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.."  
       -- Dr. Occult, from Neil Gaiman's Books of Magic


Quotes:

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 
 
 


MY OTHER WoD FAERIE PAGES

FAERIE TYPES
        Though faeries make few distinctions among themselves, these are the most obvious types of faeries.

COMMON FAERIE ABILITIES
        These are abilities that come naturally to every fae, and are used without any roll.

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.  



FAERIE PLACES
        Traveling to Faerie is easy for fae, and is nearly effortless at faerie-circles (Manipulation + FaerieUrge, difficulty varies).

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.

FAERIE RULERS
 

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.)