy points reduce Might cost) faerie guardians. poor. A few pull down the wealthy. Equipment: None, and it is known for be- The Master of Challenges: A creature called ing nude. the Master of Challenges torments magi Brownies Vis: 1 pawn, balls of hair and dust who come this deep into Arcadia. It in- termittently claims to be Tytalus, forced Brownies are fragile, and so they are Appearance: Brownies are domestic faeries. to serve as the jailer of the creatures he not strongly suited to conversion to player They look like shaggy men around a foot hoped to release, but it has a half dozen characters. Players who would like to play a tall. They are frequently nude, although other origin stories, and none of them brownie need to select two Virtues to bal- some wear brown clothes. need be true. ance the current Flaws, and if they do not select another Virtue or Flaw that governs the rate they gain Pretenses, they must select Brownie Variants the Observant Virtue. The basic brownie has spent 10 spell Brownies are found in many locations levels from its Personal Faerie Powers Virtue under a variety of names. Faeries on intricacy points A player may trade them back, so that the Invisibility power costs 2 : In England the boggart, a trickster Interested points. It has also spent 10 spell levels from spirit that causes havoc in the home, is its Focus Power Virtue. A player may trade simply a brownie that has decided to those back, but this severely restricts the be malicious. in Social value of the Focus Power. The brownie has Portune: This is a tiny faerie, half the size the correct Pretense scores for a beginning of a thumb, which acts like a brownie companion character. but delights in roasting frogs on the fire Distinctions when his humans are asleep. Faerie Might: 5 (Corpus) Ellyon: In Wales the ellyon perform similar These faeries dwell on the borders be- Characteristics: Int 0, Per 0, Pre 0, Com 0, service, but vanish forever if they be- tween different types social classes of hu- Str –12, Sta +1, Dex +3, Qik +3 come aware they are being spied upon. man. When examining these faeries, it is im- Heinzelmännchen: In Germany, similar crea- Size: –6 portant to recall that although they appear tures are called heinzelmännchen. They

81 Realms of Power: Faerie

look a lot like dwarfs, but the word is often The mechanism that provides wealth varies Faerie Might: 40+10 (Aquam) translated as “” in English. The “Elves by place. English faeries, for example, seem Characteristics: Int +4, Per 0, Pre+4, Com and the Shoemaker,” by the Grimms, con- often to know the location of buried treasure, +3, Str +2, Sta +2, Dex 0, Qik +1 tains heinzelmännchen. For a time, every while Scottish faeries teach skills like divina- house in Cologne had one of these ser- tion and healing that allow a poor person to Size: 0 vants, but they were scared away when a earn a living. Little folk with hidden treasure Virtues and Flaws: 2 x Focus Power, 3 x curious housewife broke their taboo. She are described later under Guardians of the spilled peas on her floor in order to make Greater Faerie Powers, Highly Cogni- Entrances of the Earth. Animals that take a zant, Faerie Sight, Faerie Speech, 2 x one fall over so she could have a look at it. young man or woman on an adventure, so The best described of these creatures ap- Great Characteristic, Human Form, 6 x that they are wealthy when it concludes, are Improved Characteristics, 7 x Increased peared as a child in a red coat, but when it described in the Human Sidekicks section. showed its true form to a maid, it was the Faerie Might, 2 x Personal Faerie Powers, ghost of a child who had been chopped Place of Power (kingdom); Traditional apart with swords. Ward (The Dominion) Domovoi: In Slavic lore the equivalent of a Courtly Faeries Personality Traits: Fond of seducing mortals brownie is called a domovoi, and lives to their doom +2 beneath the threshold or the stove. He Called the “sidhe” in Ireland, courtly faer- Combat: looks like a hairy little man with a tail and ies gather in large groups to fulfill roles similar horns, or takes the shape or a domestic those found among humans in centers of po- Brawl (fist): Init +1, Attack +1, Defense +2, animal, or even appears as the owner of litical power. A faerie court’s members usually Damage +2 the house. He can predict the future, and have a unifying theme in their roles, which They prefer to use magical effects rather gives warnings by laughing or moaning. highlights the threshold that this court inhab- than weapons. The wife of the domovoi is called the ki- its. Humans who interact with a faerie court kimora, and she helps with the chickens are usually acting above their social station, Soak: +2 and the spinning, although to see her which means they are also crossing a threshold Wound Penalties: –1 (1-5), –3 (6-10), –5 (11- spinning is a presentiment of death. that is considered very important in Mythic 15), Incapacitated (16-20), Dead (21+) Tomte: The most mystically powerful of the Europe. One of the methods humans use to brownie variants is the tomte. The tomte hold that border is elaborate rules of etiquette Pretenses: (Area) Lore 6 (sites of historic is the Sandinavian form of the brownie, that separate those raised in a social class from significance or power), Artes Liberales and is believed to be the spirit of the per- those who merely have money. Faeries are 3 (history), Animal Handling 2 (one of son who cleared the tomt, the block of made of rules, and courtly faeries adopt a ver- horses/hawks/dogs/fish/seabirds), Athlet- land, on which the house rests. A tomte sion of human etiquette fastidiously. ics 6 (dance), Awareness 2 (ambushes), may vary his size from that of a mouse Faerie courts are usually ruled by a mon- Bargain 7 (magi), Brawl 1 (escaping), Ca- to larger than a human, and may make arch, or pair of monarchs. This monarch is rouse 6 (dancing), Charm 6 (men), Con- himself invisible. Tomtes, seen with fa- served by lesser faeries, sometimes called no- centration 3 (while killing things), Craft: erie sight, look like wizened little men bles or the gentry. These in turn, have servants (varies, often weaving) 6 (varies), Eti- with full beards. Tomtes aid the fertility and faerie animals. Most courts are guarded by quette 7 (forcing others to be rude), Fa- of the land, and dwell just underneath it, creatures that are designed as giants, but al- erie Speech 6, Finesse 6 (Rego), Folk Ken so farmers are required to shout a warn- tered to suit the theme of the court. The statis- 2 (customs of surrounding area), Guile 3 ing if they spill hot water. Tomtes also tics of courtly faeries can be used as substitutes (men), Intrigue 4 (against magi), Leader- take particular care of horses. for those of many other humanoid faeries. ship 6 (in warfare), Order of Hermes Lore Feoderee: The most physically imposing 5 (conflicts), Penetration 6 (using Arcane brownie is the Feoderee of the Isle of Connections), Swim 9 (home waters). Man. He was a Courtly Faerie, but was Faerie Monarchs cursed to become a giant hairy monster Powers: after his courtship of a mortal girl made For a faerie to challenge the power of Extended Glamor: 0 points, constant, him miss a soiree with the other faeries. a group of senior magi, unaided, it requires He has the statistics of a giant, but is in all a Faerie Might score of around 60, and the Focus Power (Water within her realm): up to 10 other respects a brownie: he stops serving Penetration Pretense, to allow it to project points, Init –9, Aquam. Some of the La- at a farm if given clothes, for example. its powers through the Parma Magica. Mon- dies have other focuses. This is the most Ùruisg: The ùruisg is a tiny satyr that serves archs of this highest degree of power are rare, common. They have been known to kill much as a brownie does. They are found and many have a Might score of 40. These with versions of Ice of Drowning, Mighty in Scotland, and have a taste for dairy can challenge magi in their middle years, if Torrent of Water, Pull of the Watery Grave, and products and the charms of dairymaids. aided by a court of less-powerful beings. Tower of Whirling Water using this power. Note that in character creation, the same focus power has been selected twice to Liberators of the Underclass White Lady (Dame Blanche) gain this higher level. Touch of the Mermaid: 3 points, Init –2, Aquam: Many faeries allow characters to move White Ladies are not designed as player Kiss of the Mermaid, for characters too regal over the border from poverty into wealth. characters. to kiss a magus for ease of transport.

82 Realms of Power: Faerie Torrent from the Lungs: 3 points, Init –2, Aquam: Faerie Noble: Powers: The Ladies often live in kingdoms of salt The Privy Counselor Enthrallment: 4 points, Init -1 Mentem (3 points water, where this spell and a skin of pota- on Initiative +1 point for Penetration) ble water can be used as negotiating tools. The statistics given for the Privy Coun- Illusionary Home: 4 points, Init –4, Imaginem: Transform into (one of Current/Wave): 2 points, selor have been kept within the range that (Room or structure variant depending Init –4, Aquam: (Until Duration) (3 in- a player might substitute for a beginning on role) tricacy points to reduce cost) magus, but this makes it weak compared to other faerie nobles, who have too many Image Phantom: 2 points, Init –2, Imaginem. Transform Victim into (one of Seagull/Crab/Salmon): Virtues and Pretences to balance beginning 2 points, Init –3, Animal. (2 intricacy characters. To play the Privy Counselor, a Steal Judgment: 2 points, Init –2, Mentem. points to reduce cost) player must give the faerie a Social Interac- Allure: 0 points, Init –1 Mentem: (1 intricacy tion Virtue or Flaw and the Observant Free Each lady also has distinct, individual pow- point on cost) Virtue. This set of statistics has 25 points of ers. Pine Away is the most common of Virtues and 12 points of Flaws, so for play it these, but Enthrall and Spirit Away are also Invisibility: 0 points, Init –2, Imaginem (2 in- common. These have not been included needs to trade back at least 4 points of Vir- tricacy points on cost) tues and 2 of Flaws. in the Virtue section. Shift Human Shapes: 0 points, Init 0, Corpus: (1 Equipment: A small kingdom of faerie servants. Faerie Might: 35 (Imaginem) intricacy point on cost and Initiative) Mystical artifacts which at a minimum in- Characteristics: Int +3, Per +1, Pre +2, Com Transform into Coin: 4 points, Init –4 as form of clude a scrying pool (see ArM5 page 122 +2, Str 0, Sta 0, Dex 0, Qik 0 object: the faerie often takes the shape of for a spell that simulates this device). Cen- a coin to spy on its enemies. turies of shipwreck treasure. Clothed in Size: 0 (This example does not use the Extend Glam- white wool, with flowers in her long hair. Virtues and Flaws: Often carries a comb and mirror. our power, but it is recommended for External Vis (Venus’ Blessing, his signet principal faeries of minor courts.) Vis: 8 pawns Rego, a comb, +2 if in kingdom ring), 3 x Greater Faerie Powers, 6 x Equipment: Sumptuous clothing, and ef- Increased Faerie Might, Faerie Sight, Appearance: A beautiful woman with long hair fortless wealth. and fiery eyes, in a robe of the finest wool. Faerie Speech, Humanoid Faerie, 2 x Improved Characteristic, 3 x Personal Vis: 7 pawns, in hat (External Vis Virtue). Faerie Powers; Restricted Might (ma- “White Lady” is a euphemism used in Appearance: The privy counselor looks like jor – in the presence of honest people), the Normandy Tribunal, much as “good a young nobleman, and often claims to Sovereign Ward (places or objects sa- neighbours” or “wee folk” are used in other be the bastard of a duke who sent him cred to Saint Thaddeus, the patron places, to refer to the faeries without offending away, but set him up in business. He uses of penitent thieves), Sovereign Ward them. The White Ladies of Normandy are his powers to maintain an apparently (crossing the Aegis of the Hearth), various types of faerie, ranging from the lesser sumptuous home, after finding a site in a Oath of Fealty (monarch), Incognizant, nymphs of wells to the powerful creatures city where the Dominion is weaker than Traditional Ward (keys). described here. The White Ladies are, in a usual. He gains real money to fund his sense, guardians of a division of space, because Personality Traits: Charming +3, or Sarcas- role, by stealing it using shapeshifting of their connection to waterways. The most tic +3, once discovered and enthrallment. powerful White Ladies are, however, courtly Combat: faeries with retinues, who interact with player Faerie nobles vary widely in appearance characters in their role as queens. Brawl (bludgeon): Init 0, Attack +2, Defense 0, and power. They serve as the monarchs of The most powerful White Ladies claim Damage +2 lesser faerie courts, or as the principal agents they were nine sorceresses, the princesses of of great monarchs or pagan gods. Faerie the Celtic tribes that inhabited Normandy Long Sword: Init +2, Attack +5, Defense +2, nobles can superficially be mistaken for their before the Romans came. Pushed back, first Damage +6 human counterparts, particularly by the by Roman military power and then by the Soak: 0 poor, who rarely see mortal nobles. Dominion, they took refuge in the waters. The Privy Counselor is a trickster and Some keep wells that lead to Faerie, while Wound Penalties: –1 (1-5), –3 (6-10), –5 (11- saboteur that an angered faerie monarch others command kingdoms of faeries beneath 15), Incapacitated (16-20), Dead (21+) sends to strike at the covenant’s interests in the waves. The White Ladies are of particular Pretenses: Awareness 1 (amusing things), the mortal world. The Privy Counselor can- interest to magi because they are steeped Carouse 3 (feasts), Charm 1 (crimi- not merely cause the covenant to decline, in Druid lore, but some supported House nals), Brawl 1 (when surprised), Eti- through surreptitious sabotage, over decades. Diedne in the Schism, and they do not love quette 4 (merchants), Faerie Speech 6 It must strike the covenant in ways that the the proudly Roman Order of Hermes. (speeches), Intrigue 3 (against magi), magi feel, and it must, eventually, engineer a White ladies often steal children, and Order of Hermes Lore 3 (covenant ad- confrontation to feed from them. The faerie some of these are lucky enough to survive ministration), Penetration 1 (Enthrall- gives clues to the identity it has assumed, into adulthood. They also make bargains ment), Ride 1 (horses), Single Weapon and once it has been discovered it may flee, with drowning sailors for things that can only 1 (dirty fighting). but it always returns in new guises to strike be found on land, or for the sailor’s children. at, and mock, the characters. It lacks the cog-

83 Realms of Power: Faerie on the tourney field. They do include the effect of the Puissant Pretense Virtue in all cases, so if the champion is forced to swap away from his preferred weapon, he suffers a –2 penalty on the Attack and Defense scores listed above. ** Also includes +5 for Improved Damage Soak: +10 Wound Penalties: –1 (1-7), –3 (8-14), –5 (15- 21), Incapacitated (22-28), Dead (29+) Pretenses: Area Lore 3 (hunting spots), Awareness 5 (enemies), Brawl 6 (knights), Carouse 4 (feasts), Charm 3 (ladies), Eti- quette 5 (faerie court), Faerie Speech 6 (boasting), Folk Ken 3 (surrounding humans), Hunt 5 (humans), Intrigue 3 (against other knights), Leadership 9 (tournaments), Ride 6 (horses), Single Weapon 9+2 (tourney field). Powers: Damaging Effect: 2 points: Init –6, Terram (supernaturally sharp) or Herbam (poi- soned), 2 intricacy points spent on cost. This is designed as a Lesser Power. More mystically endowed knights may have this as a Greater Power (Cost 2, Initia- tive –2, possibly with the cost adjusted down using intricacy) and may stack it nizance to change its role. This prevents the (spilled blood of a noblewoman), Sover- with Improved Damage. Privy Counselor parleying with the magi to eign Ward (The Dominion) change sides and strike at its monarch. Glide: 2 points, constant, Corpus. A renam- Personality Traits: Loyal +3, Proud +3. ing of the Flight power, this allows Sir Combat: Excelsis to move through the waters of Champion: Sir Excelsis the subaquatic kingdom as a flier would Brawl (gauntlets): Init 0, Attack +2, Defense through air. This enables him to swim The faerie champion cannot be taken as a +4, Damage +11 and fight at the same time, for example. player character, except to replace advanced Greatsword:** Init +2, Attack +18, Defense It does, technically, still allow him to fly. magi. Players desiring a less powerful knight +13, Damage +23 should consult the Creatures Designed to Shift Human Shapes: 0 points, Init –1, Corpus. Die section. Lance and Heater Shield: Init +2, Attack +17, Allows the champion to don or remove Defense +14, Damage +23 armor simply by willing it. (1 intricacy Faerie Might: 25 (Ignem, in this case, but point to reduce cost) usually Corpus or Terram depending on Great Sword and Heater Shield:** Init +2, Attack what’s under the armor) +17, Defense +15, Damage +20 Equipment: Armor of magical scales of fa- erie iron. Lance with pennant and other Characteristics: Int +1, Per +1, Pre +1, Com Mace and Heater Shield:* Init +1, Attack +16, weapons. Attendant as squire. Trappings +1, Str +9, Sta +1, Dex +2, Qik 0 Defense +14, Damage +17 marked with the burning fern motif. The Size: +2 * Various weapons have been described champion’s glamor produces a faerie here to speed customization. Unusual horse for him, which has the statistics Virtues and Flaws: Huge, 4 x Increased Faer- weapons that suit the motif or the court given below for faerie horses, except ie Might, Cognizant within Role, Faerie may use the scores above, with slicing that it shares his vis, Might, and Magic Sight, Faerie Speech, 2 x Great Charac- weapons in lieu of swords and bashing Resistance. As it is an extension of his teristic, Humanoid Faerie, Observant. weapons in lieu of maces. These statis- glamor, the champion’s mount flies when 3 x Improved Characteristic, Improved tics do not include the +5 Damage bo- he does. Damage (sword), 2 x Personal Faerie nus the champion gains when using the Powers, Puissant Pretense; Enemies Vis: 5 pawns Ignem, a rusty piece from hu- Damaging Effect power, or the bonus of man–sized armor. For other champions, (other knights who want this role), Puis- +3 to Attack and Defense gained when sant Militant Pretense, Sovereign Ward storyguides might consider a rusty weap- fighting mounted, or the +1 for fighting on, and add the External Vis virtue.

84 Realms of Power: Faerie Appearance: An immense human figure clad Ally; Narrowly Cognizant; 2 x Little, Damaging Effect Lesser Power: 1 point, in scaled armor of metal fern fronds, that Oath of Fealty, Traditional Ward (smoke, Init +4: (2 intricacy points on cost), can turn into a huge, but superficially in this case, or as per court) Provides a mystical effect based on the charming man. His fastidious chivalry court’s motif, that increases the dam- Personality Traits: Loyal +3 exceeds that of the humans he imperson- age of the messenger’s arrows by +5 for ates, and he enjoys challenging humans Combat: 2 minutes. to duels over minor shortfalls. Bow: Init +8, Attack +12, Defense +15, Dam- It retains Personal Power (Flight), as above. age –12* Sir Excelsis is the most powerful faerie Equipment: Bow, jerkin with the mark of knight in the White Lady’s kingdom. He is * Often used in conjunction with Grant the burning fern. Some faeries of this treated as a noble by the other faeries, de- Flaw, some other power, or poison. type fly using mounts, purchased as spite his lack of Might. He is less physically the Faerie Ally Virtue, in lieu of the imposing than her gigantic guards, due to his Soak: +6 (tiny jerkin) Fly power. They have Pretenses of 2 human appearance, but he has greater magi- Wound Penalties: Dead (1+) in Ride and 1 in Animal Handling, and cal resistance, better equipment, and more lower their Athletics to 2 and their Eti- Intelligence than they do. Pretenses: Area Lore (court) 5 (intruders), quette to 1. Athletics 3 (flight), Awareness 5 (in- truders), Bow 5 (intruders), Carouse 1 Vis: 1 pawn Ignem, dead bug. In many other Lesser Courtly Faeries (feasts), Charm 1 (as ambassadors), Eti- courts this would be Corpus. quette 2 (faerie) Faerie Speech 5, Hunt Appearance: These faeries are tiny human- 1 (humans). Lesser faeries can be designed as player oid figures that can fly, a power they use characters. Many have the Place of Power Powers: to perform interesting feasts of gymnas- Virtue. These faeries have the roles of minor tics for their lords. They are armed with Cause Sickness: 0 points, Init +9, Corpus. (3 in- nobles, or their attendants. Courtly faeries tiny bows, and prefer to attack in confus- tricacy points spent on cost, 2 on initia- also often have faerie animals as servants. ing swarms. tive): This power usually causes strokes Most courts have animals that suit mortal when used by sprites, but in this court, nobility, like horses, hounds, and hawks, The nobles of the court use these tiny fevers are caused instead. The strike of a but the court of the Lady has horses, eels, faeries as envoys and saboteurs. Sprites also messenger’s arrow can cause this effect. and gulls. pose a danger when they attack in swarms. Strokes have an Ease Factor of 6, but Some ancient Roman writers talk of Note that winged faeries are not known in cause a Heavy wound. The fevers caused “mimic dogs,” which were creatures that much of Mythic Europe. If your saga pro- by these sprites have an Ease Factor of 9 could be taught to repeat human actions. ceeds as history did, they do not enter Eng- and cause a Light wound. These were probably a type of servant faerie lish literature until the 18th century. Most that has been destroyed by the coming of Flight: 0 points, constant, 2 intricacy points faeries fly either simply by wishing to, or by the Dominion. reducing Might cost. (See Sir Excelsis riding mounts that fly. for modifications to this power for the White Lady’s court.) Sprites Regional Courtly A faerie that wishes to use magical arrows of- Faerie Variants Sprites are challenging as player char- ten, for combat, might trade its Greater acters, because a single strike in combat de- Power for the following selections: Most of the regional variants of these fa- stroys one. A character that emphasizes the Improved Damage Virtue (+5 Damage) eries reflect the culture either of the group spying and sniping elements of the role sur- currently living in the area where they are vives longer. Players are advised to select the Improved Soak Virtue (+2 Soak) found, or the culture of the humans who power set that allows multiple magical ar- rows per day. Sprites as described below lack a Social Interaction Virtue or Flaw and need a Virtue like Observant to govern character Story Seed: The Deluded Hero development. The statistics below have one A young man who lives near the The faerie eventually seeks the aid of the more Flaw than Virtue. The Pretenses given covenant is undergoing a difficult magi, though, because its meddling has so are correct for a new character. adolescence, made worse by a faerie queen changed the personality of the boy that he Faerie Might: 5 (Corpus) who keeps giving him missions. She tells has attracted a minor demon of Pride. The the young man that these difficult, if not faerie wants the player characters to defeat Characteristics: Int, Per 0, Pre 0, Com 0, Str really very dangerous, tasks are vital to the demon and tell the boy the truth. It –20, Sta +1, Dex +3, Qik +10 the safety of his village, which the young wants to protect him, but it also wants Size: –10 man feels he has saved several times. The to feed on his disillusionment. The boy’s boy, on the cusp of manhood, becomes so quests have bought him faerie equipment Virtues and Flaws: Greater Faerie Power; emotionally agitated during his quests that and unusual skills, so he would prove a Faerie Sight, Faerie Speech, Humanoid his patron can feed deeply on his vitality. useful companion. Faerie, Personal Power (Flight) or Faerie

85 Realms of Power: Faerie were displaced when the current culture in- Might, Faerie Sight, Faerie Speech, streams and wells, and the protectress of vaded the area. Courtly faeries are often di- Humanoid Form, Large, Time of Power wolves, goats, deer, cattle, and many other vided into fertile and infertile courts, which (winter); Restricted Might (major - animals. She washes her plaid at a particu- have seasonal connections, although the summer), Improved Powers, Incogni- lar spot until it is pure white, then spreads it symbols used to represent their allegiance zant, Sovereign Ward (summer turns over the land until summer, when her power vary between communities. her to stone) passes to a rival. In ancient times this was of- ten the goddess Brigid, but in other areas she Personality Traits: Cruel +2 keeps the summer as her prisoner. Combat: The Cailleach Bheur’s glamour extends to much of the land, so she is aware of Brawl (razor sharp fingernails): Init –1, Attack many important things happening in distant Divisions +7, Defense +7, Damage +7 places. This ability makes her unsuitable as a Soak: +1 player character in most sagas, but makes her a valuable ally to magi. of Time Wound Penalties: –1 (1-8), –3 (9-16), –5 (17-24), Incapacitated (25-32), Dead Faeries are encountered at the borders of (33+) the year and seasons. These faeries may lead Spring and Autumn: static lives, trapped in a single repeating day, Pretenses: Scotland Under The Snows Lore Sowing and Reaping or may lead circular existences, as part of a 9 (faerie auras), Awareness 6 (distant mystical clockwork. Faeries associated with events), Bargain 5 (with questioners), Spring is a time of natural vitality, and divisions of time are some of the most hu- Brawl 5 (when ambushed), Charm 3 faeries seek out the pleasure this gives to hu- man-seeming faeries: many of them use the (those who come with questions), Faerie mans. The faeries of the spring are lightheart- statistics for courtly faeries given in the pre- Speech 5 (gullible people), Guile 3 (an- ed, and heartening. Some seem to be able to ceding section. swering questions), Penetration 2 (Focus feed from the natural magic of the world, and Power (Ice)) not be interested in humans at all. The season of harvests is both a season Powers: Summer and Winter: for joy and happiness that draws faeries, and Fertile and Infertile Extend Glamour: 0 points, constant, Men- of banefires to keep curses away. tem: the Cailleach Bheur’s glamour is Mythic Europeans live in an agrarian soci- unusual in that it covers far more than ety. They live and die by the strength of their a Boundary. Południca harvests, and this concern draws faeries. Focus Power (Ice): up to 5 points, Init –6, Au- The courts of summer and winter, in If redesigning Południca as a player char- ram (3 points on Penetration) many areas, fight battles on the Equinoxes. acter, note that she has 5 spell levels in Per- Summer defeats winter, and then later in Focus Power (Storms): up to 10 points, Init –11, sonal Faerie Powers that have been convert- the year, is in turn defeated. The members Auram ed to a intricacy point to reduce the cost of of each court are dressed as appropriate for her whirlwind power by 1. She has 30 spell their season. The faeries of winter often seem Spreading a Mantle of Snow: 1 point, Init –4, Au- levels in Greater Faerie Powers that have harsh, while the faeries of summer are happy, ram: (2 intricacy points spent on cost). been used to reduce the cost and increase and it is easy for the untutored to mistake The hag pounds her staff — or mallet, in the speed of her Cause Fatigue power from 4 these two sides for good and evil. Players some areas — onto the ground so that it points, 0 Init. These might be reclaimed for may be forced to intervene if the seasonal becomes hard and coated in ice. a new power. battles are disrupted. This is because the fa- Conjuration of the Indubitable Cold: 0 points, Init Południca’s Virtues and Flaws are not eries involved believe they are vital for agri- –4, Ignem: (3 intricacy points spent on balanced: she requires an additional Minor culture, so their roles force them to destroy cost). As the spell of the same name on Flaw. She also requires a Social Interaction crops with unseasonal frost or droughts. ArM5 page 142. Virtue or Flaw. She currently has the equiva- lent of eight Minor Virtues. Equipment: Her plaid, which covers the land. Faerie Might: 10 (Auram) Cailleach Bheur (Cally Berry) Vis: 8 or 10 Auram, a rotten plaid Characteristics: Int +1,Per 0, Pre +3/–3, The blue hag is not suitable as a player Appearance: The Cailleach Bheur has blue- Com 0, Str 0, Sta 0, Dex 0, Qik 0 character. black skin, like a corpse, and is hideously ugly. In some areas she turns to stone Size: 0 Faerie Might: 40+10 (Auram) during the summer months. Virtues and Flaws: Greater Faerie Powers; Characteristics: Int +3, Per 0, Pre –3, Com Faerie Sight, Faerie Speech, Human- +2, Str +5, Sta +1, Dex 0, Qik –1 In some areas, single creatures represent oid Faerie, Increased Faerie Might, 2 x summer and winter. In many parts of Ireland Personal Faerie Powers; Incognizant, Size: +3 and Scotland, for example, the winter is Restricted Might (major – winter), Sov- Virtues and Flaws: 3 x Focus Power, Great- represented by the blue hag, the Cailleach ereign Ward (running water), Traditional er Faerie Powers, 7 x Increased Faerie Bheur. The blue hag is the guardian of the Wards (questions)

86 Realms of Power: Faerie Personality Traits: Curious +3 Kallikantzaro Personality Traits: Destructive +3 Combat: Combat: Kallikantzaroi make poor player char- Scythe: Init +5, Attack +6, Defense +6, acter because they are trapped within the Brawl (bite): Init +3, Attack +10, Defense +9, Damage +5 Earth for most of the year. The statistics Damage –1 Soak: +0 for kallikantzaroi could, however, be used Brawl (talons): Init+2, Attack +11, Defense as the basis of a player character faerie of +9, Damage –2 Wound Penalties: –1 (1-5), –3 (6-10), –5 (11-15), Incapacitated (16-20), Dead Soak: +3 (21+) Story Seed: Wound Penalties: –1 (1-2), –3 (3-4), –5 (5- Abilities: Awareness 3 (laziness), Charm 2 6), Incapacitated (7-8), Dead (9+) (rural people), Faerie Speech 5 (rural Południca Abilities: Athletics 1 (climbing)*, Awareness people), Local Farms Lore 6 (steward- 1 (shiny things), Brawl 3 (each other), ship), Profession: Farmer 6 (steward- There is a little girl in a village near Faerie Speech 5 ship), Single Weapon 3 (rural people) the covenant who has an imaginary friend. Her friend is a hyperthermia * Has virtue allowing supernatural athletics. Powers: faerie, like Południca. The girl, through an Powers: Cause Fatigue: 0 points, Init 0, Ignem: (2 artistic temperament, some luck, and an points each on cost and Initiative) invitation to play, has convinced the spirit Silent Motion: 1 point, constant, Imaginem. Causes the loss of a long-term fatigue that it should express emotional, rather These faeries are capable of silent mo- level via heatstroke. than atmospheric, warmth toward the tion, but make noise by damaging things girl. The girl’s friendship with the faerie in the excitement of their revels. Shift Human Shapes: 1 point, Init –1, Corpus keeps it close to her village, and does not (beautiful to hideous within a range of alter its attitude to other humans, so she Supernatural Agility: 0 points, constant, Animal +3/–3 Presence) poses a terrible risk to her neighbours. (3 intricacy points spent on cost). The girl can be used as bait to ambush the Transform into Whirlwind: 3 points, +2 Init, Vis: 1 pawn (Animal) Auram (1 intricacy point on cost, 2 on faerie, though, and destroy it. Initiative) Skilled characters might, instead, Appearance: Kallikantzaroi have different ap- trap the faerie and alter it over the pearances in different areas, but they are Vis: 2 pawns (scythe, Ignem) course of years. They would need to generally small faeries that have mixed find a way to feed it sufficient vitality human and animal characteristics. They Appearance: This faerie may appear as a that it can change role, spread stories are usually black and furred, with glowing beautiful maiden, a crone, or an adoles- about the faerie that make the change of red eyes and extended tongues. They of- cent girl. She wears a white dress and role easier, defend the role against other ten have the ears of donkeys or goats, and carries a scythe or shears. She may travel faeries that attempt to fill it, then coach many have animal feet. They may have as a dust devil, and is used as a nursery the girl to collaborate with it, so that it tusks and have sharp, curved claws. terror to frighten children so that they becomes a more-helpful harvest faerie. do not harm crops. Kallikantzaroi are faeries that live under the Earth, where they saw away at Południca usually appears around noon some other type. The character would re- the World Tree. Each year, as their labor on hot days, and asks farmhands difficult quire a Social Interaction Virtue or Flaw, is nearly complete, Christmas arrives and questions, or engages them in conversation. and then sufficient Virtues to balance the they are allowed onto the surface of the If the farmhand tries to change the topic of many wards this character suffers from. It Earth until the Epiphany, and the Blessing their conversation, or cannot answer one of needs another 245 points of Pretenses. It of the Waters, which occurs on January 6. the faerie’s questions, she gives him heat- requires three additional points of Char- When they return home, they find that stroke. If particularly annoyed at this farm- acteristics from the table on page 30 of the tree has regenerated and begin their hand, she might instead drive him insane, or ArM5, and has 10 levels of unspent Per- labor again. In some areas it is believed cause his death from hyperthermia. sonal Faerie Power. that children born in the period when the Kallikantzaroi are active become kallikant- Faerie Might: 5 (Corpus) zaroi themselves during the festive season, Christmas Characteristics: Int –1, Per +1, Pre –2, Com their spirits straying from their bodies to 0, Str –6, Sta +1, Dex +3, Qik +3 raise havoc. This can be prevented with Faeries are particularly attracted to folk charms, like binding the child in spe- the ebullient energy of celebrating hu- Size: –3 cial herbs, or singeing its toenails. mans, and many are drawn to Christmas Virtues and Flaws: Faerie Sight, Faerie Kallikantzaroi often prefer to break celebrations. They include kallikantzaroi Speech, Feast of the Fae, Hybrid Form, into a house by crawling down the in Greece, the jolarsveniar in Norway, the 2 x Personal Faerie Powers; Little, Sov- chimney, so it is traditional to leave the trows in the Shetland Islands and the dre- ereign Ward (Religion), Incognizant, fire burning for the whole of the Yule kavac in Serbia. Traditional Wards (fire, counting games, period, and sometimes to hang sausages burning shoes in some places) or sweetmeats in the chimney, as a bribe

87 Realms of Power: Faerie to encourage them to go away. A person munities because humans want them there. Powers: being chased by a kallikantzaro can di- For many faeries, it is important that humans For rapid character generation, select from vert it by dropping a colander or spilling desire their existence. It is far easier to de- the following Greater Powers. Many grain, because it is forced to stop and sire the existence of an ogre that eats wicked others are known, but these are the most count the holes in the colander, or the children, or a faerie queen that whisks men common. Take a total of 50 spell levels number of grains. away for nights of bliss and death, if they are of powers. Trading 5 full levels allows the believed to live a safe distance away. character to spend an intricacy point to reduce the cost of each use of a power, or Kallikantzaro Variants the Initiative penalty for the power, by 1. A variant form of Kallikantzaroi is a Roads Damaging Effect: 2 points: Init 0, Varies version of the faun. They also attack the Enthralling Sound: 3 points, Init –2, Men- World Tree, and revel during the Christmas Crossroads are places of faerie power, tem: Used to cause terror and panic season. They are terrified of sunlight, and so because where four roads meet, two roads with its howl. anyone who can fool them into dancing until cross. A crossroad is made of two borders, the sun rises is free of their depredations. each transgressed by the other. Similarly, a Enthrallment: 4 points, Init –2, Mentem These Kallikantzaroi may be up to 25 feet bridge is a place where two borders cross. Fearful Flaming Eyes: 2 points, Init –2, Corpus high, and use faun or giant statistics. They do not transgress each other, but do touch in the darkness beneath the bridge. Hound: 2 points, Init 0, Corpus Many also have the Personal Faerie Power of Faerie Hounds Flight. For this, add the Personal Faerie Powers Virtue. Divisions Faerie Hounds are not suited as player Flight: 0 points, constant +2, Animal (2 intri- characters. cacy points on cost) of Space Faerie Might: 5 (Animal) Vis: 1 pawn Animal, dog corpse Many faeries live on the edges of hu- Characteristics: Cun 0, Per +2, Pre –4, Com Appearance: Faerie hounds are usually of man communities. This is, in part, a practi- 0, Str 0, Sta +2, Dex +1, Qik +2 chunky hunting breeds. Many have cal response to two competing needs: faeries Size: +1 shining eyes, and almost all have black, must remain near humans, but many faeries white, or green fur. These statistics also prefer to avoid the Dominion. Faerie lands Virtues and Flaws: Greater Faerie Power suit the hunting hounds of the courtly are sometimes described as a ring that lies (varies), Faerie Beast, Faerie Sight, Im- fae. This type of faerie hound often has a between the safety of the Dominion and the proved Characteristics, Sharp Ears, white coat, red ears, and blue eyes. disinterested Magic of the wilderness. Faerie Large; Incognizant, Reckless, Traditional lands are dangerous, but a cautious character Wards (varies) Huge faerie dogs haunt the roads of with an ear for folklore can navigate them much of Mythic Europe. They terrify, and Personality Traits: Loyal +3, Reckless +3, far more safely than the Magical lands that sometimes kill, travelers. Some can run rap- Brave +2 lie beyond. Magical creatures usually do not idly, while others run upon their hindlimbs care about human desires, passions, or lives. Combat: when chasing humans, so as to have their Faeries do, so some form of payment for safe teeth closer to the victim’s throat. passage might be arranged. Bite (small teeth): Init +2, Attack +10, Defense Faeries also live at the edges of communi- +9, Damage +1* ties because they are often dangerous places, * In some cases, faerie hounds have the Faerie Hound Variants and the hint of danger arouses human emo- Lesser or Greater Faerie Power Damag- tions. The community stops at the forest, or ing Effect, which adds +5 to the damage In part of France, this role is filled by a the river or the ravine precisely because acci- score of their bite. This is usually visually terrifying goat. dents happen there. When a place is avoided obvious, for example as their spittle ig- because it is dangerous, stories grow up to nites tiny flames on the ground, or their Aufhocker: Found in German-speaking areas, explain the danger, and these stories attract breath puffs like smoke because their this creature acts as a kelpie, and uses its faeries that suit the locale. Faerie wolves teeth freeze like ice. adhere power to cling to foes while gor- may fill a forest. Faerie bandits may camp in ing them so that its weight adds 6 to a ravine. Faerie dwarfs may haunt an unsafe Soak: +2 their combat Load. mine. Traditional gifts or wards for these Wound Penalties: –1 (1-6), –3 (7-12), Kludie: From Belgium, this is the most-pow- dangerous faeries are likely to be discovered –5 (13-18), Incapacitated (19-24), Dead erful variant of this beast. It can take following their emergence. And characters (25+) monstrously large versions of the forms with sufficient folklore usually know ways of of dog, cat, bat, horse, or frog. It walks crossing the territory of these creatures, or of Pretenses: Athletics 5 (distance running), on its back legs, with a dancing move- meeting safely with them. Awareness 6 (keeping watch), Brawl 5 ment as it sprints toward its victim. It is Faeries also dwell at the borders of com- (bite), Hunt 6 (track by scent) preceded by supernatural blue flames.

88 Realms of Power: Faerie Kludie knows the trick of bouncing on of pompous, rich people that they dump in Virtues and Flaws: Greater Faerie Powers, the back of his quarry and using the ad- marshes in order to destroy their fine clothes. Faerie Sight, Faerie Speech, Humanoid here power to drag his prey down. It also Some kelpies take the form of young Form; Missing Eye, Incognizant does the kelpie trick, dunking or drown- men, and seduce girls into climbing on their Personality Traits: Enjoys inflicting misery +3 ing those who mount him in horse form. backs: use the Galconer statistics for the character’s human form, and add the Transform Combat: into Human Personal Power to the statistics. Kelpie (Water Horse) Claws: Init +2, Attack +9, Defense +9, Dam- age +5 Kelpies are not suited as player characters. Kelpie Variants Soak: 0 Faerie Might: 5 (Animal) Grant: A Scottish faerie horse able to walk Wound Penalties: OK, 0, –1, –3, –5, Un- Characteristics: Cun –2, Per 0, Pre 0, Com on its back legs. It appears just before conscious. –4, Str +2, Sta +3, Dex +1, Qik +1 important buildings catch fire. It is not Pretenses: Area Lore 3 (lonely roads), Aware- clearer if it creates the blazes or warns ness 3 (gifts), Brawl 6 (wrestling), Faerie Size: +1, in this case, although some are full- people that they are about to occur. It sized horses (Size +3, add +4 Str, sub- Speech 5 (threats), Folk Ken 5 (gift giv- is sometimes reported as having burning ing) Stealth 4 (stalking prey) tract –2 Qik, adjust combat statistics and hooves, a flaming mane, or fiery eyes. body levels) Powers: Virtues and Flaws: 2 x Great Characteristics, Licho Adhere: 0 points, Init 0, Corpus: Licho uses the 3 x Improved Characteristics, Greater adhere power to cling to the neck of her Faerie Powers, Faerie Beast, Faerie Sight, Licho is not suited for player characters. victims, or to make them unable to drop Feast of the Dead; Aloof, Incognizant, an item created from her glamor. Penetra- Fear (loud noises), Traditional Ward Faerie Might: 5 (Mentem) tion +8 due to spent intricacy points. (sign of the cross). Characteristics: Int +1, Per +1, Pre –3, Com Vis: 1 pawn Corpus, a skeletal hand. Personality Traits: Brave +2 +2, Str +3, Sta 0, Dex +1, Qik +1. Appearance: The licho looks like an old, skin- Combat: Size: 0 ny woman dressed in black, with a single Hooves: Init +2, Attack +7, Defense +6, Dam- great eye in the middle of her forehead. age +3 Soak: +3 Wound Penalties: –1 (1-6), –3 (7-12), –5 (13-18), Incapacitated (19-24), Dead (25+) Abilities: Athletics 5 (long-distance run- ning), Awareness 3 (noises), Brawl 3 (predators) Powers: Adhere: 0 points, Init 0, Corpus. (1 intricacy point on cost) Guide: 1 points, Init –2, Mentem. (2 intricacy points on cost) Equipment: None. Vis: 1 pawn, straps of water weed Appearance: A black, or perhaps dark green pony with a shaggy coat. Some of these horses are able to walk on their back legs.

Kelpies are pony-like faeries that encourage people to mount them. The rider is held to the back of the water horse, which plunges into the nearest lake. Usually this drowns the human and provides the kelpie with a meal, but some kelpies instead take their vitality from the wounded emotions

89 Realms of Power: Faerie Licho personifies ill-fortune, and either tion Virtue or Flaw, and then select additional ful, merfolk are able to cause storms or grant eats her victims or tricks them into grievous Flaws to balance up the many Virtues. There wishes for wealth self-harm. She might, for example, ride on is still a little space for additional Flaws, if Enthralling Sound: 3 points, Init –2, Mentem: the neck of a victim, and convince him that added Virtues are desired. Merfolk, in particular, can cause he should jump into a lake to drown her. She The merfolk described here are not opti- fascination in sailors who hear them sing. is a faerie, and needs not breathe, so her vic- mized for combat: player character merfolk, They usually allow the men to return to tim drowns instead. Sometimes she pursues a or those designed primarily as a force for the shore, with instructions to purchase them victim, who grabs an item that seems likely player characters to combat, should have high- beautiful things that cannot be made in to aid against her, and then cannot put the er weapon Pretenses, and powers or Virtues the sea, like glass mirrors. Cannibalistic item down. She convinces the victim she than increase their effectiveness in combat. mermaids lure ships onto rocks. will hunt him until he gives the item away, Faerie Might: 5 (Corpus or Animal depend- so he cuts off his own hand. The licho can Kiss of the Mermaid: 3 points, Init –2, Aquam ing on type of merfolk) be given away: a character who presents a Push of the Gentle Wave: 2 points Init –1, large, undeserved gift to another person can Characteristics: Int, 0 Per 0, Pre +2, Com 0, Aquam: Similar to the spell of the same pass the licho to him, as well. The licho can Str +1, Sta +1, Dex +1, Qik +1 occasionally be tricked, much as the cyclops name (ArM5 page 124), but has a lon- in the Odyssey was. Size: 0 ger effect, allowing the faerie to appear to tow small boats or swim assisted by Virtues and Flaws:* 2 x Greater Faerie Pow- a magical current. Costs 15 spell levels ers; Faerie Sight, Faerie Speech, Hybrid (Base 4, +1 Touch, +2 Sun) Road Faerie Variants Form, Personal Faerie Power; Sovereign Ward (folk charms), Restricted Might Conversing with the Sea: 3 points, Init –2, Aquam. A donestre looks like a human with the (on land); Aloof, Incognizant. Allows the faerie to ask questions of its local part of the ocean. Similar to Voice of head of a lion. They are particularly skilled * Cannibalistic merfolk often have Feast of the Lake, ArM5 page 122, except that fa- at Faerie Speech, and use their eloquent abil- the Dead. ity to mimic humans to draw travelers off the eries can converse with portions of genu- roads, into wild places, where they are eaten. Personality Traits: Greedy +1 ine lakes and seas. Costs 25 spell levels Some donestres have the Guide power, while (Base 15 +1 Touch +1 Concentration) Combat: others have the power to Enthrall. Donestres Transform into Human: 3 points, Init: –2, Cor- do not eat the heads of their victims. Instead, Brawl: Init: +3, Attack +3, Defense +1, Dam- pus. This has been treated as a level 25 they sit beside them, quietly weeping, after age +5 effect, slightly easier than a complete the feast. This may represent the donestre’s Trident and Net:* Init:+3, Attack +3, Defense transformation into a fish (level 30). crossing the border from human to animal, +1, Damage +5 Some faeries have this power due to an then back to human again. External Vis Source. Humans finding this Trident (thrown): Init+1, Attack +5, Defense source, which is often a red hat, can turn +3, Damage +5 into merfolk. If designing one of these Waterways * When one of the merfolk uses a net, it re- faeries, add the External Vis Source Vir- duces its rival’s Attack score by half the net tue, then add a power worth 25 spell lev- els to replace this. The shore is a dangerous place — to step wielder’s Thrown Weapon Pretense. Nets over the high tide mark is to enter a world do not work the same way for humans. Equipment: Fishing gear (trident, net, bag where humans are not the masters. Many Soak: +3* over shoulder, personal trinkets) fisherfolk are deeply superstitious, because Vis: 1 pawn, rusty fish-hooks (or, suiting the their superstitions offer them some promise * Leather clothes. External vis virtue, a red hat.) of being able to manipulate the moods of the Wound Penalties: –1 (1-5), –3 (6-10), –5 waters. The ancient Irish claimed that Arca- (11-15), Incapacitated (16–20), Dead Appearance: Merfolk are generally human dia began seven waves in any direction from (21+) from the waist up, although some of Ireland, a view that is no longer true, but is the fairies in the Mediterranean tell of still indicative. The sea is a wonderful and Abilities: Area Lore: Fishing Grounds 2 (pro- an ancient epoch when they were the terrible place, and the stories people tell of it ductive spots), Awareness 2 (fish), Bargain other way around. They have fishlike take beautiful and hideous forms. 2 (for catches), Brawl 1 (underwater), scales, but these provide no defensive Charm 2 (fisherfolk), Faerie Speech 5, advantage. Merfolk men are handsome Folk Ken 2 (fisherfolk), Guile 2 (about or- in Scandinavia, but hideous in Britain. Tritons igin), Music 2 (singing), Profession: (fish- er) 3, Single Weapon 1 (spear), Swim 3 Tritons, more usually called merfolk in (endurance), Thrown Weapon 3 (spear) English, seem to live in clans beneath the wa- Merfolk are finicky to convert to com- Powers: ters in areas where fishing is good. They re- panions. Players may wish to trade out the sent humans who treat their fishing grounds Flaws Aloof and Restricted Might, gaining Merfolk from various regions display poorly. Triton fishers sometimes trade on 80 Pretense points. They then need to spend a wide variety of powers. One variety has shore for human baubles. They also trade the Pretense points, select a Social Interac- the following powers. Some, more power- for alcohol, which makes them surprisingly

90 Realms of Power: Faerie drunk. In trade, they offer fish or cargoes sal- Selkie King Pretenses: Brawl 3 (bite), Athletics 3 (ac- vaged from wrecks. robatic turns), Awareness 3 (fisherfolk), A few merfolk are man-eaters that de- Faerie Speech 5, Hunt 3 (fish), Swim 5 liberately cause shipwrecks or pretend to Selkie kings might substitute for magi as (pursuit) be drowning to lure rescuers into the water. player characters, but require substantial al- Powers: They are believed to be more active just be- teration. They are Aloof, so the player may fore storms, or perhaps cause them. A few live wish to remove that Flaw, gaining 80 Pretense Always Hear the Waves: 2 points, Init –1 or 0, as humans, and gain their fish tail by plac- points, but requiring an explanation. The Aquam: The faerie always knows the di- ing magical red caps upon their heads when character requires a Social Interaction Virtue rection and distance to the Palace of the traveling through the waters. Theft of this or Flaw, and then requires Flaws to balance Selkie King. 15 spell levels (Base 2 +4 cap allows them to be captured as spouses. its many Virtues. If the character remains a Arcane +1 Concentration) Selkies and merfolk seem to live amicably: king of the selkies, then the troupe needs to Steal Judgment: 2 points, Init –1 or 0, Mentem: some stories indicate that they form alliances negotiate why the character does not have The target believes almost any lie that against mutual enemies. a private army of faeries constantly on call. the faerie tells, although an Intelligence An exiled faerie prince, for example, might roll against an Ease Factor of 6 is permit- be a suitable character. The Secret Hiding ted to resist, with easier rolls for truly Triton Variants Place Virtue is suitable for selkies who can incredible lies. flee their landbound enemies to undersea The following variants may also suit grottos. The intricacy points spent on pow- Spill Blood: 2 points, Init –1 or 0, Auram: your game. ers might be traded back into spell levels, to When a selkie’s blood is spilled on the pay for additional effects. ocean, it creates an effect similar to Abgal: The abgal were merfolk, possibly Clouds of Rain and Thunder, but with a lon- Faerie Might: 15+10 (Animal) aligned with the Magic realm, who be- ger duration. When acting in concert a came tutors for the earliest humans. Characteristics: group of selkies shedding blood on the Modern mermen may be based on stories waters can cause tremendous storms like passed down from the time of this lost Human Form: Int, +1, Per +1, Pre +2, Com +1, Wrath of Whirling Winds and Water, ArM5 race. The mermen in Realms of Power: Mag- Str +1, Sta +1, Dex +1, Qik +1 page 126. This is used to avenge mass ic are, perhaps, degenerate abgals. Char- Seal Form: Int +1, Per +1*, Pre 0, Com –4*, slaughters of seals, or the death of other acters could seek the undersea kingdoms Str +4* , Sta +4 , Dex +2, Qik +2 selkies. 20 spell levels (Base 3 +1 Touch of these creatures, long abandoned. +2 Sun +2 Group) Gigantic Sovereigns: The rulers of the mer- * Higher than usual for a seal due to Im- folk are increasingly large. It is recorded proved Characteristics Virtue. Equipment: Seal skin. in The Book of Four Masters that the corpse Size: +1 Vis: 3 pawns, skin of a seal of a mermaid was washed ashore in AD 887. She was 160 feet long, had hair Virtues and Flaws: Greater Faerie Power; 2 Appearance: Selkies are human-shaped fa- 18 feet long, and fingers seven feet in x Increased Faerie Might, External Vis eries who live beneath the waters, or length. She was pale white all over. (minor), Faerie Sight, Faerie Speech, on distant islands, and change into seal Havfrue: Similar to other mermaids, but those Humanoid Faerie/Faerie Beast, Improved shape to travel through the sea. They who lie with a havfrue may be led to their Characteristics, Large, Skinchanger, take the form of any large seal, avoid- deaths. Sighting a havfrue is a warning of Place of Power (behind low tide mark), ing only the shape of common seals. If imminent storms. She is a herder, driving Residual Power (Spill Blood); Narrowly their seal skins are stolen they may be her white cattle to pasture on terrestrial Cognizant; Restricted Might (above forced to become spouses, as detailed grass during fogs and storms. high tide line), Sovereign Ward (folk in the Spouses Captured by Trinkets Hakennman: This merman is divided slightly charms). When on shore often has Dark section earlier. Male selkies, particu- differently than normal: he has the body Secret – selkie king and Infiltrator (itin- larly their king, come ashore intermit- of and tail of a fish, and has the torso and erant laborer) tently to seek brides. It is unclear if head of a human rising from the front of their brides live in happiness with them that body. Personality Traits: Self-centered +3, Ro- in the depths, or if the blonde hair of Icthyocentaur: A creature with the torso and mantic +2 the brides is used to thatch the roofs head of a human, the tail of a fish or dol- Combat: of the selkie king’s palace. Women may phin, and the front legs of a horse. conjure up selkie lovers by crying seven Liban: In part of Ireland there is a hagiog- Brawl (bite – seal form): Init +3, Attack +9, De- tears into the ocean. raphy that indicates that a woman was fense +6, Damage +8 changed into a mermaid by the goddess Brawl (bludgeon – human form): Init +2, Attack Danu. She lived for 300 years, and then +6, Defense +4, Damage +3 Selkie King Variants was baptised, at her request, by a monk. After her death she entered Heaven as Soak: +1 or +6 Roane: The Highland version of this crea- ture, the roane, is smaller and far less a Holy Virgin, and miracles were done Wound Penalties: –1 (1-6), –3 (7-12), bloodthirsty. through her intercession. –5 (13-18), Incapacitated (19-25), Dead (26+)

91 Realms of Power: Faerie Seal Statistics (swamp); Glamorous Flesh, 2 x Little, Incognizant. Wastelands Seals can hold their breath for twice as Personality Traits: Homicidal +3 long as normal, and the bonus from its Long- Lands that lie at the edge of settlements, Winded Virtue adds to rolls to withstand Soak: 0 that people venture into only occasionally, deprivation of air. When using the seal as Wound Penalties: Immaterial, but any dam- suit faeries perfectly. When swineherds graze an alternate form for a selkie, disregard the age to immaterial things snuffs the fire pigs on acorns in forests, of fisherfolk seek Fatigue levels. Faeries don’t need to breathe, out (Dead (1+)) catches in swamps during spawning season, so the Long-winded Virtue is unnecessary. they are entering places infested with faeries. Powers: Characteristics: Cun 0, Per 0, Pre –2, Com –5, Str +2 , Sta +3 , Dex +1, Qik +1 Guide: 0 points, Init +6 Mentem: 4 intricacy orest points spent on cost, added magnitudes F Size: +1 for Sight Range and Sun Duration. Forests have deep and powerful meanings Virtues and Flaws: Improved Character- Equipment: One large swamp for mythic Europeans. The forest is where istics, Long-Winded, Puissant Swim; natural chaos runs as it will, and where en- Carefree Vis: 1 pawn, rapidly dissipating gas, Mentem emies and predators may hide. In the forest Qualities: Amphibious, Pursuit Predator, Appearance: This faerie looks like a distant, the way forward is never clear, and it is easy Tireless, Tough Hide flickering flame. It dances away from to become lost. The forest is also the source those who seek it, drawing them further of windfall riches: wood and food, and the Combat: and further from aid. secrecy to do things that others would not Teeth: Init +1, Attack +8, Defense +6, Dam- approve of. Forest faeries are a subtle mixture age +3 Fool’s fires are tiny lights, also called will of danger and allure, just like their home. o’ the wisps, that guide lost travelers into Soak: +5 dangerous terrain. Some fool’s fires act as Fatigue Levels: OK, 0/0, –1/–1, –3/–3, –5, lure on behalf of more powerful faeries. In Great Lezi Unconscious some German areas they are thought to be the ghosts of people who have moved border The great lezi described here is not Wound Penalties: –1 (1-6), –3 (7-12), marking stones. suited as a player character. –5 (13-18), Incapacitated (19-24), Dead (25+) Faerie Might: 40 (Herbam) Abilities: Brawl 3 (bite), Athletics 3 (acrobatic Rivers Characteristics: turns), Awareness 3 (fish), Hunt 4 (fish), For Size 0:* Int +3, Per +3, Pre –2, Com 0, Str Rivers are the lifeblood of medieval Swim 4+2 (pursuit), Survival 3 (at sea) +6*, Sta +3, Dex 0, Qik 0* cities, and many were worshiped as god- desses in pagan Europe. The most powerful * For every +1 Size, add +2 Strength and Marsh of these was Danu, who was the goddess subtract –1 Quickness. For every –1 in of the Danube, the Don, the Deipnier, and Size, subtract –2 Strength and add +1 many other places. The courtly faeries of Quickness. Marshland lies in the border between Ireland, called the Tuatha de Danu, are her Varies from –10 to +7. A Lezi may land and the water. Marshland is, agricultur- children. Rivers are guarded by merfolk, Size: change size in increments of fractions of ally, sterile, and yet it is naturally fecund. It and by nymphs. an inch, if it wishes. just has a fertility that people cannot use. This fertility may take faerie form as an ex- Virtues and Flaws: 3 x Focus Power, 3 x pression of the uncivilizable fertility that Lakes and Wells Great Characteristic, 7 x Increased Faer- marshlands possess. ie Might, 7 x Huge; Faerie Sight, Faerie Lakes seem bottomless, and may link Speech, Highly Cognizant, 6 x Improved to the lands of the dead. The surfaces of Characteristics, Humanoid Faerie, 6 x Fool’s Fire lakes are reflective, so what lies beneath the Personal Faerie Powers; Sovereign Ward lake can reflect what lies within the viewer. (may not leave forest), Some Lezis, par- Fool’s fire is not a creature that’s suitable A character wading into a lake is stepping ticularly those with backward feet, are as a player character. through a mirror, and into is own reflection. unable to harm humans who have turned Faerie Might: 5+10 (Imaginem) A well is a dark hole that leads to the un- all of their clothes backwards. derworld. It’s a source of water, which is life, Characteristics: Cun 0, Per 0, Pre 0, Com 0, but at its depths any manner of thing might Personality Traits: Loves Forest +5 Str n/a, Sta n/a, Dex 0, Qik +10 lurk. Children, particularly, should be kept Combat: away from wells, because you never know Size: –10 where their shafts might lead, or what might 2 x Brawl (club):* Init 1+(Size x –1), Attack Virtues and Flaws: Greater Faerie Pow- be watching from the depths, that the chil- 8, Defense 7+(Size x –1), Damage ers, Feast of the Dead, Place of Power dren might draw up. +9+(Size x 2)

92 Realms of Power: Faerie * The lezi’s arms are made of solid wood, character will use it to reverse, in this Faerie Might: 5 and do damage like a club. They are case Transform into Object (Plant). Characteristics: Int –1, Per 0, Pre +2, Com wielded with the Brawl Pretense, even if Transform into Object (Plant):** 4 points, Init +1, Str +2, Sta +3, Dex +1, Qik +2 the lezi generates clubs to use in battle. –4*, Herbam Size: +1 Soak: +15 * Add appropriate Quickness modifier, Personality Traits: Lusty +5, Hasty +2 Wound Penalties: based on Size. Virtues and Flaws: Greater Faerie Powers, For Size –10: Dead (1+) ** Lezi are extraordinary in that they can Faerie Speech, Faerie Sight, 3 x Improved change into any animal or plant from For Size –5: –3 (1), –5 (2), Incapacitated (3), Characteristics, Hybrid Form, Large, Lech- their woodland: they do not specify al- Dead (4+) erous (major) or Greedy (wine - major), ternative forms as other creatures do. Aloof, Incognizant, Weakness (music or For Size –3: –1 (1-2), –3 (3-4), –5 (5-6), Inca- Equipment: Can fabricate an endless variety sex or wine), Traditional ward (religious). pacitated (7-8), Dead (9+) of material from the woodland. Combat: For Size 0: –1 (1-4), –3 (5-8), –5 (9-12), Inca- Vis: 8 pawns, External vis, club pacitated (13-16), Dead (17+) Kick (brawl): Init +4, Attack +8, Defense +9, Appearance: The Forest Lord, or great lezi Damage +5 For Size +1: –1 (1-6), –3 (7-12), –5 (13-18), is found in Slavic lands. He usually Incapacitated (19-25), Dead (26+) Horns (brawl): Init +3, Attack +9, Defense +6, appears as a tall, pale, bearded man with Damage +6 For Size +3: –1 (1-8), –3 (9-16), –5 (17-24), emerald eyes, but can take the shape of Incapacitated (25-32), Dead (33+) any plant or animal. He may change Spear: Init +4, Attack +7, Defense +6, Dam- his size from that of a blade of grass to age +7 For Size +7: –1 (1-12), –3 (13-24), –5 (25-36), that of a tall tree. Many lezi have feet Incapacitated (37-48), Dead (49+) that face backward, and many are faun- Spear (thrown): Init +2, Attack +7, Defense +6, Damage +7 Pretenses: Animal Handling 9 (woodland like. Great lezi command woodland creatures), Athletics 3 (striding), Aware- animals, particularly wolves. The term Soak: +3 ness 9 (damage to forest), Bargain 3 “great” is used to compare this creature Wound Penalties: –1 (1-6), –3 (7-12), (from position of strength), Brawl 6 to the more-common lezi, which is a –5 (13-18), Incapacitated (19-24), Dead (human interlopers), Carouse 3 (wine), form of faun. (25+) Charm 2 (forest folk), Faerie Speech 5, Folk Ken 3 (forest folk), Forest Lore Abilities: Athletics 2 (dancing), Awareness 2, 9 (locations), Guile 2 (about woodland Great Lezi Variants Brawl 5 (wrestling), Carouse 6, Charm 2 dangers), Leadership 9 (woodland crea- (taking liberties), Guile 2 (women), Local tures), Swim 3 (streams). Basajauns: Gigantic fauns are found in the Language 3, Music 3 (flute), Single Weap- Basque country in Iberia. Once they were on 3 (spear), Thrown Weapon 3 (spear) Powers: much like other fauns, although even Powers: Extended Glamour: 0 points, constant, Mentem: then they had striking red fur. When hu- mans won the right to till the country, Constantly in touch with the forest. Grant Puissance in Combat: 2 points, Init 0, these fauns became agricultural faeries. Mentem: Fauns can play wild, violent Focus Power (Manifestation): 5 points, Init –5*, They use their great height to plan agri- music, giving those who hear it +3 on Animal or Herbam. cultural improvements, perform feats of Weapon Skills (affecting Attack and remarkable engineering, and shout warn- Focus Power (Woodland Change): 5 points, Init Damage rolls) and Brave totals for the ings when predators approach. In that –5*, Herbam: Muto and Intellego effects rest of the scene. region they are called Basajauns, but this only in Herbam and Animal. is confusing because Basajaun is a large, Endless Wine: 0 points, constant, Herbam: (1 Focus Power (Size Reduction): 5 points, Init –5, wild faun in the folklore of the surround- intricacy point spent on cost). Any ves- Corpus or Animal: Are considered to ing peoples, who keeps house with his sel the faun touches fills with wine, if naturally be Size +7, and use powers to wife and human slaves. the faun so wishes. Note that fauns pre- live at a smaller Size. fer human wine, because it has vitality. Fauns give this wine to humans so that Transform into Animal:** 3points, Init. –3*, Fauns they act in vital, uninhibited ways. This Animal effect also makes vines laden with grapes Transform into Bird or Fish:** 3 points, Init: –3*, As potential player characters fauns spring up in places where fauns dwell, in Animal require some adaptation. They require a some cases. (Base 2, +1 Touch, +2 Sun, Social Interaction Virtue or Flaw, and have +1 constant.* ) Transform into Human: This power costs the many Virtues not balanced by Flaws. Wards Lezi whatever it cost to transform away might help to limit the faun, as might in- * This power lasts for the length of the par- from the human shape. For character creasing the number of Weaknesses. The ty. These usually break up at dawn, so it creation purposes, its cost and Initiative Pretense points given below are correct for has been given Sun Duration. Note that must be equal to the most expensive the a starting character. harm caused to people by effects that

93 Realms of Power: Faerie vanish does not, itself, vanish, so phan- represent what people can get away with in and are treated as fathers by modern tom wine can create real hangovers. the woods, while satyrs represent what petty satyrs. They often have ox horns, and people wish they could get away with. Both fluffy, white fur. Many seilenoi refuse to Steal Judgment: 2 points, Init 0, Mentem are dangerous, particularly to women, but sa- relinquish their role, because they are OR tyrs more so when in groups. highly cognizant. They know that fauns represent whatever humans do not feel Endless Wine: 0 points, constant, Herbam. is moral: the lusts they must hide in the Enthralling Sound: 0 points, Init –1, Mentem: Faun Variants woods. Current humans are far more (3 intricacy points spent on cost) Faun repressed than the humans of ancient dancing music makes listeners more ri- Satyrs: A variant that is distinct enough that times, and so modern satyrs have a nar- otous and merry, increasing Personality its statistics have been included separate- rower set of vices. Elderly satyrs have traits like Reckless, Lustful, and Impul- ly, following this section. no desire to find so many of their darker sive for the rest of the scene. Glastig: The glastig, also known as the Green passions forbidden them. Maiden, is a Scottish faerie that appears Tityroi: Those satyrs that play magical shep- Vis: 1 pawn Animal, goat horn to be a very attractive, blonde woman. herd’s pipes. In some areas all fauns and Appearance: Fauns are rugged, wild men She wears a green dress to conceal her satyrs play pipes, in others only a special with two sharp horns and goat’s legs and goat limbs, although she can shift into an caste of these creatures do. hooves. They have the ears and tails of entirely human, or completely caprican horses. They are very hairy, their whole form. Some glastig simply lead travelers bodies covered in short, dark fur, and astray, while others seduce, murder, and Satyrs they often sport scraggly beards. They drain the blood from their victims. Some are also a little larger than normal men. In act as household spirits, and others as Satyrs are weaker than fauns, so they spite of all this, they are still very attrac- announcers of death, like . require less modification to suit beginning tive in a wild, virile way, for they embody Iopontes: Like fauns and satyrs, but they player characters. A new satyr character re- pure masculinity in everything they do. have the lower parts of horses. quires a Social Interaction Virtue or Flaw, and Panes: Satyrs with goat legs and tails. additional Flaws to balance its Virtues. The Fauns represent the freedom granted by Satyriskoi: Child-satyrs. Pretense points given below are correct for the secrecy that the forest provides. Fauns Seilenoi: Aged satyrs — satyrs who have a starting character. The player may wish to are braver than satyrs, described later, and maintained their role since ancient times make his or her satyr less timid than usual. Faerie Might: 5 Characteristics: Int 0, Per 0, Pre +2, Com +2, Str 0, Sta +1, Dex 0, Qik +4 Size: –1 Personality Traits: Proud +3, Lusty +2, Brave –2* * Satyrs are less timid when in groups, or by driven by their compulsions. Virtues and Flaws: Great Characteristic, Greater Faerie Powers; Faerie Sight, Faerie Speech, 2 x Improved Characteristics, Hy- brid Form, Observant; Lecherous (major) or Greedy (wine – major), Aloof, Incogni- zant, Small Frame, Traditional Ward (folk charms), Weakness (music or sex or wine). Combat: Kick (brawl): Init +4, Attack +6, Defense +6, Damage +2 Horns: Init +5, Attack +3, Defense –1, Dam- age +2 Spear (thrown): Init +4, Attack +7, Defense +9, Damage +5 Soak: +4 Wound Penalties: –1 (1-4), –3 (5-8), –5 (9- 12), Incapacitated (13-16), Dead (17+)

94 Realms of Power: Faerie

Abilities: Athletics 2 (dancing), Awareness Koerakoonlane Survival 3 (icy conditions), Thrown 2 (humans), Brawl 1 (escaping), Ca- Weapon 4 (javelin), rouse 6 (party games), Charm 2 (tak- Koerakoonlased are suited for play as Equipment: Sled, team of dogs, furs, club, ing liberties), Guile 2 (women), Local companions. Characters divided vertically javelins. These faeries eat, although they Language 3, Music 3 (flute), Thrown should take the Missing Eye Flaw, and de- do not die of starvation, and carry ra- Weapon 5 (spear) pend less on missile weapons than dog-head- tions made by, or from, humans. ed (cynocephalus) koerakoonlased. The sta- Powers: tistics given below have unbalanced Virtues Vis: 1 pawn, the frozen corpse of a dog. and Flaws, but the Pretenses are correct for Enthralling Sound: 0 point, Init +2, Mentem: Appearance: A hybrid of both dog and hu- beginning characters. (3 intricacy points spent on cost, 1 on man features. Initiative) Satyr dancing music makes Faerie Might: 5 listeners more riotous and merry, in- The koerakoonlased are faeries of the creasing Personality traits like Reck- Characteristics: frozen north, who sweep out of the storms less, Lustful, and Impulsive for the rest Vertically Divided: Int 0, Per +1, Pre –3, Com into isolated human settlements to take of the scene. 0, Str +2, Sta +3, Dex 0, Qik +2 prisoners. They march their captives north Vis: 1 pawn in a phallic-looking reed to their distant home, where the humans Cynocephalus: Int 0, Per +2, Pre –2, Com 0, serve as slaves and as cattle. Individuals Appearance: Satyrs have human bodies, in- Str 0, Sta +3, Dex +1, Qik 0 sometimes attack isolated farms, but raiding cluding the legs, but have but have the Size: 0, varies within human range. parties, usually made of up 12 koerakoon- ears of donkeys and the tails of horses. lased, more frequently attack settlements Virtues and Flaws: Faerie Sight, Faerie cut off from outside aid. Migrations involv- Satyrs embody the cowardice of the Speech, Observant; Hybrid Form, In- ing clans with 40 warriors and their depen- common man, in heroic stories. They ap- cognizant. dents have been reported. pear in many Greek plays, and their role is to Personality Traits: Brave +2, Cruel +2 A koerakoonlane warrior usually fights promise to support the hero, and offer to do with a club and javelins, and wears thick furs great deeds, but to fail because they are stu- Combat: that provide limited protection. Most do not pid and cowardly. This re-enforces the belief use shields. Many ride in sleds pulled by five For the leader of a raiding party, add +3 that heroes are a separate and better class of dogs. When engaging in combat they may to all Attack and Defense bonuses to repre- human, which was important to Greek audi- swiftly unharness their teams to allow them sent superior Pretenses. ences. Satyrs are similar to fauns, and most to attack a foe. This tactic is, however, rare. Mythic Europeans use the word interchange- Vertically Divided The warriors prefer to pursue and kill their ably for what this chapter calls a faun, but own prey, and only unleash their dogs if they Bite: Init +2, Attack +6, Defense +6, Dam- satyrs are far smaller, and their machismo is face skilled opposition, or if they need their age +3 mere bravado. Both fauns and satyrs are no- dogs to chase down fleeing potential slaves. torious for sexual violence, but satyrs tend to Club: Init +3, Attack +7, Defense +8, Dam- More-powerful koerakoonlased have be violent more often, and also attack chil- age +5 been observed. Some act as war leaders, and dren more frequently. these have the Spreading a Mantle of Snow Pow- Javelin: Init +2, Attack +7*, Defense +7, er. Unnatural snow is often the first warning Damage +7 that a raid is imminent. It allows the faeries ountains M * Missing eye not included to prepare the ground for their sleds, which they use as mounts for warfare, and to carry Mountains are borders, in the most em- Cynocephalus away booty. Others are able to apply the Kiss phatic sense. They are land that can be seen, Bite: Init 0, Attack +7, Defense +4, Damage of Frost power with their whips. This allows but never touched. They are the border of +1 the slaves of the koerakoonlased to survive every surrounding culture, because with few their march into the northern wastes. exceptions there is no point in settling above Club: Init +1, Attack +8, Defense +6, Dam- the snowline of the mountain. Faeries dwell age +3 on, and in, the mountains. They are also ac- Koerakoonlane Variants tive in mountain passes, where travelers on a Javelin: Init 0, Attack +8, Defense +5, Dam- age +5 road transgress the border that the mountain Variations of the koerakoonlane are range embodies. Soak: +6 reported in Baltic countries. In some areas they have human bodies down one side, Wound Penalties: –1 (1–5), –3 (6–10), –5 and dog bodies down the other, with a (11–15), Incapacitated (16–20), Dead Snows single eye in the middle of their heads. In (21+) others they are human from the neck down, Many cultures in Northern Europe tell Pretenses: Animal Handling 3 (dogs), with dog heads. Hermetic magi who study stories of the creatures that dwell in the des- Awareness 2 (slaves), Brawl 2 (bite), Ca- faeries would be interested in how this drift olate, snowbound lands of the North. rouse 1 (on spoils of raid), Faerie Speech in their appearance occurred, if they were 4 (making demands), Hunt 3 (humans), less dangerous to approach. Ride 5 (sled), Single Weapon 4 (club),

95 Realms of Power: Faerie Wound Penalties: Saga Seed: Escape, Then Fortify For Size –2: –1 (1-3), –3 (4-6), –5 (7-9), Inca- pacitated (10–12), Dead (13+) Before the koerakoonlased mount a send a force of magi, again player charac- –1 (1-2), –3 (3-4), –5 (5-6), Inca- major invasion of the warm lands, they ters, to respond. The characters build a For Size –3: pacitated (7-8), Dead (9+) make additional raids, then concentrate covenant slightly south of the koerakoon- their slaves into work camps. A campaign lased, tasked with sending warning south For Size –4: –1 (1), –3 (2), –5 (3), Incapaci- might start with the non-magi trapped in if the faeries mass in force again, and hold- tated (4), Dead (5+) such a camp, and detail their escape to the ing their castle against koerakoonlased south. When the Order discovers that an besiegers, as a mustering space for the For Size –5: –3 (1), –5 (2), Incapacitated (3), invasion of the tribunal is imminent, they tribunal’s forces. Dead (4+) Pretenses: Athletics 2 (digging), Awareness 2 Hemicynes: These peaceful, dogheaded Faerie Might: 5 (Terram) (hazards underground), Bargain 5 (with people are said to come from the far mortals), Brawl 6 (fist), Craft (smith) 5 Characteristics: north. They appear in western European (weapons), Great Weapon 5 (pick, as folklore. They may be magical creatures For Size –2: Int 0, Per +2, Pre –3, Com –2, Str pole arm) of which the koerakoonlased are faerie –1, Sta +3, Dex +2, Qik +4 Powers: Many cause rock falls, but this variants, or the converse. For Size –3: Int 0, Per +2, Pre –3, Com –2, Str may be through physically damaging Naval Koerakoonlased: The hero Kalevi- –3, Sta +3, Dex +2, Qik +5 the mine’s supports, rather than with a poeg tried to sail to the Underworld, power. Some faeries seem to have the and discovered an island filled with ko- For Size –4: Int 0, Per +2, Pre –3, Com –2, Str power to make people tiny, so that they erakoonlased, but these creatures were –5, Sta +3, Dex +2, Qik +6 can enter the faeries’ miniature subter- peaceful farmers and did not have hu- For Size –5: Int 0, Per +2, Pre –3, Com –2, Str ranean kingdoms. man slaves. After Kalevipoeg destroyed –7, Sta +3, Dex +2, Qik +7 Equipment: Professional gear their crops they became fishers, but no naval attacks by koerakoonlased have Virtues and Flaws: Immunity from Terram, Vis: 1 pawn, in main tool or body residue. been reported. 2 x Great Characteristic; Faerie Sight, Faerie Speech, Humanoid Faerie, 2 x Appearance: In many areas, dwarfs are small Improved Characteristic, Observant; bearded men. Dwarfish women may be hideous or beautiful, by region. The Entrances to the Earth Little (once or twice), Traditional Ward (offerings) Dwarfs, gnomes, and goblins are sub- Mythic Europeans have a mixed rela- Personality Traits: Vengeful +3 terranean versions of the small faeries de- tionship with caves. They are useful, for scribed in other sections of this chapter. In shelter and for storage of goods, but they Combat: many countries, the equivalent of a brownie are also dangerous places, on the verge of a For every Size less than –2, subtract –2 is merely an antisocial dwarf who lives alone different world. In parts of Italy, people use Damage and add +1 Initiative and Defense. in a human homestead. The dwarfs in this caves to store wine and cheese, and when section are those that live in communities they are ready, the grotto becomes a tavern. Brawl (fist): Init +4, Attack +9, Defense +11, that guard the entrances to the earth. They In Roman times, many of these taverns were Damage +3* are found in caves, barrows (ancient tombs), guarded by statues of Cerberus, the guardian Pick/Tool (two handed): Init +7, Attack +8, De- and in mines. They also dwell in Arcadia. of the gate of Hades. Caves are like tombs: fense +11, Damage +11* There are many legends of the gnomes, but revels within them may lead to contact with they all seem to center on two facts: they creatures that guard the border of the deep * Includes +1 for pretense specialization are cunning smiths, and they have access to earth, or the land of the dead. Soak: +6, Immunity from Terram the treasures of the Earth.

Dwarfs, Gnomes, & Goblins Story Seed: Searching For Sanctuary Dwarfs make excellent player characters, but require slight adjustment before they can An itinerant tailor related to one of and choked him, so that the tailor could be used. The player must choose which pow- the grogs has sought out the covenant flee. Since that time, whenever the tailor ers the dwarf has, and pay for them with Vir- because he feels safe within its walls. touches a thread it breaks, a curse that is tues. Many regional variants of dwarfs do not One night while drinking with faeries, alleviated while within the covenant. The have Immunity to Terram, and instead have he became afraid he would be trapped tailor would like his needle back, and the narrower immunities. They also have differ- forever, so he placed one of his needles Arcane Connection between the tailor and ent Crafts. The dwarf requires a Social Inter- in the goblet of the minor goblin king he the part of his life wedged in the goblin’s action Virtue or Flaw, and they then require was toasting with. The faerie swallowed throat can guide the characters to the site Flaws to balance the Virtues. his needle, which wedged in his throat where the court of mining faeries dwells.

96 Realms of Power: Faerie Dwarfs, like most faeries, lack the capacity to innovate. They can, how- ever, make excellent versions of currently Story Seed: The Covenant’s Reputation known things, remake items so that they A covenant that develops an evil covenant, raising the ire of the Church and appear magical, and create objects that reputation in surrounding areas eventually the Quaesitores. Characters cannot fight express the inner natures of their owners. attracts faeries who represent that evil. Evil these demons in the conventional way: They are able to grant the External Vis Vir- is often framed, in medieval storytelling, there are always new faeries to fill vacant tue to other faeries. in terms of the Infernal, so faeries that roles in a popular story. The characters The little folk known in many tales as have the distinctive folklorisitic marks need to find symbolic acts that change the having a pot of gold that they must surrender of demons may begin to interact with perception of the covenant in the minds of if caught are a type of dwarf. In Mythic Eu- all of the communities that surround the surrounding people. rope these creatures tend to dress in red, and sometimes have the habit of sending dreams that are addictive. They make their victim murder people they think are “bad” by diminutive horses over field hands dig for treasure at a certain spot until they crushing them to death. who go to sleep when they should be lose their profession, then their health, then Dvergar: These Norse dwarves were origi- working. This is often fatal. Karzeleks their life. Some gnomes live just beneath the nally maggots in the corpse of the giant are not consistently nasty — they aid Earth, and are able to affect the fertility of Ymir, from whom the world was made. those who farm dedicatedly — but plants, through their roots, leading to con- The Norse gods chose to give them they are extremely violent in response ventional affluence. intelligence and their human shape. to relatively minor infractions like go- They flee sunlight, which can reduce ing to the toilet in a field, or swearing them to stone. They were the crafters while harvesting. Dwarf, Gnome, of many of the treasures and weapons Knockers: These are Cornish spirits, who & Goblin Variants of the gods, and were powerful work- are said to warn miners of coming ers of magic. The curse of a dwarf on collapses by knocking. Knockers are Dwarfs are found in the Germanic and the gold is a major contributor thought by many to be the souls of dead Norse spheres of Mythic Europe. Other to Ragnarok, and the son of the dwarf Jewish miners. Although this is not true, known variations include the following. king, Fafnir, is able to turn himself into the faeries who perform this role play a dragon to express his greed for the along with the expectations of humans Barbegazi: These are dwarfs of the snows. treasure he has obtained. they encounter. They are found in burrows on the Gnome: This term is not used in Mythic Eu- : Thse German mine faeries lace mountaintops in many areas. They are rope, except perhaps for earth mines with arsenical ore, and cause other all male, and have beards of icicles and by some magi. Creatures who resemble minor trouble. Some are helpful, as the broad feet that they can use to slide gnomes, even down to the pointy red whim takes them. across the snow. Their cries can cause hat, are known, but have a variety of avalanches. They are well-disposed to- names in local languages. ward humans who meet their standards Karzełek: These creatures are Polish dwarfs of goodness and politeness, but often with green grass for hair, who ride their The Borders Story Seed: A Monstrous Protector of Supernatural In a lake in Switzerland that has a indicates that there is no Infernal gateway gateway to hell at its base, there is a faerie in the lake. This too is merely a story, Spaces that pretends to be a demon. Butatsch- circulated to the more-educated members ah-iglis is a vast amorphous sack, like a of the community with an injunction not stomach, coated in clusters of eyes that to panic the common folk with the truth. Some faeries guard the border of emit beams of fire. It lives by consuming The lake was created during the years supernatural spaces, feeding on the fear that the fish of the lake, and any fishermen of disorder after the fall of the Western humans fear toward the uncanny. Faerie foolish enough to come close to the gate. Empire. It is the result of a magical battle monsters are also common at the edge of This faerie is like a nursery bogie, but that left a great hollow gouged from the Infernal, Magical, and Divine areas. for adult fishermen instead of children. Earth. Jerbiton’s diaries do not describe Fauns: Faeries that prowl the borders of Its story, which explains the lack of the magical stronghold that lay there in Infernal spaces often include twisted fauns. fish in the lake through the presence of any detail, and give no account for the These fauns look very similar to demons, the monster, hides the existence of the real reason that the lake never contains and are virtually indistinguishable to most gateway to Hell, while keeping people fish, but it does mention that something medieval people. safely away from the danger. terrible may be living in the depths: But the characters discover a clue in something even more terrible than its the diaries of the Founder Jerbiton, that guardian faerie.

97 Realms of Power: Faerie For every additional Size: –1 Initiative, stories. All of these huge humanoids use the –1 Defense, +2 Damage. Giants larger than statistics here, but are differentiated with Oft-Repeated Size +3 tend to kick human sized targets in- powers and through superficial appearance. stead of punching them. Faerie giants differ from Magical giants in several ways. Faerie giants are drawn to hu- Forms Examples include: mans, despite the known danger from magi. The following physical forms have Size 5 (17 to 20 feet tall) They tend to cause terror and pain, so that been gathered together here because they they can harvest vitality. This makes them far are used in many stories, to guard a variety Brawl (kick): Init –6, Attack +7, Defense 0, more destructive than their Magical counter- of borders. Damage +13 parts. Faerie giants also tend to recur: they re- Club: Init –4, Attack +10, Defense +3, Dam- generate unless their vis is used, so they plague age +13 regions periodically. Faerie giants often have Giants and Other daughters who are beautiful and human-sized, Gigantic Humans Thrown Rocks: Init –5, Attack +6, Defense –1, since this facilitates their role as love interest Damage +12 for heroes who come to slay the giant. These generic statistics suit player Size 7 (28-37 feet tall) character giants, but require the addition of a Social Interaction Virtue or Flaw, and Brawl (kick): Init –8, Attack +7, Defense –2, Giant Variants then the balancing of the selected Virtues Damage +17 with Flaws. The player may wish to re- These variations might be appropriate Club: Init –6, Attack +10, Defense +1, Dam- duce the giant’s Stamina and redistribute for your game. the Characteristic points spent on it, but age +17 this alters the giant’s combat statistics and Thrown Rocks: Init –6, Attack +6, Defense –3, Cliff Ogres: These large faeries haunt roads Soak. Similarly, the player may wish to re- Damage +16 that run along cliff tops. The ogres at- duce the giant’s combat Pretenses to spare tack travelers, throwing them onto the +3* experience for purchasing social skills like Soak: rocks below, where the ogres’ disgusting Bargain and Charm. * Thick leather clothing provides this pro- children squeal for human flesh. Dev: The Dev are Armenian giants with up Faerie Might: 5+10 or 10 (Corpus) or more tection. A handful of giants have roles that allow them to manifest human-style to seven heads, each with a single eye. Characteristics: Int 0, Per 0, Pre 0, Com 0, armor from their glamour. This is a tre- Some can change shape into dragons or Str 0*, Sta +3, Dex +1, Qik 0* mendous advantage, because glamorous other monsters. Gello: This is an ogress from Italy, whose * For every +1 Size, +2 Strength and –1 armor has no Load rating. The giant can breasts drain the blood of children. She Quickness. have metal armor far thicker than hu- mans wear, without weight penalties. has been Vulnerable to the Divine since Size: Varies from +3 to +10. Although larger the early years of the Church, when giants exist, they are not well-represent- Wound Penalties three missionaries, in one version of the ed by the Ars Magica combat system. Size +3: –1 (1-8), –3 (7-16), –5 (8-24), Inca- story, forced her to return blood to a pacitated (25-32), Dead (33+) child she had drained, by miraculously Virtues and Flaws: Huge (at least twice), Fa- throwing up the milk they had received erie Sight, Faerie Speech, Human Form, Size +5: –1 (1-10), –3 (11-20), –5 (21-30), In- as babies. Similar child-eating ogresses Increased Might (for a raider) or Place capacitated (31–40), Dead (41+) are found throughout Europe. A German of Power (for a giant the characters seek version, for example, is called “Kinder- out in its lair); Incognizant Size +7: –1 (1-12), –3 (13-24), –5 (25-36), In- capacitated (37-48), Dead (49+) schrecker” (“child guzzler”). It does not Personality Traits: Destructive +3 have exsanguinating breasts. Abilities: Awareness 3 (small moving Guardian of the Fishes: A huge, human- Combat:* things), Brawl 5 (fist for Size +2 or +3, shaped faerie from the Baltic Sea. It is cov- kick for larger)*, Carouse 2 (drinking), Size 3 (10 to 13 feet tall) ered in scales and with the fins, gills, and Faerie Speech 5, Folk Ken 3 (threats), eyes of a fish. It has a serrated ridge down Brawl (fist): Init –3, Attack +7, Defense +3, Single Weapon 6 (club)*, Thrown his spine and is able to walk on its rear Damage +6 Weapon 3 (rocks)*. fins, although it rarely leaves the water. Club: Init –2, Attack +10, Defense +5, Dam- Vis: 1/5th Might in human bones, Corpus Jack’s Beanstalk Giant: This giant is a bit of a age +9 ham — he seems to be entirely aware that Appearance: Huge men, usually uncivilized a boy who wants to kill him is present, Thrown Rocks: Init –3, Attack +6, Defense +1, and bestial looking. There are female gi- and does silly things to allow the boy to Damage +8 ants, but they tend to be beautiful and become famous. The giant does not, for smaller than the males. example, just rain castle bricks down from * Includes +1 for Pretense specialization in the clouds, to crush the boy and his home. particular weapon. If using an alternative Huge humans — giants, ogres, , and He has been known to drop golden eggs weapon, Attack and Defense fall by 1. many others going by less-modern names from the sky onto people who intend to — are a typical guard for any space in faerie interfere with “his” boy. The beanstalk

98 Realms of Power: Faerie giant is assisted by his wife, who is able Giants in Combat Personality Traits: Inquisitive +3, Hungry +2 to take the form of a witch, and gives Combat:* simpleton boys magic beans. Jack’s giant The combat rules are oriented toward is the most anachronistic of the faeries in characters of human size. Special consider- Damage statistics above do not include this supplement. The most similar to him, ations apply to combat between humans and the Constant Damaging Effect power, which in the medieval period, is Red Ettin. giants. As noted on page 192 of ArM5, a adds +5 when appropriate. Red Ettin: A three-headed giant that took three-point difference in size is approximate- Size 0 the princess of Scotland prisoner. He ly a tenfold difference in mass. This weight has the power to turn people into stone, advantage also gives giants an advantage in Fangs: Init (0–Size), Attack +14, Defense and can sense the presence of humans by certain combat situations. (+5–Size)*, Damage (2 x Size)+2 smell. He announces their presence with The storyguide can simply rule that at- a little rhyme, much as Jack’s Giant does, tempting to punch, grapple, or disarm a Constriction: Init 0, Attack +9, Defense +5*, although he lacks the power to deter- giant is completely ineffective. For a more- Damage +8 mine nationality by smell. A person who complicated approach, grant the giant a Claws (if appropriate): Init –1, Attack +11, can answer his riddles has completed special defensive bonus equal to double the Defense +10, Damage +3 Red Ettin’s Sovereign Ward, and can kill difference between its Size and a smaller him without risk. opponent’s. This can be applied to Defense * +6 to Defense against grapple attacks Troll: This is a difficult term, with three di- rolls against scuffling, grappling, and being ** An orm may grapple its own Size in Size vergent meanings. In historical Europe disarmed. This bonus does not apply against 0 enemies. it does not appear until 1276, and then attacks with melee or missile weapons. means a barrow-faerie that serves as an Giants of Size +4 or larger must bend Soak: 6+Size ancestral spirit. In the north of Scandina- over double in order to reach a Size 0 human Wound Penalties: via, a troll is a shaggy giant that is usually with their hands. In such situations, giants solitary. They are often turned to stone usually prefer to kick, or use weapons. Size –4: –1 (1), –3 (2), –5 (3), Incapacitated by sunlight, and are unable to face the Giants are subject to Corpus spells, but (4), Dead (5+) Dominion. In Southern Scandinavia, a the base Individual Target for Corpus is a Size –2: –1 (1-3), –3 (4-6), –5 (7-9), Incapaci- troll is a small faerie that is usually social. person of Size +1 or less. Most Corpus spells tated (10–12), Dead (13+) The name occurs wherever the Norse are not designed to affect anything as big as settled, so there are trows in Orkney, for a giant. Size 0: –1 (1-5), –3 (6-10), –5 (11-15), Inca- example, that are little mound dwellers pacitated (16-20), Dead (21+) that dance under the stars on significant nights and steal away musicians. Orms and Other Dragons Size +2: –1 (1-7), –3 (8-14), –5 (15-21), Inca- Muilearteach: A sea giantess who comes pacitated (22-28), Dead (29+) ashore during storms in the shape of a Faerie Might: Size 0: 20 (Animal). For every Size +4: –1 (1-9), –3 (10-18), –5 (19-27), In- hag, knocking on doors and begging +2 Size, add 5 Might. For every –2 Size, capacitated (28–36), Dead (37+) piteously for shelter. If offered sanctu- subtract 5 Might ary, she swells to her full size and eats Size +6: –1 (1-11), –3 (12-22), –5 (23-33), In- her benefactors. The border this faerie Characteristics: capacitated (34-44), Dead (45+) guards is an odd one that modern play- Size 0: Int* 0, Per –2, Pre –6, Com –6, Str Size +8: –1 (1-13), –3 (14-26), –5 (27-39), In- ers may not recognize — among other capacitated (37-52) Dead (53+) things, she represents the moral impera- +1**, Sta +2, Dex +2, Qik 0** tive of never giving charity to outsiders * Non-player character orms are often Powers: when it could be given to family. This Cunning rather than Intelligent. Constrict:* When successfully struck with giantess can cure injuries with a pot of a constrict attack, the character is en- magic ointment, and is believed to be ** For every +1 Size, add +2 Strength and subtract –1 Quickness. For every –1 in coiled and unable to use mêlée weapons. able to bring back the recently dead. The orm automatically does damage in Multiheaded Giants: These are found in Size, subtract –2 Strength and add +1 Quickness. each subsequent round, without requir- many areas of Mythic Europe. They ing an Attack roll. The victim may still are either easily confused, because each Size: –4 to Size +6 Soak damage. At the end of each round, head has its own personality, or incred- including the round in which the con- Virtues and Flaws: Huge or Little (as suits ibly cunning. striction attack succeeds, the character size), Faerie Beast; Faerie Sight, Faerie Vörys-mort: An unusual giant, who breaks the may attempt to break free by an op- Speech*, Highly Cognizant*, Increased general rule that as giants get larger, they posed Strength roll. To do this, he rolls Characteristics, 3 x Increased Might (ad- become slower. Vörys-mort is so tall that Strength + a stress die, and compares it justed with size increase or decrease), he can look over the forest. He moves so to the orm’s Strength + a stress die. Suc- Personal Faerie Power (Constant Dam- swiftly that if he runs, humans and animals cess indicates he is free, and may attack aging Effect) he passes are picked up and carried along normally in the following round. For in the slipstream of air he creates. He * If Intelligent. Cunning orms are Incogni- each character assisting him to break sometimes assists hunters in the Volga by zant and lack Faerie Speech. free, he may add +1 to the Strength roll, driving animals toward their traps. but an assistant is unable to attack the

99 Realms of Power: Faerie Dragon Variants

Some other variations for your game might include the following.

Alklha: A Siberian dragon so large that its wings can block out the sun. It is a faerie that feeds on terror, and it does this by seeming to swallow the Sun. The gods, or perhaps shamans, of the area became sick of fighting it off, and so they sliced Alkhla in half at the base of its stomach, across the belly behind the wings. Al- klha is a faerie, so this didn’t kill it, but the shamans hid the lower body under a ward, so that it could not regenerate. Al- khla looks like the front half of an enor- mous dragon, and fights with claws and teeth, but cannot constrict and does not swallow creatures. Alklha has displayed another striking power when fighting magi: he can dispel Sun duration effects by licking them (Penetration +45). Gwiber: Most noted in Wales, this is an odd sort of dragon. It begins as an orm, and craves milk as all orm do. If an orm man- ages to drink even the tiniest amount of human breast milk, however, it grows leathery wings and becomes a gwiber. Some gwibers are poisonous. Magi report creatures similar to gwibers in Egypt, ri- orm in that round. A character unable Pretenses: Area Lore 3 (watering points vals to the ibis sacred to Thoth who was to break free for 30 seconds (6 combat for prey), Awareness 3 (prey), Brawl Hermes. This makes magi suspicious, rounds) needs to make deprivation rolls, 7 (crushing), Hunt 4 (rodents), Faerie even superstitious, about gwibers. as described on page 179 of ArM5. Speech 5 (threats), Folk Ken 1 (human Horse-Headed Serpents: In many parts of prey), Stealth 3 (stalking prey) Constant Damaging Effect, 3 points, constant, Mythic Europe, great serpents with the Auram: Many orms emit a noxious slime Equipment: None heads or forequarters of horses have or have toxic breath, and poison their been described. These serpents often Vis: Might/5 pawns, in a snakeskin or a piece surroundings, but many other damaging have red or yellow eyes, and have fangs. of lost string effects are known. This effect does +5 Few leave the water. Damage, but is always active. 25 spell lev- Appearance: Orms are vast snakes, normally Kalshedra: An Albanian dragon that has the els (Base 5 +1 Part, +2 Sun, +1 Constant) smeared in toxic mucus. ability to breathe fire, and take the shape of a hag. It pollutes water with its urine, Venomous Bite:* When the orm attacks, com- Most of the dragons of Mythic Europe and causes drought. It accepts human pare its Attack Advantage to the victim’s are Magical or Infernal creatures, but one sacrifices as payments to trouble some armor Protection (not his Soak). If the class of dragons, termed orms, are predomi- other town. It is a faerie that feeds di- orm’s advantage is higher, the victim nantly faeries. Orms, which means “worms,” rectly on human vitality. suffers the effects of adder venom as are usually faeries that take the role in the Pisuhänd: A type of small dragon found on listed in the Poison Table on page 180 expectation that they will be destroyed. the Baltic coast that acts like a brownie. of ArM5, regardless of whether the bite Orms can be distinguished from quite Tatzelwurm: An Alpine type of dragon, rang- inflicts an actual wound. The storyguide similar Magical dragons through their de- ing in length from two feet to six feet. may adjust the required Attack Advan- sire to eat vital things. Orms usually love The tatzelwurm has a catlike head with tage for special circumstances. cows’ milk, and some demand that peasants large eyes. It has the body of a lizard, * These are natural abilities of the faerie’s leave out great pails of it in tribute, much as but lacks hind legs. It can breathe clouds form, and do not require the Personal Fa- brownies expect a dish of milk. Others sim- of toxic vapour. One variant, the tunnel erie Powers Virtue. ply suckle directly from cows. Some orms eat worm (Stollenwurm) is far longer and only virgins. Some orms drain the vitality out fights by raising itself on hind legs and at- Gwibers and other flying orms also have of their surroundings so severely that they tacking with its foreclaws. It towers over a Personal Faerie Power: Flight, 0 points, Init seem to be poisoning the landscape. Many human-sized opponents. The scales of Qik+3, Auram* take residence around wells or springs. the Stollenwurm are bristly and venous.

100 Realms of Power: Faerie Vishap: This dragon, which resides on the top of Mount Ararat, must regularly fight human warriors. It keeps to itself and is Story Seed: The Mother of Vis Sources not particularly destructive, but its blood Serpents with gemstones in their fac- geance. This calls all of the hedge wiz- is so poisonous that a weapon that has es, that lack the transformation power of ards of the area together, because they injured Vishap can strike any other crea- the vouivre’s eye, are found in the forest want to take advantage of the vouivre’s ture dead with a single scratch. He is a of Luchon, at the foot of the Pyrenees distraction by attempting to open the Mastery Faerie. in France. Characters harvesting the vis doors of her subterranean lair and take Vouivre: The Vouivre has the hindparts from these serpents do not realise that the treasures there. Terrible questions, of a two-legged green dragon and the they are the children of a vouivre. When after this dispute is settled, remain. foreparts of a woman. Some vouivres she bathes, one of her surviving children Will any remaining serpents grow into have arms, while others lack them. informs her that they have been deci- vouivres? And what manner of creature The Alpine version of this creature can mated by magicians, and she seeks ven- was their father? spit flame. Each vouivre has a single eye, which is a huge gemstone on the centre of her forehead. This is usually of which it is possible to steal when includes gigantic gold pieces, a pearl a diamond, but French vouivres often she leaves her cave, once a year, to crown that she wears, and a ring of have rubies instead. Even hedge wiz- bathe. While bathing, some vouivres gold about her tail. ards know how significant this stone is remove and hide their eyes, making Wivere: An odd French dragon, whose name — many believe it can turn iron into this a perfect opportunity for thieves unhelpfully means “serpent,” which lacks gold — and attempt to steal it while to either raid the hoard or, more dan- wings and legs. It is notable because its the Vouivre sleeps. Each also guards a gerously, seek the eye. The treasure Sovereign Ward is that it cannot harm horde of mundane treasure, a portion of the French version of this creature naked people.

101 Chapter Five Touches of Faerie

This chapter details a number of ways in Sympathy represents a mystic relation- Animal Handling score a 6 whenever he which characters can be affected by the power ship with a type of subject through the Fa- sends out his dogs. This may be done at any of the Faerie realm. Those humans who have erie realm. It is not an Arcane Connection, time, but it always requires that the player an intense experience with Faerie are often left and does not associate the character with rolls a stress die, rather than a simple die, and changed, and manifest Virtues and Flaws in any particular faerie. Faeries do not bring any botches on the roll will give the charac- ways different than other mortals. And some about sympathy in people on purpose; it is ter Warping Points. characters acquire special sympathy with the doubtful that most of them are even aware Sympathy Traits are not cumulative Faerie realm that allows them to perform dif- it exists. Like Personality Traits, sympathy is when used as specializations to boost non- ferent types of Faerie hedge magic. simply something about the character that Supernatural Abilities, and only the score of The most obvious expression of a touch particularly resonates with appropriate sub- the highest applicable Trait should be used of glamour in a mortal’s life, though, is the jects, and is especially suited to faerie ma- to determine the effective bonus. For exam- Faerie Blood Virtue, and more information nipulation and powers. ple, if a character has an Ice +2 Sympathy on this versatile Virtue is given here. Chil- Trait and a Storms +1 Sympathy Trait, the dren who have been replaced with a change- most he could gain would be a +2 bonus on ling may similarly inherit fay qualities from Ability rolls dealing with hailstorms. their time with the Good Neighbors; these Sympathy Traits Some Sympathy Traits represent a nega- qualities may develop in a manner similar to tive relationship, one of opposition rather than Faerie Blood, but can also manifest in differ- When a character becomes sufficiently attraction, and these Traits are given a nega- ent ways, as well. charged with faerie sympathy, usually from a tive value. In a sense, these represent ways that Many characters in Mythic Europe have Virtue or Faerie Warping, he receives a spe- Faerie is “out to get” the character. When ap- an interest in Faerie without actually being cial sort of Trait called a Sympathy Trait. This plicable, the strongest negative Trait must be associated with the Faerie realm. They may describes the character’s relationship to a par- subtracted from all of the character’s Ability be aligned with another realm, like magi, or ticular class of subjects — usually a subset of scores. For example, a character with an Iron perhaps they are unaffiliated with any realm at one of the ten Hermetic Forms that also de- –3 Sympathy Trait receives a –3 penalty to his all. This chapter also includes a few ways that scribe Faerie Might (Animal, Aquam, Auram, Single Weapon score when fighting with an characters who are not especially faerie-ori- and so on). It cannot apply to an entire Form, iron weapon. Negative Sympathy Traits also ented can still harness the power of the fae. or even the majority of targets associated with give the player a number of additional botch Finally, the ways in which characters ex- a Form. It might be circumstantial, similar to dice equal to the character’s worst Trait on all posed to faerie powers tend to suffer Warp- the Special Circumstances Virtue, or cover a botch rolls, as additional sources of potential ing is discussed. variety of concepts like a Minor Magical Fo- danger for the character. Thus, the character cus (see ArM5, page 46, for examples). Most with an Iron –3 Sympathy Trait would always Traits have a value of +1 to +3, and it is very roll at least three additional botch dice when- rare for the value of a Trait to exceed +6. ever he rolls a 0 on a stress die. The effects A score of +10 is exceptional, indicating a of these botches are often ironically related character who resonates so strongly with the to the Trait; for example, the character might Sympathy power of the Faerie realm that she has nearly lose his footing and fall, and then realize that become a faerie herself. he has tripped over an iron horseshoe. When faeries seek out and draw vitality Sympathy Traits can affect non-Super- from humans, they often leave behind a su- natural Abilities. When performing an ac- pernatural connection to the things that the tion using an Ability to which the character’s faerie represents. This is called sympathy. Sympathy Trait applies, you may add the Increasing Concentrated sympathy is powerful, and al- value of the Sympathy Trait to the Ability Sympathy Traits lows characters to perform many different instead of the +1 bonus for an applicable types of Faerie hedge wizardry. Any charac- specialization. For example, a faerie hunts- ter who desires to harness this power of the man with Animal Handling 3 and Hounds Sympathy Traits are typically gained Faerie realm can explore it through the use of +3 could treat his Sympathy Trait as a spe- from Virtues or Flaws, or as a result of Warp- Sympathy Traits and sympathetic influence. cialization of Animal Handling, making his ing (see Faerie Calling, below). They can

102 Realms of Power: Faerie increase with experience points like Abili- Faerie Rank porarily grants the character an appropriate ties, so long as the value of the Trait does Sympathy Trait. not exceed the character’s Warping Score. To begin, the character must identify a For example, a character with a Warping Players with characters who possess particular Sympathy Trait that he wishes to Score of 2 could increase all of his Sympa- Sympathy Traits should also keep track of encourage. This might be related to another thy Traits to +2 through practice or expo- their Faerie Rank. This statistic measures Trait that the character already possesses, or sure, but no higher. Practicing a Sympathy the strength of the character’s connection to a Trait that the character does not have yet Trait for a season yields 5 experience points Faerie, and is often important for determin- but would like to develop. Some Personality towards that Trait. ing how well a faerie wizard succeeds when Traits are particularly conducive to Sympathy Negative Sympathy Traits can be im- his powers require faeries to assist him di- Traits, such as those that describe how the proved with experience points as well, as long rectly. It is the value of the character’s high- character feels about something else, such as as the character’s Warping Score exceeds the “Like Strawberries” (Fruit or Taste) or “Afraid absolute value of the Trait. For example, a of Snakes” (Fear or Snakes). There are also character with a Warping Score of 2 could Minor Personality Flaws that lend themselves improve a –1 Trait through experience, but Sympathetic Influence well to Sympathy Traits. If the character does not a –2 or –3 Trait. It costs 10 experience not have any appropriate Personality Traits, he Ease trait points to increase a negative Trait from –1 to cannot benefit from sympathetic influence. Factor value 0, 15 experience points to move from –2 to 9 +1 or –1 After a Trait has been identified, the –1, 20 experience points to increase from –3 15 +2 or –2 character then engages in either ceremonial to –2, and so on. 24 +3 or –3 (max) influence or practical influence. For ceremo- Since faerie sympathy can be capricious nial influence, the character performs a faerie and is generally unpredictable, Sympathy ritual that takes him about ten minutes, and Traits can also change with the character’s requires a leader with a Faerie Lore score of fortunes. Whenever a player using a Sym- est positive Sympathy Trait, modified by the at least 1. This costs every character who pathy Trait rolls a 1 on a stress roll, the character’s lowest negative Sympathy Trait. participates in the ceremony a Confidence character immediately gains one experience For example, if a character had Winter at Point, and the effects last for only a short point in each Trait associated with the roll. +4 and Summer at –2, the character’s Faerie time without reinforcement, perhaps a week For each 0 rolled as a botch when using a Rank would be 2. A character with Sympa- at most. For practical influence, during his Sympathy Trait, the character loses an expe- thy Traits of Dancing +1 and Stone –5 would free time between other seasonal work or rience point in each applicable Trait. These have a Faerie Rank of –4. study, the character must encourage the effects are reversed for negative Traits, so Faeries generally like mortals with high Trait, associating himself with the subject as that a botch increases the penalty and a 1 Faerie Rank, as their collected sympathy in- much as possible. After a season the Trait will decreases it. These fluctuations are not lim- dicates that they are more willing to do what develop, and remain for as long as a year. ited by the character’s Warping Score. faeries ask of them, and dislike characters Once the influence has been enacted, There is one other way that Sympathy with negative Faerie Rank, which suggests the player of the influencing character Traits may be increased. If, through the that they are willful and obstinate. While should make a roll: a simple die + Presence course of an adventure, a character that has it is true that a character with a Winter +4 + Leadership. The results are applied to the been touched by faerie makes a sacrifice that Sympathy Trait would get along better with following chart, which shows the value of a faerie asks of him without question, or oth- faeries associated with winter than summer, the Sympathy Trait that the participating erwise forwards the story in a way appropri- this is not reflected by the character’s Faerie characters temporarily receive. ate to faerie involvement, the storyguide may Rank, which is only used to represent the choose to allow the character to increase or character’s relationship with Faerie taken as Sympathetic Influence: decrease an appropriate Sympathy Trait by a whole. simple die + Presence + Leadership one experience point. This reward might be seen to be in lieu of gaining a Confidence Note that if the character already has Point for that session. an appropriate Sympathy Trait, it may be When a character already has a Sym- applied as a specialty to Leadership for this pathy Trait and gains a new one, the player roll. This makes it slightly easier to increase may choose to take a Trait that overlaps his Sympathetic an existing Trait with a low value for a short existing Trait, but with a broader scope, like time than to develop a new one, as a +1 Trait that of a Major Magical Focus instead of a Influence might be temporarily increased to +2 or +3 Minor. The value of this new Trait cannot in- through sympathetic influence. However, crease beyond that of the Trait with the nar- Another way for characters to develop adding the Sympathy Trait also requires the rower range, but otherwise develops exactly Sympathy Traits, at least temporarily, is player to roll a stress die and risk botching. the same as the character’s other Sympathy through the process known as sympathetic Also note that unlike the influence associated Traits. For example, a character with a Dawn influence. This is when a character goes out with other realms of power, it is possible to +3 Sympathy Trait might gain a new Day +1 of his way to associate with the subject over affect an unwilling subject with practical in- Trait, which would be limited to a score of a period of time, or conducts a special faerie fluence, as long as that person has a Person- +3 for as long as the character’s Dawn +3 ceremony designed to inspire a sympathetic ality Trait or Flaw that is appropriate to the Trait remained unchanged. connection. If successful, this influence tem- desired sympathy.

103 Realms of Power: Faerie

Sympathy Traits gained through sym- drawn to the boundaries that form between ters), or through special faerie rites per- pathetic influence cannot be increased with different tints. formed by faerie wizards (see Chapter 6: experience points and do not change when Tinting generally fades over time, with Faerie Wizardry). the player rolls a 1 on a stress die or 0 on a all Personality Trait scores reduced by one For most of the time, having a Charm botch die, and so the limit of the character’s every day (for ceremonial tinting) or every Flaw has no effect on the operation of the Warping Score does not apply to them. season (for practical tinting). After three Virtue; they are simple actions or rites that Also, they do not modify the character’s days, a +6 tinting brought about by cer- take a negligible amount of time to employ. Faerie Rank. emonial means will be only +3, and after However, secrecy is one of the sources of a year a +4 tinting from practical influence the power of a charm, and if other charac- ters become party to the charm, the power vanishes like mist in the sunlight. Should Tinted Auras this happen, the charm needs to be remade Tinting an Aura (for a Lesser Charm) or recovered (for a It is also possible to change a Faerie aura Greater Charm). It is not necessary to keep so that it resonates especially well with cer- Ease trait the existence of the affected Virtue a se- tain Personality Traits, so that everything in Factor value* cret — many of them have overt effects, the aura is influenced by those Traits. This is 3 +1 or –1 after all — but it is vital that the method called tinting the aura, and auras that have 6 +2 or –2 of activation is kept personal. A charac- one or more Traits are called tinted auras. 9 +3 or –3 ter cannot even write down the words of In a tinted aura, every character is strangely 12 +4 or –4 a charm poem or the recipe of a potion, drawn to things that are associated with the 15 +5 or –5 even if this written record is kept hidden. tint, and repelled by things that are not. 18 +6 or –6 If the charm that activates the Virtue is ob- These manifest as temporary Personality 21 +7 or –7 vious, then the character must take pains Traits for all characters in the area, as long as 24 +8 or –8 to conceal it, perhaps by hiding it among they remain in the aura, with a score equal to 27 +9 or –9 other, meaningless rituals or activations. A the influencing character’s Sympathy Trait. 30 +10 or –10 (max) character who drinks from a special cup, For example, in an aura tinted with a Chil- mutters a few words, and then genuflects dren +3 Sympathy Trait, all characters would * Limited by aura and Sympathy Trait. to the sky has successfully obfuscated the receive something like a “Drawn to Children” real charm. +3 Personality Trait. Virtues with charms are usually Super- Tinting an aura is done in a manner simi- will fade away completely. However, some natural Virtues, but can be any Virtue that lar to sympathetic influence. Using practi- faerie powers and faerie rites allow for semi- obeys the following rules: cal or ceremonial influence, the influencing permanent tints, and some faerie auras may character performs a ceremony or spends a have inherent tinting. • The Virtue cannot be a Social Status season within the aura, after which time the A common application of tinting is for Virtue, or involve the background of aura receives the tint. However, the value of a character to use it to bestow a common the character. the new Personality Trait cannot exceed the Personality Trait to everyone in an aura, and • The Virtue cannot affect experience value of the influencing character’s Sympathy then to use sympathetic influence to change points in any way (such as Educated or Trait, or the level of the Faerie aura. Once it into a temporary Sympathy Trait. In this Affinity in (Ability)). enacted, the tint becomes a special property way, a character can give a Sympathy Trait to • The Virtue must affect what the char- of the aura, and does not need to penetrate a subject that does not have an appropriate acter can do, not who he is. In other Magic Resistance. Personality Trait to influence. words, it must be possible to take the Tinting uses a stress die instead of a Virtue away without making a funda- simple die. Botches on this roll can lead to mental change to his statistics. This can Warping or to other negative results for the be a difficult category to judge, and re- characters who are involved, perhaps tint- lies on the discretion of the storyguide. ing the aura in a way other than they actu- Examples: Keen Vision does not affect ally intended. Charms all Perception rolls so is permissible, as is Puissant (Ability). However, Im- Tinting an Aura: Any Virtue can be given a faerie twist proved Characteristics and Large are stress die + Presence + Concentration by attaching either the Greater or Lesser both disallowed. Charm Flaw (see New and Modified Flaws, • The Virtue cannot be a Hermetic Vir- An aura can be tinted multiple times, so below). A charm is any product of human tue, since these rely on expertise be- that some Faerie auras become a mishmash creative effort, whether it is a product of yond the Realm of Faerie. Similarly, of different likes and dislikes. This causes a artifice, a work of art, a piece of music, a other categories of Magical, Divine, or feeling of conflict in everyone the area, as a poem or song, or even an ointment or a Infernal Virtues are off limits, including Faerie aura’s tinting of Light +3 and Darkness potion; and these Flaws tie the exercise of Mystery Virtues. +3 might pull a person towards both Light a Virtue to the charm. Charms are taught and Darkness at the same time. Many faeries to mortals by faeries with the Grant (Vir- like these circumstances, since they are often tue) power (see Chapter 3: Faerie Charac-

104 Realms of Power: Faerie

pathy Traits to his work. If he has negative An enchanted device can be designed as Sympathetic Sympathy Traits, he must apply the penalties a charm. This allows the magus to add any where they are applicable. Sympathy Traits that are appropriate to the Sympathy Traits can be used as special- effect to his Lab Total, but with the limita- Magic izations to boost Abilities used to perform tion that the device must always be activated Hermetic magic, including Penetration and in secret or it will cease to function. (See Some characters draw upon the faerie Magic Theory. When affecting Abilities that Charms, earlier.) realm through Sympathy Traits and charms. govern lab activities, such as when boosting When creating Hermetic charms and in- Sympathy can be used in the Hermetic labo- Magic Theory, the magus must experiment corporating Faerie Sympathy into lab work, ratory, with Hermetic spells, or to fashion the player may treat the activity as either a small models that can be used to undermine Magic or Faerie effect on the Realm Interac- faeries and their powers. Examples of tion chart. Charmed Virtues Folk Charms Virtue: Entrancement Example: The character requires a wand Faerie Blood Any character with knowledge of Faerie of rowan wood. Lore and possessing a Sympathy Trait can fash- ion a folk charm, even if the Sympathy Trait Virtue: Greater Immunity to Fire Some humans are not wholly mortal, but is temporary. (See Sympathy, earlier.) This is a Example: The character must perform a somewhere in their family tree is a touch of form of craft work, and it takes the character a salutation to the sun. glamour, expressing itself as either the Fa- normal amount of time to create the object that erie Blood or Strong Faerie Blood Virtues. acts as the focus of the charm. No special skill Virtue: Light Touch Whenever a faerie derives vitality from a is necessary, but the power of the charm is de- Example: The character must wear a human, the resultant glamour has the power pendent upon this object, and if it is ever taken specific pair of gloves to create a child with faerie blood, the most from the character or damaged, the charm is no common method being procreation. Hu- longer effective. (See Charms, earlier.) Virtue: Puissant Single Weapon man activities surrounding the production A folk charm can end the duration of any Example: The character must whisper a of children — love, lust, intercourse, even faerie effect, as long as the charm is some- song to the blade before combat. fertility itself — are powerful source of vital- how appropriate to the circumstances. The ity for many faeries. Some faeries seem to be character must apply the charm to either the Virtue: Reserves of Strength as fertile as humans, and are able to produce affected target, or to the being that cast the Example: The character must swig a children with a mortal man or woman. Faer- spell originally, and beat the level of the ef- magic potion to gain the bonus to ies of this type are usually highly cognizant fect on (a stress die + Intelligence + Faerie his strength. and deliberately produce children to further Lore + aura modifier). Note that an appli- their own story in some manner. Such are cable Sympathy Trait can act as a specializa- Virtue: Second Sight the many stories of gods producing heroic tion to increase the character’s Faerie Lore if Example: The character must smear a sons and daughters with a mortal woman. he possesses that Ability. special ointment onto her eyes. Other faeries need to steal fertility from a If the folk charm is applied to a target mortal before they can generate children. with Magic Resistance, the effect must pen- For example, a story is told about the king etrate, though he can add the value of his of the merfolk who takes a human maiden highest applicable Sympathy Trait to his to receive this benefit, and he automatically as his wife. The bride drowns in the king’s Penetration score. experiments if he possesses a negative Sym- palace, but one of the king’s sisters acquires pathy Trait that is applicable to his labora- the virgin’s procreative vitality and bears a Folk Charm: stress die + Intelligence tory project. human child. Yet other faeries merely feign + Faerie Lore + aura When a magus with Sympathy Traits fertility, but instead touch fertile men and enchants a device, he may add the value women with their glamour to produce chil- Activating a folk charm costs a Fatigue lev- of any of his Sympathy Traits that are ap- dren of their spirit rather than of their flesh. el and gives the character a point of Warping. If propriate to the shape or material to his Lab A faerie who repeats Merlin’s trick — cloth- the character is immune to Warping or cannot Total (limited by his score in Magic Theory, ing Uther Pendragon in glamour so that he expend Fatigue, he cannot activate the charm. as usual). He may also attune his talisman to appeared to be the husband of King Arthur’s any of his Sympathy Traits that apply to its mother Igraine — changes the child of such shape or material. For example, a magus with a union so that they have Faerie Blood. Faer- a +3 Oak Sympathy Trait could attune his ies who have to steal fertility or influence a Hermetic Charms talisman made of oak to use this Sympathy mortal conception are usually at least nar- Trait. Note that this bonus is not fixed in the rowly cognizant if not fully cognizant of If a magus has been exposed to the Faerie talisman like other attunement bonuses, but their activities. realm to such an extent that he has gained can vary depending upon the score the ma- Another manner in which faerie children sympathy with it, he may apply his Sym- gus has in the related Sympathy Trait. are produced has nothing to do with fertil-

105 Realms of Power: Faerie

Modified Virtues, later). Note that this en- hanced effect replaces the normal benefit of Faerie Blood, it is not in addition to it. Each listing also has some typical Sympathies (see Sympathy, earlier), and some suggestions for other Virtues and Flaws possessed by differ- ent faerie bloodlines; those marked with an asterisk are described in this chapter. Finally, since characters with Strong Faerie Blood gain a distinctive appearance from that Vir- tue, some common features are given. These could also be used for characters with regu- lar Faerie Blood who also have the Disfigured Flaw, as well.

Bloodcap Blood

Bloodcaps are frightening faeries of cruel winter who haunt the wildernesses where blood has been shed, drawn to violence and death. Children with bloodcap blood most often come about when a woman is held cap- tive by one of these faeries and subjected to a terrifying imprisonment while the faerie feeds off her fear. It is said that one of Mer- cere’s grandchildren married a bloodcap in an unholy ceremony, and raised her children as (see Houses of Hermes: True Lineages, pages 91, 104–105 for more details). ity, but instead causes the manifestation of bears little relation to the recency of the Benefits: +1 bonus to Strength, but not to Faerie Blood apparently by accident. A faerie bloodline. However, the cognizance of the more than +3. who derives vitality from a pregnant woman faerie involved in the bloodline seems to Legacy: +1 bonus to Strength, can go as (for example, a blood-drinking faerie who make a difference. A faerie with high cog- high as +4. feeds on her) might infect that child with its nizance more often produces “descendants” Sympathies: Fear, Winter, Religious Symbols glamour and produce the symptoms of Faerie with Strong Faerie Blood than do faeries (negative). Blood. Such influence can also occur after with low cognizance. Other Virtues and Flaws: Frightful Pres- birth, in that changelings are nearly always Since Faerie Blood can be induced with- ence*, Reserves of Strength; Greater fae-touched in some manner. Such faeries are out ancestry, magi must either accept that it Malediction (crosses and scripture make often incognizant of their actions, but this is not part of a character’s Essential Nature, teeth and nails fall out, causing a Light is not always the case. For example, a faerie or else that Essential Nature does not limit Wound each round); Lesser Malediction queen who names a mortal child as her heir the Faerie realm in the same way as it limits (crosses and scripture cause pain, requir- knows exactly what she is doing, and the Magic. Most grudgingly accept that the lat- ing Concentration rolls of 9+ for stress- child inherits both Faerie Blood and an ex- ter is the most likely scenario. ful actions). citing life ahead of it! Appearance: Long teeth and nails, character Once Faerie Blood has been introduced looks older than he actually is, long arms. into a human family, it can be inherited by the character’s descendants. Faerie Blood Varieties of manifests regardless of the number of gen- Faerie Blood Brownie Blood erations between the first character to bear it and the current generation. It may ignore Couples that are fortunate to have a several generations and then resurface for no This section describes some common va- helpful faerie such as a brownie or portune apparent reason. A character whose mother rieties of the Faerie Blood Virtue. It repeats would be wise to exercise caution before in- was directly influenced by a faerie might still and expands the information found on page troducing a child to the family. Household possess the same strength of Faerie Blood as 42 of ArM5, as well as adding new variet- faeries can be very jealous of babies and may a character whose blood has been diluted by ies. The specific benefit of possessing Faerie take them in lieu of payment for their service seven generations of mortals. The strength Blood of each type is listed, along with the . Such children, if retrieved, may bear the of the faerie taint (ie. possessing the Faerie enhanced version for those characters who blood of a brownie. And even if it is well- Blood or Strong Faerie Blood Virtues) also have the Faerie Legacy Virtue (see New and inclined towards the child, the attention of

106 Realms of Power: Faerie a brownie can still taint an infant, leaving it with Faerie Blood. Faerie Powers for the Faerie Blooded Characters with brownie blood are usu- ally diligent by nature and hard workers. At the option of the storyguide, a human For all powers granted by these Vir- They often have an unnatural desire to help character with Faerie Blood may have Vir- tues, calculate the Might cost as normal, people out. tues and Flaws normally only permitted to but instead of spending Might points, the faerie characters. If this option is taken, only character instead loses 1 Fatigue level for Benefits: +1 bonus to all totals including a those Virtues from the following list can be every 5 points (or fraction) of the cost. Profession Ability. taken, and the Virtue points taken must be For the purposes of calculating the Pen- Legacy: +1 bonus to all totals including a paid for with Flaws taken from this list as etration Total of powers, assume that the Profession Ability, except for one Pro- well. Details of these Virtues and Flaws can character has a Might Score of zero, al- fession Ability that receives a +2 bonus. be found in Chapter 3: Faerie Characters. though in reality he has no Might Score This favored Ability must be chosen at at all. character creation. Major Virtues: Focus Power, Greater Power Only characters with Strong Faerie Sympathies: Tools, Cleaning, Gifts (negative). Minor Virtues: Faerie Speech, Improved Blood should be allowed to take Major Other Virtues and Flaws: Cautious with Powers, Lesser Power Virtues from this list. Those with Faerie (Ability), Gossip, Light Touch; Meddler; Major Flaws: Monstrous Appearance, Blood are restricted to just the Minor Vir- Humble, Small Frame. Sovereign Ward tues; but both types of character can buy Appearance: Short of stature, character looks Minor Flaws: Reduced Power, Slow Pow- their Virtues with Major or Minor Flaws older than he actually is. er, Traditional Ward from the above lists.

Dwarf Blood Legacy: +1 bonus to all totals including a from Size +3 to +5. Female ettins — called Craft Ability, except for one Craft Abil- “troll-wives” — can often be exceedingly This variety of Faerie Blood can origi- ity which receives a +2 bonus. This fa- beautiful. Troll-wives are particularly prone nate in any diminutive subterranean faer- vored Ability must be chosen at charac- to take husbands among heroic men who ies. Dwarfs often make their homes close to ter creation. impress them, and their children are often mundane settlements. And mortals may prof- Sympathies: Jewelry, Weapons, Theft powerful magicians. Some troll-wives steal it from their labor, although not always with (negative). Gifted children rather than giving birth to the consent of the dwarf. Subterranean faer- Other Virtues and Flaws: Reserves of them, then raise them as their own. Troll- ies occasionally make charms that are bought Strength; Dwarf; Small Frame. wives are usually no more than 3 points of or stolen from them . These charms induce Appearance: Short of stature, smooth skin Size from their husband, or else are capable fertility, health, or else are designed to ward like polished stone, duck’s feet. of adopting a human-sized form. a child from evil; but all can also cause Faerie Characters with ettin blood must be care- Blood. Like their cousins the goblins, dwarfs ful in bright sunlight, since it is often painful are also prone to taking children in exchange Ettin Blood or can even turn the character to stone un- for changelings (see Changelings, later). til sunset, although only direct sunlight can Ettins (also called ogres or trolls) are have this effect. Benefits: +1 bonus to all totals including a common in the stories of Germanic people. Craft Ability. They are brutish giants that usually range Benefits: +1 to Stamina, but not to more than +3. Legacy: +1 bonus to Stamina, can go as high Faerie Blood and the Soul as +4. Sympathies: Mountains, Stone, Sunlight If faeries are the embodiment of sto- Chapter 1: Nature of Faerie, for alternate (negative). ries, as some believe, then how can they theories). Of course, only a fool would Other Virtues and Flaws: Giant Blood; produce children with mortal beings? think that souls are heritable, and some Large, Tough; Greater Malediction (sun- More importantly, do these children pos- Faerie-Blooded characters console them- light turns him to stone until nightfall); sess souls, since one of their parents did selves with the thought that a soul is a gift Clumsy, Lesser Malediction (sunlight is not? All these questions have vexed those from God regardless of parentage. If He painful and gives a inflicts 2 Fatigue lev- knowledgeable in fay things, particularly can choose to imbue some animals with a els that do not recover until nightfall). those who bear Faerie Blood themselves. soul — such as Balaam’s ass — then why Appearance: Craggy features, gray knobbly The fact that at least some faeries not humans of fae heritage? Many Faerie- skin, bulbous nose, tiny eyes. are rational beings — even if their logic Blooded characters do not concern them- is alien to mankind — has lead some to selves with metaphysical issues such as believe that faeries do have souls. The these. They have either never considered Faerie God Blood concept of faeries as living stories is the that they might not have souls, or else are most popular of theories among the co- sure that they do without worrying about Sometimes the gods of old — powerful gnoscenti, but not the only one (see the ineffable question of why. faeries in their own right — had children with mortals, and legends abound with the

107 Realms of Power: Faerie stories of their exploits. Characters with this Goblin Blood Other Virtues and Flaws: Ways of the For- variety of Faerie Blood might be descendants est; Great Presence, Puissant Stealth; of Zeus, Venus, Morrigan, Odin, Pelos, or “Goblin” is the general term for a sub- Reclusive. any one of the host of the other gods of terranean faerie of a destructive bent such Appearance: Cow’s tail, long blonde hair, their people. With such noble blood in their as those found in caves or mines. More unearthly beauty, hollow from behind. veins, these characters rarely remain anony- generally it is used to denote a malicious mous for long, and many believe that a great faerie of short stature. Goblin Blood nearly destiny lies before them. Picking Sympathy always enters a human lineage through Nymph Blood Traits appropriate to the specific god is very changelings (See Changelings, later) who important, and they should relate to his or have been retrieved by their parents or else Nymphs haunt the borders of human her principle attributes. abandoned by the goblin troupe once the settlement, and are the archetypal sexual faeries lose interest. predator. They are particularly attracted to Benefits: 1 point to spend on appropriate young men on the verge of adulthood, and Sympathy Traits. Benefits: +1 bonus to all totals including occasionally seek out young heroes with Legacy: 2 points to spend on appropriate stealth. whom to mate. A nymph who has a child Sympathy Traits. Legacy: +2 bonus to all totals including herself is transformed into a different type Sympathies: Anything appropriate to the stealth. of faerie altogether, and abandons the child ancestor. Sympathies: Caves, Mischief, Iron (negative). with its father. Consequently, some nymphs Other Virtues and Flaws: Greater Benedic- Other Virtues and Flaws: Light Touch, chose not to directly have children; instead, tion; Famous, Frightful Presence; Faerie Sharp Ears; Afflicted Tongue, Hunch- an encounter with the nymph leaves a man Heritage, Supernatural Nuisance (crea- back, Nocturnal. both exceptionally lustful and especially tures hostile to ancestor); Higher Pur- Appearance: Short and twisted, hairless, long virile, and he often conceives a child with a pose, Infamous. pointed nose, sharp teeth, red eyes. mortal woman while still under the faerie’s in- Appearance: Some key characteristic of the fluence. These children always have nymph god in question. blood. Nymphs also partake in wild parties Huldra Blood with satyrs (see Satyr Blood, later), and any girl children born to humans following such Ghul Blood The huldra (plural huldrene) is a variety a party bear nymph blood. of nymph native to Scandinavian lands, also The ghula are rapacious wasteland faer- known as a skogsrå or tallemaja. The rarer Benefits: +1 bonus to Communication, but ies of the Arabic world. Sexual encounters male form is called a huldu or huldrekall. not to more than +3. between human men and female ghula (see They are often exceedingly beautiful from Legacy: +1 bonus to Communication, can Chapter 4: Faerie Bestiary, Ghula) result in the front, although their backs are hollow go as high as +4. either another ghula (if the child is a girl) like a canoe. Huldrene never wear clothes, Sympathies: Trees, Love, Loyalty (negative). or ghul-blooded humans (if a boy is born). and have the tail of a cow. Their most dis- Other Virtues and Flaws: Entrancement, The sons of ghula can then go on to produce tinctive feature is their power to disappear Ways of the Forest; Puissant Etiquette, either girls or boys with ghul blood. This from sight and remain hidden when no-one Strong-Willed; Curse of Venus, Envious. variety of faerie blood could also represent is watching. A man can unknowingly marry Appearance: Dark green hair, pale green other violent faerie ancestors. Those with a huldra and raise children with her, but she skin, leaf patterns over body. Other vari- ghul blood are nearly always sinister-look- always eventually leaves him when he dis- ants exist for nymphs tied to different ing, born with teeth, and unusually aware of covers her secret. Some huldrene are sexual elements. their surroundings. predators, rewarding those who please them and killing those who disappoint. Others are Benefits: Claws that can be retracted and guardians of morality; if a man is unfaithful Padfoot Blood extended at will, with the following to his wife with a huldra, then the faerie pun- weapon statistics: Init –1, Atk +2, Dfn ishes him by causing him to father huldra- A padfoot is a faerie that takes the form +3, Dam +2. blooded children. of an immense black dog with glowing green Legacy: As above, except that the claws are eyes. Padfoots are commonly believed to be extra large, and the Damage bonus is +4 Benefits: When she remains still, the charac- hostile to man, perhaps because a number of rather than +2. ter cannot be seen. She must concentrate other faeries and demons take a similar form, Sympathies: Wastelands, Stalking, Compas- to maintain the absolute stillness this re- but in actual fact they take it upon them- sion (negative). quires; make a Stamina + Concentration selves to protect travelers from dangers such Other Virtues and Flaws: Ways of the Des- roll against an Ease Factor of 9 every fif- as treacherous bridges and bandits. Those ert; Skinchanger (hyena or vulture); teen minutes. She cannot use this power whom they ward from these dangers are of- Nocturnal, Poor Presence. if anyone is aware of her location, or if in ten terrified of the hound and oblivious of Appearance: Dark skin, wrinkled, sharp a Divine aura. the danger they are in until later. Pregnant teeth, green on the inside of the mouth, Legacy: As above, except that the character women who are protected by a padfoot may always have green eyes. can disappear even when being watched. have a child who bears animal features. Sympathies: Concealment, Fidelity, Secrets (negative).

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Benefits: +1 bonus to Perception, but not to Benefits: Receives a +3 to all rolls to avoid Benefits: +1 to Presence, but not to more more than +3. Deprivation. than +3. Legacy: +1 bonus to Perception, can go as Legacy: Receives a +3 to all rolls to avoid De- Legacy: +1 bonus to Presence, can go as high as +4 privation; when deprived of air, makes rolls high as +4. Sympathies: Protection, Hounds, Friendship every minute instead of every 30 seconds. Sympathies: Light, Nobility, Iron (negative). (negative). Sympathies: Shorelines, Birds, Freedom Other Virtues and Flaws: Frightful Pres- Other Virtues and Flaws: Animal Ken, (negative). ence*, Great Presence, Piercing Gaze, Sharp Ears; Monstrous Appearance* Other Virtues and Flaws: Ways of the Sea; Venus’ Blessing; Envious, Faerie Heri- (dog’s head); Lycanthrope; Dutybound Skinchanger (seal, fish, swan), Well- tage*; Fragile Constitution. (protect the weak), Faerie Friend (a pad- Traveled, Wilderness Sense; Compulsion Appearance: Tall and fragile, pale skin, foot), Nocturnal. (travel), Feral Upbringing. long blond hair, pointed ears, vividly Appearance: Large round eyes, black fur Appearance: Webbed fingers (selkies), feath- colored eyes. over body, tail. ers in hair (bird women).

Undine Blood Satyr Blood Sidhe Blood are those Courtly Faeries who Almost as common as mortal descen- The most common varieties of all Faerie inhabit rivers, particularly those rivers that dants of courtly faeries are those engendered Blood are derived from the courtly faeries (see form boundaries between countries or geo- by fauns and satyrs. These lustful faeries fre- Chapter 4: Faerie Bestiary), which in Ireland graphical features. They may be the progen- quently force themselves on mortal women are called “sidhe.” Highly cognizant faeries of itors of lineages of mortals in similar manner who meet them on the borders of the wil- this type often seek out humans for the specif- to other Courtly Faeries (see Sidhe Blood, derness; but such encounters are about the ic purpose of producing a child who partakes earlier). Perhaps the most famous lineage of sexual act, not procreation. However, on in the faerie’s own nature. The Faerie Heri- undine blood is that of the rulers of Lusig- occasion satyrs and fauns hold bacchanalian tage Flaw is therefore particularly common nan castle, who had Mélusine as their ances- parties with nymphs, and not all who attend among those with sidhe blood. Stories are tor (see Lion and the Lily, Chapter 6: Anjou are faeries. Mortal men and women are de- told of Faerie Knights who have a passionate and Aquitaine). liberately included in these orgies, although encounter with a mortal woman but who then A character with undine blood often they are shrouded in the glamour to appear leave, unaware of the child conceived of their needs to be immersed in water regularly, as fauns or nymphs, respectively. Children lust. When, many years later, the son tracks or else he suffers ill effects. This variety that are conceived at one of these parties down his father the faerie does the honorable of Faerie Blood can substitute for a wa- have Faerie Blood — the boys have satyr thing and marries the woman he has shamed. ter-inhabiting faerie such as a mermaid, blood and the girls have nymph blood. More sinister are the glanconers who abduct although those faeries that can change maidens from their homes. The woman never shape are best treated as a variety of selkie Benefits: +1 bonus to Communication and returns, but occasionally a child might appear blood instead. Presence totals when dealing with sexu- on the doorstep of its grandparents’ home. ally compatible characters. Legacy: +2 bonus to Communication and Presence totals when dealing with sexu- ally compatible characters. Story Seeds: Faerie Blood Sympathies: Music, Lust, Politeness (negative). Other Virtues and Flaws: Enchanting Music, The Nymph’s Surrogate ing the children in turn from the faerie and Long Winded, Puissant Charm; Curse of selling them on, heedless of the Code that Venus, Lecherous. One of the covenant’s womenfolk (per- specifies that he must not molest the fae. A Appearance: Excessively hairy, curly beard, haps a Dependent of one of the characters) magus who receives one of these children goat’s horns, cloven hooves, yellow eyes. is captured by a nymph to serve as a sur- may have to cope with the enraged ettin rogate mother for the child of her mortal when she tracks down “her” child. lover. The woman is imprisoned in a Faerie Selkie Blood regio, unable to escape on her own. Children of the Fauns Selkies and their close cousins the swan- maidens can be trapped by mortal men, and Ettin Apprentices A troupe of fauns moves into a local become their brides (see Chapter 4: Bestiary, wood, and an unusually large number of chil- Spouses Captured by Trinkets). They derive A Redcap is selling Gifted children to dren with satyr and nymph blood are born. vitality from their families by acting the part of members of the Order as apprentices. He As they grow up, the children are able to wife and mother, and raise children with selkie seems to have a regular supply of them, al- sense each other’s presence and they join up blood. Should the selkie gain her freedom from though they all have Faerie Blood (of the to form a band of their own. They then en- the marriage (and they almost always do), then Ettin variety). He is shadowing an ettin who gage in their own enticement and subsequent the child is often left to fend for itself while the is stealing Gifted children, and then steal- imprisonment of fertile men and women. father fruitlessly searches for his wife.

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Benefits: +2 bonus to any action taken un- an unbaptized child; a child without a name ly until the exasperated faerie is driven to der water, which will partially offset any stands on the threshold between being part show how it is done. Other changelings are penalty applied. of its mother and a thing of its own, and is tormented by their human “parents” in the Legacy: +2 bonus to any action taken under highly attractive to faeries. belief that the faerie will eventually use its water, which replaces any penalty applied. Babies are rarely just stolen — they are powers to escape; and a dreadful amount of Sympathies: Rivers, Fish, Clothing (negative). usually exchanged. The faeries leave behind real suffering has been induced by the belief Other Virtues and Flaws: Greater Immu- either a faerie child, an ancient faerie, or else in changelings. Even the briefest stay with nity to Drowning; Puissant Swim; Mute; a crudely carved wooden image (called a faeries as a child often leaves a character Lesser Malediction (water dependence, stock) in place of the infant. Glamour is used with the Second Sight Virtue, but children requiring a Deprivation roll (ArM5, page to disguise the switch, at least in the short who are fed by faeries before being retrieved 180–181) for every day that they are term. A baby that does not cry or one that usually exhibit Faerie Blood of the variety of not immersed in water), Noncombatant; seems wise beyond its years is commonly her kidnappers. Monstrous Appearance* (lower body of suspected of being a changeling; as are those a serpent or a fish). struck by illnesses such as fits, or those who Appearance: Pale almost-blue skin, webbed are mute. The result of faerie theft is either a Faerie Upbringing hands, large liquid eyes, green hair. child who has spent a short time in the com- pany of faeries before being retrieved, or else Not all infants are fortunate enough to a human child who is raised by faeries and be retrieved by their real parents, and instead who finds his way back to human society at grow up among the fae. These infants always Changelings an older age. have the Faerie Upbringing Flaw and usually also have Faerie Blood; although some faer- Some instances of Faerie Blood are less ies steal mortal food for their child to eat and dependent on faerie influence over the child’s Retrieved Changelings the latter does not manifest. Children raised parents, and more on what happens to the by faeries are normally treated exceptionally child after it has been born. This desire for a If a faerie is left in the stead of the child, well, since the faeries who take them derive human baby is a specific form of faerie theft then if the faerie can be tricked into reveal- vitality from being a host. As the child reach- (see Chapter 1: Nature of Faerie), and is by ing its true nature the parents can retrieve es puberty, she develops a natural curiosity no means practiced by all of the Good Folk. their child. One way this can be achieved about the world at the same time as the faer- The most common victim of child theft is is by deliberately performing a task wrong- ies find that she provides less and less vitality for them. The parting of the ways is usually amicable, but it is not unknown for a daring escape or rescue to take place. Due to the fact they have been raised in the absence of human culture — or in a shallow mockery of it at best — those with Faerie Upbringing often have the Ability Block Flaw covering facets of human in- teraction and upbringing. Choose any five Abilities from the following list as unavail- able to a character with this Flaw: Animal Handling, Charm, Church Lore, Dominion Lore, Etiquette, Folk Ken, Guile, Leader- ship, Ride, Theology.

Linked Lives

Infants exchanged for certain trolls and trowies are strangely linked to the life of the faerie left in their place. The “child” grow- ing up with human parents is the spitting im- age of the mortal child, although often wise beyond his years and resistant to discipline. If the parents notice the switch early, they have a chance of retrieving their own child, else they may bring the faerie child up igno- rant of its true nature. The mortal child and the faerie change- ling are fated to meet in the future. The

110 Realms of Power: Faerie outcome of this encounter will determine whether their mutual relationship is amicable New and Modified Virtues (the Faerie Friend Flaw) or hostile (the Mis- taken Identity Flaw). Whichever relation- Special Captivating ship occurs, the two beings are intrinsically Ceremony linked with one another. A character whose Faerie Doctor Conjure life is linked to that of his changeling has the Dismissing Faerie Blood Virtue (usually of the Dwarf or Dream Ettin variety), and possibly the Faerie Up- Supernatural, Major Faerie Blood bringing Flaw (if he was never returned to Faerie Legacy his parents). His link to his faerie counter- Curse-Throwing Faerie Sympathy part is represented by the Death Prophecy Empathy Familiarity with the Fae Virtue — that the character can only die if Enchantment Frightful Presence his faerie copy is killed first. Evocation Grant An interesting option here would be for Faerie Sympathy Lesser Benediction the faerie and human twins to be the char- Greater Benediction Portage acters of different players. In this case, the Strong Faerie Blood Ware relationship between the two should be ami- Summoning Weal cable rather than hostile. Woe

Supernatural, Minor Milk Brothers Supernatural, Free Beguile A gwiber (see Chapter 4: Faerie Bestiary) Bonding Faerie Background transforms into its winged form by obtaining a taste of human breast milk. Most often it laps up that which has been split, but occa- sionally it obtains the milk from the mouth of a human infant, or — even more rarely New and — directly from the source. These latter two Virtues cases form an unusual bond between the in- Modified Virtues fant and the gwiber. A human who has shared milk with a and Flaws The following Virtues can be chosen by gwiber does not normally acquire Faerie Faerie characters. Blood from this contact, but does gain There are a number of different ways in the ability to understand the language which Virtues and Flaws can cause a char- of animals (Animal Ken Virtue). Further, acter to bear a wisp of faerie magic. For the bond between the gwiber and human example, any Supernatural Virtue can have Beguile manifests as the Faerie Friend Flaw, and the a Faerie origin. A Virtue that has been des- milk-brother is often the only human who ignated by the backstory of the character Minor, Supernatural can approach the gwiber safely. The human as fay affiliates the character to the Faerie See Chapter 6: Faerie Wizardry for a full character might be forced to be constantly realm. This allows that a Virtue granting a description of this Faerie Power. Choosing on the move, as any community he settles Supernatural Ability receives bonuses to any this Virtue gives the character Beguile with down in soon has to deal with his mon- rolls based on being a Faerie power on the an initial score of 1. strous foster-brother. Realm Interaction Table (ArM5, page 183). Likewise, characters with a Faerie Virtue or Flaw do not gain Warping from living in a Nympholepts Faerie aura. Bonding The Greater and Lesser Benediction Children are not the only mortals stolen Virtues (see later) and the Greater and Less- Minor, Supernatural away by faeries. Young men, in particular, are er Malediction Flaws (ArM5, pages 54 and See Chapter 6: Faerie Wizardry for a prone to being taken by nymphs, and dwell 55) are typical products of interaction with full description. Choosing this Virtue gives with them for a number of years before win- faeries. These Virtues and Flaws are great the character Bonding with an initial score ning or being granted their freedom. These catch-all categories that cover the wide of 0. individuals are known as “nympholepts,” and range of gifts and curses handed down by in addition to the effects of Faerie Blood, of- the faeries. ten also have some prophetic power (such as the Premonitions Virtue, the Visions Flaw, or the Faerie Power of Dream).

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Captivating Empathy the expanded descriptions of the different types of Faerie Blood, earlier, for suggested Minor, Supernatural Major, Supernatural Sympathy Traits. See Chapter 6: Faerie Wizardry for a See Chapter 6: Faerie Wizardry for a full full description. Choosing this Virtue gives description of this Faerie Method. Choosing the character Captivating with an initial this Virtue gives the character Empathy with score of 0. an initial score of 1. Faerie Blood

Minor, Supernatural (See ArM5, page 42) Ceremony Enchantment In addition, this Virtue raises the maxi- mum score to which the character may Minor, Supernatural Major, Supernatural increase Sympathy Traits by 1. Thus, a See Faerie Abilities, later, for a full de- See Chapter 6: Faerie Wizardry for a full character with Faerie Blood and a Warping scription of this Supernatural Ability. Choos- description of this Faerie Method. Choosing Score of 2 could increase a Sympathy Trait ing this Virtue gives the character Ceremony this Virtue gives the character Enchantment to +3. with an initial score of 1. with an initial score of 1.

Faerie Doctor Conjure Evocation Special Minor, Supernatural Major, Supernatural This Virtue makes the character into a See Chapter 6: Faerie Wizardry for a full See Chapter 6: Faerie Wizardry for a full Mythic Companion. It grants the Dowsing description of this Faerie Power. Choosing description of this Faerie Method. Choos- Virtue for free, and allows the character this Virtue gives the character Conjure with ing this Virtue gives the character Evocation to take two Virtue points for every Flaw an initial score of 1. with an initial score of 1. point. This Virtue is incompatible with The Gift.

Curse-Throwing Faerie Background Faerie Legacy Major, Supernatural Free, Supernatural Characters with this Virtue are able to Due to something unusual about the Minor, Supernatural cure diseases and remove curses by trans- character’s birth or childhood, the charac- This Virtue can only be taken by char- ferring them to another person. Choosing ter has a strong resonance with one aspect acters with Faerie Blood or Strong Faerie this Virtue confers the Supernatural Ability of the faerie realm. It grants the character Blood. Your Faerie Blood is particularly po- Curse-Throwing 1. two Sympathy Traits, one positive and the tent, and the usual benefit deriving from it other negative, with initial values equal to is replaced with a more powerful version. the character’s Warping Score. These Traits See Varieties of Faerie Blood (earlier) for should be appropriate to the character’s fa- details on how the benefit is affected. Note Dismissing erie background; for example, a character that the legacy benefit from this Virtue is raised by faerie wolves might have Fear instead of the normal benefit, not in addi- Minor, Supernatural (positive) and Courage (negative) Sympa- tion to it. See Chapter 6: Faerie Wizardry for a thy Traits, perhaps to represent wolves’ love full description. Choosing this Virtue gives of causing fear and their tendency to back the character Dismissing with an initial down when challenged. See the Faerie Sym- score of 0. pathy Virtue and Faerie Antipathy Flaw, be- Faerie Sympathy low, for information about how these Traits increase and decrease. Major or Minor, Supernatural Players with this Virtue may freely in- The character receives a positive Sym- Dream crease their character’s Warping Score dur- pathy Trait. As a Major Virtue, this has an ing character creation, though they should initial score of +3; as a Minor Virtue it is Minor, Supernatural have some idea of what in the character’s past +1. This Trait may be increased with ex- See Chapter 6: Faerie Wizardry for a full caused this Warping to occur. This Virtue is perience points, up to a maximum score of description of this Faerie Power. Choosing especially appropriate for characters who (the initial value + the character’s Warp- this Virtue gives the character Dream with have the Faerie Blood or Strong Faerie Blood ing Score). For example, a character with an initial score of 1. Virtues, or the Faerie Upbringing Flaw; see Warping Score 1 and the Major Virtue

112 Realms of Power: Faerie could begin with a +4 Trait. Players with this Virtue may freely in- Example Greater Benedictions crease their character’s Warping Score dur- ing character creation, though they should Flight as from a Creo Imaginem spells still fools have some idea of what in the character’s you). Further, you can always detect the past caused this Warping to occur. You are able to fly without the need of true form of a shapechanged creature (al- This Virtue may be taken more than wings. Every time you take to the air, you though not members of House Bjornaer, once. See Sympathy, earlier, for more infor- lose a Long-Term Fatigue Level, and can since both their human and animal forms mation about Sympathy Traits. remain airborne for a maximum of an hour, are “true” forms). This power has a Pen- traveling up to fifty miles in this hour. etration of 20. Once you touch the ground, your current flight ends regardless of how much of your Familiarity with the Fae hour has elapsed. You require a prop to fly, Universally Liked such as a carpet or staff, but any prop of Minor, Supernatural the appropriate type suffices. Everyone who knows you is your You have a natural understanding of faer- friend. You receive a +3 bonus to all social ie ways, perhaps due to spending time among rolls with people who have known you them. You get a +2 to all rolls involving so- True Sight more than one month. Anyone who tries cial interaction with faeries. You also gain to act against you by swaying the emo- the effects of the Common Sense Virtue, but You are rarely fooled by glamour or tions or opinions of others have +3 added only when the situation pertains to faeries. illusions that change the appearance of to all Ease Factors. This effect has a Pen- You may purchase Faerie Lore at character something (although a false image such etration of 0. generation, even if normally unable to take Arcane Abilities.

Grant description of this Faerie Power. Choosing this Virtue gives the character Portage with Frightful Presence Minor, Supernatural an initial score of 1. See Chapter 6: Faerie Wizardry for a full Minor, Supernatural description of this Faerie Power. Choosing You are capable of instilling great dread this Virtue gives the character Grant with an through your appearance. This can work in initial score of 1. Strong Faerie Blood one of two ways: you are either able to con- tort your face into a vision of terror (common Major, Supernatural if Presence is less than zero); or else radiate (See ArM5, page 49) an aura of awe and splendor that makes oth- Greater Benediction In addition, this Virtue raises the maximum ers weak at the knees (common if Presence is score to which the character may increase his greater than zero). Major, Supernatural Sympathy Traits by 3. A character with Strong Everyone witnessing you displaying your You’ve been blessed by some supernatural Faerie Blood and a Warping Score of 2 could Frightful Presence must make an immediate power. The effects of the benediction should increase his Sympathy Traits to +5. Brave Personality roll against an Ease Factor be comparable to other Major Virtues. (See of 3. Add your Presence to the Ease Factor, insert for examples.) ignoring any negative sign (for example, a Presence of +3 or –3 makes the Ease Factor Summoning 6). A failure means that they either attempt to flee your immediate vicinity, or else are Lesser Benediction Major, Supernatural cowed before your glory. See Chapter 6: Faerie Wizardry for a full If the targets remain within your pres- Minor, Supernatural description. Choosing this Virtue gives the ence (because they are awed or because they You’ve been blessed by some supernatural character Summoning with an initial score of 0. are trapped), they can reattempt the Brave power. The effects of the benediction should roll every two minutes. Once a person has be comparable to other Minor General Vir- been affected by the Frightful Presence and tues. (See insert on next page for examples.) recovered from its effects, he cannot be af- Ware fected again; although you will acquire an appropriate Reputation (such as Fearsome or Minor, Supernatural Awesome) at a score of 2 among those you Portage See Chapter 6: Faerie Wizardry for a full have affected, which will color your dealings description of this Faerie Power. Choosing with them. Minor, Supernatural this Virtue gives the character Ware with an This effect has a Penetration Total of 0. See Chapter 6: Faerie Wizardry for a full initial score of 1.

113 Realms of Power: Faerie New and Modified Flaws

Faerie Characters.may take these Flaws.

Faerie Antipathy

Major or Minor, Supernatural The character has a negative relationship with the Faerie realm, and receives a negative Sympathy Trait, with an initial value of –1 for a Minor Flaw and –3 for a Major Flaw. Subtract the character’s Warping Score from this value at the end of character creation, so that a character with the Minor version of the Flaw and a Warping Score of 3 would begin with a –4 Trait. This Flaw may be taken more than once. See Sympathy, above, for more information about Sympathy Traits.

Faerie Heritage

Major, Story This Flaw can only be taken by charac- ters with Faerie Blood or Strong Faerie Blood. Your birth was intentionally engineered by a Example Lesser Benedictions highly cognizant faerie to fulfill some aspect of his or her glamour. You have a role to play Gift of the Gab Pricking Thumbs in the story of your faerie stepfather or step- mother, although you may be initially un- You are a very convincing speaker; any- If you are in the presence of someone aware of the interest in your life. Before she one attempting to detect untruth in your who bears you ill will, you feel a prick- involves you in her schemes, your “patron” is words receives a –3 penalty to their rolls. ing sensation in your thumbs. You cannot likely to test your suitability as her champion distinguish one enemy from a crowd with with a series of trials. You can expect to re- this ability. ceive no assistance from your “patron.” Green Fingers

Plants always prosper under your care. Unusually Fecund Your crops never suffer from natural diseas- Faerie Metamorphosis es or pests so long as you personally tend Every sexual encounter with a partner to them, and you can therefore get half as of the opposite sex results in conception. Minor, Supernatural or Hermetic much again in terms of yield as others. This Flaw can only be taken by char- acters with The Gift (as a Hermetic Flaw) or the faerie equivalent (as a Supernatural Flaw), such as a Mythic Companion Virtue. Weal Woe When the character’s Warping score reaches 1, he develops a glamour as described under Minor, Supernatural Minor, Supernatural Faerie Warping. The Reputation granted by See Chapter 6: Faerie Wizardry for a full See Chapter 6: Faerie Wizardry for a full this glamour progresses just like a character description of this Faerie Power. Choosing description of this Faerie Power. Choosing suffering Faerie Warping, although he does this Virtue gives the character Weal with an this Virtue gives the character Woe with an not develop further Flaws or Virtues as a re- initial score of 1. initial score of 1. sult of Warping. The character continues to experience Twilight (if a Hermetic magus) or Faerie Calling (if a faerie magician).

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Faerie Upbringing New and Modified Flaws Minor, General (See ArM5, page 54) Major, Hermetic Minor, Hermetic In addition, this Flaw raises the maximum score to which the character may increase Homunculus Wizard Faerie Metamorphosis Sympathy Traits by 1. Thus, a character with Faerie Upbringing and a Warping Score of 2 could increase a Sympathy Trait to +3. Major, Story Minor, Supernatural

Faerie Heritage Faerie Antipathy Greater Charm Faerie Metamorphosis Greater Charm Homunculus Wizard Lesser Charm

Major, Story One of the character’s Virtues (usually Major, Supernatural Minor, General a Supernatural Virtue) is ruled by a charm, which is required to activate it. This Flaw Faerie Antipathy Faerie Upbringing has all the effects of the Lesser Charm Flaw (see below) with one important difference — only one copy of the charm can exist, and the charmed Virtue is transferable to anyone affected Virtue; this ritual need not be com- by each member of the group. Because of who steals it (either the physical object or plex or obvious (taking less than a round), this, all of the participants are considered to else by someone overhears a charm-poem or but is a necessary condition of the Virtue. be the caster when evaluating the effect. a ritual). To regain his Virtue, the character Typical activation charms involve reciting a Any number of people can participate must either retrieve or destroy the original poem, applying a lotion, rubbing the head in a ceremony. The group generates a group charm. In the case of a verbal charm such as a of a carved image, or kissing the pommel of modifier by adding up all of their Ceremony song or poem, or a performance charm such a sword. The charm only works for the own- scores and subtracting the total number of as a dance or a tune, the character forgets er of the virtue; if it is stolen or its secrecy participants. This group modifier is applied how to perform the charm when it is stolen, compromised, the charm stops working and to the focus character’s total, and might be and therefore must witness the thief using must be made anew by the character before positive or negative depending on how many the charm before he can steal it back by per- the Virtue may be used again. Remaking the people have joined the ceremony and how forming it himself. The charm may be trans- charm takes the same time that it would to skilled they are at performing it together. ferred over and over again to many different make a mundane object of the same type, people before the character manages to re- typically less than a day. See Charms, ear- Group Modifier: total Ceremony scores gain it. See Charms, earlier, for more details lier, for more details about using the Lesser – number of participants about using the Greater Charm Flaw. Charm Flaw. All participants also add their scores in the appropriate (Characteristic + Ability) or (Characteristic + Method) to the focus char- Homunculus Wizard acter’s total. If a character does not have the relevant Ability or Method, only the Char- Major, Story or Hermetic Faerie Abilities acteristic is added. After this bonus has been The character must have The Gift to applied, the focus character rolls the die and take this Flaw. The character has a special The following Abilities can be taken by resolves the effect as normal. Faerie version of The Gift, by virtue of its faerie characters. (As there are several versions of this bond with a faerie homunculus. See later Ability associated with different realms, you for more information. This is a Story Flaw, should list this as Faerie Ceremony on the but may also count as a Hermetic Flaw if the Ceremony character sheet if it is necessary to distin- character is a magus. guish them.) This Ability is used in conjunction with Specialties: With a certain Ability, in another Faerie Supernatural Ability to pro- particular circumstances, with a specific per- duce a greater effect. To use it, the character son. (Supernatural) Lesser Charm must gather a group together and determine what they are going to do. Since it increases Minor, Supernatural the potency of faerie effects, at least one of Curse-Throwing One of the character’s Virtues (usually the participants must possess the Ability (this a Supernatural Virtue) is ruled by a charm, character is called the focus character); if it This Supernatural Ability is usually which is required to activate it. There is al- is a Power, whatever Method the character aligned to the Faerie Realm, but can be po- ways some minor ritual involved to use the would use to enact a rite must be performed tentially aligned to any supernatural realm.

115 Realms of Power: Faerie

a Major disease inflicts a Heavy wound, Example of Curse-Throwing and a Critical disease inflicts an Incapaci- tating wound. See Art & Academe, Chapter A young woman has failed to con- home), for a total of 14. However, unbe- 4: Medicine for more details. Minor Af- ceive despite four years of marriage, and known to the characters, the barrenness flictions include boils and warts. Serious she and her mother visit Aelfred, the lo- was caused by the curse of a local witch. Afflictions are equivalent to a Minor Flaw cal faerie doctor. He explains that her Her Hex Ability score was 5, thus the in magnitude, whereas Major Afflictions barrenness needs to be transferred to an- Ease Factor was actually 17 (12 + Hex are as severe as a Major Flaw. other, and the mother volunteers, since 5). Since Aelfred’s player succeeds in an she has already had three children. The Intelligence + Faerie Lore roll, the story- Casting Total example Ease Factor for this operation is 12, since guide informs him that Aelfred suspects Modifier situation barrenness is equivalent to a Minor Flaw. that his Curse-Throwing should have 0 Recipient present in person The ritual takes three hours, at the end of worked if the barrenness was natural. –1 Recipient represented by which, Aelfred generates a Casting Total: Aelfred counsels the mother and daugh- Arcane Connection last- 2 (Presence) + 5 (Curse-Throwing) + 5 ter to investigate whether they have any ing decades or more (stress die) + 2 (Faerie Aura of Aelfred’s enemies with supernatural powers. –3 Recipient represented by Arcane Connection last- ing months or years –6 Recipient represented by It enables the character to heal diseases, re- Ease Factor (see below). At the end of this Arcane Connection last- move curses, and dispel detrimental magical time, the character generates a Casting Total, ing weeks or less effects, but only by transferring (or “throw- which must equal or exceed the Ease Factor –3 Recipient is different spe- ing”) their effects to another person. Curse- listed below. If either the sufferer or the in- cies to target Throwing cannot affect Flaws; specifically, tended recipient of the curse has Magic Re- someone with the Lesser or Greater Male- sistance, the Penetration Total must exceed Specialties: Diseases, faerie curses, live- diction Flaw is beyond the power of Curse- it, else the curse stays where it is. A botched stock. (Supernatural) Throwing, unless it is a Flaw imposed by a Curse-Throwing roll swaps the recipient of faerie or magician with a limited duration. the curse to the caster. However, any other curse laid by a super- natural power is potentially within the re- Curse-Throwing Casting Total: Learning Faerie Abilities mit of this Ability; note that curses laid di- Presence + Curse-Throwing rectly by God (such as leprosy) are normally + Aura + stress die Any characters who are strongly aligned represented by permanent Flaws, and thus to the Faerie realm can learn Faerie Supernat- exempt. Only harmful effects can be trans- Penetration Total: ural Abilities. This works exactly like Gifted ferred with this Ability, and the storyguide Casting Total – Ease Factor + characters learning Magic Abilities (ArM5, is the arbiter in cases where spells are not di- Penetration Bonus (see ArM5, page 84) page 166), in that the sum of the scores of rectly detrimental. Barrenness is a common all other Supernatural Abilities or Arts the affliction treated by this power; if transferred Ease Factor: 9 character possesses must be subtracted from to a man or male animal then impotence is Curse: Minor Disease or Affliction* the character’s Advancement Total for the inflicted instead. Other curses transferred to season. However, because gaining new pow- inappropriate targets are changed in a simi- Ease Factor: 12 ers depends so strongly upon the character lar manner. Curse: Serious Disease or Affliction* having a positive relationship with the Faerie To throw a curse, the afflicted person realm, the maximum number of experience must be physically present, and the recipi- Ease Factor: 15 points the player can gain towards learning ent of the curse must be represented either Curse: Major Disease or Affliction* a new Faerie Ability or Art is also limited by in person or by an Arcane Connection. Af- the character’s Faerie Rank, so that the sum flictions can be passed from humans to ani- Ease Factor: 18 of the character’s strongest positive and neg- mals or vice versa, but this is harder than Curse: Critical Disease * ative Sympathy Traits must equal at least 5 at transferring within the same species. Curse- the start of the season for him to learn a new Throwers sometimes transfer the curse to Ease Factor: 12 + magnitude of spell Ability in this way. themselves, but such altruism is rare. To Curse: Spell Every tradition of faerie hedge wizardry throw a curse, the character must perform an typically has four Favored Abilities, which elaborate ritual that involves the crafting of Ease Factor: 12 + Ability score are easier for them to learn and teach to each a charm that transfers the curse. This charm Curse: Supernatural Ability other. Characters who have been initiated is a combination of a physical object and a into the tradition can learn any of these Abil- chant. The object is repeatedly touched to Ease Factor: 12 + Might points spent ities or Arts without subtracting the value of the target and the recipient (or the Arcane Curse: Power the others from their Advancement Totals, Connection), while the chant is repeated and without limiting their Advancement To- over and over. The ritual typically takes an * A Minor disease inflicts a Light wound, a tal by their Faerie Rank. hour for every 5 points (or fraction) of the Serious disease inflicts a Medium wound,

116 Realms of Power: Faerie

The faerie doctor is trained from birth Faerie Doctors by a relative, often an uncle, for the calling Story Seed: The tends to run in families. Faerie doctors are al- If humans are to dwell in regions haunt- most exclusively male, although women can Sorcerous Scapegoat ed by the fae — such as the rural areas that be taught the art if no other relative can be provide the food of nations — then they found. The apprentice is taught the lore of A Bjornaer magus comes to the must learn to come to an amicable relation- the faeries, and has direct and personal con- characters for help. He was unwittingly ship with their good neighbors. In lands tact with all the Good Folk in the local re- part of the scapegoat rite when observ- historically connected to Saxon cultures gion. As the boy enters puberty, he acquires ing Jewish practices in his goat heart- (principally England, Frisia, and Saxony), a a companion from among the fae, a friend beast, and now seeks a way to unburden faerie doctor may act as an intermediary be- who provides him with unique insights into himself from the community’s . tween the humans and the fae, leaving the faerie-kind and warns him if he is about to region blessed indeed. Also called a lybman make a social faux pas. These faeries usually (who practiced lyb-craeft — magical heal- have a high cognizance, and this proves use- however, the faerie doctor is rarely pagan ing and surgery), the faerie doctor is a hu- ful in explaining the actions of other fae. himself. He simply realizes the true place man who speaks to the faeries on behalf of Apart from this, the faerie friend can take of the fae in the daily lives of those who the peasants, explaining their concerns and any form — it may be a willowy nymph, a are under his care. wishes. Likewise, the local faeries know that talking animal, a wizened dwarf, or any num- the faerie doctor supports their flow of vital- ber of other types of faerie. Upon acquiring ity by reinforcing the tales and lore of their his companion, the faerie doctor’s appren- kind within his region of influence. The fa- ticeship is complete. He either takes over his Faerie Doctors as erie doctor takes it upon himself to keep the mentor’s practice, goes into partnership with Mythic Companions memory of the local fae alive through sto- him, or moves to a new area to strike out on ries, and to ensure that their homes are not his own. violated. Should a dispute between humans Faerie doctors often accompany their Players wishing to play a magus-level and faeries arise, the faerie doctor attempts oath to not take sides in conflicts between faerie doctor should take the Faerie Doc- to mediate, ensuring that there are no mis- humans and faeries with other oaths that tor Special Virtue, which makes him into a understandings on either side; but he must reflect their status as having a foot in Mythic Companion, as detailed in previous try to remain a neutral party. In addition to both realms. The most common oaths books for Ars Magica Fifth Edition. As a his job as mediator and storyteller, the faerie are to never cut one’s hair, never grow a Mythic Companion, the Faerie Doctor re- doctor also administers directly to his hu- beard, wear women’s clothes, and remain ceives one free Minor Virtue — Dowsing man charges through use of faerie-granted celibate. Such oaths represent the distance — and receives 2 points to spend on Virtues supernatural powers, such as the removal the faerie doctor must keep from the rest for every point he spends on Flaws, allow- of blights, banes, and diseases through his of humanity to maintain his close connec- ing him a maximum of 21 points of Virtues Curse-Throwing power (see above). Faerie tion with the fae. Unsurprisingly, a faerie (including his free Dowsing Virtue) for 10 doctors are also adept at locating water and doctor may clash with the priesthood who points of Flaws. However, there are some lost things through dowsing. see his “clients” as demons or evil spirits; compulsory Virtues and Flaws he needs to

Sin-Eating

In some cultures, the supernatural pow- A sin-eater can still use his Supernatural people — those of England, Flanders, Fri- er of Curse-Throwing is called Sin-Eating. Ability in the standard fashion, and most sia, and Saxony. Analogous traditions ex- A sin-eater uses this power to take on the commonly takes the curse onto himself. ist in other cultures, such as the Bavarians sins of the dying or recently dead, often Sin-eaters are often outcast from society, and the people of the Balkan Peninsula. An acquired by eating a ritual meal of bread, shunned because of the sins they accu- intriguing variant of Sin-Eating is part of salt, and ale over the body of the sinner. It mulate through their career. The Church the Jewish atonement rituals. Jewish prac- is believed that the sin-eater not only saves regularly excommunicates sin-eaters, not titioners of a version of Curse-Throwing the deceased from Hell, but also prevents only because of the burden of sin that they aligned to the Divine Realm still conduct his spirit from wandering the world as a carry, but also because they encroach on the rite of the scapegoat. A goat is loaded ghost. The magnitude of the unforgiven the territory of the clergy to administer with the sins of a community on Yom Kip- sin should be considered to be a Minor, to the dead. A particularly evil sin-eater pur, and driven into a place of desolation. Serious, or Major Affliction as appropriate. might transfer the sins of the dying onto Incorrectly identified as a propitiatory sac- The effect of Sin-Eating on the soul of the an otherwise innocent child in return for rifice to , the scapegoat (and this is practitioner or the fate of the mortal soul pecuniary gain. the origin of that phrase) is an act of obe- remains unknowable, but Sin-Eating does Sin-Eating stems from a similar tradi- dience to God as detailed in Chapter 16 prevent the spirit of the deceased from tion to Curse-Throwing, and thus is most of Leviticus. becoming a ghost due to unrepented sins. common in cultures descended from Saxon

117 Realms of Power: Faerie take to fulfill his function as a Faerie Doctor, above, but must balance Virtues and Flaws in erie who are interested in the Magic realm as given in the list below: the normal manner (ArM5, page 28). Faerie and have learned to adapt their faerie powers doctors who have The Gift instead of being a to seem magical. One sort does not have The • Wise One (Minor Social Virtue); Mythic Companion can choose one Supernat- Gift, but instead gets their power from their • Curse-Throwing (Major Supernatural Virtue); ural Ability without needing the correspond- bond with a strange kind of faerie known as • Faerie Friend (Minor Story Flaw); ing Virtue; for faerie doctors this is usually a homunculus. • Dutybound –– obey the oaths of a faerie Curse-Throwing. Gifted characters can learn Homunculi might be described as faer- doctor (Minor Personality Flaw). Supernatural Abilities as described on page ies that live on the boundary between Magic 166 of Ars Magica Fifth Edition. Their favored and Faerie. They are said to be born from The Faerie Doctor can choose up to 8 Abilities are Curse-Throwing, Dowsing, Sum- the dreams of magi, and typically look like more points of Flaws, granting him up to moning, and Second Sight; the scores in these tiny humans with exaggerated features. They 16 more Virtue Points. The Student of Fa- Favored Abilities do not penalize the Source come into the world as infants, and in this erie Virtue and the Faerie Upbringing Flaw Quality for learning other Favored Abilities. state they are highly impressionable, form- are very common among Faerie Doctors; The scores in non-Favored Supernatural Abili- ing a powerful and lasting bond with the first and a high number are Transvestites. Many ties still penalize the Source Quality when person they see. If nurtured and cared for, of them possess enhanced abilities to resist learning Favored Abilities, and vice versa. they do not grow any larger, but their other many curses and diseases (such as a Greater extraordinary powers begin to emerge: by or Lesser Immunity, or Rapid Convalescence drawing vitality from their keeper, they can Virtues). Other useful Virtues include Sum- transform their glamour into the semblance moning (see New Virtues and Flaws), Con- of Magic. trol Fertility (see Houses of Hermes: Societates, The person to whom a homunculus is pages 107–108), Free Expression, Herbalism Homunculi bound effectively has a faerie version of The (Art & Academe, Chapter 4: Medicine), Purify- Gift. He can learn Supernatural Abilities, and ing Touch, and Second Sight. The Profes- Wizards even become opened to the Hermetic Arts, sion: Storyteller Ability is almost essential. though he cannot have a talisman or a bind A character can be a faerie doctor with- Just as there are magi in Mythic Europe a familiar. All of his powers are associated out being a Mythic Companion, but they are who are interested in faeries and who have with the Faerie realm, and he does not suffer understandably less powerful. They must still adapted their magic to the Faerie realm, Warping from living in Faerie auras, though take the compulsory Virtues and Flaws listed there are also hedge wizards aligned to Fa- he is vulnerable to Magic auras and Magical Warping. He does not go into Twilight, but instead experiences Faerie Calling (see later). People and animals are not disturbed by his presence, for he has a faerie equivalent of the Gentle Gift. The homunculus wizard’s power is ex- ternal rather than internal, and entirely dependent upon his faerie charge. Once a day he must secretly feed the homunculus some of his own blood, and the rest of the time he must keep it safe from harm and shielded from prying eyes. If the homun- culus is ever harmed, or if any other human being ever sees it, it will shrivel up and die instantly. Until he can find and bind anoth- er homunculus to him, he will be unable to use or improve any of his powers that are not associated with Faerie or that require The Gift. There are said to be a few homunculus magi in the Order, though no one knows for sure since most of them are careful to keep their true natures hidden. What little that other magi know about them comes from the few hedge wizards living in Mythic Eu- rope who have revealed their secrets to magi when questioned. Like other hedge wizards who live among magi, their power is gen- erally considered too weak to threaten the dominance of the Order, and too minor to require them to “join or die.”

118 Realms of Power: Faerie To play a Homunculus Wizard as a char- Evil Necromancer, and a scholar who carries Sources of Faerie acter, take The Gift and the Homunculus a sword could become known as a Soldier. Wizard Flaw during character creation. If the This glamour has other effects that manifest Warping character is a magus from House Ex Miscel- as the character’s Warping Score increases; lanea, this may be taken as the character’s in- see later for more details. There are several ways a character can herent Flaw. Homunculi Wizards also benefit Warping Score of 3: At this level of receive Warping from a faerie source. from House Merinita’s outer mystery of Fa- warping, the character suffers some super- erie Magic, as it attunes them with the Magic natural penalty, which manifests as either realm as well as Faerie. Faerie Antipathy (Minor) or Lesser Male- The Faerie Realm diction. If the character took on a glamour at a Warping Score of 1, he also develops Characters who adventure in the Faerie the desire to derive vitality from his glam- Realm may suffer Warping for the time spent our. Since the character is still human ,this there. This Warping partially or wholly off- desire manifests as a need, and he suffers sets the effects of time dilation of the Faerie Faerie Warping if he deprives himself of this need. The Realm. See Chapter 2: The Faerie Realm for character must act in a manner concordant more details. Ars Magica Fifth Edition does not dis- with his Reputation at least once a season, tinguish between warping caused by faerie or else he suffers the effects of Deprivation sources, and warping deriving from magi- (see ArM5, page 180). Thus, a character Faerie Auras cal, divine, or infernal sources. For some with the Soldier Reputation can stave off characters, however, the principle source of Deprivation by being involved in combat, Powerful Faerie auras and regiones grant warping can be identified to come from fa- and a character with a Reputation as an Evil Warping Points (ArM5, page 167) unless the erie sources. Such a character might live in Necromancer can prevent Deprivation by character possesses a Faerie Might or Super- a powerful aura, consort regularly with faer- scaring some villagers with ghosts. When natural Abilities aligned to the Faerie realm. ies, or else be a practitioner of faerie magic. the character’s Warping Score rises to 4, the These characters demonstrate a distinctive interval between Deprivation rolls becomes pattern of warping associated with their con- a month; when it becomes 5 the interval Faerie Powers nection to the fae. is a week; and at a Warping Score of 6 or Characters with supernatural powers greater the interval is a day. The powers of faeries cause Warping aligned to the Faerie realm suffer Virtues or Warping Score of 5: The character to their target as powerful mystical effects Flaws through Warping unless they belong nearly always develops a Virtue that repre- (ArM5, page 168) if the faerie spends six or to a magical tradition that provides another sents some minor faerie power at this level more Might points in activating the pow- means of responding to Warping, such as the of warping, such as Faerie Sympathy (Mi- er. The powers of a faerie magician cause Order of Hermes. Characters with Sympa- nor), Lesser Benediction, Lesser Immunity, Warping if they create an effect of Level 30 thy Traits and Faerie Rank experience Faerie or Second Sight. A character who adopted a or greater. Calling instead, as described later. If a char- glamour is now so in touch with his personal acter experiences Warping through one of story that he gains a Sympathy Trait of +1 in these other means, he cannot acquire a glam- an area associated with his warping-derived Botches our as described here unless he possesses the Reputation (see Sympathy, above, for more Faerie Metamorphosis Flaw (see New and details). Thus, a character with the Soldier One Warping Point is gained for every Modified Flaws, earlier). Reputation might develop Fighting for a botch die that comes up a zero when using Warping Score of 1: In the place of Cause +1, whereas the Evil Necromancer faerie powers or supernatural effects aligned the usual Flaw gained when the character’s might acquire Dead Bodies +1. to the Faerie realm. The Warping caused by Warping Score reaches 1, a character may Warping Score of 6+: Supernatu- Divine, Infernal, or Magical botches that oc- instead begin to develop a glamour of her ral Flaws usually manifest at each level of cur in a Faerie aura can also be assumed to own. The troupe should decide on a new warping of 6 or greater, such as Greater induce Warping Points from a faerie source. Reputation for the character based on her ac- Malediction or Magical Air. At a warping tions in a prominent story. The Reputation, Score of 6, a character with a glamour also which begins at a score of 1, represents the gains a new negative Sympathy Trait of stories told about her, and increases when- –1. Once again, the affected Trait must be ever the character’s Warping Score increases. appropriate to the mantle of glamour that This Reputation is a Flaw, and so should be warping has given him. Thus, the Soldier Faerie Calling a hindrance to the character. For example, it might receive Cowardice –1, and the Evil might make her famous when she’d rather Necromancer might suffer Compassion –1. When a character who is strongly aligned stay anonymous, or represent an unpleasant When his Warping Score increases to 7 he to the Faerie realm gains 2 or more Warping side of her character. Note that the Reputa- gains another point of positive Sympathy, Points at once, he experiences the phenom- tion need not be accurate, but it must be ap- at 8 he gains another negative point, and enon known as Faerie Calling. This is when propriate; a grog seen in the company of the so forth. the attention of the Faerie realm is drawn to walking dead could gain a Reputation as an the character, and faerie spirits from outside

119 Realms of Power: Faerie the mortal world enter his being and attempt The setting is usually a place of transi- fifteen minutes of play, have the player of to coerce or force some of his vitality from tion, literally or figuratively, and it can either the affected character make a stress roll + him — the faeries come calling, so to speak, be drawn from the subject’s memories or Perception + Concentration. If this total and do not leave until they are properly ap- located somewhere the character has never exceeds the character’s ((Warping Score peased. This experience is confusing and been. It might be an important event of his – Faerie Rank) x 3), the character has a posi- potentially frightening for the subject, like a past, or what seems to be an ominous vision tive experience. Otherwise, he has a nega- daydream or a waking nightmare. of the future. It could even be the same mo- tive experience. Before proceeding, it is important to ment in the present. The character’s Sym- first resolve the scene in which the character pathy Traits typically figure prominently in Resolve the Faerie Calling: suffered Warping. Until the Faerie Calling the dream, and the mood of the setting de- stress die + Perception + Concentration has been addressed, the character becomes pends upon the character’s Faerie Rank — if vs. (Warping Score – Faerie Rank) x 3 dazed and delusional, and has great difficulty negative, the setting is antagonistic and his responding to his environment or communi- Traits are against him; if positive, the dream After a positive Faerie Calling, the char- cating with others. It might be best to simply is pleasant and his Traits will help him. The acter gains a new Sympathy Trait with a val- treat the character as if he were Incapacitat- players will take on roles that are appropriate ue of +1, or increases one of his Sympathy ed, though if the character is in mortal peril, to this setting and mood. Traits that is particularly appropriate to the the storyguide can allow him to stumble to The conflict should describe what the scene by 1. A negative experience gives the safety or strike desperately at his opponent. character can do to leave the Calling and re- character a negative Sympathy Trait at –1, More complicated actions should require a turn to consciousness. This could center on a or reduces one of his appropriate Sympathy Perception + Awareness roll against an Ease specific act, such as a child who needs to be Traits by 1. Factor of (3 x (Warping Score + number of rescued, a monster who must be defeated, or When a character with Faerie Rank of 10 Warping Point gained)) to comprehend what a carriage ripe for robbing. Often the conflict or more has a positive experience, or when a is going on around him. For the most part, centers on resolving the transition depicted character with Faerie Rank of –10 or more has the character should be out of the action. by the setting, perhaps by moving from one a negative experience, he does not return from place to another, or by changing himself or the Faerie Calling once the scene is resolved. Act During Faerie Calling: someone else. Some example conflicts might Masters of Faerie Lore imagine that this is be- stress die + Perception + Awareness include: leaving a forest, growing old, or cause the person is so filled with the power of vs. ((Warping Score + Warping marrying a prince. Different players might the Faerie realm that he is transformed into Points gained) x 3) try to convince the character to do one thing a faerie being, and so makes his way into Fa- or another in the dream. erieland to remain forever. His body and his Once the immediate scene has finished, When the players have worked out how most treasured possessions slowly fade from the storyguide should ask the player to leave they want the scene to go, invite the player the mortal realm, perhaps leaving behind a while she determines the circumstances of back and describe the setting. Through the few material remains appropriate to his Sym- the Calling, and assigns parts to the other course of the story, the character will still pathy Traits, such as a pile of leaves, a mound players, assuming they wish to play out have all of his powers and possessions, and of ashes, or a puddle of water. the event. They will act as the faeries in can do whatever he could do outside of the Only characters with Faerie Rank are af- the character’s mind who drive the dream dream, though it might seem like he should fected by the Calling, and only if they do not scenario forward, picking at his hopes and not be able to do so. His appearance might also belong to a magical tradition associated fears from inside. The targeted player should change to be appropriate to the setting, so with another realm. The Divine, Infernal, and leave the room briefly while they discuss it. that he seems to be a child or an animal or Magic realms all take precedence over the Fa- With the help of the other players, the sto- perhaps a cloud of dust, but this does not al- erie realm in this respect; upon gaining Warp- ryguide must decide on the scene’s setting ter his abilities or his faculties. ing Points, a magus experiences Wizard’s and its conflict. The setting describes where Allow everyone to experience the scene Twilight, a holy character experiences Divine the character believes himself to be, and the and contribute something to the setting, but Ascent (see Realms of Power: The Divine, page conflict describes what the character must do if the players have not resolved the conflict 63), and an infernalist must undergo Vitupera- to leave the dream. after a certain amount of time, say about tion (see Realms of Power: The Infernal, page 95).

120 Chapter Six Faerie Wizardry

Characters with Faerie Sympathy (rep- Faerie Method + the character’s score in the for applicable Sympathy Traits). resented by positive or negative Sympathy Faerie Method Ability + the character’s score Ritual-level rites take fifteen minutes for Traits) can learn to perform two different in the Faerie Power Ability + the aura modi- each magnitude of the effect, just as in Her- types of hedge wizardry: faerie rites and fa- fier for a Faerie effect. The result is the level metic magic, but do not require vis. How- erie bargaining. These characters are called of effect produced by the rite, though this ever, it is impossible to produce a permanent faerie wizards, or sometimes faerie hedge cannot exceed the value of (the sum of the effect with a faerie rite, the way it is done wizards. They may join certain groups character’s applicable Sympathy Traits x 5). with Hermetic spells; rituals with Momentary (called traditions) that teach their members For example, a character with two applicable duration simply end, and the targets immedi- the Supernatural Abilities and Arts they use Sympathy Traits — one at +2 and the other ately return to their natural and unaffected to produce these effects; all of these tradi- at +1 — has a Sympathy Trait total of +3, state. The only circumstances that have last- tions and the faerie powers they practice are and cannot produce an effect greater than ing effects are when the rite involves a natu- described in more detail in this chapter. level 15. ral (or supernatural) process, such as aging, healing, or Warping. For example, an effect Rite Casting Total: stress die + Charac- that forces a character to age temporarily teristic + Method + Power + aura modifier subjects that character to the same physical conditions that winter causes each year, and Maximum Rite Level: (Sympathy Traits x 5) if the player fails the roll the character suffers Rites of Faerie the natural consequences. It is possible to use negative Sympathy Some faerie wizards are able to bring Traits to perform a rite, since they mean that about supernatural effects with spontaneous the character has a powerful relationship spells that are similar to those used in Her- with the faerie realm, albeit a negative one. Hermetic Rites metic magic. Their sympathy with the faerie When calculating the maximum level of a fa- realm and knowledge of certain supernatural erie rite, you should treat negative Sympathy A magus with a Faerie Method and Power methods for drawing upon this sympathy al- Traits as if they were positive. Thus, a char- can design rituals that use the guidelines for lows them to focus their powers upon these acter with two applicable Sympathy Traits, faerie rites, and may use any of the special spells, called rites. at +1 and –4, could produce an effect of up Faerie Ranges, Durations, or Targets in these to Level 25. Hermetic versions. The storyguide should When performing a faerie rite, a roll of 1 determine which Technique and Form are on the stress die gives the character an expe- used for the ritual, but just as in faerie rites Performing Faerie Rites rience point in all of the applicable Sympa- the effects are not natural changes, and will thy Traits used in the ceremony, and a botch fade as soon as the duration expires. These Faerie rites require the character to pos- removes an experience point from each of rituals are cast like Hermetic rituals, includ- sess three things: a Faerie Method, a Faerie them, just as when using Sympathy Traits as ing the vis cost, though the caster may use Power, and faerie sympathy with the target, specializations. Negative Sympathy Traits magic or faerie vis without penalty. Also, represented with an appropriate Sympathy also add additional botch dice, as usual. the caster may add his scores in the Method Trait. The Method describes what the char- Characters have access to a wide variety and Power instead of Artes Liberales and acter must do to perform the rite, the Power of Ranges, Durations, and Targets associ- Philosophiae to his Casting Total, and the describes the effect of the rite, and the Sym- ated with the Faerie realm when performing player may use either the Faerie column or pathy Trait describes the qualities the target faerie rites. These are listed in the sidebar the Magic column of the Realm Interaction must possess. below. They can also use any of the stan- Table to determine the aura modifier. The If the character has an appropriate Sym- dard Hermetic parameters, and players are caster must still perform the actions pre- pathy Trait, and has met the activation con- also encouraged to invent others that seem scribed by the applicable Method during the ditions of the Faerie Method, he rolls a stress appropriate to the effects produced by the casting of the ritual, including any additional die and adds the result to the following for- rites, since there are many other limitations costs such as expended Fatigue levels or mula: the Characteristic associated with the on these effects (especially the requirement Confidence Points.

121 Realms of Power: Faerie Faerie Ranges, Durations, and Targets

A character casting a faerie rite may al- caster to carry, the effect must include porary physical condition like sleeping ways use any of the following Ranges, Du- additional magnitudes for its size. For or being drunk. As long as that condi- rations, and Targets, in addition to those example, to affect a target through a tion lasts, the effect remains. This is associated with Hermetic magic (ArM5, wall upon which both target and caster the same level as Concentration. pages 111-114) and the Faerie Magic of stand would likely add two or three Geas (Condition) (Duration): Instead of House Merinita (ArM5, pages 92-93). magnitudes to the rite. causing an effect to take place immedi- Crossroads (Range): This range allows Symbol (Range): You can affect a symbol ately, the character can cast it as a con- the character to affect a target that is on a of your target as if it were an Arcane ditional effect using this Duration. This road, from another road that intersects it, Connection to it, essentially allowing ensures that the effect only manifests and is otherwise like Road (ArM5, page you to create an Arcane Connection. in response to an uncommon circum- 92) save that any number of roads can cross This spell must be a ritual, but is other- stance that is clearly outlined for the each other with this Range. Note that the wise equivalent to Arcane Connection victim as part of the spell. For example, caster cannot affect targets on the same range. To fashion a symbol, the charac- a geas might specify that a knight will road as him. It is most effective when cast ter must have at least 3 points of Sym- lose all his courage if he ever commits at an intersection, since there it can affect pathy Traits that are applicable to the adultery or refuses a challenge. The ef- targets on either road, and is considered target. These are cumulative with the fect of the geas can also target some- the same level as Voice. other Symbol parameters, so that a rite thing other than the person affected by Presence (Range): The character radi- that includes Range, Duration, and Tar- the condition, as long as both targets ates a sort of faerie aura, which is not vis- get: Symbol requires at least 9 points are within range of the effect when it ible and has no effect on others except that of Sympathy Traits. If the symbol does is cast. If either the target or the vic- it allows him to affect targets within this not uniquely describe the target, the tim has Magic Resistance, the effect area through an extension of himself. The spell will fail, since an Arcane Connec- must penetrate at the time of casting to size of the aura depends upon the charac- tion must be specific to a single target have any effect, and it may be dispelled ter’s Presence, as shown below. (unless cast with Target: Symbol). through powers that undo other pow- Held (Duration): This duration is the same ers before the effect comes to pass. It is Presence Distance level as Concentration. The character the same level of Duration as Sun, but +4/+5 100 paces may perform the rite as normal, but the adds a second Duration to describe the +2/+3 50 paces effect is delayed for as long as he con- triggered effect; i.e. Geas/Moon would –1/0/+1 15 paces centrates. When he releases it, treat it cost five magnitudes. –2/–3 5 paces as if cast with Momentary duration. Hour + 1 (Duration): The effect lasts for –4/–5 0 paces* Focus (Duration): The effect lasts until the an hour and a day; approximately 13 caster performs another supernatural hours. It is equivalent to Sun. * Caster only. effect, including using Sympathy Traits Midday/Midnight (Duration): This du- as Ability specializations. During this ration is equivalent to Sun, but does For the purposes of calculating spell time, the caster does not heal, recover not manifest until dawn, noon, dusk, levels, this range is the same as Voice. fatigue or Might, or gain Confidence. or midnight. It then lasts until noon, It is equivalent to Concentration. dusk, midnight, or dawn. For example, Prop (Range): This is the same level as While (Condition) (Duration): The tar- a spell cast just after dawn would not Touch. The caster touches the target get must perform some activity such manifest until noon, and would then with something that he is also touch- as a musical performance or reading a last until dusk. ing. If the prop is too large for the book, or fulfill some common and tem- Not (Condition) (Duration): The spell

on the same scale as Abilities. Like Arts, they stances. The following examples demonstrate may only be used in conjunction with a Faerie how to properly balance the relative cost and Faerie Power, however. Note that any Method may advantages of a particular Method. be used with any Power, so that the only dif- Methods ference between them is the means by which the character can bring about the effect. Methods describe what a faerie wizard Players who develop new faerie hedge Evocation must do to draw upon the power of the Fa- wizard traditions should feel free to design erie realm and perform a faerie rite. They new Methods for them that work differently Rite Characteristic: Communication are essentially Supernatural Abilities, in that than the three given here. Each Method must Through Evocation, the character ritu- they are gained from Virtues (see Chapter 5: specify a Characteristic that is used to perform ally calls upon one or more of the many gods Touches of Faerie, New and Modified Vir- the rite, and typically involves some sort of associated with the Faerie realm, and through tues) or study (see Chapter 5: Touches of Fa- cost to the character. A Method also generally a short ceremony convinces them to lend erie, Learning Faerie Abilities), and increase has an inherent advantage in unusual circum- their power to the rite. The character gains

122 Realms of Power: Faerie Faerie Ranges, Durations, and Targets (cont’d)

lasts for as long as the target does not If (Condition) (Duration): This effect the effect is interrupted, but as long as fulfill some common physical condi- triggers if the target fulfills a specific the duration continues, the medium tion, such as sleeping or speaking. It is condition, which can be common and can affect another target that comes equivalent in level to Sun duration, but even impossible to avoid such as eat- into range of the effect. For example, cannot last longer than a month. ing or sleeping. It has an additional a R: Touch rite might target a person, Season (Duration): This duration is held Duration that determines how long the but use an animal as a medium, so that until the start of the next equinox or triggered spell lasts after it takes effect. the caster must touch the animal; Then solstice, and lasts only until the follow- To determine the level, you should add when the animal touches another per- ing equinox or solstice. It is the same four magnitudes to the level based on son, the spell is cast on that person. The level as Moon, but requires a ritual. the Duration that the spell has when it caster must have an applicable Sympa- Aura (Duration): The spell lasts for as takes effect, and it must be cast as a ritu- thy Trait for the medium as well as the long as the target remains within a al. The spell expires without triggering target, and it must be within range of supernatural aura. If the target leaves if the caster dies, or if a year passes. the caster when the rite is performed. the aura or the physical world entirely Symbol (Duration): The effect lasts as This is the same level as Part. (dies or goes to Arcadia, for example) long as a symbol fashioned at the time Passion (Target): The effect targets a group the spell ends. This does allow moving of casting does (and the symbol must of people through their passions, af- from one aura to another, so long as be a physical object, so that a poem fecting only those inclined towards a the two auras overlap — as long as the or song, for example, must be writ- particular emotion or desire, which is target never leaves a supernatural aura ten down). To fashion a symbol, the integrated into the spell. Each charac- of some kind. It is equivalent to Year, character must have at least 3 points of ter within the targeted area must roll and always requires a ritual effect. Sympathy Traits that are applicable to a simple die and add or subtract any Faerie (Duration): Either the target or the target. These are cumulative with appropriate Personality Traits. Any- the caster must have Faerie Might, the other Symbol parameters, so that one with a total of 6 or higher is af- and must be in Mythic Europe; the a rite that includes Range, Duration, fected. This is the same level of Target spell fails the instant this condition is and Target: Symbol requires at least as Group, and is similarly modified by not met, including dying or traveling nine points of Sympathy Traits. If the the size of the affected area. to the Faerie Realm. This is the same symbol is broken, erased, falls apart, Symbol (Target): The caster affects all tar- level as Year, and thus requires a ritual dies, or is otherwise damaged, the spell gets represented by a symbol within to cast. ends. If the target changes so that any range of the spell. To fashion a symbol, Hidden (Duration): The spell lasts as long of the qualities of the symbol no lon- the character must have at least 3 points as the caster or target (or a significant ger apply, the spell is interrupted, but of Sympathy Traits that are applicable part of the caster or target) is hidden the effects will return once these quali- to the target. These are cumulative — buried in the earth, placed inside ties are true again — unlike the Until with the other Symbol parameters, so a box, covered with a curtain or dis- (Condition) Duration, this effect can that a rite that includes Range, Dura- guised by a costume — by anything, outlive the caster. It is the same level as tion, and Target: Symbol requires at even another spell, so long as the ef- Year, and requires a ritual to cast. least 9 points of Sympathy Traits. The fect with the Hidden duration does not Medium (Target): The effect is held by a effect is calculated at the same level itself hide the target. If anyone other medium for the duration of the effect as Boundary, though it is essentially a than the caster discovers it, the spell and passed on to an applicable target as large Group, and modifiers according ends immediately. This is the same soon as it comes within range. When to the size of the target apply. It must level as Year, and a ritual effect. the target is removed from the medium, be cast as a ritual.

a Warping Point or spends a Confidence The character is limited to a number of pawns a target to accept the effects of the rite Point, and must call upon his patron faeries equal to his score in Evocation + his score in through some sort of a performance, such in a bold voice with firm gestures, much like the associated Faerie Power for any given rite, as a song, dance, story, or another art form. a typical magus casting a spell. (Note that and note that unless the vis is associated with This is represented through the use of an though this Method may call upon specific Faerie, each pawn of vis adds an additional Ability, making a roll against an Ease Factor gods, it actually draws upon the power of the botch die in case of a 0 on the Casting roll. of (the magnitude of the intended effect x Faerie realm in general, and so specific faer- 3). If the character succeeds at this task, he ies may or may not be involved in the rite.) may then perform the rite in the following As part of learning Evocation, the char- round, but with the level of the effect fixed acter learns to activate vis as magi do, with Enchantment at the intended magnitude. Or, he may be- each pawn spent increasing his Rite Casting gin another performance, making another Total by 2. This vis can be used to improve Rite Characteristic: Presence roll and increasing the magnitude of the any rite, even those that use another Method. Enchantment involves convincing effect he is trying to produce by one. The

123 Realms of Power: Faerie amount by which his previous total exceeds fect level to 25 and the Ease Factor to 15, he makes a intense concentration. The caster must the target Ease Factor may be applied as a final pass and rolls a 7. This gives him a total of 17; expend a Fatigue level while undergoing bonus to the character’s next roll, whether he decides his performance is finished, and makes his a mystic ritual, typically designed to lull this is another performance or the Casting Casting roll for a Level 25 effect with a +2 bonus in the caster into a trance-like state. (If the total for the rite. Thus, it may be better for the following round. character cannot spend Fatigue levels, or the caster to risk botching low-level effects The character with this Method can is so tired that the loss would knock him for several rounds, and to slowly increase perform all of his rites as part of his per- unconscious, the character suffers a Light the magnitude of the rite as his advantage formance activity, even those that use Wound instead.) The ritual takes about an builds. If he fails to achieve the declared another Method, and it is impossible for hour to perform, though if the character Ease Factor, he cannot produce the effect a bystander to recognize where his per- is already in this state (intoxicated, say, of the rite and must start over with no bo- formance ends and the rite begins except or having gone without sleep for an entire nus to the roll. by supernatural means (such as Magic Re- day and night), it takes no additional time. For example, a knight attempts to enchant a lady sistance or effects that detect Faerie pow- The disorientation caused by the ritual of his acquaintance who is watching him at a tourna- ers). Enchantment also allows the player to lasts for the duration of the effect, so that ment, using his skill at Single Weapon to hit a target. choose to roll a simple die on the Casting the lost Fatigue cannot be recovered until His player would like to produce a rite with an ef- roll for any rite, even those that use anoth- it has ended. fect level of 25, which requires him to beat an Ease er Method, removing the risk of botching As long as the character possesses the Factor of 15, but he does not think he will be able to and losing sympathy on a roll of 0, but also Empathy Ability, he may extend the length do it without making several rolls. Thus he begins by forgoing the chance to gain sympathy on of a rite by expending another Fatigue level. declaring an effect of Level 15, which means the Ease a roll of 1. This allows him to double up any bonuses Factor is 9. The knight makes a pass on the tourney he might receive to the Rite Casting Total, field, and his player rolls a 6. This combined with his such as from expending Confidence (or vis, score of 5 and his Dexterity of +1 give him a total of if he has access to Evocation). Each time the 12. He has exceeded the necessary Ease Factor by 3, Empathy character exerts himself, the limit of Confi- and if he released the spell he would gain a +3 bonus dence Points or pawns of vis he can spend to his Casting total. Instead, he elects to increase the Rite Characteristic: Stamina is reset. As part of this calculation, Empathy effect to Level 20 and an Ease Factor of 12, and the Empathy is the ability to create the allows him to effectively double the value of knight makes another pass. He rolls an 8, giving him power of Faerie within the caster, by draw- the Sympathy Traits that determine his ef- a total of 17 and a bonus of +5. Increasing the ef- ing forth the qualities of the realm through fect level, so that a character with a total of 3 in Traits could produce a maximum level 30 effect by spending two Fatigue levels, or 45 if he spent three.

Faerie Powers

Faerie Powers are essentially Supernatu- ral Abilities, in that they are gained from Vir- tues (see Chapter 5: Touches of Faerie, New and Modified Virtues) or study (see Chapter 5: Touches of Faerie, Learning Faerie Abili- ties), and increase on the same scale as Abili- ties. Like Arts, they may only be used in con- junction with a Faerie Method. Every Faerie Power is vulnerable to cer- tain uncommon circumstances, such as when touching iron, running water, or salt, when in the Dominion, or when repeating the character’s name three times. This condition dispels all effects associated with that Power whenever it is applied to the target, or all effects associated with that Power when ap- plied to the caster. Whenever a new Power is gained, the character must choose its par- ticular vulnerability.

124 Realms of Power: Faerie Beguile Beguile Guidelines

Beguile is the power to command the Level 1: Make a minor change to the tar- ceptions or emotions. target to do as you suggest, or to convince get’s memory of an event. Level 5: Control the target’s behavior him that he has already done so. Note that Level 2: Make a major change to the tar- based on a natural emotion. this power does not typically give the target get’s memory of an event. Paralyze the target with emotion. the ability to do anything it cannot already Make a minor change to the target’s Level 10: Completely change the target’s do, such as allow an inanimate object to perceptions. memories. move. However, those effects that change a Plant a single suggestion in the mind Control the target’s behavior based on target’s memories can change the memories of the target. an unnatural emotion. of inanimate objects and other things that do Level 3: Make a major change to the tar- Imbue all of the target’s responses with not have a mind — these changes will only get’s memory of a series of events. a particular emotion. come to light if the object is supernaturally Make a major change to the target’s Level 15: Give a simple command to the questioned, of course. perceptions or emotions. target. Normally, the caster must have a Sym- Level 4: Make major changes to the tar- Level 20: Give a complex command to pathy Trait that is appropriate to the tar- get’s memory of a long period of time. the target. get. With Beguile, however, any Sympa- Control the target’s mental state (i.e. Level 25: Completely control the tar- thy Trait may be applicable so long as it awake, asleep, confused, or lucid) get, including its movement and is appropriate to the memory, emotion, or Completely change the target’s per- communication. perception brought about by the rite. For example, a caster with a Wind Sympathy Trait could change a person’s memory of a wind, perception of the wind, or feelings is fundamentally opposed. The rite merely propriate Sympathy Traits for both a monk about the wind. removes his inhibitions for the duration. and a lamb, but would factor both Traits into (Base 10, +2 Prs, +2 Sun) the total to decide how powerful an effect he Gown of Enfolding Colors can produce. Evocation/Beguile 15 Since glamours are based on images, R: Touch, D: Mid, T: Room it is possible to create very unnatural situ- The caster causes all the people in a Conjure ations with them, such as a place that is room to perceive her or another as especially larger on the inside than on the outside. For beautiful, and more alluring than anyone Conjure rites produce solid images that example, one could change the inside of a else. This impression is superficial only, and conform to the same rules that faeries obey tent into the inside of a castle, or a bag into the targets may see through the effect by in- to create their identities — it makes faerie a deep well. This is simply creating the illu- teracting with her in a more significant way. shapes appropriate to a particular faerie’s sion of the castle on the inside of the tent, (Base 2, +1 Touch, +2 Mid, +2 Room) role and made of the power of the realm. A but because of the properties of glamours it faerie wizard can draw upon his Faerie sym- is as if it were real. When the effect ends, The Irresistible Dance pathy to create or change an object in the the results are unpredictable and often sur- Empathy/Beguile 25 same way that a faeries does when it adopts prising — the contents of the tent larger on R: Voice, D: Focus, T: Ind a new shape. the inside than outside might simply vanish, The target is filled with wild, hedonis- Things conjured in this way are called reappear outside the tent, or wind up trans- tic abandon, and feels compelled to dance. glamours in the guidelines and effects given ported into Faerie. While under the effect of this rite, the target here, though most faerie wizards would prob- must make Stamina rolls to avoid losing Fa- ably not use this word. They are treated like A Horse of a Different Color tigue levels, and cannot fall unconscious — if animate illusions with substance, which last Empathy/Conjure 20 he would pass out, he suffers a Light wound only for the duration of the effect, and often R: Voice, D: Sun, T: Ind instead and keeps dancing. The effect lasts the consequences of the glamour are undone The target animal grows brightly-col- until the caster performs another rite, or uses when the effect is ended. For example, a fire ored wings for the duration, transforming any other supernatural power. glamour burns down a house, but as soon as into a chimerical beast that is a fanciful com- (Base 10, +2 Voice, +1 Focus) the effect goes away, the house might return bination of two animals. This increases its exactly as it was. A person slain with a con- Size category by 1, and it gains the tempo- Seduce the Innocent Heart jured sword is very likely to recover from the rary ability to fly and sing. Enchantment/Beguile 30 wound as soon as the weapon is dispelled. (Base 3, +2 Voice, +2 Sun, +1 size) R: Prs, D: Sun, T: Ind Many Conjure rites allow the caster to The target experiences powerful curi- change a target into something else. In these The Old Guard osity and carnal desire, which affects ev- cases, the caster must have an applicable Evocation/Conjure 20 erything he does until the sun rises. These Sympathy Trait for both states, before and R: Touch, D: Sun, T: Group inflamed passions may be easily manipulated after, though both Traits apply to the maxi- The caster creates the glamour of ten by a skilled seducer, though of course the mum effect level. For example, to change a men, properly equipped as grogs, who gather target is unlikely to do anything to which he monk into a lamb, the caster would need ap- protectively about the caster to protect him

125 Realms of Power: Faerie from harm. These imaginary people have must act as an untrained group. Curse of the Faerie Forest average Characteristics and no Abilities, and (Base 3, +1 Touch, +2 Sun, +2 Group) Enchantment/Conjure (Dream) 45 R: Voice, D: Until, T: Group, Ritual The target group is changed into animals that are most appropriate to their surface Conjure Guidelines thoughts. This effect lasts until they apolo- gize to the enchanter and make amends for Intricate glamours require an addi- qualities such as the ability to speak or the insult that inspired this spell, or else until tional magnitude, such as those creations walk upright. they or the caster die. with moving parts or that mimic a specific (Base 5, +2 Voice, +4 Until, +2 Group) target. A glamour that can act under the General: Conjure a faerie with Faerie caster’s direct mental command requires Might equal to the base level of this two additional magnitudes. effect. (Ritual) Changing an animate target (some- Level 3: Conjure a glamour. Dream thing that can move under its own power) Change the target into a glamour. The into an inanimate object is also more dif- glamour must be approximately the Dream is the power to see into the lands ficult, and requires two additional mag- same size as the target, though Size of Faerie beyond Mythic Europe, as an im- nitudes. Over time, however, the target modifiers may be added to produce a partial observer from outside the stories in will begin to regain its mobility unless the larger effect. which faeries play their parts. Here, the caster regularly concentrates on the effect. Level 4: Change the target into a glamour dreamer can see the world around him from For example, a person may be changed up to two Size categories smaller than outside his body, and can comprehend the into a tree, but if ignored for a few days its normal size. thoughts and words of others through the that tree may begin to move and resemble Level 5: Change the target into a glamour universal language of dreams. It is even pos- a person, as its Essential Nature begins to up to five Size categories smaller than sible to glimpse an idea of the future through reassert itself over the glamour. its normal size. dreams, though the information gained is The final form of a target changed Level 10: Change the target into a glam- based on how things generally go in faerie into glamour will usually have recogniz- our up to 10 Size categories smaller stories, and tends to be in the form of vague able properties in common with its true than its normal size. signs and portents — symbols of good or shape. For example, a person transformed Level 15: Change the target into a glam- bad things to come. Faerie visions can be into an animal might be extremely ex- our up to 15 Size categories smaller misleading, and some faerie wizards believe pressive and possibly retain other human than its normal size. that they actually cause to happen what the dreamer imagines will happen, based on his conviction in his interpretation. To handle these visions in the game, Dream Guidelines the storyguide should allow the player to ask one question about the circumstances in General: Treat the target as if it possessed surface thoughts. the future, and answer it with a good feel- the Premonitions Ability for the dura- Level 10: Allow the caster to answer a ing or bad feeling about the character’s fate, tion, with a score of (the base level of question about the target’s likely fu- perhaps with varying grades of severity. This this effect / 5). ture in the next day. should be associated with a symbol to give Level 1: Allow the target to use one sense Allow the caster to read the target’s the player something to watch for. For ex- at a distance. memories of the past day. ample, a character might see an “old crow” Level 2: Allow the target to use two senses Level 15: Allow the caster to answer a as a very good sign within the next day, or a at a distance. question about the target’s likely fu- “green cloak” as a bad omen for the coming Allow the target to communicate ture in the next month. year. The troupe should consider this an op- mentally. Allow the caster to read all of the tar- portunity for the dreaming character’s player Level 3: Allow the target to use all senses get’s memories. to request a story that he would like to see at a distance. Level 20: Allow the caster to answer a happen, by describing elements of a vision Allow the target to understand the question about the target’s likely fu- that the storyguide can bring to pass. meaning of spoken sounds. ture in the next season. (Ritual) Level 4: Allow the caster to answer a ques- Level 25: Allow the caster to answer a Words that Live in Song tion about the target’s likely future in question about the target’s likely fu- Enchantment/Dream 20 the next minute. ture in the next year. (Ritual) R: Touch, D: While, T: Group Allow the target to speak in the caster’s Level 30: Allow the caster to answer a The caster of the rite clasps hands with native language. question about the target’s likely fu- one of the targets, and begins a song in his Level 5: Allow the caster to answer a ques- ture in the next decade. (Ritual) native language. For as long as the song lasts, tion about the target’s likely future in Level 35: Allow the caster to answer a everyone in the group can understand the the next hour. question about the target’s likely fu- lyrics to the song, and can contribute to it by Allow the caster to read the target’s ture in the next century. (Ritual) singing their own words. (Base 4, +1 Touch, +1 While, +2 Group)

126 Realms of Power: Faerie

The Reflecting Pool Evocation/Dream 30 Grant Guidelines R: Sympathy, D: Aura, T: Medium, Ritual After this rite has been performed, any- General: The target faerie regains a num- not work unless the entire boundary one can look into the pool and perceive ber of Faerie Might Points equal to is already covered by another sort of events as they transpire at another loca- (the base level of this effect + 5) for aura, because that duration requires an tion, described by the caster during the the duration. (Ritual) aura to sustain the effect. (Ritual) casting. It is often possible for the person The target gains, as a faerie power, a Level 15: The target gains a Minor Virtue looking into the pool to change this loca- non-ritual effect that the caster is capa- for the duration. (Ritual) tion, if he has strong faerie sympathy with ble of casting, the level of which must The target gains one of the caster’s another place. be less than or equal to half (the level of Sympathy Traits for the duration, with (Base 1, +4 Sympathy, +4 Aura, +1 this effect + 15). This costs the target a maximum score of +3 or –3. Medium) the granted effect’s magnitude in Might Level 25: The target gains one of the cast- Points to activate, and has an Initiative er’s Sympathy Traits for the duration, Vision of the Oracles of (the target’s Quickness – the magni- with a maximum score of +4 or –4. Empathy/Dream 30 tude of this effect). (Ritual) Level 30: The target gains a Major Flaw R: Prop, D: Mom, T: Ind, Ritual Level 3: The target gains one of the cast- for the duration. (Ritual) The caster places a coin against the er’s Sympathy Traits for the duration, The target Boundary, which must in- target’s forehead, and concentrates upon with a maximum score of +1 or –1. clude a Faerie aura, temporarily be- a question posed by the target. The caster Level 5: Grant the target a Warping Point. comes a Faerie regio for the duration. then experiences a brief, fleeting faerie vision Each additional magnitude grants an Note that casting this with Duration: related to that question that concerns poten- additional Warping Point. Aura does not work, because the rite tial events in the next year. The target gains one of the caster’s creates the aura in the regio as part of (Base 25, +1 Prop) Sympathy Traits for the duration, with the effect. (Ritual) a maximum score of +2 or –2. Level 35: The target gains one of the cast- Level 10: The target gains a Minor Flaw er’s Sympathy Traits for the duration, for the duration. (Ritual) with a maximum score of +5 or –5. Grant The target Boundary gains a tempo- Level 45: The target gains a Major Virtue rary Faerie aura of 1 for the duration. for the duration. (Ritual) Grant gives the caster the power to bless Each additional magnitude increases The target gains one of the caster’s (or curse) a target with the supernatural pow- the level of the aura by 1. Note that Sympathy Traits for the duration, with er of Faerie. This most often manifests in the casting this with Duration: Aura does a maximum score of +6 or –6. form of Warping Points or temporary Virtues and Flaws. Since most of these powers only last for the effect’s duration, they are usually cast as rituals that remain until a particular Know Then the Calloused Touch shoe or inside his hat. This is a Charmed condition is fulfilled. All Flaws gained from of Faerie Hands Virtue; to make use of it, the target must per- this power are either Supernatural (Faerie) Evocation/Grant 30 form a secret ceremonial charm that is taught or General, and all Virtues are Charmed R: Voice, D: Mom, T: Ind to him by the caster during the rite. As with Virtues; see Chapter 5: Touches of Faerie, The target immediately gains 5 Warping all Charmed Virtues, if the secrecy surround- Charms for details. Points — 4 from this effect and 1 from be- ing this charm is ever broken, the effect fails Some Grant effects give the target faer- ing exposed to a Level-30 rite. For a char- until the caster can fashion a new one for the ie sympathy in the form of Sympathy Traits. acter who has never experienced Warping, target, by recasting the rite. Note that like Sympathy Traits gained unless the target has some connection to a (Base 15, +1 Touch, +4 Hidden) through sympathetic influence, these Traits supernatural realm, this typically increases are temporary and cannot be increased, and his Warping Score to 1 and this gives him a do not affect the character’s Faerie Rank Minor Flaw appropriate to his circumstances, (see Chapter 5: Touches of Faerie, Sympa- such as Fear or Disfigured. Portage thetic Influence). Unlike the effects of other faerie rites this is a permanent effect, as Warping is a Portage is the power to travel across the Red Sky at Dawn, Blue Sky at Dusk natural consequence of exposure to concen- sky in the blink of an eye, or put a girdle Empathy/Grant General trated supernatural power. around the earth in forty minutes. It transports R: Touch, D: Mid, T: Bound, Ritual (Base 20, +2 Voice) the target and anything attached to it from one The caster tints a Faerie aura with one of place to another by means of the phenomenon his Sympathy Traits for the duration, causing A Proper Blessing known as faerie trods — a Hermetic term to all those within the area to become sensitive Enchantment/Grant 40 describe areas of space that connect one place to that Trait. R: Touch, D: Hidden, T: Ind, Ritual to another, like the paths between different (Base effect, +1 Touch, +2 Mid, +4 The target gains the Puissant Faerie Lore levels of regiones. These short-cuts take no Bound) Virtue for as long as he keeps hidden a stone time at all to traverse, so that an outsider who given to him by the caster, typically in his watches such a traveler might see him disap-

127 Realms of Power: Faerie

For the duration, the target is freed Portage Guidelines from a single supernatural effect, as if the duration of the effect had ended, so long as General: Transport the target through a than or equal to (13 – ((the base level the level of this rite equals or exceeds the regio boundary to a regio with a level of this effect + 15) / 5)). For example, level of the effect. This protection lasts for less than or equal to ((the base level a base-Level-20 effect would allow the an hour and a day, at which point the sup- of this effect + 15) / 5). For example, target to return to a Level-6 regio. pressed effect returns. a base Level 20 effect would allow the Level 5: Instantly transport the target to (Base effect, +1 Touch, +2 Hour+1) target to pass through a regio bound- anything within range associated with ary into a Level-7 regio. one of the caster’s Sympathy Traits. Sovereign Silence of Opposition Transport the target out of a regio Prevent the target from traveling out of Evocation/Ware General through a boundary less than or equal the range of the effect, as determined R: Touch, D: Not, T: Ind to ((the base level of this effect + 15) when the rite is cast. For example, a For as long as the target does not speak, / 5). For example, a base-Level-20 ef- Range: Touch effect would prevent or until a month has passed, no creature fect would allow the target to leave the target from moving from the spot with a Might Score less than or equal to through a Level-7 regio boundary. where the caster performed the rite, the level of this effect may harm the tar- Transport the target into the Faerie even if the caster leaves the area. get or cause the target to be harmed by its Realm through a regio boundary with Level 10: Instantly transport the target actions. This includes affecting the target a level equal to (13 – ((the base level anywhere within range of this effect. with its powers, even if those powers seem of this effect + 15) / 5)). For example, Cause the target to travel as faeries to be beneficial. a base-Level-20 effect would allow the do; for the duration he becomes able This requires that the caster possesses a target to pass into Arcadia through a to ignore Fatigue penalties, but unable Sympathy Trait appropriate to the subjects Level-6 regio boundary. to expend Fatigue levels. of the ward, as well as a Trait appropriate Transport the target out of the Faerie Level 15: Double or halve the target’s natu- to the target. For example, Children would Realm into a regio with a level less ral movement speed for the duration. keep creatures associated with childhood at bay, and Stone would ward away beings tied to rock and solid earth. (Base effect, +1 Touch, +2 Not) pear and immediately reappear several paces Ware away. To the traveler himself, of course, this The Eternal Parry journey appears seamless. Enchantment/Ware 25 Ware allows the caster to take responsi- R: Per, D: While, T: Ind Leap of the Shadows bility for the target and put it under his pro- The caster wields a blade while perform- Evocation/Portage 20 tection. This is designed to keep the target ing a dance, and from then on he receives R: Sight, D: Mom, T: Ind safe from harm, both natural and supernatu- a +3 bonus to his Defense for as long as he The caster causes any target he can see ral, often through the use of wards. Wards continues to brandish his weapon. The effect to move immediately to a place within the are effects that keep the specified thing from ends the moment he sheathes it, drops it, or shadows. This requires a Sympathy Trait as- touching the target, or acting against it in stops fighting. sociated with darkness or shadow to enact. any way. This includes using its powers on (Base 20, +1 While) (Base 5, +3 Sight) the target, and even sticking it with weapons or throwing things at it. The warded subject Hearth Prison cannot harm the target, or through its ac- Enchantment/Portage 40 tions cause it harm. Weal R: Touch, D: Aura, T: Room, Ritual While all rites require a Sympathy Trait All those within the room at the time of that is applicable to the target, many of these This Power represents the faerie ability casting are prevented from leaving the room effects require the caster to have two applica- to shrug off damage relatively quickly, since for the duration. If the rite is performed ble Sympathy Traits — one to affect the target, injuries are rarely part of a faerie’s persona. within a supernatural aura, this is essentially and one to describe what the target is protected They tend to do this by changing how the a permanent effect, though the targets may against. Use both of these Traits to determine target heals naturally, rather than actually be able to escape through the Faerie Realm the maximum level of the effect. These faerie healing, since most faerie powers do not or otherwise departing the mortal realm wards are more effective in keeping away sub- have lasting effects beyond their durations. without actually leaving the room’s confines. jects with which the caster has positive sym- This can be seen most clearly in the Weal (Base 5, +1 Touch, +4 Aura, +2 Room) pathy than they are at warding away subjects guidelines below. with which the caster has negative sympathy. Weal also affects age, making living tar- The Urgent Messenger Like magical wards, the effect must penetrate gets less likely to suffer the ravages of time, Empathy/Portage 25 to affect a subject with Magic Resistance. and can cause a target to regress in years R: Touch, D: While, T: Ind for the duration. This effect cannot cause a For as long as the target is traveling, his Release the Spellbound Servant character to revert to childhood, nor can it movement rate is doubled. Empathy/Ware General affect a character who has not yet reached (Base 15, +1 Touch, +1 While) R: Touch, D: Hour+1, T: Ind, Ritual physical maturity.

128 Realms of Power: Faerie Ware Guidelines

General: Suppress a supernatural effect on Ward the target against anything op- greater than (the base level of this ef- the target for the duration, if the level posed by one of the caster’s negative fect – 15). of the effect is less than or equal to (the Sympathy Traits, with Divine, Faerie, Level 1: Ward the target against all mun- base level of this effect + 15). This may Infernal, or Magic Might no greater dane things associated with one of the affect a Hermetic Longevity Ritual, than the base level of this effect. caster’s positive Sympathy Traits. though it must be suppressed for at Ward the target against anything asso- Level 4: Ward the target against all mun- least half the year or the target will still ciated with any of the caster’s Sympa- dane things opposed by one of the receive its benefits. (Ritual) thy Traits, with Faerie Might no greater caster’s negative Sympathy Traits. Ward the target against anything asso- than the base level of this effect. Level 5: Make the target more resistant to ciated with one of the caster’s positive Ward the target against anything asso- physical damage for the duration (+1 Sympathy Traits, with Faerie Might no ciated with any of the caster’s Sympa- Soak). Each additional magnitude in- greater than (the base level of this ef- thy Traits, with Divine, Faerie, Infernal, creases this bonus by one. fect + 20). or Magic Might no greater than (the Ward the target against all mundane Ward the target against anything asso- base level of this effect – 5). things associated with any of the cast- ciated with one of the caster’s positive Ward the target against anything that er’s Sympathy Traits. Sympathy Traits with Divine, Faerie, In- is not associated with any of the cast- Level 10: Increase the target’s natural de- fernal, or Magic Might no greater than er’s Sympathy Traits, with Faerie Might fenses for the duration (+1 Dfn). Each (the base level of this effect + 15). no greater than (the base level of this additional magnitude increases this bo- Ward the target against anything op- effect – 10). nus by 1. posed by one of the caster’s negative Ward the target against anything Level 15: Ward the target against all mun- Sympathy Traits, with Faerie Might no that is not associated with any of the dane things that are not associated with greater than (the base level of this ef- caster’s Sympathy Traits, with Divine, any of the caster’s Sympathy Traits. fect + 5). Faerie, Infernal, or Magic Might no

Weal Guidelines

General: Give the target a bonus to Re- –6 penalty to Recovery rolls. Level 20: Heal an Incapacitating wound covery rolls and a penalty to Aging Level 4: Give the target a +9 bonus to Re- for the duration. rolls, or a bonus to Aging rolls and a covery rolls and a +9 penalty to Aging Reduce the interval in which a single penalty to Recovery rolls, equal to ((3 rolls, or a –9 bonus to Aging rolls and a wound heals naturally by two steps. + magnitude) x 3) as long as this ef- –9 penalty to Recovery rolls. Level 25: Heal all of the target’s wounds fect is active for at least half of the Prevent the target’s wounds from wors- for the duration. time period. This Recovery penalty ening for the duration. Reduce the interval in which a single does not cause wounds to worsen, Delay all of the character’s natural Ag- wound heals naturally by three steps. though it does prevent them from ing and Recovery rolls until after the Restore the target to the semblance of healing normally. effect ends. (Ritual) life for the duration. (Ritual) Level 1: Give the target a +1 bonus to Re- Level 5: Heal a Light wound for the Level 30: Reduce the interval in which a sin- covery rolls and a +1 penalty to Aging duration. gle wound heals naturally by four steps. rolls, or a –1 bonus to Aging rolls and a Level 10: Heal a Medium wound for the Reduce the interval in which all of the –1 penalty to Recovery rolls. duration. target’s wounds heal naturally by one Reduce a physically mature target’s Level 15: Heal a Heavy wound for the step. (Ritual) apparent age by one year for the du- duration. Level 35: Reduce the interval in which all ration. Each additional magnitude re- Reduce the interval in which a single of the target’s wounds heal naturally by moves another year. (Ritual) wound heals naturally by one step for two steps. (Ritual) Level 2: Give the target a +3 bonus to Re- the duration. For example, a Heavy Level 40: Reduce the interval in which all covery rolls and a +3 penalty to Aging wound would heal as a Medium of the target’s wounds heal naturally by rolls, or a –3 bonus to Aging rolls and a wound, and a Medium wound as a three steps. (Ritual) –3 penalty to Recovery rolls. Light wound. For a Light or Incapaci- Level 45: Reduce the interval in which all Level 3: Give the target a +6 bonus to Re- tating wound, the target can make an of the target’s wounds heal naturally by covery rolls and a +6 penalty to Aging immediate recovery roll, with no wors- four steps. (Ritual) rolls, or a –6 bonus to Aging rolls and a ening possible. (Ritual)

129 Realms of Power: Faerie

Curse of the Festering Bruise Evocation/Woe 20 R: Touch, D: Moon, T: Medium This rite is cast on a weapon of some kind — typically an arrowhead or a knife — and targets the person struck by it. One of this target’s wounds (probably the one caused by the weapon) heals as an Incapacitating wound for the duration of the effect. This means that the target must make a Recovery roll at sunrise and sunset, with the normal risk of death or a worsened condition, but is not actually incapacitated. Once the immediate danger has passed, the wound will remain a Heavy wound until the rite’s duration ends, at which time it reverts to the level of wound it was previously. (Base 3, +1 Touch, +3 Moon, +1 Medium)

Touch of the Merciless Lover Empathy/Woe 25 R: Touch, D: Hour+1, T: Ind The caster brushes against the target, and the target immediately wastes away and dies. When the effect’s duration ends, the target is restored to life, waking in ex- actly the same physical state as before the spell took effect, assuming no additional damage has been dealt to his body. How- ever, if the corpse is buried or hanged, the The Endless Summer This rite brings the target back from target will likely suffocate upon reawaken- Empathy/Weal General the dead, restoring life to a corpse. The ing. If it is destroyed during the interim, R: Touch, D: Year+1, T: Ind, Ritual target remembers everything it knew up to the target might still return but as a faerie For the duration of the effect, the target the moment of its death, and can make new ghost or spirit. receives a bonus to Aging rolls, equal to (3 x memories, but cannot learn anything or gain While under the effects of this rite, the (the magnitude of this effect – 2)). For exam- experience. Many believe that the body is target may undergo something similar to ple, a Level-25 effect would subtract 9 from animated by the spirit of a faerie, rather than the Faerie Calling, returning to life with a Aging rolls. This also negatively affects Re- the lost soul, and in support of this theory Faerie Sympathy Trait that is appropriate to covery rolls made during the period by the the person returned to life is often found to the experience. same amount. This effect must remain active have a very different personality. (Base 10, +1 Touch, +2 Hour+1) for at least half of the period before the roll is (Base 25, +1 Touch, +4 Aura) made, so the rite must be performed no later Gaze of Gray Years than summer to affect a character’s Aging roll Enchantment/Woe 30 for that year. R: Eye, D: Held, T: Ind (Base level, +1 Touch, +4 Year+1) Woe The caster performs a work of grim and chilling significance, and then concentrates Stir the Body Faerie rites allow faerie wizards to dam- until he can look his target directly in the Evocation/Weal 20 age a target directly, like the faeries whose eye to release the effect. That person, who R: Touch, D: Mom, T: Ind, Ritual power they channel. Consequently, Woe can must be at least 35 years of age, must imme- The target, who must be either inca- cause grave injuries with greater ease than diately make an Aging roll. As an additional pacitated or must have suffered a Light Hermetic magic. However, because of the effect, this rite includes a curse that gives the wound, may make an immediate Recovery universal properties of faerie rites, this dam- target a +15 penalty to this roll. This is gen- roll. If the results are negative, treat them age immediately goes away as soon as the ef- erally powerful enough to cause the target to as no change. fect wears off. Those who wield this power gain a Decrepitude Point and suffer an Aging (Base 15, +1 Touch) thus usually seek to harass and delude their crisis, and since this is a natural consequence quarry with their rites rather than simply de- of age, these effects are not undone when the The Faerie Shade stroying them. And of course, it is generally duration ends. Enchantment/Weal 50 much easier to simply cut off their enemies’ (Base 15, +1 Eye, +1 Held, +1 additional R: Touch, D: Aura, T: Ind, Ritual heads once they are disoriented. effect)

130 Realms of Power: Faerie Faerie Woe Guidelines

General: Give the target a penalty to Re- ing rolls. Bargaining covery or Aging rolls equal to ((3 + Cause a Medium wound to the target magnitude) x 3). for the duration. There is a branch of faerie hedge wizard- Level 1: Give the target a –1 penalty to Increase the interval in which a single ry that is concerned primarily with bargains Recovery rolls or a +1 penalty to Ag- wound heals naturally by three steps made between mortals and fay. It has only ing rolls. for the duration. begun to develop in the last century or so, Cause the target to lose a Fatigue level Force the target to make a Recovery originating in ancient and forbidden arts that for the duration. roll, with no improvement possible. allowed people to summon and command Increase the interval in which a single Level 4: Give the target a –9 penalty to spirits such as angels and devils. In 1220 AD, wound heals naturally by one step for Recovery rolls or a +9 penalty to Ag- it is likely to be found in the eastern parts of the duration. For example, a Light ing rolls. Mythic Europe, though it is not impossible wound heals as a Medium wound, a Cause a Heavy wound to the target that it has spread to other parts of the world Medium wound as a Heavy wound, for the duration. with travelers who have more association and a Heavy wound as an Incapacitat- Level 5: Cause an Incapacitating wound with the Faerie realms than their homelands. ing wound. Incapacitating wounds do to the target for the duration. The study of this fascinating and rare form not heal — if the effect lasts for more Increase the interval in which all of of knowledge has not yet become known in than half the recovery time, the target the target’s wounds heal naturally by academic circles, but if it were the scholars will simply die instead. one step for the duration. (Ritual) might be inclined to call it Ars Fabulosa, or Level 2: Give the target a –3 penalty to Level 10: Cause a deadly wound to the “the fantastic art.” Recovery rolls or a +3 penalty to Ag- target for the duration. ing rolls. Increase the interval in which all of Cause a Light wound to the target for the target’s wounds heal naturally by the duration. two steps for the duration. (Ritual) Ars Fabulosa Increase the interval in which a single Level 15: Force the target to make an Ag- wound heals naturally by two steps for ing roll. The fantastic art facilitates communica- the duration. Increase the interval in which all of tion between two parties — the summoner Level 3: Give the target a –6 penalty to the target’s wounds heal naturally by and a supernatural being. Like other forms Recovery rolls or a +6 penalty to Ag- three steps for the duration. (Ritual) of summoning, the art brings this being to the summoner, and if his skill exceeds its power then it also protects him against it. (Bonding, Captivating, and Dismissing) are have an appropriate Sympathy Trait, posi- Unlike other forms of summoning, it does exclusively Faerie powers. tive or negative, to represent a connection not force the being to comply or bind it to When using any of these arts, a roll of 1 to that type of faerie. If the summoner has service unless it agrees to the bargain that on the stress die gives the character an expe- several applicable Sympathy Traits, their the summoner proposes. For this reason, the rience point in an applicable Sympathy Trait scores are added together; if the values are art and its related powers are often called used to affect the faerie, and a botch removes negative, treat them as positive. The sum simply “bargaining.” an experience point, just as when using Sym- of these Traits, multiplied by 5, determines There are four powers associated with pathy Traits as specializations. the maximum Might Score that the char- bargaining: Summoning, Bonding, Captivat- acter can summon. The summoner’s Faerie ing, and Dismissing. Each of these powers Rank also boosts or penalizes his Summon- may be learned as a Supernatural Ability (see ing Total. Chapter 5: Touches of Faerie, Learning Faerie Summoning The summoner must then mentally pre- Abilities) or gained from a Virtue (see Chap- pare himself for a few minutes and expend a ter 5: Touches of Faerie, New and Modified Summoning is the mystic art of calling Fatigue level (if he cannot expend Fatigue, he Virtues). Once gained, these powers have an out faeries from the surrounding area and cannot perform the summoning). The player initial score of 0, and increase as Arts, though holding them in attendance in order to bar- decides the strength of the faerie he will at- they can be practiced and studied as if they gain with them. To some it may appear as if tempt to summon, which cannot exceed the were Supernatural Abilities. this art actually creates a faerie, or transforms maximum Might Score determined by his There are several other summoning arts a mundane object into a faerie, but most applicable Sympathy Traits, and makes a (see the Summoning Faeries sidebar), but summoners believe that the faerie comes roll: a stress die + Presence + Summoning + this type of Summoning is almost always from somewhere nearby and manifests in an his Faerie Rank + the aura modifier. aligned with the Faerie realm. It is possible appropriate shape. And since it is possible to that there are other versions of this Sum- summon faeries who have assumed a specific Summoning Total: moning power aligned to the other realms, role, most summoners also believe that the stress die + Presence + Summoning which similarly facilitate bargains with other faeries that appear must exist before + Faerie Rank + aura Maximum Might magic, infernal, or divine beings instead of the summoning as well. faeries, but the other three bargaining arts To summon a faerie, a summoner must Score: (Sympathy Traits x 5)

131 Realms of Power: Faerie

faerie that appears is not in any way bound Summoning Faeries by the summoning. It is free to ignore the summoner, attack him, or affect him with There are at least three other Super- erie or Magic realms instead. The related its powers as it wishes. The faerie can return natural Abilities in Mythic Europe that arts (Ablating, Binding, and Commanding) to where it came from at will, but the sum- may be used to summon faeries, and since are all Infernal. (Realms of Power: The Infernal, moner cannot send it away. all of them originate from the same art pages 114-115.) Once the summoning is over, if the two practiced by sorcerers long before the (Elemental) Summoning: Some appli- of them were able to come to an arrangement, birth of Christ, they use very similar con- cations of this type of hedge magic sum- the summoner gains an experience point in an cepts. The differences are mostly in how mon an elemental being associated with a appropriate Sympathy Trait. If they did not they target faeries and other supernatural specific element (Aquam, Auram, Ignem, make a bargain, he subtracts an experience beings, as summarized below. To help dis- or Terram). This being can come from any point from an appropriate Sympathy Trait. tinguish them, each version of Summon- realm, including Faerie, and is typically held This means that it is generally bad for the ing might have a parenthetical in front of within a container where it remains under character to harass faeries with disingenuous it, suggesting its focus. For example, faerie the summoner’s control until released. The offers. Any bargain the two of them make is summoning from the Ars Fabulosa might power is most commonly Magic, though binding for the faerie, and it cannot through be called (Faerie) Summoning, since it versions associated with other realms are action or inaction break this agreement, even only affects beings of its particular realm. possible. The related Elementalist Arts if the summoner does not fulfill his part of (Spirit) Summoning: This Art calls an (Controlling, Divining, and Refining) are the arrangement. A summoner who breaks incorporeal spirit to the summoner, gener- always aligned with Magic. (Hedge Magic, the terms of a bargain made during a sum- ally one associated with the realm of pow- Chapter 2: Elementalists, Summoning) moning immediately gains a –3 Sympathy er that gives the summoner this power, Sihr: This Art can summon and bind Trait appropriate to the faerie. This means though demons are also especially likely. jinn, including faerie jinn, if the targets that it is rarely worthwhile for a summoner If the summoning is successful, the spirit have been properly researched by a Her- to renege on a deal, since this will cause him is bound in a circle until released by the metic Sihr. It is a Magic power, thought to lose faerie sympathy and possibly Faerie summoner. Spirit Summoning is always to be very similar to the Elemental version Rank as well. tainted with the influence of the Infernal, of Summoning, though perhaps Faerie, In- and thus infernal versions are most com- fernal, or even Divine versions also exist. mon, but it may be associated with the Fa- (Houses of Hermes: Societates, pages 135-136.) Bonding

No matter what the Summoning Total, Resistance to be certain that it will appear, It is possible to establish enough su- a faerie will appear, even on a botch. If there and note that the player may add his highest pernatural rapport with a faerie that the is a mundane object nearby that is associ- applicable Sympathy Trait to his Penetration summoner can create a mystic bond be- ated with the Sympathy Traits used in the score if he has it. Otherwise, the targeted tween him and it, through which he can summoning, the faerie could appear by ani- faerie may receive the summons and simply channel its powers and use them as his mating that object, or else it might simply ignore it. own. It relies upon the summoner’s Com- emerge from somewhere in the surrounding If the Summoning Total equals or ex- munication and Faerie Rank as well as his environment, like from behind a tree or out ceeds to the summoned faerie’s Might Score score in Bonding, and the maximum Might of the ground. If the player does botch, the and the effect penetrates its Magic Resis- Score he can affect is again limited by his faerie will be hostile to the summoner, or tance, the summoner takes hold of the fa- Sympathy Traits, just as in Summoning. It perhaps unbound by the terms of any bar- erie for the duration. When a faerie is held also requires him to spend a Fatigue level gain they make. Or perhaps the summoner in this way, it is much easier to penetrate its to activate the effect, and the affected faer- calls an angel or a demon by mistake, or a Magic Resistance with his other bargain- ie must be within range of his voice when faerie that appears to be a different faerie, ing arts. Also, until the summoning is over, the bond is first formed. or is more or less powerful than the sum- it must attend to him and listen to what he moner intended. has to say, and he is warded against any at- Bonding Total: The summoner can try to summon a spe- tacks or powers it tries to use against him. stress die + Communication + Bonding cific faerie based on its role, though unless However, either the summoner or the faerie + Faerie Rank + aura he has an Arcane Connection to it there is can end the summoning at any time, and this no guarantee that the faerie he gets is the fa- immediately returns the faerie to wherever it Maximum Might Score: erie that he wants. The effect will summon came from. A faerie might choose to stay and (Sympathy Traits x 5) a faerie with Might Score no greater than listen to what the summoner has to say, or the maximum value that has all of the quali- it might simply leave immediately if it does The Bonding Total must exceed the ties of the Sympathy Traits used in the sum- not care for the circumstances. Most faeries faerie’s Might to succeed, and must pen- moning. And if this can apply to more than will listen long enough to hear what the sum- etrate its Magic Resistance (though as usual one faerie in the area, then it is left to the moner has to offer. the summoner can add his highest appli- storyguide which one appears. If the sum- If the Summoning Total is less than the cable Sympathy Trait to his Penetration moner does have an Arcane Connection to a targeted faerie’s Might Score, or the effect score). If the faerie is held by a successful particular faerie, he must penetrate its Magic fails to penetrate its Magic Resistance, the Summoning (one that penetrated its Magic

132 Realms of Power: Faerie

Resistance), treat the effect level as 0 when until after the bonding is over (these without its permission to do so, assuming calculating the Penetration Total, otherwise rolls are made all at once as soon as the the summoner can overcome its resistance, the effect level is the faerie’s Might Score. bond is broken). but there is nothing stopping the faerie For example, to bond with a faerie with Fa- from ending the effect immediately, if it erie Might 15, the summoner would need a If the bond is tied to an object instead does not believe the arrangement will be Bonding Total + Penetration bonus of 30, of a person, the object requires a charm (see to its benefit. or 15 if the faerie were held by a successful Chapter 5: Touches of Faerie, Charms), which Summoning effect. must be activated each day for the bearer to If the Bonding succeeds, the summoner receive the effects. This charm is created at forges a special connection between himself the time the bond is formed, and must be Captivating and the faerie, or between the faerie and taught to the bearer by the summoner. If the something he is touching. This bond acts secrecy of the charm is broken, the bond is Captivating is the art of exchanging as an Arcane Connection between the fa- undone and the bargain is ended. The bond places with a faerie — giving it control erie and the bearer for as long as it endures. also ends if the object is destroyed. over the summoner’s body while the sum- Through this bond, the bearer gains access A character may only benefit from a moner becomes the faerie for the duration. to one of the following effects, chosen by the single bond at any given time, and activat- The summoner can only affect a faerie that summoner at the time the bond is formed: ing a second bond destroys the first. Either is within range of his voice and has Faerie the faerie or the bearer may also break the Might no greater than the absolute total of • The bearer can use any of the faerie’s bond at will, though faeries rarely do this his applicable Sympathy Traits multiplied by Characteristics or Pretenses as if they if it would go against the terms of a bar- 5. Initiating the effect costs the summoner a were his own, and can take advantage of gain. It is possible to bond with a faerie Fatigue level. the faerie’s supernatural senses, perceiv- ing his surroundings as the faerie would see them in his place. This includes the Faerie Bargains use of Faerie Virtues like Faerie Sight and Faerie Speech. The faerie can do the Faeries have a special etiquette all of bargaining session immediately. same with the bearer’s Characteristics, their own, as anyone with Faerie Lore If after a certain period of time the Abilities, and senses. might know, and a great deal of it has to players cannot come to an agreement, say • The bearer gains access to the faerie’s do with how faeries make bargains. Faer- after a few minutes, you can quickly resolve powers, spending the faerie’s Might ies naturally value vitality, as discussed in the bargaining session with a contested Points to activate them. If the bond is Chapter 1: Nature of Faerie, but incogni- Communication + Bargain roll, modified with an object, the bearer or the faerie zant faeries may not realize that it is vital- by the character’s Faerie Rank. Note that can treat the object as an extension of ity they want. Accordingly, summoning a applicable Sympathy Traits may also ap- himself or itself, and can affect it with random faerie within range, even though it ply as a specialization to this Ability. their powers at Personal range. The faerie avoids the need to Penetrate Magic Resis- Summoners generally bring beer, milk, can also draw upon the bearer’s fatigue at tance, is a risk, because the summoner does gemstones, or other vitality-rich items will. If it wishes to exert itself in combat not know what this faerie thinks it wants. with them when they travel, to offer in or for any other reason, the bearer imme- Intelligence + Faerie Lore rolls against an bargains; careful choice of Sympathy traits diately loses a Fatigue level. Ease Factor of 12 or higher may allow the can make it likely that such items will be • The bond is opened for a temporary en- character to work out exactly what a faerie acceptable. Typical requests they might chantment of a single faerie effect. Any wants after a short period of trial bargain- make of faeries include: service, such as spell or power the bearer can cast may ing. It is safer to research a faerie, find an fighting with the summoner against an be placed into the bond, so long as his Arcane Connection, and then summon enemy, using its powers to bless the sum- casting total is at least equal to the effect that faerie, but that is not always possible. moner, or allowing the summoner to af- level. The faerie and the bearer then gain On the other side, if the summoner does fect it with his other bargaining powers; the ability to cast that effect as a power. not know what a faerie can do, it is hard to permission to travel through lands owned Both the faerie and the bearer must per- make a reasonable request. by the faerie, or to harvest vis or other re- form all the same actions as the caster Players are encouraged to roleplay the sources from it; a pact of non-aggression each time the power is activated — in- bargaining session, and try to come to an with the summoner and his community or cluding spending time, vis, Confidence, agreement in character. If a player acciden- his traveling companions; or the promise or Fatigue — but they do not need to roll tally commits a breach of etiquette, such as to owe the summoner a favor, to come and the die, and the effect uses the faerie’s saying “thank you” or acting above their sta- give aid when next called upon. Most faer- (Might Score – the level of the effect) tion, the storyguide may allow the player to ies try to avoid long-term commitments, for Penetration. make an Intelligence + Faerie Lore roll ver- as they restrict their ability to gain vitality. • The bearer is immune to Warping gained sus an appropriate Ease Factor to see wheth- Incognizant or narrowly cognizant faeries from living in a Faerie aura that season, er or not the character would have actually may, however, accept long-term commit- does not suffer wounds caused by suffo- made that mistake. A particularly bad social ments that suit them perfectly. They still cation, lack of food or drink, exposure, gaffe might make it impossible for the char- expect substantial compensation from the or extreme fatigue, can ignore all Fatigue acters to ever come to terms, and end the summoner, however. penalties, and may delay all Aging rolls

133 Realms of Power: Faerie

Captivating Total: the other, that player may decide whether can add his highest applicable Sympa- stress die + Perception + Captivating or not to end the exchange. thy Trait to his score.) Just as magi can + Faerie Rank + aura Captivating is a powerful, continuous fast-cast spells, a summoner can try to effect that warps the summoner over time, dismiss multiple effects in one round, Maximum Might Score: giving his body 1 Warping Point every sea- but he suffers a cumulative –6 penalty (Sympathy Traits x 5) son, and another one every year. However, for each one. because the summoner’s body is controlled • Dismissing can end the duration of any The Captivating Total must exceed by the faerie, and the faerie is controlled by effects that target a being with a Might the faerie’s Might to succeed, and must the summoner, both of them are immune to Score, if he penetrates that being’s penetrate its Magic Resistance (though as Faerie Calling for as long as the exchange Magic Resistance and exceeds the level usual the summoner can add his highest ap- lasts. It is a risky but effective route to im- of the cancelled effect on his Dismiss- plicable Sympathy Trait to his Penetration mortality, and a compelling way for a sum- ing Total. score). If the faerie is held by a successful moner to experience Faerie without giving • The summoner can release a being with a Summoning (one that penetrated its Magic up his essential humanity. It is said that if Might Score from the terms of an agree- Resistance), treat the effect level as 0 when the faerie dies while its body is controlled ment that has supernatural force, such calculating the Penetration Total, otherwise by the summoner, the exchange becomes as a bargain made between a summoner the effect level is the faerie’s Might Score. permanent. Whether or not this is so has and a faerie. To do this, the summoner For example, to change places with a Faerie yet to be proven, however; others fear that must exceed the creature’s Might Score Might 20 faerie, the summoner would need in fact the faerie returns to its body and it on his Dismissing Total, and must pene- a Captivating Total + Penetration bonus of is the summoner who dies. Most summon- trate its Magic Resistance. Many believe 40, or 20 if the faerie were held by a suc- ers prefer to ensure that the faerie inhabiting that through this process the summoner cessful Summoning. their body remains safe and undamaged for takes the debt upon himself, freeing the If the effect penetrates, the summoner the duration. being from its obligation. and the faerie immediately switch places. Perhaps the easiest way to do this is to have When checking for penetration, do not the players trade character sheets. The sum- subtract the effect level from the Penetra- moner can do whatever it likes with the fa- Dismissing tion Total if the being is held by a success- erie, and the faerie has complete control over ful Summoning effect (as above, one that the summoner. They do not trade their mem- Summoners who have studied the art of penetrated its Magic Resistance). Note that ories, but they do effectively trade minds, so Dismissing have the power to undo super- the summoner can add his highest applicable that either character can cast spells on itself natural effects made by beings with Might, Sympathy Trait to his Penetration score if he to learn about that character’s past actions. and to free these beings from other effects has it. The only limitation is that the exchange that bind them. To do this, the summoner Dismissing is a good way for a summoner does not affect either character’s Personal- must expend a Fatigue level, and must speak to make bargains with faeries that he has no ity Traits or Confidence Points (and Faith with the being in question. As with the intention of keeping, without suffering the Points, if the summoner has True Faith), and other Arts, he cannot affect a greater Might loss of sympathy. While doing this does not the summoner also takes his Sympathy Traits Score or effect Level than his Sympathy affect the summoner’s Faerie Rank, individual with him. Traits allow. faeries are likely to resent this behavior. To Either party can try to cancel the ex- avoid their enmity, a shrewd summoner will change at will, which faeries usually do Dismissing Total: always offer a faerie something of compara- when the terms of their bargain with the stress die + Intelligence + Dismissing ble value to the terms of the original bargain summoner expire. If the other does not wish + Faerie Rank + aura in return for accepting the use of this power to relinquish control, they have an emo- against it. tional struggle for dominance. Both players Maximum Might Score or Effect Level: should choose a Personality Trait that they (Sympathy Traits x 5) agree is appropriate to the circumstances and what the character is currently doing Dismissing has three uses: — for example, if the summoner’s body is sleeping, the faerie’s Slothful Trait might • The summoner can cancel any effect Pagan best apply, while the summoner might use produced by the powers of a being with his Impatient Trait. If the character has no a Might Score, by exceeding the level Traditions appropriate Personality Traits, treat this as of the effect on his Dismissing Total a Trait with a score of 0. If the summoner and penetrating the being’s Magic Re- Many groups of pagans throughout character has Sympathy Traits appropriate sistance. The summoner can also deflect Mythic Europe follow a particular tradition to the faerie he is captivating, that player the use of a being’s power before it takes of faerie wizardry, which allows them to adds them to his total. Both players then effect, if he beats the being’s Initiative learn the tradition’s Favored Abilities with add a stress die roll, and compare the re- Total on a Quickness + Finesse stress greater ease (see Chapter 5: Touches of Fa- sults. If one of them has a higher total than roll. (If the summoner has Finesse, he erie, Learning Supernatural Abilities). Faerie

134 Realms of Power: Faerie wizards may also initiate Virtues by under- a strange sort that call themselves “faerie fresh, they say. going Ordeals and following an Initiation borrowers.” These folk often seem espe- To help with the trade, Borrowers Script, like other hedge wizards do (see Hedge cially foreign and exotic — like travelers occasionally take promising children as Magic for details). However, faerie Initiation from far-off lands with odd habits and their apprentices, usually by bargaining Scripts are rare, since most wizards learn unusual customs. They may present them- them away from faeries that have claimed their powers from a teacher instead. Here selves as merchants or pilgrims, perform- or stolen them from their parents. While are three examples of these groups and the ers or messengers, or even soldiers or spies making use of prentice labor, they teach Methods and Powers at which they particu- for distant lords. Their primary interest is them to bargain and the intricacies of larly excel. in faeries, with whom they are especially dealing with faeries, and eventually initi-

Note that in order to design a starting skilled at dealing, and it is with faeries that ate them into the Ars Fabulosa. Eventually character with the power to perform Faerie they conduct their business. They essen- they become skilled enough to take over rites, the player must devote at least four tially make their living selling goods to the the trade from their master, or else to set points of the character’s starting Virtues to faerie realm; their payment is the blessings off on their own. a Faerie Method and a Faerie Power, and to of the fae. When asked what it is that they practice Faerie Bargaining the character must borrow, they might answer that they bor- have one of the four Virtues associated with row the power of the faeries — though the fantastic art, usually Summoning. Either some of them “borrow” from humans as Ollamhain sort of character must also have Sympathy well, since not all of their wares are always Traits, either from a Virtue or a Flaw, and obtained honestly. Favored Abilities: Enchantment, Be- since his power is limited by the number of Borrowers usually trade in novelty; they guile, Dream, Portage these he possesses, he will probably need pick up strange goods from distant places, The Ollamhain (pronounced “ah-luh- several — or else a high Warping Score, so including small animals, food and drink, VAIN”) are Irish poets, sages, and perform- that he can increase their values to higher fine art, and even magical artifacts (such as ers who have had many dealings with the levels with experience. enchanted devices or other objects contain- Fair Folk, as they call the faeries, and who ing vis), and these wares often fetch a good claim special kinship with them. Many price with faeries, since they usuallyaccept of them have Faerie Blood. Their ancient the claim that treasures from distant lands songs and poems are said to contain magic Borrowers contain more vitality than items obtained when performed in the correct style — the locally. Through careful negotiation, Bor- power to see into hearts and minds, the fu- Favored Arts: Summoning, Bonding, rowers can sustain a burgeoning business on ture, and even the Faerie Realm itself. For Captivating, Dismissing just a few faerie bargains a year, as long as these performances, many of them favor The Ars Fabulosa have only just be- their competition remains relatively scarce. the Irish harp that is symbolically associ- gun to spread through Mythic Europe, and To ensure this, they usually prefer to keep ated with them and their island, and pass among the people who practice them is moving — which also keeps their stock from father to son special enchanted instru-

135 Realms of Power: Faerie ments that have been blessed to play espe- blessings that reflect the harsh wilderness in “wise women” by villagers who turn to them cially well. which they live. They typically possess great when troubled, they are also forced to live conviction because of these extreme condi- apart from the community because of their tions, becoming especially self-confident, strange ways and their intimidating powers. though of course this Virtue could come Their strengths are in keeping the super- Volkhvy from their faerie rites as easily as their per- natural at bay and protecting those in their sonal fortitude. charge, and through their exertions they can Favored Abilities: Evocation, Ceremo- mend or injure those who they think worthy. ny, Conjure, Grant It is folk like this that the magi of the Order Far beyond the reach of the eastern arm of Hermes often imagine when they use the of the Christian Church are people who have Wise Folk term “hedge wizard.” never heard the Gospels and who still keep the old pagan ways — Russian faerie wizards Favored Abilities: Empathy, Ware, known as the Volkhvy. Their great rites are Weal, Woe legendary, where everyone in the commu- There are many sorts of faerie-touched nity comes together to entreat their faerie men and women who typically live on the gods for aid, usually through glamours and fringes of society. Called “wise men” and

136 Chapter Seven Telling Faerie Stories

Faerie stories are rarely about faeries, and plot that requires the characters to travel by courts could be used to travel to the places many do not even contain faeries. They are flying ship, but doesn’t want a flying ship to they portray, but no-one has reported using a about people who go to unknown places, make travel in Mythic European stories too Faerie Court as a dependable transit point. what they find there, and how they are trans- easy, then the story could be set in a faerie With the agreement of the rest of the formed. This chapter offers advice to the place. Medieval storytellers often used the troupe, faeries can have roles that are suited storyguide who wishes to incorporate faerie same device; they would set historical figures to these fantastic pasts, distorted presents, or stories into his saga, but retain the distinc- in the modern day, or give people powers speculative futures. tive flavor of those stories so as to distinguish that they could only use while they were them from the legendary tales of heroes and in other lands. Faerie stories are an excuse wonder tales of saints. It is principally about to avoid, or temporarily suspend, whatever stories with faerie tale elements, not neces- limitations of historical accuracy each troupe Appropriation sarily stories for faerie characters. has decided for itself. Appropriation is the theft of stories. Fa- erie is a setting that allows troupes to bor- row stories from other media, or from the Anachronism supplements of other game systems, and include them in a saga. By setting them in Revel in Many medieval stories contain promi- faerie, appropriated materials are separated nent historical figures, and yet have these from the saga’s setting. This makes them Anachronism & characters using contemporary technology particularly useful for games where only and language. Faerie is filled with historical part of the troupe arrives for the session, stories. Some magi believe these stories are and the storyguide wants to fill in a session Appropriation not mere fantasies conquered to catch the from pregenerated materials rather than attention of magi: they are recitations of proceed with the saga’s arc. Faerie is also When telling faerie stories, most troupes events long ago, and may contain informa- a suitable setting for encounters with the should be less historically accurate than tion that is useful to modern people seeking many interesting creatures developed for usual. Ars Magica games are usually set in ancient sites and lost lore. Stories being re- other game systems that do not fit comfort- the 13th century. But in the real 13th centu- enacted by faeries claiming to be the pagan ably within Mythic Europe. Troupes that ry, many of the faerie stories dearest to the dead are particularly likely to contain motifs want their saga to cross over into the set- hearts of players do not exist. The written that reflect historical fact. tings created by authors of popular fiction versions of faerie stories that most players Settings include the conquests of Julius can also deem those worlds to be in Faerie, are familiar with are the result of nationalis- Caesar, the empire of Alexander, the fall of where they are accessible, but still distinct tic, literary movements that flowered in the Troy, the ancient Nile, the court of Arthur, from Mythic Europe. middle and upper classes of Europe after the palace of Charlemagne, the founding the game period. The label “fairy tales” does myths of each of the tribes of Europe, pivotal not appear in the real 13th-century Europe, battles, and significant assassinations. Be Topical and the words “” and “faerie” are yet to Stories of what lies beyond Europe are be written in English. Storyguides should also popular, and faeries hear and reproduce Medieval storytellers would use topical use the best faerie tales, from any culture them. Magi have found many faerie courts material to comment on the political situa- or historical period, as inspiration for their that claim to be the kingdom of Prester John, tion of their day, hidden beneath a layer of stories. or the land of the Silk People. It is not clear stock characters and set in a distant land. Faerie places touch, but do not much al- which elements of these courts are drawn Storyguides should steal ideas and charac- ter, Mythic Europe. That allows troupes to from the expectations of the observers, and ters from modern literature. Similarly, story- use faerie places as venues for stories that which are observations made by faeries who guides who take inspiration from modern so- would damage the verisimilitude of the game have traveled to distant places through Arca- cial and political controversies are following world. For example, if the storyguide has a dia and returned. Many magi feel that these an ancient tradition of folk storytelling.

137 Realms of Power: Faerie

• The magician in The Glass Coffin enchants Mistakes To Avoid the lands, turns the princes into animals, and seals the princess in a glass coffin when she refuses to marry him. Several traditional ways of telling fa- Genuineness erie stories do not work well in roleplaying • The dwarf in Snow White, Rose Red curses games. In brief these are: Authors who write about fairy tales can a prince to take bear shape by stealing become very strident about which version his money. of a story precedes the others, and about • Eris, in The Illiad, pitches the entire world Catalog of the Fantastic the division between genuine folk tales and into war, because she thinks it amusing. literary retellings. Storyguides should not Some authors of faerie stories merely be too concerned about telling the “genu- Are servants of player characters ... describe a cavalcade of marvelous things. ine” version of a faerie tale. Two stories that Faerie is a good place to develop emo- share the same motifs are not the same story: • The djinni from Aladdin and the Wonderful tionally resonant settings, but unless the color, atmosphere, and detail matter and Lamp grants wishes. setting bears some relationship to the need to be tailored to the players. For game • Dick Whittington’s Cat and Puss in plot, and the plot is driven by the desires purposes, the versions of Red Riding Hood Boots both help their masters become of the player characters, catalogs of the where she is saved by a woodcutter, eaten by undeservedly rich. fantastic reduce the player characters to the wolf, and seduces the wolf are all good • Snow White’s dwarfs make things for her. an audience. material. Which version of a story is the best • Any brownie or house goblin does chores. depends on the troupe, and the saga. • Dwarfs act as squires to great warriors in Arthurian tales. Cuteness It Was All a Dream Grant a useful item, or can teach a use- Diminutive faeries with lisps and ful skill, after the characters are tested ... names that sound like the simple sounds Faerie stories are often allegorical, that babies make are an Edwardian reac- which makes them dream-like. It can be • Cinderella’s helper (whether a godmoth- tion to the harshness of the Victorian tempting for the story to have been a er, ghost of her mother, or magical birds) world. They fail, in a roleplaying sense, dream. This cheapens the accomplish- provides her with, at least, one dress and because the plots of roleplaying games are ments of the player characters, unless the set of shoes. about conflict, and baby faeries do not fit dream has ongoing consequences in the • The elves in the Shoemaker and the Elves that milieu, except as victims. saga. Faerie stories should be meaningful. make shoes. • Dwarfs make the weapons of deserving heroes and gods in Norse mythology. • A Lady of the Lake is the guardian of Ex- Dissecting Stories calibur and gives it to Arthur, while an- Use Other other guards three magic shields, which she gives to Lancelot. Faeries are very diverse, which helps to Stories hide the fact that they play few roles in sto- Allow the characters to travel to com- ries. The following lists include characters plete the story ... Search the books in this book’s bib- from popular, modern fairy tales, to demon- liography for stories the troupe has not strate each role. Faeries often: • Djinni from Aladdin and the Wonderful Lamp heard, because they are an endless well allow him to fly through the world. of Ars Magica adventures. Stories from the Create the problem that forces the • Cinderella’s helper (godmother, ghost of Middle East and Asia are particularly use- player characters to act ... her mother, or magical birds) provides ful, because they are at once both strange her with a coach. and recognizable. These tales provide the • The Witch in Rapunzel steals a child • The stag in The Glass Coffin carries the tai- surprise necessary for a successful story, from a family with a magical pact that lor to where he can break the curse. while retaining many of the rhythms and involves eating fairy food, and keeps her • The valkyries in Norse myth carry the structures with which players are familiar. in a tower. Rapunzel develops magical dead to their conclusion. Storyguides wanting original stories, but powers, including tears that can perma- • Some create dust that allows oth- preferring not to have to change motifs to nently heal injuries and hair that grows ers to fly. suit the European setting, might find col- at an alarming rate. She is likely a potent lections of Italian fairy tales particularly source of Corpus or Creo vis. Embody a threat that must be useful. They have many of the features of • The insulted faerie in Sleeping Beauty overcome ... the better-known French, German, and curses her to prick her finger, suffering Danish tales, but their details differ enough a wound, and then dying. This is com- • Many faeries want to eat the heroes, like to surprise players. muted to just sending her entire com- the giant in Jack the Giant Killer, the witch munity into a regio to sleep for a hun- in Hansel and Gretel, the troll in the Three dred years. Billy Goats Gruff, the wolf in Red Riding

138 Realms of Power: Faerie

Hood or the Three Little Pigs, or just about and can be reused in stories. When Charles rivalries have lead to open conflict, and the friend any other story. Perrault changed Cinderella’s slippers to hopes that the characters can provide a level head. The • Others want to capture the heroes. The glass, to represent the lightness of her step synthesis is Venus — getting the opposing parties to Snow Queen steals Kay, and imprisons and the supernatural expensiveness of her remember their love for each other will resolve the story. him. Calypso, in The Odyssey, wants to shoes, he created a resonant image. Collec- Alternatively, the synthesis could be Saturn (only keep Odysseus from ever becoming fa- tions of fairy tales are filled with similarly death of one of the parties will resolve the situation); mous or going home. perfect moments, items, and plot twists, all or Jupiter (the characters must appeal to authority ready for a storyteller to take up and use. figures to achieve resolution). Are the thing that must be aided ... Having decided on the overall themes of the thesis, antithesis, and synthesis, the next • Any number of cursed princes, like the stage is to flesh out the six components of Beast from Beauty and the Beast, the frog the story. in Frog Prince, the prince in The Hut in the Forest, and the bear in Snow White and Story Flow Rose Red. The Hook • Any number of princesses that must be Every good story has a beginning, a saved from monsters or evil knights. middle, and an end; or, as Aristotle put it, The hook is the device that drags the • The animals in The Hut in the Forest. a thesis, an antithesis, and a synthesis. The characters into the action. Hooks often • The lion with the thorn in his paw in thesis is the initial position of the characters present themselves as being connected to a Aesop’s Fables. in the story, supported by appropriate prem- Story or Personality Flaw of a key charac- ises which are generally acceptable to the ter — a widow appeals to the charity of a Are the givers of final rewards ... listeners. In terms of a story, the thesis is rep- Compassionate character, a Mentor asks that resented by the hook and the trigger. The a character performs a small task for him, • The welcome fairies in Sleeping Beauty. next stage of the story is to present the an- etc. However, not all stories derive from the • Any marriageable prince, or king with tithesis of the heroes — a sudden change in characters themselves; they may result from a daughter. their circumstances that tests their character prior escapades or the Flaws of storyguide • Any faerie that rewards the good daugh- and presents the thesis in the best light. In characters who interfere with the players. ter and punishes the evil one. story terms, the antithesis provides the set- • The cailleach that grants sovereignty ting of the story and the twist. The final task of Ireland after testing the courage of of the storyteller is to reconcile the thesis The Trigger a man. and antithesis into the synthesis, presenting the story as a coherent whole. This results in The trigger is the precipitating event of Play several of these roles at various both resolution and consequences. the plot. It may rely on the actions of the parts of the story ... A good tip when planning a story is to characters — for example, if the hook pres- give each of the three basic stages of the plot ents itself once the characters have acquired • Rumplestiltzkin provides service, and a theme. Typically, these themes are emo- the Token of the Star — or it may be external the chance to marry a prince, but be- tions or personality traits, but they could be to them entirely — the hook presents itself comes a threat. other symbols such as signs of the zodiac, in the Spring of 1223. • The Beast from Beauty and the Beast is ini- planetary symbolism, moral fables, or any tially a threat, then needs to be helped, other system of archetypal themes. These and gives rewards. are just simple drivers to the imagination, The Setting • The Frog Prince serves the princess (by assisting the conception of the plot as a getting back her lost ball), then becomes whole. For truly complex stories, the the- The setting of a plot is a description of a moral test, needs to be helped, and sis, antithesis, and synthesis could be entire the location in which most of the action grants rewards. plots in their own right, perhaps each one takes place. The setting is usually determined deriving from one of the Thirty Six Dramatic by the hook, which allows intriguers to exert Are the heroes of stories (though this is Situations (see insert). However, this level of control over the situation by deciding on the more uncommon) ... complexity is a daunting task and should be battleground. If the characters need to travel reserved for pivotal stories in the saga. to the setting, then this travel should not be • The Little Mermaid deliberately revers- Example (based on emotions): The thesis is sym- belabored unduly, or else the momentum of es traditional stories, with the mermaid bolized by Loyalty — a character hears that a faerie the trigger will be lost. losing her voice, then her life, in love ally is in trouble, and pledges her support. The antith- for a mortal. esis is Revenge — the faerie is not in trouble; he has • The Bremen Town Musicians. faked his situation to avenge a former slight against the The Twist • The Gingerbread Man. character. The synthesis is Courage — the character must weather the storm of the faerie’s wrath to reveal The twist is an element that is particu- Plundering stories by dissecting the roles that he has been misled by an evil-doer. larly important in intrigue stories. Its most of the faeries, however, misses much of their Example (based on planetary symbolism): The common manifestation is that things are not pilferable magic. Faerie tales are awash with thesis is Mercury — a message is received by a char- what they first seemed. This might be be- small details that seem perfect when read, acter from an old friend. The antithesis is Mars — old cause of willful deception by the hook, or it

139 Realms of Power: Faerie

A simplified version of the most popular structural description is:

• Each story begins where the last one finished, perhaps after a period of time has passed. • Villainy is perpetrated, or the lack of some necessary thing becomes apparent. • The player characters become aware of the need to act. • They travel, and are tested by events. • The characters resolve the minor chal- lenges that stand between them and the main challenge. • In doing so, they earn magical aid. • The characters travel to where the villain is located. • They fight the villain, who is defeated. • The villainy, or lack, is remedied • The characters head home, but have ad- ventures on the way. • The characters are rewarded.

Stories of this type — indeed, any stories — can be divided into constituent dramatic elements that consist of the ma- jor characters in a story (the actors, cast, or dramatis personae) and the things that those characters do (the parts, acts, and scenes of the play). Some general principles are discussed in this section, and methods might be because the setting is more com- from the prize that the characters thought of generating and interpreting dramatic plex than either the hook or the characters that they were pursuing, there is always the elements can be found in Chapter 2: The realized at first. potential to acquire new friends, informa- Faerie Realm. tion that might serve as hooks to further stories; and, in game terms, experience The Resolution points, confidence points, and changes in Personality Traits and Reputations. Dramatis Personae The resolution is the most important part of the synthesis; how the situation could Within fairy tales, myths, and moral sto- be brought to a conclusion. It is often best to ries, there are a number of characters who describe a number of end-states that might play specific roles. These elements of the result from the actions of the characters, story need not be human-shaped, or even rather than relying on railroading the play- Dramatic alive, and any one character can combine ers down a specific course of action towards more than one of these roles. a pre-determined conclusion. Elements As well as the overall theme of a story The Hero The Consequences (discussed in Story Flow, earlier), the story’s structure can be broken down into dramatic The hero is the one who sets off on ad- The consequences of the story are those elements. Some tellers of folktales believe venture. The hero might be a seeker-hero things that result from the actions of the that all tales have the same basic structure (looking for a prize) or a victim-hero (forced characters. Defeating an enemy is a resolu- of elements. A story following the structure into adventure by the actions of the villain). tion, but the political ramifications of that sometimes skips or repeats individual steps, In many stories in the Faerie Realm, the char- defeat constitute the consequences of the but follows the general pattern. Most struc- acters collectively take on the role of the story. If left alive, the foe might redouble tural descriptions do not suit Ars Magica hero, although this is not always the case. his efforts against the players; however, his sagas because they assume that character be- Examples: Odysseus (in The Odyssey); death may bring legal or punitive conse- gins as a normal person, and ends as a king. Samson (in the Book of Judges); Es-Sindibad quences from other sections of society. Fi- This provides little flexibility for characters (“Sinbad”). nally, don’t forget the rewards; quite apart to be used in many stories.

140 Realms of Power: Faerie

The Villain one who sets tasks for the hero, one who The Donor fights the hero, one who pursues the hero, The villain opposes the hero several and so forth. The donor grants the hero a magical gift times during the story, cumulating with Examples: Thrym (in the Theft of Thor’s or power that is vital to the execution of his a fight or other form of struggle, and/or a Hammer); Hera (in the Sorrows and Labors of task. However, the donor may not necessarily pursuit. There is often more than one villain Heracles); Kostchei the Undying (in Maria be kindly disposed towards the hero or acting in a long story — one who tricks the hero, Morevna). out of altruism; the hero often has to force

The Thirty Six Dramatic Situations

There are a number of modern manuals on literary style that Dramatic Situation Dynamic Elements offer advice to aspiring authors, and a storyguide would do well 13. Enmity of Kinsmen Malevolent Kinsman, Hated or Equally to dip into such sources when planning a faerie story. One of the Malevolent Kinsman most useful is Thirty-Six Dramatic Situations by Georges Polti, which 14. Rivalry of Kinsmen Preferred Kinsman, Rejected Kinsman, propounds that there are thirty six primal emotions that drive all Object of Rivalry dramatic plots in literature. 15. Murderous Adultery Two Adulterers, Betrayed Spouse Too many plots in roleplaying games devolve to one of two situations — in Polti’s scheme, numbers 9 (A Daring Enterprise) 16. Madness Madman, Victim and 12 (Obtaining). By identifying new plots, excellent inspiration 17. Fatal Imprudence Careless Fool, Victim, or Object Lost for faerie stories can be gained, particularly if the listed dynamic 18. Involuntary Crimes Lover, Beloved, Revealer elements are interpreted metaphorically rather than literally. Adul- of Love tery is about betrayal of a sacred oath, which encompasses more 19. Slaying of a Kinsman Slayer, Unrecognized Victim than just the wedding vows; “Kinsmen,” who feature in many of Unrecognized these situations, can be fellow members of one’s House, or the Or- 20. Self-Sacrificing Hero, Ideal, Creditor, or Person/Thing der; and a “Conflict with a God” can represent any man’s battle for an Ideal Sacrificed against an undefeatable concept such as Love or Truth. 21. Self-Sacrifice for Hero, Kinsman, Creditor, or Person/ In this type of story, the characters usually play the active role, Kindred Thing Sacrificed leaving the faeries to fill in the remaining dynamic elements. But the faeries could take all roles, and the characters find themselves 22. All Sacrificed Lover, Object of Fatal Passion, Person thrust into the middle. In the Revolt situation, for example, the for a Passion or Thing Sacrificed characters could be contracted by the Tyrant to quell the rebel- 23. Necessity of Hero, Beloved Victim, Necessity lion, or instead assist the Conspirator/s to free the oppressed. Sacrificing Loved Ones for Sacrifice 24. Rivalry of Superior Superior Rival, Inferior Rival, Object Dramatic Situation Dynamic Elements and Inferior of Rivalry 1. Supplication Persecutor, Supplicant, Power 25. Adultery Two Adulterers, Deceived Spouse in Authority 26. Crimes of Love Lover, Beloved 2. Deliverance Victim, Threatener, Rescuer 27. Discovery of the Discovery, Guilty One 3. Crime Pursued Avenger, Criminal Dishonor of a by Vengeance Loved One 4. Vengeance Taken for Avenging Kinsman, Guilty Kinsman, 28. Obstacles to Love Two Lovers, Obstacle Kindred Upon Kindred Remembrance of the Victim, Relative 29. An Enemy Loved Beloved Enemy, Lover, Hater of Both 30. Ambition Ambitious Person, Thing Coveted, 5. Pursuit Punishment, Fugitive Adversary 6. Disaster Vanquished Power, Victorious Enemy 31. Conflict with a God Mortal, Immortal or Messenger 32. Mistaken Jealousy Jealous One, Object of Jealousy, 7. Falling Prey to Victim, Master, or Misfortune Supposed Accomplice, Cause of Cruelty or Misfortune Mistake 8. Revolt Tyrant, Conspirator 33. Erroneous Judgment Mistaken One, Victim of Mistake, 9. Daring Enterprise Bold Leader, Object of Quest, Cause of Mistake, Guilty Person Adversary 34. Remorse Culprit, Victim or Sin, Interrogator 10. Abduction Abductor, Abducted, Guardian 35. Recovery of a Seeker, One Found 11. The Enigma Interrogator, Seeker, Problem Lost One 12. Obtaining Object Sought, and either Solicitor 36. Loss of Loved Ones Kinsman Lost, Kinsman Spectator, and Adversary or Arbitrator and Executioner Opposing Parties

141 Realms of Power: Faerie the donor to provide the magical aid by com- Acts offer the sought-after information. A quick- pleting a task or defeating him in combat. witted hero has the opportunity to learn Examples: Fafnir (in the Saga of the Ni- about the villain as well. belungs); Ceridwen (in the story of Gwion The dramatis personae of a in- Bach, the witch whose cauldron gives him teract with one another in a series of linked magical powers) scenes or Acts. Some archetypal acts are de- Trickery tailed in this section, but few stories have a large number of these elements; most com- The villain deceives his intended vic- The Helper bine only two or three. The acts below have tim in order to take possession of him or of been written in a general sense, because the his belongings. In fairy tales, such trickery The helper assists the hero; unlike the traditional roles vary dramatically according is almost always fallen for. The villain may donor, the helper is always well inclined to- to the nature of the roles. For example, the fi- employ a number of means to gain control wards the hero, and his motives are pure. The nal act of Reconciliation can be a wedding (if of the hero — persuasion, magic, or force. help provided is always timely and perfectly the Princess is a literal princess) or a return But there need not be any active trickery on suited to the story. The helper assists the to the comfort of home (if the Princess is a behalf of the villain; for example, the hero hero in traveling between locations, reverses magical cure). may fall asleep and thereby put himself into his ill fortune, rescues him from pursuit, or The acts presented below are in the order the hands of the villain. assists him in his difficult tasks. in which they are normally encountered in a Examples: Hermes who shows Odys- fairy story. Notably, the main struggle with seus the moly plant; the Grey Wolf (in the villain is not necessarily the final act, but Villainy Prince Ivan) is often followed by an escape, ordeal, and/ or acquiring the final prize. Most fairy tales This is where the action usually starts, start with a preparatory stage where the hero with the villain causing direct harm or injury The Princess is introduced; in stories where the characters to someone close to the hero, or perhaps take the hero’s role, this is not necessary. even the hero himself. The villain thus re- The Princess is either the object of the veals himself to be such, and the hero pur- hero’s quest or a prize acquired along the sues him for the rest of the story. Example way. The role of Princess can be filled by Interdiction forms of villainy are: any person or object, not just a young fe- male royal. Often the precipitating act of the story, • Abduction of a person; Examples: The magical apple that cures the hero is issued a command by some au- • Seizure or theft of a significant object; the illness of hero’s grandmother. thority figure, such as a king or parent. This • Pillaging or spoilage of food or craft; command or interdiction is then intention- • Infliction of disease or bodily injury, ally or accidentally violated by the hero. It is or murder; The Task-Setter because of this broken interdiction that the • Seduction of a loved one; hero sets off on an adventure. Typical inter- • Substitution of a child or bride; The Task-Setter poses challenges for dictions include: • Inciting others to crime; the hero to pass, and should he succeed, he • Expulsion or infliction of hardship; will win the princess. The task-setter is dis- • “Do not leave the castle walls.” • Imprisonment; tinct from the donor (whose tasks result in a • “Do not steal from the dragon’s wealth.” • Nocturnal tormenting; magical gift or helper) and the villain (whose • “Do not speak to Baba Yaga.” • Declarations of war. tasks are to oppose the hero, not keep the • “Look after your little sister.” prize from him). If the villain of the story is absent or a Examples: The Sphinx faced by Oedi- It is often the villain who manipulates the faceless force of nature, then villainy can pus; a king who demands the hero proves hero into breaking the interdiction by pre- take the form of a lack or insufficiency. himself before winning his daughter’s hand; senting a situation where he is sorely tempt- The theft of a magic horse and the lack of a the dragon who guards the Golden Fleece. ed, by greed or by conscience. Alternatively, magic horse fulfill the same role in the story the villain breaks the interdiction himself, by — the hero lacks a magic steed when he stealing away the hero’s little sister, or hiding needs one. The False Hero the dragon’s gold in the hero’s pockets.

The false hero is an infrequent role oc- Receipt curring in a story. The false hero tries to Reconnaissance claim credit for the hero’s actions, and nearly The hero gains the use of a magical claims the prize sought by him. However, The villain makes his first appearance in agent or token from a donor. Note that a do- the false hero’s deception is always uncov- the story. He desires information about the nor need not be willing or benevolent; a hag ered in the nick of time. Sometimes the false hero who will oppose him, so gathers infor- tricked out of her magic horse is an example hero and the villain are the same character. mation about him. This act often takes place of an unwilling donor. The initial encounter Examples: A cowardly knight who finds before the villain has revealed his maleficent with the donor can take place in a number a dead dragon and claims to have killed it. nature, and the hero himself might naively of ways:

142 Realms of Power: Faerie

• The donor sets tests or obstacles before traveling over vast distances, often in a blink hero might have to prove his worth to a king the hero; of the eye, effected by some magical token to obtain permission to marry his daughter. • The donor greets and interrogates possessed or won by the hero. Some typical examples: the hero; • A dying (or deceased) donor requests • Riddle setting or guessing; a service; Struggle • Choice (the hero must select his prize • A prisoner begs for his freedom; from among twelve identical objects); • The donor makes a request of the hero; Separate to the fight with a hostile do- • Ordeal by food and drink (the hero • The donor tries to kill the hero; nor (see Receipt), this act is a direct conflict must consume a vast amount of food • The donor offers an exchange or deal. between the hero and the villain. The prize or drink); is not some magical agent to help him in • Hide and seek (the hero must hide him- Once the hero has passed the test, made his quest, but the very object of his quest. self from the task-setter); the deal, performed the service, or whatever It is not uncommon for the hero to receive a • Test of strength, adroitness, or fortitude; the story demands, he acquires the token. wound or other mark during the struggle, or • Supply or manufacture (the hero must This may be as simple as the donor handing obtain an identifying object from his enemy. make a complex object in a single night, him an object or animal, but this is not the This element is important if there is a false or obtain a mythical prize). only option. If the token is a magical power, hero in the story (see above). Of course, the then the hero is shown how to use it, or the struggle usually ends in victory for the hero. token is eaten or drunk to gain the power. And by virtue of that defeat, the initial mis- Imposture The token may be pointed out to the hero, fortune that sent him on the quest in the first or seized from the donor as part of the test. place is liquidated. The hero is sometimes not recognized Another source of variation is the nature for his deeds. Instead, a false hero (who may of the token. For it to appear in the story, also be the villain) claims credit for the or- it must have some relevance to a later act Pursuit deals passed by the hero. However, in the — random treasure is a concept alien to the predestined manner of the fairy tale, the hero fairy tale. The successful completion of the The journey home is not always a simple always has some means to positively identify story by the hero is always dependent on the one for the hero; sometimes he is pursued. himself as the hero, and expose the false hero token, regardless of whether the hero real- The villain, if not killed during the struggle to receive the punishment he deserves. This izes its significance. Example tokens are: with the hero, is usually the pursuer. Howev- identifying token may be the wound he suf- er, it might be some guardian or compatriot fered in his struggle against the villain, a to- • A magical steed that can fly; of the villain who takes the role of pursuer. ken he took from the villain, or a token he • The ability to transform into an animal; The hero who is pursued never simply out- received from his princess. • An ointment that allows one to see runs his pursuer; rather, he is rescued from the invisible; pursuit by employing the magical agent re- • The assistance of three magical animals; ceived from the donor, by the helper, or by Reconciliation • A ship that folds up like a napkin; the object of his quest. • The secret of how to kill the giant. The final act of the fairy tale is the hero finally acquiring the object he has sought Ordeal after. A common resolution is a wedding Transference followed by an ascension to the throne, but One of the favorite elements of the fairy equally it could be the return home to his The hero is transported, delivered, or led tale is the requirement that the hero perform sick grandmother to give her the healing po- to the whereabouts of the object of his quest. some difficult task. The setter of the ordeal is tion he has sought. A remarkable number of fairy stories involve not always the villain, though. For example, a

143 Appendix Bibliography

Anderson, Graham. Fairytale in the Ancient (Eds). A Dictionary of Medieval Heroes. Purkiss, Diane. Troublesome Things: A History of World. Routledge: New York, 2000. Boydell Press: Woodbridge, 1998. Fairies and Fairy Stories. Penguin: London, Bishop, Morris (Ed). A Medieval Storybook. Palsson, Hermann and Edwards, Paul (Tr). 2000. Cornell University Press: Ithaca, 1970. Seven Viking Romances. Penguin: London, Rose, Carol. Giants, Monsters, and Dragons: an Briggs, Katharine. A Dictionary of Fairies. 1985. Encyclopedia of Folklore, Legend, and Myth. Penguin: London, 1977. Polti, Georges. Thirty-Six Dramatic Situations. ABC-CLIO: Santa Barbara, 2000. Briggs, Katharine. Abbey Lubbers, Banshees & Lucille Ray trans. James Knapp Reeve: Synge, Ursula. Kalevala. Bodley Head: : An Illustrated Encyclopedia of Fairies. Franklin, Ohio, 1921. London, 1977. Pantheon Books: New York: 1979. Propp, Vladimir. The Morphology of the Folktale. Wheeler, Post. Russian Wonter Tales. A&C Gerritsen, Willem and van Melle, Anthony University of Texas Press: Austin, 1968. Black: London, 1912.

144 You mustn’t call them by name ... they are the “good neighbors,” the “fair folk,” or the “gentry.” Don’t draw their attention, for those they notice are drawn into their stories, which no mortal can survive unchanged. Stay away from the edges of the dark woods, respect your superiors, and do what society expects. Or the faeries will come for you! The faeries of Mythic Europe live according to roles and stories, drawing vitality from mortals who play by their rules. Some vampiric faeries steal vitality from blood, while others draw it from the garlic placed over doors to keep them out. Some fey dragons live by devouring knights and feasting on the fear they create, while others exist to be defeated, drawing vitality from the knight’s victory. But afterwards, the dead dragon and the defeated vampire always take on a new role,

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