AD  ASTRA
T h e   W o r l d   o f   S t a r l i g h t 
    COSMOLOGY
FAERIE (the Twilight Border)

 


S K I P   T O :
The ASTRAL WORLD (the High Umbra)
The Dreaming -- the Dreamscape Border
The PRIMAL WORLD (the Middle Umbra)
Faerie -- the Twilight Border
The UNDERWORLD (the Low Umbra)
Briah -- theoretically, our Shade Realm

THE MISTS & SHADOW-WALKING

FAERIE CIRCLES, REGIOS, HAVENS, & TRODS
        Faerie Circles are the Faerie equivalent of Nodes, founts of energy (rated from 1-5) that can also act as a direct conduit for Faeries into a Faerie Haven.
        Faerie Regios are gradual stages of immersion in the portion of Faerie that overlaps the physical world (rating from 1-5).  The First Regio is very similar to physical reality, but slightly wilder, and the Third and Fourth Regios are often quite bizarre, with few or no signs of Weaver-things (technology, modern devices, or even forged metals).  The Fifth Regio always has an entrance to Antrum, the Faerie Kingdom of Caves, in which lies the vast River of Blood; this entrance usually takes the form or a cave, a crevice in the earth, a gully or canyon, or a descending stairway.
        Faerie Havens are similar to the Den-Realms of the Bastet, usually lying at the deepest area of a Faerie Regio and having spacial and temporal characteristics, in addition to any energy contributed by connected Faerie Circles.  This takes the form of a Background, in Character Generation.
        Faerie Trods are paths that lead, either from a Faerie Regio of at least 3, or a Faerie Haven, into Faerie itself.  They bridge over the vast River of Blood, which makes that sanguine tributary much easier to cross (-2 difficulty), and often lead into a specific Faerie Realm or Kingdom.  .
 

DEEP FAERIE

THE UNDERWORLD CONNECTION
 
 
 
 
 
 
 
 


TRAVEL in FAERIE
       Wits + Faerie Lore, difficulty determined by destination and familiarity with the route. For every success less than five, there is an encounter.
  1. A
  2. V
  3. UNSEELIE HORDE:
  4. ALLIES: Perhaps in an area near a portal that leads to other worlds, such as the Dreaming or the Shadowlands or the Umbra.
  5. SIDHE KNIGHTS:
  6. ROAD'S END: The pathway ends suddenly, and causes the characters must either turn back or forge ahead without a path (not a good idea).
  7. MINI-REALM: a small faerie-realm is stumbled upon (usually one connected to a Regio on earth); it may be empty, but if it is not, Manipulation + Etiquette or Faerie Lore is needed to prevent the faerie residents from attacking, pranking, or (at best) ignoring the characters.
  8. MARAUDERS: these mages sometimes come to Faerie for shelter; they get along surprisingly well with the fae
  9. NEPHANDI: these demon-mages can mean no good for the Realm of Faerie, and any faerie anywhere will help to track down and destroy such a mage.  The local Pan may even reward mages who help to do this.  However, few Nephandi are easy marks, and they're almost always there for a reason.
 
 
 
 
Back to PATHS...
To my WoD COMPILATION
To WoD: ANGELS
To WoD: NEPHILLIM
To FAERIE: THE LOST KINGDOMS