This was a wonderful book to write. I really hope the fun of assembling it came through in the text.
I won’t, here, go into detail concerning the changes this made to the game. How this separated the Realms of Faerie and Magic into distinct story roles has, I feel, been covered in great detail both within the book and on the official forum. I would like to make a few notes, however.
David first made the clear division between Magic and Faerie in the core rolebook. Magic is the Realm of the supernatural but real, Faerie is the realm of stories. The concepts of liminality used in this book come from the research of an Australian author called Diane Purkiss, and are expressed in her book Troublesome Things. Giants, Monsters and Dragons by Carol Rose is an encyclopedia which was useful for spotting faeries which needed further research, to flesh them out for play.
A great many faeries were cut, or had their statistics cut, to make space in the later stages of the drafting of the book. I have managed to reuse a few of these in subsequent books, but the remainders are presented here.
Faerie Might: 1 (Corpus)
Characteristics: Int 3, Per 0, Pre 0, Com 1, Str -6, Sta 0, Dex 0, Qik +3
Virtues and Flaws: Greater Faerie Powers, Pretentious, Highly Cognizant, Humanoid Faerie, Faerie Sight, Faerie Speech, Protection (faeries that made the switch); Little. Decreased Might, Enfeebled, Noncombatant, Offensive to Animals,
Personality Traits: Inquisitive +3, Hungry +2
Wound Penalties: -1 (1-2), -3 (3-4), -5 (5-6), Incapacitated (7-8), Dead (9+)
Abilities: Faerie Speech 5, Bargain 2 (with humans), Carouse 2 (spirits), Charm 2 (after discovery)
Powers: Send Message, 1 point, Init +5, Imaginem (4 intricacy points). Used to summon aid if discovered.
Vis: 1 pawn.
Appearance: Gentrified Faeries have the physical statistics of a human baby. They may be almost any sort faerie, and once revived by the changeling process may have a wide variety of powers. More powerful changelings do not send messages if challenged, they simply fly away. Changelings are too feeble to serve as player characters.
The Faerie Dog
Faerie Might: 5 (Animal)
Characteristics: Int 0, Per +2, Pre -4, Com 0, Str 0, Sta +2, Dex +1, Qik +2
Virtues and Flaws: Greater Faerie Powers, Faerie Beast, Faerie Sight, Improved Characteristics, Observant, Sharp Ears; Sovereign Ward (True Name), Reckless
Confidence Score: 0
Personality Traits: Reckless +3, Brave +2
Bite: Init +2, Attack +8, Defense +7, Damage +1
Wound Penalties: –1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Pretenses: Athletics 3 (distance running), Awareness 3 (keeping watch), Brawl 3 (bite), Hunt 4 (track by scent).
Enthrallment: 8 points, Init -2, Mentem
Vis: 1 pawn Animal, collar.
Appearance: This large dog goes on ripping adventures with four children. His friends do not know that he is a faerie, because he does not have powers that help them travel. They just know that if they ever go off on one of their adventures, it is just not the same unless the dog is along. He is not designed as a player character.
Faerie Hounds are not suited as player characters. These huge hounds have been included in the example court because it is designed as a flying hunt, which uses huge dogs to flush out and harry prey. Other courts have similar animal members, whose shapes suit the motif of the court.
Faerie Might: 5 (Animal)
Characteristics: Cun 0, Per +2, Pre -4, Com 0, Str 0, Sta +2, Dex +1, Qik +2
Virtues and Flaws: Faerie Beast, Faerie Sight, Improved Characteristics, Personal Faerie Power (Flight), Sharp Ears, Large; Incognizant, Reckless, Traditional Ward (real dogs in this case, but varies by court)
Personality Traits: Loyal +3, Reckless +3, Brave +2
Combat: Bite: (small teeth): Init +2, Attack +10, Defense +9, Damage +1*
*In some cases faerie hounds have the Personal Faerie Power Damaging Effect, which adds +5 to the damage score of their bite. This is usually visually obvious, for example their spittle ignites tiny flames on the ground, or their breath puffs like smoke because their teeth freeze like ice.
Wound Penalties: -1 (1-6), -3 (7-12), -5 (13-18), Incapacitated (19-24), Dead (25+)
Pretenses: Athletics 5 (distance running), Awareness 6 (keeping watch), Brawl 5 (bite), Hunt 6 (track by scent)
Powers: Flight: 0 points, constant +2, Animal. 2 intricacy points spent to reduce cost to 0.
Some hounds also have an added power that reflects their court’s motif.
Equipment: Collar, displays court motif.
Vis: 1 pawn Animal, dog hairs
Faerie hounds are usually of chunky, hunting breeds. In many areas they are thought to have white coats and red ears, but sometimes they have colors that reflect the theme of the court, instead.
Faerie Horses are not suited as player characters. Members of this court use them to fly when hunting.
Faerie Might: 5 (Animal, but if Damaging Effect has been added, then Ignem, suiting the court’s motif)
Characteristics: Cun -2, Per 0, Pre 0, Com -4, Str +6, Sta +3, Dex +1, Qik -1
Virtues and Flaws: Faerie Sight, Ferocity (when ridden in battle), Improved Characteristics, Personal Faerie Power (Flight); Proud (minor), Traditional Ward (real dogs, in this case, but varies by court).
Personality Traits: Loyal +2, Brave +1
Combat: Hooves: Init +1, Attack +10, Defense +8, Damage +7*
* Storyguides wanting a more dangerous horse should add the Damaging Effect Personal Power, which adds +5 damage, and has a visually obvious motif, like flaming hooves.
Soak: +3, up to +9 with barding
Wound Penalties: -1 (1-8), -3 (9-16), -5 (17-24), Incapacitated (25-32), Dead (33+)
Abilities: Athletics 7 (balancing), Brawl 6 (hooves)
Powers: Flight: 3 points, Init -1, Animal.
Equipment: Saddle, saddle blanket with court motif, tack, usually without shoes
Vis: 1 pawn Animal, knotted horse hairs. If Damaging Effect has been added, then Ignem instead.
Appearance: Faerie horses are large, and often have white coats and red ears. They may also have coat colors suited to their court’s motif.
Fatae are weaver faeries that know the destiny of humans: their name means “fates” The fatae are usually only found in Arcadia, although a hero on a life-changing quest may meet them in the mortal world. Fatae sometimes serve as godmothers to special children. It is debatable whether this is a blessing, because they offer powers and aid in times of trouble, or a harbinger of tribulation for a child. Fatae are not designed as player characters.
Faerie Might: 47 (Vim)
Characteristics: Int +5, Per +2, Pre -2 to +2, Com 0, Str 0, Sta 0, Dex +3, Qik 0
Virtues and Flaws: 4 x Greater Faerie Powers, 2 x Increased Might (major), Faerie Sight, Faerie Speech, Highly Cognizant, Humanoid Faerie, Observant.
Reputations: Mythic Europe 3 (wise)
Combat: They don’t turn up if they are going to be attacked, or bring large faerie guards that seem to magically appear as the characters become hostile. They may also know which spells a magus is likely to cast, and have planned suitable defenses in advance.
Wound Penalties: OK, 0, -1, -3, -5, Unconscious
Abilities: Craft (weaving) 12, Faerie Speech 6
Blessing (Virtue): 5/10 points, Init 0, as per target:
Craft Magical Trinket: 10/15 points, Init 0, as per target:
Curse: (Flaw): 5/10 points, Init 0, as per target:
Scrying the Future: 5 points, Init n/a or 0, Vim
Equipment: Clothes of the finest cloth. Often carry spindles.
Vis: 9, a spindle
Appearance: Some fatae are pretty, but weaving has deformed others. These creatures have fat lips, big bottoms, and squinted eyes.
Faerie Might: 10 (Corpus)
Characteristics: Int 0, Per +3, Pre -2, Com 0, Str +4, Sta +2, Dex +2, Qik -2
Virtues and Flaws: Faerie Sight, Faerie Speech, Huge, Humanoid Form, Increased Faerie Might, Personal Faerie Powers; Monstrous Appearance, Incognizant, Traditional Ward (minor – religious), Traditional Ward (breast milk)
Personality Traits: Wants Children +4, Sadness when they die +3.
Reputations: Local 12 (child killer)
Brawl: Init -2, Attack +7, Defense +3, Damage +4*
Bludgeon: Init -2, Attack +9, Defense +3, Damage +6
*If Gello grapples a character successfully she may hold the character’s head to her breast. This causes an additional +5 blood draining damage per round until the character breaks free.
Wound Penalties: -1 (1-8), -3 (9-16), -5 (17-24), Incapacitated (25-32), Dead (33+)
Pretenses: Brawl 5 (mothers), Faerie Speech 5 (mothers)
Powers: Transform Into Mouse: 1 point, Init. -2, Animal: (1 intricacy point): Allows Gello to sneak into houses.
Equipment: Clothing, minor pieces of valueless jewelry.
Vis: 3 Perdo, the teeth of an adult woman
Appearance: This version of Gello is far more monstrous than that which mentioned in ancient works: she was simply the ghost of a maiden who stole children. Versions of Gello are found throughout Europe. In some German speaking areas, for example, there is a similar creature called Kinderschrecker who eats babies. She does not cause cot death with her breasts, as Gello does.
A Ghula in Ancient Corinth
Apollonios of Tyana, and ancient mage, was attending the wedding of his handsomest pupil and a gorgeous woman of Phoenician ancestry who had claimed the pupil’s heart. The wedding was in a great hall, bedecked with the lady’s treasure: ornaments of silver and gold.
He asked “Have you heard of the gardens of Tantalos, how they exist and yet do not exist?’”
“Yes,” the bridal couple answered, “in the poems of Homer.”
“As such you must regard this world [the treasure-bedecked wedding hall], for it is not reality, but the semblance of reality. This beautiful bride is a lamia. These spirits fall in love, and are devoted to the delights of Aphrodite, and decoy with delights those they mean to devour in their feasts…”
The lady railed against the mage, but when her gold and silver proved to be lighter than air, and her servants vanished before the words of Apollonius, he forced her to speak of her true nature. She admitted she was an Empousa [vampire-like creature] and was fattening her groom before devouring his body. She preferred to feed upon young and beautiful bodies, because their blood is pure and strong.
Apollonius had been hunting the lamia, for this young man was not her first victim in Corinth. He defeated her with the aid of the Daimon Herakles, who asked only for honey cake and frankincense for his aid.
Faerie Might: 15
Characteristics: Int +2, Per 0, Pre +1, Com +2, Str +12, Sta 0, Dex 0, Qik -6
Virtues and Flaws: External Vis, 5 x Huge, Faerie Sight, Faerie Speech, Highly Cognizant, Humanoid Faerie, 2 x Increased Faerie Might, Observant, Personal Faerie Powers
Personality Traits: Plays to his audience +4
Reputations: Dead (anywhere he has already run the Jack story) 3
Fists: Init -6, Attack +3, Defense -6, Damage +12
Massive Club: Init -5, Attack +5, Defense -5, Damage +15
Wound Penalties: -1 (1-11), -3 (12-22), -5 (23-33), Incapacitated (34-44), Dead (45+)
Pretenses: Brawl 3 (other giants), Single Weapon 3 (club).
Extended Glamour: 0 points, constant, Mentem:
Precise Throw*:1 point, Init -6, Terram: This power allows the giant to fling a golden egg, made from his glamour, with extreme precision from his cloud to the ground.
* An effect of the External Vis virtue.
Equipment: Castle, tremendous amounts of treasure, large club.
Vis: 3 pawns, appears as a goose that lays golden eggs.
Appearance: Huge, smelly, and comedic, Jack’s Giant gives the impression of coarseness and stupidity.
Variants: Jack’s giant is the most anachronistic of the faeries in this supplement. The most similar to him is Red Ettin, a three-headed giant that took the princess of Scotland prisoner. He has the power to turn people into stone, and can sense the presence of humans by smell. He announces their presence with a little rhyme, much as Jack’s Giant does, although he lacks the power to determine nationality by smell. A person who can answer his riddles has completed Red Ettin’s Sovereign Ward, and can kill him without risk.
Jenny is one of those sorts of faeries that adults do not believe in, but tell children about to caution them. She has been placed in this section because her caution is specific to water: if you lean too far over the well, or you go swimming on your own, Jenny Greenteeth might catch you and drag you under. Characters hunting Jenny may need to descend into the well: Jenny is not a formidable character in direct combat but uses her knowledge of the tunnels that underlie her well to best advantage. Jenny is not designed as a player character.
Faerie Might: 5
Characteristics: Int -1, Per 0, Pre -1, Com 0, Str +3, Sta +1, Dex -1, Qik +5
Virtues and Flaws: Faerie Sight, Faerie Speech, 2 x Great Characteristic, Human Form, 3 x Improved Characteristics. Restricted Might (cannot leave the water). There doesn’t seem to be a traditional ward for Jenny, because adults don’t believe she exists.
Personality Traits: Hungry +3
Combat: Claws: Init +4, Attack +6, Defense +13, Damage +5
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Pretenses: Brawl 5 (claws), Faerie Speech 5
Equipment: Clothed in weeds and mud
Vis: 1 pawn Perdo, drowned spider
Appearance: A haggish woman with sharp claws and green teeth.
People of Past Ages
Many ancient faerie gods claimed that they could make humans. This was a lie: humanity requires a soul, which is a gift from the Divine. One ancient wizard, realising this, turned this lie against his gods. Hyingus told all of the learned people of his civilisation that not only could the gods make humans, but that in the past they had made wiser, nobler humans than those currently dwelling in the world. His story concluded that some few of these humans of past ages remained. Hyingus’s plan did not work perfectly: he created a race of tutors, but also created two other races, that strive against magi, forcing them to learn or die.
The People of Past Ages, as these three races are called, are rare, and subtle in their manipulation of Hermetic society. Some ma i conjecture that they are drawn to wizards because they were fabricated that way by Hyingus. Other suggest that since only magi tell their stories, they seek magi out as their appropriate audience. Characters who make an Intelligence + Faerie Lore Roll of 12+ know the origin myth of the Races of Past Ages, but cannot recognize a Person of Gold or Silver unless he or she is bleeding. Each race has blood of a distinctive color, derived from the metal that it is named for. People of Bronze may be recognized for their green blood, or their distinctive armor and clothing. Seeing Person of Bronze in his or her armor or clothes, which are also made of metal, allows the character to make an Intelligence + Faerie Lore roll of 6+ to identify the creature.
The People are Incognizant faeries, and their history is a lie told to them in ancient times to stop the People of Gold abandoning their role. The People think that they are a special type of human that seems magical because they are truer representation of the Human form. That is, they believe they are magical spirits, and are incapable of believing otherwise. Any experience that makes them question their history is soon forgotten.
I originally wrote the People of Past Ages for Realms of Power: Magic, but couldn’t make them fit the theme. Then there was no space for them in Realms of Power: Faerie. I was able to reuse the combat statistics, but not the racial history, from the People of Bronze in a future book, so I have removed them from this excerpt.
The People believe that the god Chronos made the People of Gold. It is believed they grew from the Earth itself, as aged men and women, and grew younger through an almost-eternal life. They lived in perfect contentment, without the need for food, warfare or law. They would not bow to the usurper, Zeus, or his allies. Zeus poisoned this race, by creating winter and the closing of the year. No more people grew from the Earth, and procreation became necessary, creating the People of Silver.
The children the People of the Golden Age bore sexually, contaminated by the poison, were a race with blue, silver-tainted blood. Each had a childhood that lasted one hundred years, but they lived only for a few decades as adults. The People of Silver needed mates, so they invented families. They needed food and developed agriculture. They needed houses, so they invented towns. The men of silver were arrogant, and schemed against each other. They would not serve the gods, so Zeus changed the nature of their children.
The People of Bronze were a terrible warrior race. Their blood was tainted green, with copper. They feasted solely on flesh: bread was too soft for their nature. Their houses, implements and armor were made of bronze. Their hearts were as hard as diamond. They loved all forms of violence, and were destroyed either by their feuding, or by the Great Flood of Deucalion. After their destruction, the People say, Prometheus crafted new men, with blood of iron and flesh of clay.
The People of Gold
The People of Gold act as preservers of magical secrets. Some serve mystery cults, while others nominate themselves as guardians of fallen magical sites, and subtly encourage humans to rise to the challenge of recovering lost lore. The People of Gold are dedicated to rebuilding a Golden Age that they are certain once existed, by guiding their — false — progeny to greater mystical accomplishments.
The People of Gold are not suited as player characters.
Faerie Might: 30 (Corpus)
Characteristics: Int +3, Per +3, Pre +3, Com +3, Str +3, Sta +3, Dex +3, Qik +3
Characteristics are average for the race, but individuals may range from 8 to –2.
Virtues and Flaws: Greater Faerie Power, Faerie Sight, Faerie Speech, 5 x Increased Faerie Might, Humanoid Faerie, 14x Improved Characteristics, Observant, Personal Faerie Powers; Incognizant, Traditional Ward (sacred images of Zeus)
Personality Traits: Honorable +3, Just +3, Peaceful +1
Fatigue Levels: OK, 0, –1, –3, –5, Unconscious
Wound Penalties: –1 (1–5), –2 (6–10), –3 (11–15), Incapacitated (16+)
Pretenses: All Lores 9, others by life history
Friend of Three Elements, 0 points, Init 0, Rego: People of Gold are never troubled by inclement weather or environmental conditions. They do not need to breathe, although they enjoy it when they think to do it. Dirt does not stick to them, unless they wish it to, and rain will not fall on them unless they desire it. People of Gold are never too warm or cool because of the weather, unless they wish to be, but have no innate resistance to fire, because it had not been discovered in their time.
Sovereign of the Earth, 1 point, Init 0, Creo: People of Gold may create any generic, non-magical tools they require by magic. Each tool appears to rise from the earth, or be formed from a similar material, a few seconds after willed into existence by the Person. Unlimited use of this power costs one point per month, not one per item.
People of Gold believe these items are gifts from the universe, unaware that they control the generative force. The tool last only as long as it retains the attention of the Golden One, fading away if they ignore it. If the Golden One’s attention returns to the object, it recreates itself. Most People of Gold are unaware that their items disappear when ignored.
The Golden One cannot create tools larger than a horse. This power can create food, which has no nutritional value, but the Golden Ones do not require sustenance, only to ease pangs of hunger. Many believe, as a religious obligation, that they should not share gifts made for them by the universe. They do not usually understand that humans who partake of their food starve.
Equipment: People of Gold that visit Mythic Europe can adapt to the comparatively hostile environment, but in their natural state, they wear no clothes, and carry no equipment. Most of the People of Gold are technically dead, killed by the Olympians, but create bodies with subconscious use of their powers.
Vis: 6 pawns of Intellego, a gold nugget
Appearance: Mature People of Gold appear to be extremely healthy people in late adolescence. Young people of Gold look like very old mortals. They generally do not wear clothing; although those that have lived in Mythic Europe long enough to discover that their gifts vanish when they are distracted adopt the dress of local people.
The People of Silver
The People of Silver are convinced of their own cleverness. They are unable to form large conspiracies because each feels that he or she should rule. People of Silver found in Mythic Europe often pretend to be nobles or merchants. They act as foils for magi with extensive contacts in the mundane world, or influence based on social and financial power.
People of silver are sociopaths, and so are not suited as player characters.
Magic Might: 20 (Corpus)
Characteristics: Int +2*, Per +2, Pre +2*, Com +2*, Str +2, Sta +2, Dex +2, Qik +2
*Characteristics are average for the race, but may have Characteristics, particularly those marked of up to 7.
Virtues and Flaws: 2 x Greater Faerie Power, Faerie Sight, Faerie Speech, Humanoid Faerie, 6x Improved Characteristics, 3 x Increased Faerie Might, Observant; Incognizant, Traditional Ward (sacred images of Zeus)
Personality Traits: Arrogant +3, Self-centered +3, Deceitful +2
Axe*: Init 3, Attack 9, Defense 7, Damage 8
Axe and Buckler*: Init 3, Attack 9, Defense 8, Damage 8
Assumes a Single Weapon Ability of 4 (axe), but skilled warriors of this race may have far higher scores.
Soak: +2, plus any armor.
Fatigue Levels: OK, 0, –1, –1 –3, –5, –5, Unconscious
Wound Penalties: –1 (1–7), –3 (8–14), –5 (15–22), Incapacitated (23+)
Pretenses: All Pretenses that may be used to manipulate others 9 in adults, but 4 in children pretending to be adult modern humans. This includes Bargain, Carouse, Charm, Etiquette, Folk Ken, Guile, Intrigue, and Leadership. Other Ability scores as suit the person’s history.
Cunning Devices, 2 points, Init 0, Muto: People of Silver are extremely inventive when forced to be, and can make new devices to suit their needs out of a surprising variety of everyday items. These devices always suit their purpose, but some, if examined closely only work because magic makes some of their components behave in impossible ways. For example, an apple core might be used as a spring, or a piece of rope used to slice things. People of Silver feel that this is “cheating” and pride themselves on making each item’s workings as realistic as is practical to the demand of their vanity. Each device falls back into its component parts at the next new Moon, unless a Person of Silver is present and prevents the failure. (Special)
Galling Ego, 0 points, Init 0, Muto: Natural objects so dislike People of Silver that they avoid drawing attention to themselves. Mud will slide away from their feet. Streams will part as they walk across. Trees will bend their branches to avoid touching People of Silver. People of Silver either do not notice this effect, or expect it as their due, homage from the Universe. (Special)
Equipment: They wear the finest garments and have the nicest toys available, preferably stolen.
Vis: 4 Pawns Rego, in blue blood.
Adult People of Silver are very tall. Their children, who are large and well-educated compared to normal children, often pretend to be adult humans (Size 0, Base score of 0 on physical Attributes) Despite their single-minded self-aggrandizement, People of Silver can be charming, and effective, intriguers. The People of Silver are unfettered by civilized modes of behavior, so crime comes easily to them. Most People of Silver lack physical courage, having only a brief adult lifespan that they do not intend to truncate, so they have servants who engage in combat for them.
The People of Bronze
People of Bronze active in Mythic Europe attach themselves to either side in a major conflict, and attempt to exterminate the other side as efficiently as possible. They feel no compassion, so they consider utter elimination of enemy settlements a particularly valuable tactic. This includes the slaughter of children, as a way of preventing a community seeking intergenerational revenge. People of Bronze conquer for the vitality that human death brings them, and the respect they earn from others of their kind: they care nothing for power or riches, except insofar as they allow a Person of Bronze to increase the scale of his or her campaigns.
Some People of Bronze train people of Iron in the arts of war. They do this in the hope that the people of Iron will develop into suitably challenging opponents. People of Bronze have been known to declare war on individual magi. This war may take many years to come to fruition, as the Person of Bronze uses its infinite lifespan to lay up materiel for the campaign before engaging its foe. People of Bronze always select magi who are renowned as warriors as their victims.
The combat statistics for People of Bronze have been removed, since I have used them in a book to be published in the future.
To make Puss a player character, she needs a Social Status Flaw, or Virtue. She then needs her virtues and flaws balanced.
If a cat has successfully crept up on its prey, it automatically wins Initiative for the first round of combat and gains a +3 bonus to its Attack roll for the first round only. Cats are excellent climbers and jumpers, gaining a +3 bonus to appropriate rolls.
Faerie Might: 5
Characteristics: Int +3, Per 0, Pre +1, Com +2, Str +1, Sta 0, Dex +3, Qik +3
Virtues and Flaws: Faerie Sight, Faerie Speech, Highly Cognizant, Hybrid Form, Observant, 4 x Improved Characteristics, Perfect Balance, Sharp Ears; Little.
Personality Traits: Vain +2
Claws: Init +2, Attack +11, Defense +12, Damage +3
Teeth: Init +3, Attack +11, Defense +9, Damage +2
Soak: +1* Higher if the cat makes armor from glamour.
Wound Penalties: -1 (1-3), -3 (4-6), -5 (7-9), Incapacitated (10-12), Dead (13+
Pretenses: Athletics 3 (jumping), Awareness 3 (at night), Bargain 2, Brawl 5 (claws), Charm 3 (rich people), Folk Ken 2 (dangerous areas), Guile 5 (rich people), Faerie Speech 5, Stealth 2 (stalking)
Equipment: The garments and tools suitable to his role are formed from the glamour of the cat.
Vis: 1 pawn Animal, a dead cat
Appearance: The cat appears to be large for its species, and is able to handle objects and wear clothes.
Saint Guinefort Ritual
Fauns break into houses and steal children in parts of France. In one region, a fairie saint assists mothers who seek the return of their children. Saint Guinefort is a greyhound that gave his life to save a child from a serpent. The Church does not recognize animal saints, but women know that if they go to his grave and perform a ritual, there is an excellent chance that their baby will be returned.
The ritual is simple. The mother lays the baby on the grave at night, and walks away. She does not turn around until her baby cries out, even if her walking takes her to the edge of earshot. She waits, alone, in the dark, among the trees, in the faerie forest, knowing that the fauns are prowling about her. If her love is strong enough, the fauns return her baby.
Sometimes, the fauns do not return her baby, and the changeling dies. The mother can take some consolation that these fauns, or the faerie ladies that they pass the children to, are good parents. They are wealthy, and do not mistreat or deprive the children they take. Sometimes these faeries change the luck of a family, or leave a treasure to thank the mother for her baby. This is, however, still a theft, not a sale.
Statistics for Fauns are found in the Forest section.
The Hag of Beara
The Cailleach Beara is a representation of the sovereignty goddess of Ireland. She is claimed as the ancestral mother of the clan O’Neill. The encounter in which Niall slept with her and converted her into his beautiful queen was a barefaced lie in the Fifth Century, when he took the throne. Propaganda, though, works on faeries better than people, and now the hag of Beara, when encountered, claims that the O’Neill’s have her blood. The hag of Beara is not suited for use as a player character.
Faerie Might: 40
Characteristics: Int +3, Per 0, Pre -5/+5, Com +1, Str 0, Sta 0, Dex +3, Qik +3
Virtues and Flaws: 2x Greater Faerie Powers, Highly Cognizant, 7 x Increased Faerie Might, 2x Great Characteristic, Humanoid Faerie, 7x Improved Characteristics, Observant, 2x Personal Faerie Powers; Sovereign Ward (Dominion), Traditional Ward (being an O’Neill).
Personality Traits: Commanding +5, Lusty +3
Reputations: Ireland 5 (sovereignty goddess)
Claws: Init +2, Attack +16, Defense +12, Damage +6
Teeth: Init +3, Attack +19, Defense +15, Damage +6
Wound Penalties: -1 (1-5), -3 (6-10), -5 (11-15), Incapacitated (16-20), Dead (21+)
Abilities: Brawl 9, Intrigue 9, All Lores 9.
Grant (Luck or Temporal Influence): 5 or 10 points, Init. -7 or -17, varies.
Grant Poverty: 3 or 10 points, Init. -7 or -17, varies. This poverty is due to sterile land, attacks by wild animals, poor weather, or personal illness. (2 intricacy points on cost of Grant Minor Flaw).
Shift Human Shapes: 0 points, Init 0, Corpus: Can assume beautiful or ugly forms at will. (2 intricacy points on cost and initiative)
Equipment: Clothed in rags or finery, carries gems.
Vis: 9 Rego, External: The innisfail, the stone that cries out when a king touches it, in Tara, is her external vis source. The stone fell and chipped some time ago: the effect on the cailleach is unclear.
Appearance: A loathsome hag whose swollen belly is covered in pustules, that can become radiantly beautiful at a whim, but generally chooses not to.
The winter warrior: a variant faerie champion
A direct and violent rival. Also suitable as a leader for the koerakoonlased.
Bridge of Frost: 6 points, Init -3, as the spell (ArM page 124).
Crystal Dart: 2 points, Init -1 Terram, as the spell (ArM page 154), but cosmetically altered so that the warrior seems to fling icicles from a crossbow.
Icy Grip: 6 points, Init -3, Ignem: draws the body heat out of victims, leaving them frozen, as Wizard’s Icy Grip (ArM page 142).
Treading the Path of Rime: 6 points, Init -3: similar to Treading the Ashen Path, but kills plant life by coating it with frost. This does not usually kill trees, but destroys crops.
Circling Winds of Protection, 1 point, Init -1, Auram: (1 intricacy point): Similar to the spell of the same name (ArM pages 125 and 126) except this power has Personal Range and Sun Duration.
Damaging Effect, 0 points, Init.+2, varies. (2 intricacy points) Horse has freezing hooves that destroy crops and do terrible harm to people kicked.
Improved Characteristics (traded for Lesser Faerie Power.) Makes Quickness +2.
Then move Presence score to Strength and exchange Etiquette and Single Weapon scores.
Brawl (bludgeon): Init +2, Attack +4, Defense 0, Damage +5
Long sword: Init +4, Attack +10, Defense +5, Damage +9
Tough*: 5 points, varies: wears a white bear pelt that adds +3 to Soak.