FAERIE:
The
LOST KINGDOMS
3rd Edition, Revised
"Empty your pockets. Leave the keys and the coins here -- tie
them in your kerchief, perhaps. Cold iron will not be welcome where
we go. The rest you may retain. Listen to me carefully, now.
There are things you must remember. Firstly, on our journey you must
obey my orders explicitly and in all things, no matter how petty or strange
they may seem to you. Secondly, ask no questions or favors of those
you meet on our travels; and accept no gifts, or foodstuffs, or favors,
save with my blessing. Thirdly, remember your manners: etiquette
will be important where we go, and good manners are gold. For a trivial
impoliteness you could find yourself gifted with asses' ears, or worse.
And lastly, never stray from the path. No matter what you see, or
hear, or feel. Do you understand?
"We travel through the fair lands, child. Call them Avalon, or Elvenhome,
or Dom-Daniel, or Faerie, it matters not. It is the land of summer's
twilight.."
|
Quotes:
Moorchild --
Thomas Rhymer -- Ellen Kushner
Hounds of God -- Judith Tarr
Books of Magic -- John Ney Reiber and Peter Gross
Faeries, and Good Faeries/Bad Faeries -- Brian Froud
The Adept -- Katherine Kurtz and Barbara ???
Dragonbone Chair -- Tad Williams
Faerie Tale -- Raymond E. Feist
Terms used for faeries: The Fair Folk, the Good People, the
Strangers, the Twilight Folk, the Hillfolk, the Gray Men, the Peaceful
Ones, the Sky-Walkers, the Tricksters, the Little People, The Gray Neighbors,
Terms used for the Land of Faerie: Faerie, Faerieland, Sith,
Sithein, Dom-Daniel, The Sunless Lands, The Twilight Lands, The Summer
Lands, The Land of the Young, The Otherworld, Anoven, Neverland, Wonderland,
Avalon, Elvenhome, Alfheim,
SKIP TO:
Types
Abilities
Thallain
Glamours
Tricks
Dweomers
Backgrounds
Vulnerabilities
Faerie Features / Merits & Flaws
Archetypes
Concepts
Faerie Lands
Faerie Animals |
Faerie Places
Areas in Faerie
Faerie Rulers
Secrets (Background)
Faerie Lifespans
Teind to Hell
The Nameless (Mages)
Spirits and Faeries
The Modern World
Lexicon
Mailing List info
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MY OTHER WoD FAERIE PAGES
FAERIE TYPES
Though faeries make few
distinctions among themselves, these are the most obvious types of faeries.
Nobles
-- The Children of Danaa. Beautiful, magickal, capricious, and gracious.
Seek diversion, beauty, and excitement. Their Wyldquests are generally
along the lines of maintaining the mystery and drama of the ancient tales
and legends (Mythic Threads), as well as seeking to battle Ennui with constant
celebration and diversion. The noble faeries direct the other faerie
types for the half of the year following Beltane (May 1), and serve somewhat
as the bright half of the cycle the trolls also seek to maintain.
The nobles direct the faeries to celebrate, make merry, attack when the
time is right and to pull out when necessary. The faerie-features
common to nobles include: Great Beauty, Strange Eyes, Strange Skin, Strange
Hair, Great Strength. Their common powers include Selfmask, Thingmask,
Memory Mist, Faeriesight, Sleepsong, Fatuaa, Charmings, and Good/Bad Luck.
Their Thallain are the mighty Kings and Queens of Faerie. Willpower
4, Ennui 3, Glamour 5.
Trolls
-- The Children of Nemed. Secretive, possessive, powerful, ancient,
and possessed of a dark, primal wisdom. Hate sunlight, protect sacred
faerie places, prone to rages, claim territories and protect them viciously.
Their Wyldquests generally involve maintaining primality and cycles (savagery,
terror, times of darkness), or protecting the Circles and Paths of the
Faeries. The trolls direct the other faerie types during the half
of the year following Samhaine (November 1), and are the dark half of the
bright cycle kept alive by the nobles; trolls lead the faeries to bring
terror, destruction, ugliness, and natural disasters to the mortal world.
Trolls are sometimes bound to serve the noble faeries who defeated them
millenia ago. The faerie-features common to trolls include: Huge
Size, Great Strength, Strange Skin, Claws, Hideousness. Their common
powers include Selfmask, Camoflage, Memory Mist, and Weathercraft.
Their Thallain are the giants who live only in Faerie and in the deep wildernesses
of earth. Willpower 5, Ennui 2, Glamour 3.
Wilders
-- The Savages. Bestial, wild, dangerous, and lusty. Live by
instinct and desire, raw lusts. Often have animal features, great
cunning, savage outlooks. Hate cities, wary of mortals, loathe machinery
and modern devices. Their Wyldquests are generally along the lines
of defending Wyld places from incursions of the Weaver, or sometimes attacking
Weaver bases. The faerie-features common to wilders include: Beast
Feature, Hairy, Fangs, Strange Eyes, Strange Skin, . Their common
powers include Invisibility, Camoflage, Faeriesight, Sleepsong, and Shapeshifting.
Their Thallain are (the Wyld Host? Centaurs and such?). Willpower
3, Ennui 1, Glamour 4.
Goblins
-- The Little Folk, the Kindly Ones. Small, dualistic, ugly, can
be helpful or mischievious. Usually live with or near mortals.
Their Wyldquests are generally along the lines of blending the borders
between the Wyld and Weaver, creating harmonious balance between the opposites,
or at least maintaining pockets of Wyld where one might not expect them.
The faerie-features common to goblins include: Hideousness, Small Size,
Faerie Skin (Gray, Brown, Leather), Faerie Eyes (Large & Black).
Their common powers include Invisibility, Thingmask, Faeriesight, Sleepsong,
Charm, and Good/Bad Luck. Friendly to the Elementals, especially
their cousins the gnomes. Their Thallain are the Manikins.
Willpower 4, Ennui 2, Glamour 3.
Elementals
-- The Nymphs. Primal, pure, strange, and spiritual (ethereal?).
Each is bound to one of the elements, and can abandon their physical shells
and take spiritual form. Called nyads, sylphs, nymphs, dryads and
gnomes -- they speak to the faerie-spirits of the trees, flowers, winds,
waters, and stones. Their Wyldquests are generally along the lines
of maintaining Faerie's connection with death and the primal realm of spirit,
or protecting and tending to the sacred Founts and Circles. The faerie-features
common to elementals include: Strange Skin, Strange Eyes, Always Cold/Hot/Dripping,
. Their common powers include Invisibility, Camoflage, Memory Mist,
Fatuaa, Charm, and Natura (or Dreamdance). Their Thallain are grigs,
asrai, salamanders, and pixies -- tiny faeries with incomprehensible natures
and speech. Willpower 2, Ennui 1, Glamour 4.
COMMON
FAERIE ABILITIES
These are abilities that
come naturally to every fae, and are used without any roll.
Faeriesight -- This
is the ability to see all things fae... this includes the Faerie Paths,
the presence of Glamour, the crack in the Gauntlet that leads into
Faerie, and the ability to glance into the Faerie Periphery and glean secrets
and insight from it (as per the Secrets background). This Faeriesight can
be temporarily gifted to mortals by spending a Glamour point and either
touching the subject or causing them to ingest some specially prepared
cake or wine or somesuch; mortals can resist this gift with a Willpower
roll.
Hiding Glamours --
All faeries start with level one in the Hiding Glamour, at no cost during
character generation. This level basically gives the ability to be
unnoticed if silent, still, and at least kindof well-hidden. They
should choose the form this ability takes -- either invisibility or the
appearance of someone who belongs there.
Heightened Perceptions
-- All faeries have highly accurate senses, giving them -3 to difficulties
involving Perception. The exception to this, however, is exceptionally
bright light, which causes faeries to suffer a +2 difficulty to all Perception
rolls related to sight (+3 during the first round in which they are exposed
to the bright light). This incapacity fades after a prolonged time
of exposure to bright light, but the longer the exposure, the more the
Heightened Perceptions also fade. Some faeries, such as the goblins
and trolls, have Flaws that magnify this weakness, incapacitating them
even more or even transforming them to stone pillars.
Quickspeech -- This
is what humans and changelings call the strange and rapid speech of the
faerie races. In this language, faeries can speak very quickly, conveying
information in half the time it would take to do the same in any human
tongue. Some changelings (with Faerie Lore 4 or better) can speak
this faerie language, though they do so very slowly, at normal human speed.
Most Thallain speak only this "twilight language".
Glamour Immunity
-- No faerie can ever be affected by another faerie's glamours for long.
Any glamour that would otherwise affect a faerie can only last one round,
and that's only if the faerie fails a Perception + FaerieUrge roll at difficulty
6. Faeries can even see other faeries when they are invisible or
camoflaged, though only as transparent or blurry forms (+2 to normal difficulties
involving Perception).
Regeneration -- Faeries
regenerate all non-aggravated wounds at a rate of one HL for every round
that they spend resting well (this means little or no movement or exertion).
Minimal exertion -- walking slowly, cleaning a room -- slows this regeneration
to 1 HL every ten minutes or so. Aggravated damage heals the same
way, but only when in the Sunless Lands. Iron causes aggravated damage
(as do most firearms), and certain herbs (rowan, St.John's Wort, daisies)
act as poisons that do aggravated damage internally, as well as causing
severe "allergic" reactions when touched (rashes, swelling, sneezing and
coughing, disorientation causing +2 difficulty to any action for most of
the day).
"Twinkling" -- similar
to the Garou's "stepping sideways", this is the term used for the act of
entering the Layers of Faerie, due to the shimmering, twinkling light that
ripples around the faerie or other being who is entering the layers.
Difficult even for Awakened humans unless enchanted by a faerie to ease
the way, this trip is made far quicker and easier by faeries, who have
only to spend a Glamour point and walk a ways on any faerie-path it can
find. With the use of Glamour-energy, it rarely takes longer than
a few hours to reach the deepest Layers, from which Faerie itself can be
reached. Without Glamour expenditure it can take significantly longer,
even a day or two, though faeries still find it much easier than humans,
who have not the benefits of faeriesight and the Faerie Urge talent.
GLAMOURS
Beastglamour: 1)
Wyldspeech: allows emotional, non-complex communication with animals.
2) Wyld Call: allows certain types of animals to be summoned, if they are
in the area. 3) Wyld Eyes: the power to touch an animal and thereafter
see through its' eyes for a time, while the faerie's form lies inert as
if asleep. Manipulation + Faerie Urge. Common to Wilders.
Beauty Charm: 1)
Unnatural Beauty: makes the faerie astonishingly attractive by effectively
adding two dots to the faerie's appearance; this is in effect at all times
unless willfully suppressed by the faerie. 2) 3) Majesty:
prevents those in the faerie's presence from taking any action that is
disrespectful or harmful to the faerie. Only Nobles have this Glamour.
Dreamdancing: 1)
Dreamingsight: . 2) Ride Dreamer: . 3)
Fae Strength: 1)
Gives one automatic success on Strength rolls. 2) Gives two automatic
successes. 3) Gives three automatic successes. Trolls start
with Fae Strength 2, as per Dweomer; Trolls can have Fae Strength ratings
up to 5.
Faerieluck: 1) Accident:
brings about small fortunes or misfortunes, such as losing one's keys,
or winning a chess-game. 2) Bad Day/Good Day: brings about greater
gifts of luck, such as getting a promotion, or having a fender-bender.
3) Curse/Blessing: brings great harm or good to the subject, such as wasting
illness, or wealth and success. Costs 2 Glamour.
Flight: Chosen above
Natura by some Elementals; the gradual ability to levitate and/or fly.
1) Can levitate a few feet for one round per Glamour spent, can be used
to lessen falling damage... 2) Can "glide" with some control from
high places in an aura of fae light, costs 1 Glamour per ten feet...
3) Can fly with complete control until next touching ground, maximum of
1 hour per point of Glamour spent. (Thaumaturgy)
Goblingift: 1) Villages:
Gives one die to soak Iron, loses one less Glamour on earth. 2) Big
Towns: Gives two dice to soak Iron, loses two less Glamour on earth.
3) Any City: Gives three die to soak Iron, loses three less Glamour on
earth. The Little Folk start with Goblingift 2, as per Dweomer; only
Little Folk can have ratings higher than 1.
Greater Glamour:
1) Still Glamour: creates an illusion that cannot move or change, such
as a chair, a patch of grass over a hole, or an image of a dollar bill
over a leaf; this illusion falls apart when the faerie leaves the vicinity.
2) Dancer in the Distance: creates an illusion that can move, and that
retains potency even when far from the faerie who created it. 3)
Terrible Lies: creates an illusion that is so convincing that it can seem
to be real to animals and mortals. Costs 1 Glamour, cumulative.
Common to all faeries.
Hiding Glamour: 1)
Faeriecloak: allows the faerie to go unnoticed even when hidden only partially,
directs attention away from the faerie. 2) Invisibility: allows the
faerie to slip entirely into the Astral Vulgate just for a moment, seeming
to become invisible to the mortal world. 3) Selfmask: allows the
faerie to wear an illusion that makes it seem to be either a specific person
(difficulty 9) or any person that would seem to belong there (difficulty
6). Costs 1 Glamour. All faeries have a Hiding Glamour 1; this
Glamour is common to all faeries.
Mabe's Gift: 1) Passion:
causes the subject to become more emotional and to act more chaotically.
2) Hobgoblins: causes hallucinations in the peripheral view of the subject,
instilling fear, paranoia, confusion, or aggression in most subjects.
3) Mabe (Intoxication): causes the subject to become greatly disoriented
and incapable of most actions involving dice rolls. Costs 1 Glamour,
common to Wilders.
Mindgames: 1) Commanding
Word: the subject is momentarily enchanted to obey a one-word geas set
upon them (stop, sit, silence, stumble, etc.). 2) Enchanted Servant:
a subject is imbued with a powerful geas that drives it to serve a designated
faerie for a brief time in a mindless stupor. 3) Forgetting: causes
the subject to forget the events of a certain time. Costs 1 WP.
Naturae: 1) Speak
With Naturae: allows a faerie to speak in the tongue of the nature-spirits,
those faerie-like beings of flowers and trees, stones and rivers.
2) Summon Naturae: allows a faerie to call out to the nature-spirits, and
those who wish to will answer that call. 3) Aspect (can take on an
ability of a nature-spirit, such as merging with a tree or healing a wound)
or Mingling (allows a faerie to gain Glamour through communion with the
nature-spirits). Ratings 2 and 3 cost 1 Glamour each. Only
Elementals can have ratings higher than 1.
Pansong: 1) Valley
of Song: the faerie's songs to seem to come from other places, or from
everywhere at once. 2) Enchanting Song: the faerie's songs to fascinate
and charm listeners into silence and stillness. 3) Frenzy: the faerie's
songs to incite listeners to frenzied revelry and wild debauchery.
Costs 1 Glamour. Common to Wilders, Nobles.
Quicksilver: 1) Really
Fast: gives one extra action per round. 2) Blurred: gives up to two
extra actions per round. 3) Silverstreak: gives up to three extra
actions per round. Costs one Glamour. Common to all faeries.
Shapeshifting: Stamina
+ Faerie Urge, diff. varies. 1) Minor Changes: coloration, minor
features. 2) Basic Shapechange: animals of same mass, drastic changes
(deer, panther, height/weight). 3) Greater Shifting: Drastic size-shift,
extreme feature alteration (bug, table, huge stag).
Sorcery: 1) Aura
Sight: allows perception of the color and type of aura surrounding a being;
Perception + Occult, diff.6. 2) Clairvoyance: can gain glimpses of
happenings far away, flashes of future or past; Perception + Occult, diff.7
(farsight) or diff.8 (future/past). 3) Unbody: can transmute corporeal
form into astral matter and project at light speeds in that plane; Wits
+ Occult, diff.8.
Timehaze: 1) Timewyrd:
confuses time-sense of those it is cast on (victim makes Int + Time Sense
d7, needs 2s or becomes confused as to order and time lapsed). 2)
Backward Glance: look back in time (10min/1hr/1day/1mo/1yr).
3) Faerie Time: speeds or slows time, ages a subject or protects it from
aging. Costs 1 Glamour.
Weathercraft: Chosen
above Shapeshifting and Natura by some wilders and elementals; the ability
to affect and control the weather in an area. 1) Can make it a little
warmer or cooler, can lessen or increase winds slightly; roll Manipulation
+ Weather Sense, costs 1 Glamour... 2) Can create significant warmth or
chill, stop or start medium winds, create or banish humidity, bring clouds
to cover the sun or push clouds away and create sunny days; roll Manipulation
+ Weather Sense, costs 2 Glamour... 3) Can call up or quiet violent
storms in minutes, can bring sweltering heat or winter temperatures, can
bring or banish rain or snow; roll Manipulation + Weather Sense d8, costs
3 Glamour. (Thaumaturgy)
BACKGROUNDS
Fae Beast -- Cu Si (fae hound), Cait Si (fae cat), Barghest (fae
wolf), Aughisky (fae horse)
Fount -- costs 3 pts per dot
Domain -- Burrows in 1st/2nd Layers, Halls in 3rd/4th Layers,
Brughs in 5th Layer (extra pts/Time)
Mists --
Retinue --
Kinain --
Status --
Thallain Ally --
Secrets --
Memories --
FAERIE
VULNERABILITIES
IRON --
CHURCH --
SALT --
HERBAL WARDS --
SUNLIGHT --
FAERIE
FEATURES /
MERITS & FLAWS
FAERIE SKIN --
Faecolor (1)
Leather (1) / Stone (2)
Hot / Cold (1)
Scales (1)
FAERIE EYES --
FAERIE HAIR --
ARCHETYPES
List all, then show a Seelie/Unseelie
example of each?
SEELIE ARCHETYPES
ARCHITECT -- Opposite: Anarchist,
Tyrant
BON VIVANT -- Opposite:
Punisher, Anarchist
CAREGIVER -- Opposite: Bravo,
Tyrant
CHILD -- Opposite:
CONFORMIST -- Opposite:
Anarchist, Tyrant
DIRECTOR -- Opposite: Loner,
Tyrant
FANATIC -- Opposite: Fanatic
GALLANT -- Opposite: Deciever
JESTER -- Opposite:
JUDGE -- Opposite:
KNIGHT -- Opposite: , Bravo
MARTYR -- Opposite:
MYSTIC -- Opposite:
PEASANT -- Opposite:
REBEL -- Opposite:
REGENT -- Opposite:
SURVIVOR -- Opposite:
TRADITIONALIST -- Opposite:
WANDERER -- Opposite:
UNSEELIE ARCHETYPES
ANARCHIST -- Opposite:
BRAVO -- Opposite:
CONNIVER -- Opposite:
CURMUDGEON -- Opposite:
DEVIANT -- Opposite:
FANATIC -- Opposite:
GROTESQUE -- Opposite:
JESTER -- Opposite:
JUDGE -- Opposite:
LONER -- Opposite:
MARTYR-WORM -- Opposite:
MONSTER -- Opposite:
SAVAGE -- Opposite:
SCHEMER -- Opposite:
THIEF -- Opposite:
TYRANT -- Opposite:
CONCEPTS
MORTAL SEEMINGS
CRIMINAL -- cat burglar,
refugee, ; common to little folk, wilders,
DILETTANTE -- artist, writer,
intellectual, gambler, student ; common to nobles, little folk
DRIFTER -- hobo, prostitute,
hermit, pilgrim ; common to little folk, wilders, nobles
ENTERTAINER -- musician,
street performer, ; common to nobles, little folk
KID -- child, runaway, nerd,
gang member, street urchin; common to little folk, wilders
MYSTIC -- new ager, creepy
old lady, scholar, ; common to little folk, trolls, elementals
OUTSIDER -- Third World
resident, homosexual, homeless person; common to all
PUNK -- club crawler, mosher,
skinhead, classic 70s punk; common to Goblins
SOLDIER -- bodyguard, mercenary,
Green Beret, knight; common to Trolls, Si
WORKER -- trucker, farmer,
sweatshop worker, servant; common to Little Folk
FAERIE ROLES
RULER
TRICKSTER
GUARDIAN
PROPHET
SOLDIER
HELPER
SCOUT
ADVISOR
FAERIELANDS
TIRN'AN-OG (IRELAND & UK)
STAR COUNTRY (NORTH AMERICA)
CELESTIAL FIELDS (ASIA)
FAERIE
ANIMALS
There are many animals that
are native to the land of faerie, and though they are similar to the beasts
of earth, there are many obvious differences as well.
CAIT SI -- faerie cats...
large as a dog, black with a white spot on its chest, big ears. Ruled
by a King of the Cats called Bigears, who appeared in answer to the ferocious
ceremony known as the Taghairm.
BARGHEST -- shaggy black
faerie-dogs of England with fiery eyes, appearing either just before or
just after the death of a notable person, often leading all the local dogs
and howling.
CU SI -- the faerie dogs
of the Highlands, shaggy, dark green in color, size of a young bull.
Moves silently and smoothly, gives three tremendous bays when hunting instead
of barking continuously. Usually kept tied inside the Brughs to be
released on intruders
THE WISHT HOUNDS -- the
dogs of the Daoine Si of Ireland, white with red ears, serve the Daoine
Lord Herne
CWM ANNWYN -- "Hounds of
the Underworld." Also called Cwm Mamau, "Hounds of the Mothers".
The faerie-hounds of Wales, whose howling grows fainter as they draw near.
White with red ears. To hear them is to be nearly dead. They
can become invisible. They seek out unbaptized babies to carry off
when there are no dead souls to hunt down, and are often led by a savage
horned hunter or a man in dark gray.
AUGHISKY -- fae horses
FAERIE
PLACES
Traveling to Faerie is easy
for fae, and is nearly effortless at faerie-circles (Manipulation + FaerieUrge,
difficulty varies).
Raths -- Also Sithein.
The mounds and hollow hills of the fae, usually concealing underhill burrows
and faerie halls that are much larger than the size of the hills would
indicate.
Cairns -- Underground
stone burial-sites common in Celtic lands, often leading to the great Brughs
of faerie lore.
Burrows (1) -- Small,
somewhat cramped underhill residences, usually the homes of one or a few
of the smaller faeries.
Halls (2,3) -- Much
larger than burrows and a good deal finer, ranging from a well-kept common-room
and a few private chambers, to a great hall bedecked with tapestries and
crowded with celebrants, with many private rooms on various levels.
Brughs -- The vast
and amazing faerie palaces inhabited by the greatest faerie-lords, and
even by the great Kings and Queens of Faerie.
Circles -- rings
of mushrooms, standing-stones, trees (and other natural objects) that mark
off the boundaries of a faerie Trod -- a magickal place that allows one
to travel into the mystic land known as Faerie by walking a spiral (Perception+FaerieUrge,
diff.= 9 minus Circle Rating, number of successes determine how long it
takes).
AREAS
IN FAERIELAND
The Land of Faerie is not
bound by the laws of time or space; instead of directions, one navigates
through luck, and by moving toward darkness, light, cold, or warmth.
These first four portions of Faerie are those "cardinal" areas. Faeries
find it much easier to navigate in Faerie (Wits + FaerieUrge, d5), humans
do so at a +3 difficulty (using a roll of Wits + FaerieLore). Sometimes
the only way to find the correct path is to solve a riddle of some sort
-- to sing a song about winter, for example, or to whisper while shuffling
backwards. Humans who stay in Faerie begin developing ability with
fae magics, and may even begin to Awaken. However, upon returning
to earth, there are many strange things that happen to th e visitor --
the mildest of these is the common forgetting of the details of what happened
in Faerie, making it all seem like a dream, while the worst known to happen
is crumbling to dust upon touching mortal soil.
The Summerlands (Warm/Bright)
-- Also known as Tir Nan Og. Forests, valleys, plains, islands.
Populated by wilders, nobles, and elementals. Its only kingdom is
Arcadia. Nearby areas include Emhain (Primal/Fae, pronounced eh-wun),
Mag Mell, The Summerlands (Primal), .
The Elysian Fields
(Warm/Dark) -- Shadowed, misted forests and glades, dark ponds, merry feast-halls,
a dark and ominous ocean. Lit by shimmering auroras of myriad colors,
populated by nobles, trolls, and wilders. Its kingdoms are: Somniare
and Tartarus. Nearby areas include Nod (Zone), Brocileande, the Shadowlands
(Low), the Wasteland (Primal). The ancient witch Lilith may still
live here.
Brightwinter (Cold/Bright)
-- snowy mountains, hills, wastes, ice-castles, whitemists filled with
rainbows. Populated by nobles, trolls, elementals, and wilders. Its
only kingdom is the airy Caelum (pronounced "see-lum"). Nearby areas
include Luna (Primal/Fae), the First Heaven (Astral), Elemental Air (Primal).
Annwyn (Cold/Dark)
-- Pronounced "Anoven". Vast caverns, winding tunnels, crystal caves,
mushroom forests, glow-cities, underground rivers and lakes. Inhabited
by goblins, trolls, and some elementals. Its kingdoms are: Antrum,
Atlantium, and Barathrum. Nearby areas include the Dark Fen, the
Labyrinth, Elemental Earth (Primal), the Null Paths (Zone).
FAERIE RULERS
OF THE TUATHA DE DANAAN --
Danaa/Don/Anu
-- the matriarch of the noble faeries, mother of the Tuatha de Danaan.
Wise and mystical, led the fae in finding a way to the earthly realm eons
ago.
Bel/Belanus/Baal
-- Danaa's firstborn, fire and creation
Daghda --
the patriarch figure for the faerie race, Danaa's consort; powerful &
merry.
Brigid --
fire-goddess of poetry and milk
Llyr -- sea-god
Gobannon/Goibnu/Nudd/Nuada
-- smith and forger, crippled warrior-king
Arawn/Gwynn ap Nudd
-- King of Antrum; honorable, cunning, fierce, resolute.
Dormarth -- Gwynn
ap Nudd's ever-present white hound, with red ears
Gwydion/Lugh
--
Eriu -- Queen
of the Danaan, earth-goddess; shapeshifting and crows
OF THE DAOINE SI --
Finvarra -- The
High King of the Daoine Si and all the faeries of Ireland, as well as of
the dead; regal, intelligent, heroic known for his kindness toward mortals
and his love for the game of chess. Reigns from a huge Brugh at Cnoc
Meadha 5 miles west of Tuam in the Galway region of Connaught. He
aids and provides for any mortal who has the courage and courtesy to assist
him, and has a tendancy to steal away any mortal woman who attracts him,
though when he stole away the lady Etain he was later forced to return
her, and to protect her family and its descendants. The previous
High King of the Daoine Si was one of the sons of the Danaan, called MacMoineanta,
but Finvarra deposed him and took the throne.
Oonagh -- Finvarra's
wife and Queen of the Daoine Si. Has golden hair that reaches the
ground, wears a garment of spun silver. Distantly related to the
Elemental faeries, and is able to take the form of a glowing sphere of
light.
Nuala --
Finvarra's second wife, secretly not fully of the si-folk
Fand -- High Faerie
Queen of Ireland, shapeshifter, daughter of the sea (Llyr), gull
Mab/Medb/Maeve --
Warrior-Queen of Connaught (Sligo County), rules over Tara and Irish sovereignty,
generous, can run really fast. (Queen of Somniare?); sensualist, rules
over madness, chaos, intoxication.
Aillil -- Mab's consort;
generous, gracious, noble.
Findabair -- daughter
of Medb
Titania -- Queen of
Arcadia; willful, proud, argumentative, seductive; a fae Diana, less frivolous
than Mab ("Tyton, Florella, Mab: the treasures of the earth")
Oberon -- King of
Arcadia;
Gabba -- the Dark
Crone-Queen, name means "crystal"; oakmoon, endless knot
Mider -- King
of the Underworld, bard and consummate chess player, associated with the
Isle of Man and the faerie-hill called Bri Leith (now known as Slieve
Golry) in County Longford. Known for his amazing skill at harping
and playing chess. Mider's city is called Antrum by mortal scholars,
and his Kingdom is the domain of Arawn, the Horned Serpent-King, who is
also known as Gwynn ap Nudd -- the Son of the River, Master of the Wild
Hunt. Mider walks the mortal world on the night of Samhuine.
Fuarnnach -- Also
calls herself Etain, in mockery of Finvarra's escapade. Faerie Queen
of the Underworld, and wife of Mider; she is a White Lady, associated with
swiftly-withering apple blossoms, and crystal caverns. She is often
accompanied by white mares with blue eyes.
Cliodna --
The greatest of the three Faerie Queens of Munster, ruling all of Munster
under the Faerie crowns of Finvarra and Oonagh. Her King is Bodb,
son of Dagdha. Cliodna is also thought of as a Bean Si, who protects
the McCarthy family of southern Munster. Her barrow is in County
Cork, near Mallow.
Bodbh -- One
of the sons of Dagha de Danaan, Faerie King of Munster. His Queen
is Cliodna.
Aobhin -- Also
Aobheal, Eevul. The Faerie Queen of Northern Munster, one of the
Three Faerie-Queens of Munster, owes allegiance to Cliodna. Lived
on Carrick Aobheal, the rock projecting from the north slope of
Craglea just a mile or two north-northwest of Killaloe, and was the patron
of the leading tribe in that area. Had a magic harp, whoever heard
it would soon travel to the Otherworld. Also known to be a Bean Si,
and protects the Delcassion family of northern Munster.
Aine -- Pronounced
"AW-na". Also known as Cailleach Bheure, pronounced "cally-berry".
The Faerie Queen of Southern Munster, one of the Three Faerie-Queens of
Munster, owes allegiance to Cliodna. Aine was the daughter of King
Egogabal de Danaan, who was also known as Griannan (the Little Sun that
shone after Samhuine), and had a sister named Fenne. She was able
to take the form of a swan. Was similar to the primitive concepts
of Artemis. Had her castle in the Layers near Cnoc Aine, under a
lake (Lough Gur) where she is protected by her half-mortal son, a knight.
A wide-spread cult rose up after her in the 700s; she was the blue-faced,
iron-toothed hag who either turned into a stone pillar or a fair maid at
winter's end. Aine watches over animals (esp.wild deer) and tends
to wells; she is often seen around standing stones. Aine used her
magics to slay the mortal King of Munster, who had raped her.
Titania -- Also
Tyton. Faerie-Queen of Greece, similar to Diana, a goddess of that
land's past people. Titania is willful, proud, argumentative, and
seductive, but less frivolous than her sister Mab.
Oberon -- Titania's
husband and King. A small man with a beautiful face.
Mallebron -- A
Wilder who is Oberon's servant, also called Puck; it is from him that the
name Puck, used for valued servants of Nobles, came, and he is famed for
his competence and the power of his illusions.
Mab -- Also
Madb, Medb, Maeve. The Warrior-Queen of Sligo County in Connaught,
rules over Tara and all Irish royalty. Known for her generosity and
her ability to run with unbelievable swiftness. Mab is a sensualist,
and she rules over madness, chaos, and intoxication. She is known
and loved by midwives, and is said to travel in a coach drawn by insects.
All the Faerie Kings of Tara were, and are, her husbands, though Ailil
is her most true and loyal consort. Anarchic, Queen of war and fertility;
killed her sister Clothru while Clothru was pregnant with her son Furbaide
(who was saved and later grew to avenge his mother, put Mab into Brightsleep.
Finvarra cared for her in Cnoc Meadha.
Ailil -- Mab's
consort, known for his generosity, his grace, and his noble stature.
He and Mab are known to walk the mortal world every year at Beltane.
Findabhair -- Mab's
daughter
Florella --
Gabba -- The
Dark Crone-Queen. Her name means "crystal". Associated with
the oakmoon and the endless knot. Related to the Hags of trollkind.
On good terms with Aine of Munster.
Demogorgon -- Faerie
King of the Abyss. Livon, the Wraith-King of Barathrum; empty, apathetic,
despairing, stern and dark. Commands the faerie legion known as the
Knights of the Poisoned Rose, associates with the Unseelie Host, the Sluagh
Si.
GYRE-CARLIN:
Queen of Fyfe in Scotland, patron of spinsters
FAND:
High Faerie Queen of Ireland, shapeshifter, daughter of the sea (Llyr),
gull
ROBUR:
Oak-king, also the Erl King, Erlkonig, Alder King. Black Forest in
Germany, lures children and travelers.
ANGUS MAC
OG: King of Brugh Na Boinne in Ireland, son of Oghma de Danaan.
Was one of the Tuatha de who underwent the transition from Tuatha de Danaan
to Daoine Si. When the Tuatha were forced underground by the Milesians,
Dagda All-Father took Brugh Na Boinne and one other faerie palace for himself,
gave one palace to Lugh Il-Dana, and one to Oghma, Angus' father... but
Angus had gone away, and no Brugh was set aside for him. Daghda offered
Angus Brugh Na Boinne for a day and a night every year, but Angus swore
he would have it for ever. With the help of Manannan Mac Lir, Angus
got it.
ARSIEL:
Queen of fire and light, ruler of the cloud-city Caelum. vengeful,
angry, fiery temper, capable of great civility and culture. Sometimes
takes the form of a terrible angel or a vast serpent.
OCEANUS:
King of water and darkness, ruler of the underwater land Tir fo Thuinn,
whose city is called Atlantium or Hy-Breasil. distant and sombre
Robur -- oak-king
Livon -- the Wraith-King
of Barathrum; empty, apathetic, despairing, stern and dark. Commands
the faerie legion known as the Knights of the Poisoned Rose, associates
with the Unseelie Host, the Sluagh Si.
SECRETS
Faeries usually have access
to various secrets and hidden information, through some mystic ability
or connection with reality. This Background represents this, allowing
a faerie to use it in two ways. First, a faerie can quickly gain
insight concerning a situation, place, or person by simply taking some
time and percieving it through an intensified faerie-sight (it could be
said that the faerie is looking into the "faerie umbra" and gaining insight
from what is seen there). The roll for this is the Secrets pool at
difficulty 8, each success giving deeper secrets about the thing.
On the other hand, if the subject of the secrets desired -- the place or
person, for example -- is something with which the faerie is quite familiar
with and has spent much time around, then the roll is easier, reduced in
difficulty by anywhere from 1 to 3. This benefit can come from an
area the faerie has lived in for some time, or from a person they have
watched a great deal, or from an object they held for awhile.
LIFESPANS
AND CYCLES
Faeries live a long, long
time. They are also beings of the Wyld energy in the universe, and
are constantly in a state of flux, of change. And yet they do, in
many ways, always remain the same, and are unable to truly grow or change
without mortal intervention.
Every so often a faerie
will go into a sort of "chrysalis" state, almost similar to the Torpor
of the vampires... this usually occurs after being severely wounded, magickally
bound, or simply bored to an extreme. During this time the faerie
is, to a degree, "born anew". It returns to the basic primal essence
of itself, sheds the accruments of the years, becomes pure again.
This is the reason that, despite their centuries or even millenia of life,
few faeries can easily speak of times more than a century ago, or perhaps
two.
THE TEIND
TO HELL
THE NAMELESS
There are certain human
mages who have found their way into the disjointed Twilight Land of Faerie
in the millennia and centuries past. Without form, without name,
without restraint of banal Weaving, they often think themselves faeries,
and their powerful magick makes it so. Some whisper that these Mad
Ones now hold positions of power in Faerie, posing as great lords and ladies
of the Si, or even as Kings or Queens. Others say that they merely
race to keep pace with the natives of this strange and shifting land, and
may if lucky or blessed eventually lose themselves in their madness and
become what they pretend to be.
THE SPIRITS
There are some, especially
among the sorcerors and hedge-mages of the world, who think all spiritual
beings to be faeries.
THE
MODERN WORLD
"...and suddenly I knew, that you had to go
your world was not mine, your eyes told me so
the old ways are lost, you sang as you flew
and I wondered why..."
LEXICON
Thallain
-- I don't use this in the WW sense, it's just the only word I could think
of at a moment's notice and I am in fact looking for a replacement term.
What I mean by Thallain is those faeries of the type being described (eg
nobles, elementals) who are really unplayable due to power, size, nature,
or something. It doesn't make any more sense to play one of the Faerie
Kings than it does to play an Antidiluvian, so why make rules for it?
Also, how much of a game could be run playing a two-inch tall grig or pixie?
So I left those as in existance, but not generally available as PCs.
Please feel free to break the rules, I fully support it, I can certainly
imagine someone having fun with my so-called "Thallain", but don't expect
me to come up with rules for it.
Twinkling -- the
faerie version of "stepping sideways". This can be done instantly
at a Faerie Circle, allowing the fae to enter Faerie directly, skipping
the Layers -- this costs one point of Glamour, however. Or this term
can refer to the more gradual entry into the various Layers of Faerie
(called Regios in Ars Magica), eventually winding up either in an
Underhill Hall, or in a cavern with the River of Blood to be passed.
This costs no Glamour to do, and is far easier for a faerie, though it
takes longer and there can be distractions on the way.
Layers -- Degrees
of being in Faerie. Faeries can peer into the Layers of an area with
a Glamour roll, one layer per success. Few places have more than
one Faerie Layer, no city has ever been known to have even one layer, instead
being a grey emptiness to faeriesight; the most wild of wildernesses have
five Layers. The first Layer is much the same as physical reality,
just a bit wilder, more overgrown with vines and underbrush. The
third Layer is when strange things begin moving in the corner of your vision,
trees seem to have faces for a moment, and laughter is heard nearby though
there seems to be no one there. Finally, in the fifth Layer, you
are lost in an ancient forest, surrounded by talking trees, tiny sprites,
and singing flowers. Any caves that are entered in this Layer will
lead eventually to the River of Blood, which, after it is passed, will
lead through the Twilight Plain to Avalon, where the road to Faerie Proper
can be found.
Glamours -- faerie
illusions, easily learned by any faerie, though no Glamour can trick any
full-blooded faerie for more than a moment.
Dweomers -- inherent
powers and abilities of the faeries, things that they do not learn, but
rather simply know by their nature; chosen at character creation.
This includes the fey beauty of the si, the energy-draining ability of
the leanaun, and the passion-song of the satyr.
Tricks -- the rare
and relatively powerful magics learned by the fae, magics that actually
change or affect a part of reality. Few fae know more than one type
of Trick, and none are known to have learned more than two. Some
tales say that mortal witches taught the faeries their first tricks millennia
ago.
MAILING
LIST
This work needs a lot of
polishing up and filling in, which it will hopefully get fairly soon, with
the support and commentary of those who have taken it to heart. Thanks
to all who emailed me their support, comments, criticisms, et al., it was
a good deal more response than I expected. If you would like to be
e-mailed when this page has something added to it, or when I have a bunch
of ideas I'm throwing around and want the opinions of interested people,
contact me at [email protected] with "FtLK Mailing List" as a subject,
and I'll add you to the list.
Thanks again, and slianté...
POWERS TO BE SORTED OUT (Dweomers & Features)
Swell/Shrink
Foul Odor
Huge Size
Faerie Beauty
Song of Pan
Beast Feature
Beast Body
Intimidating Presence
Faerie Skin
Faerie Hair
Faerie Eyes
Small Size
Ugly
Hairy
Iron-Tolerant
Church-Tolerant
Weaver-Tolerant
Spirit Affinity
Shapeshifter
Animal Form
Tree Form
Breathe Underwater
Beast Friend
Prophetic Sight
Faerieluck
Enrapturable
Vulnerable to Salt (or herbs, holy water, reversals, bells, sunflowers)
Cause Terror
Cause Sleep
Vampirism
Curiousity
Glamour-Bond (w/trees, flowers, etc.)
Chaos Aura
Time-Warp
Elemental Dependancy (water, earth, light, etc.)