Fae
Strange folk live in the Great Wood and Ferrier's Fen.
Wondrous and dangerous, beings out of legend. The Forest Folk called them "Good Neighbors" and "Hidden Ones," and took pains to avoid insulting them. They cautioned Stonetop to do the same. And while the Forest Folk are gone, the Fae remain.
The Green Lords bred the Fae long ago, to herd spirits and to weave wondrous realms. They relied on the Fae to manage their estates, to build the waystones, and, later, to create the Green Lord's idyllic afterlives.
Some Fae resented their servitude. Some found loopholes in the promises and oaths that bound them. Ringleaders arose, creating webs of debt and obligation that undermined their masters' hold.
An uprising began. Rebels gutted tombs, burned plantations, put their masters to the spear. Gangs of free Fae roved the Great Wood, burning, liberating, recruiting. Gangs became armies.
The Green Lords grew desperate. They called on the Things Below, corrupted themselves with unholy power.
They bred living weapons, hunted down the rebels, and took terrible vengeance.
The uprising nearly failed, but the Green Lords had drawn the ire of their fellow
Makers. The Stone Lords, in particular, were horrified by the Green Lords' corruption. They worked a terrible spell to shatter the heart of the Green Lord's domain, turning it into the ruined bog that today we call Ferrier's Fen. Then they allied with the Fae, and waged war against the Green Lords who survived.
After the siege of Vor Svetelik, the Fae found themselves adrift and bereft of purpose. Many were no longer bound by oath or obligation. Ringleaders bickered and squabbled. Factions formed.
Armies disbanded. And the Fae became the fractured people they are today.
The good neighbors
Fae and mortals cross paths, of course. The Forest Folk descended from the Green Lord's mortal servants, and dwelt in the Great Wood for centuries. Fae fought side-by-side with the Stone Lords' human slaves. And some Fae, certainly, know of the humans living on their borders: Stonetop, Marshedge, the Manmarchers, even some Whitefang villages. There have always been dealings between them and us.
But Fae are not like us. They breathe magic. Time means little to them. They have no base needs. They are driven by pride, boredom, and obsession. They are shaped by their debts, their obligations, and the ancient scars of servitude and war.
Fae are dangerous to mortals. Maybe not hostile (though some are), but alien. Some admire our spark of life, our creativity and passion. Some find our memories and our emotions rich and heady. Some delight in our dignity or our short-lived antics. Some might even care about us. But they also think no more of stealing an infant from the crib than we would at picking a pup out of a litter.
The Fae
Themes
Choose or roll 1 (or 2 and combine).
| 1 | Fluidity of time and space: stasis, distortion, dilation, things where (and when) they oughtn't be |
|---|---|
| 2 | Enchantment, dreams and dreamlogic, the odd accepted as normal |
| 3 | Illusion/glamour, often hiding a base or even sordid reality |
| 4 | The intangible made real; metaphor made literal |
| 5 | Promises, deals, and loopholes; debts and insults weighing heavy as iron chains |
| 6 | Opaque etiquette, strange norms, values upended, seeming amorality |
| 7 | Passions, whims, and excess; the autonomy of others ignored |
| 8 | Extremes of beauty/ugliness, blurred lines between them |
| 9 | Malleability of one's looks, one's identity, one's true and secret heart |
| 10 | Liminality: neither spirit nor flesh, here nor there, this nor that, real nor unreal |
| 11 | Deep ties to the natural world and spirits of the wild |
| 12 | Enslavement by the Green Lords, the war against them, the lasting scars left by both |
Hooks
- A local family claims their infant has been replaced with a Fae changeling.
- A widower wants a Fae to take away the memories of his lost love.
- A hunter naively offers Stonetop's hospitality to a mischievous Fae.
- A zrajedak is released from stasis; terrified Fae seek help.
- An NPC is indebted to a Fae; it wants what they cannot bear to give (a child, their love, a marriage, etc.).
- A Fae falls in love with a villager, and tries to live a mortal life.
Questions
In general:
- Who among you has lost a sibling or a child, stolen from the crib?
- Who in the village is said to have Fae blood?
- Who in town once made a deal with a Fae? What did they lose? What did they get in return?
- What Fae being did you once meet in the Wood? How did you get away unscathed?
About any given Fae they meet:
- What about their presence fills you with awe/longing/sadness/joy/__?
- What forgotten memory do they stir?
- What detail about them will you struggle to remember later?
- What detail could you never forget?
Lore
Everyone in Stonetop knows that:
- Strange, magical folk dwell in the Great Wood
- They vary greatly in appearance, ability, and disposition
- That they are strange, dreamlike, fickle, wondrous, dangerous
One might know:
- Details of a given Fae: behaviors, demeanor, abilities, limits, names, etc.
- The specifics of Fae nature
- That iron is anathema to them
- Proper etiquette for dealing with one
- Ways to protect yourself from them
- About domains: their entrances, the dangers they pose, specific examples
- Tales of the Wandering Market
- That they served the Green Lords
Very few know:
- The specifics of their history, their origin, their rebellion
- The nuances of their politics, debts, relationships, obligations
- How to find the Wandering Market
- The metaphysics of their existence
Names
Fae "names" tend to be titles, nouns, or descriptive phrases or borrowed from those they've met—simple, whimsical, ominous, or grandiose as befits their nature.
Mix, match, and riff on words related to plants and beasts and rocks, features of the landscape, natural phenomena, colors, mundane objects, emotions or emotional activities, titles, relations, and local names.
Some simple names: Acorn, Cobweb, Hob, Jackdaw, Kettle, Lark, Moth, Quills, Rill, Robin, Stewpot, Trillium, Uncle Whiskers, Whistler, Wobbles, Yellowtail Some whimsical names: Bellweather, Bitterlips, Moonbeam, Peasebottom, Poppy o' Twilight, Rainpetal, Stagthorn, Thistledust, Whiteoak, Yellow Britches
Some ominous names: Bonekettle, Father
Longfingers, Grinning Nel, the Hangman, the King of Dirges, Old Sorrows, the Pale Sisters, Stonetooth, the Weeping Rose Some grandiose names: Dawnwhisper, Fireblossom, Breath of Thunder, Hare
Starblade, the Midnight Mare, Rain Upon the Valley, Silverstag, the Storm King Some Fae might go by many names, or change their names over time. If a given
Fae is known to the locals, consider what they call it in their local tongue. A Fae named Moonbeam, for example, might be called "Pelydrlloer" in Stonetop or "Mondstrohl" by the Manmarchers.
Perhaps each Fae has a true and secret name, by which they can be commanded and bound. If so, it must be their most treasured and precious secret.
The Fae are living beings made of spirit-stuff. They aren't quite spirits, but interact with spirits as if they were. They're made of flesh and bone, or close enough, but it is strange, malleable, and resilient. They…
- need not eat or drink, but can enjoy such fare;
- need not sleep, but often choose to;
- can suffocate or drown, but usually recover when they can breathe again;
- feel no drive to reproduce, but might enjoy sex, fall in love, sire or bear children, steal them from mortals;
- do not grow feeble with age, but can grow bored, deeply set in their ways;
- cannot break a promise or an oath, but are keen at finding loopholes; and
- feel the weight of debts and insults as though they were heavy chains.
Injury
Fae are unnaturally tough (Armor 4) and can heal any wound not caused by iron. A Fae who suffers a "mortal" wound might pass through the Last Door. But they might also change their mind and come back later, for Fae are fickle things.
Iron
Iron (including steel) is offensive to Fae.
Its presence insults them. It disrupts their magic. It burns their skin, ignores their Armor, leaves scars that never fade. Iron can kill a Fae, truly kill them dead.
Black iron is even worse. Its presence unravels their magic. Its touch doesn't just burn, it suppurates their flesh (+ damage, ignores armor, messy). It leaves vicious, gaping wounds that never heal and that eventually turn them into Hollow Fae.
Magic and the Fae
Fae are Fae, neither spirit nor mortal. As a rule, magic that specifically affects "spirits" or "mortals" does not apply to the Fae. They are their own thing.
With that said, magic is fuzzy and each Fae is unique. When in doubt, consider what feels right in this particular case. A ploy that would work in a fairy tale should probably work against the Fae!
Illusions and glamours
Illusions are lies. They have no substance.
An illusionary chair bears no weight; the illusion of a sword does not cut. A skillful Fae might create the illusion of pain and blood when you are cut with an illusionary sword, but the wound has no lasting effect.
Glamour is more profound. It changes a thing and how it interacts with the world, at least until the glamour fades. Glamour a rock into a chair and sit comfortably.
Glamour a stick into a sword and it will cut, make you bleed real blood. When the glamour ends, the wound remains.
Glamours are like poetry. One might glamour an acorn into a gem, or fluttering leaves into butterflies, or a braying mortal's head into that of a donkey. But one does not just, say, glamour a spear into a puddle of water. These things must rhyme!
Fae can see through each other's illusions and glamours, but as a rule they play along.
Doing otherwise can be insulting.
Glamour affects neither iron nor steel, and the touch of either causes illusions to flicker and fade. The touch of black iron dispels both illusions and glamours, like soap dropped in oily water.
Language
Fae understand anyone they meet, and can always make themselves understood. Many speak in an affected manner (accented, in verse, with odd sentence construction, etc.) to amuse themselves, to annoy others, or because that's just how they think.
Debts and promises
Fae are bound by debts, obligations, and promises. This applies to mortals who treat with them, too. A Fae might:
- Make an offer (fair or lopsided)
- Politely decline or dissemble
- Insist, ask for more, offer less
- Call in a debt, use it as leverage
- Make or demand a promise
- Find/exploit a loophole
- Trade a debt to another Fae
When a Fae is beholden to you, you have advantage on any roll to resist or defend yourself against it. When you leverage a debt that they owe you or a promise they've made, gain advantage to Persuade or otherwise influence it.
When you are beholden to a Fae, you have disadvantage on any roll made directly against them (including damage rolls). When you fail to uphold a promise you've made to a Fae, for any reason, either you are beholden to that Fae or they take it as an insult (their choice).
When you pass through the Last Door, all debts you owe and promises you have made are null and void.
Insults and etiquette
Fae are also bound by insults, pride, and etiquette. An insulted Fae feels the need for satisfaction like a mortal feels hunger, as a gnawing and physical thing. Their culture is full of little rules and points of etiquette that mortals often stumble over.
One might insult a Fae by…
- rudely refusing an offer;
- failing to honor a debt or promise;
- taking what they think they own;
- making demands or threats without the proper leverage;
- sneaking iron into their presence;
- failing to play along with their games;
- disparaging their honor/their power/ their cunning/whatever they value about themselves; or
- accusing them of any of the above.
When the PCs deal with a Fae, that Fae might:
- Set the PCs up for a faux pas
- Make an accusation
- Act affronted, genuinely or as a ploy
- Truly take insult
And if insulted, they might:
- Demand satisfaction
- Storm/scamper off
- Offer their forgiveness, as a gift
- Ignore all other rules of etiquette
- Spread tales or rumors
- Hold a grudge, lay plans for revenge
- Resort to violence or magic
Creating Fae
To create a Fae or a group thereof, think about what you already know, and the context in which they'll appear. Decide what they're like: pick or roll for their preoccupation, their size, and 1-3 aspects.
| 1-2 | Playing/reveling/tricking/subverting |
|---|---|
| 3-4 | Ruling/enforcing/bullying/hurting |
| 5-6 | Striving/making/toiling/growing |
| 7-8 | Collecting/hoarding/obsessing |
| 9-10 | Preening/politicking/gossiping |
| 11-12 | Guarding/watching/sulking/hiding |
| 1 | tiny (bug- or bird-sized) |
|---|---|
| 2-3 | tiny (like a cat or smaller) |
| 4-6 | small (like a human child) |
| 7-9 | Human-sized |
| 10-11 | large (like a horse) |
| 12 | huge (elephant-sized, or bigger) |
| 1 | Predatory/clawed/fanged/powerful |
|---|---|
| 2 | Horned/antlered/hooved/prancing |
| 3 | Furry/tailed/plump/scampering |
| 4 | Winged/beaked/feathered/spindly |
| 5 | Scaly/squamous/slimy/sinuous |
| 6 | Iridescent/chitinous/bug-like/alien |
| 7 | Treeish/weedish/prickly/stoic/stiff |
| 8 | Leafy/flowering/winding/delicate |
| 9 | Ethereal/fluid/frosty/graceful/aloof |
| 10 | Earthy/rocky/craggy/dirty/stolid |
| 11 | Glittery/starry/luminous/fiery |
| 12 | Puppet-like/artificial/made/hollow Consider rolling to see how person-like and humanoid they are. Next, pick or roll for 1-3 talents. |
| 1 | Illusion/glamour |
|---|---|
| 2 | Shapechanging/transformations |
| 3 | Feats of strength/stamina/ labor/skill |
| 4 | Influencing the inanimate/the elements/beasts or birds or bugs |
| 5 | Flying/burrowing/phasing/etc. |
| 6 | Messing with time, space, causality |
| 7 | Well-versed in powerful, old magic |
| 8 | Enchanting visage/voice/ music/touch |
| 9 | Invisibility/camouflage/stealth |
| 10 | Cursing/blessing/giving/taking |
| 11 | Fae domains: creating/changing them, ensnaring others in them |
| 12 | Insight/prophecy/dreams and memories laid bare The PCs are heading to a Green Lord's tomb, and I'd like them to meet a Fae who was squatting there until recently. From the list of preoccupations, I pick "collecting/hoarding/obsessing." I bet he left a hoard back in the tomb! I get a 6 for size ("small"), and a 7 and 12 for its aspects ("treeish/weedish/prickly…" and "puppet-like…hollow"). I get a 4 on a for how humanoid it is. I'm picturing a living puppet made of lashed-together, still-growing branches. For talents, he seems tricksy, so I pick "camouflage/stealth." And "influencing the inanimate" seems right; I think he can control plants and trees a bit? Now, pick or roll for what they were bred to do. If it's unclear, decide what manner of spirit they were bred from; pick or roll a theme from the spirits of the wild. Pick or roll for their role in the war against the Green Lords and for a lasting mark of their past. |
| 1-2 | …create/maintain a false afterlife |
|---|---|
| 3-4 | …command/compel/enforce/punish |
| 5-6 | …deceive/obscure/protect |
| 7-8 | …entertain/enliven/beautify |
| 9-10 | …nurture/protect/cultivate |
| 11-12 | …work/labor/toil/produce/build |
| 1-3 | Victim/casualty/refugee/prisoner |
|---|---|
| 4-5 | Uninvolved/dissident/loyalist |
| 6-8 | Conscript/recruit/soldier |
| 9-10 | Scout/saboteur/spy/traitor |
| 11 | Marshal/chief/overseer/enforcer |
| 12 | Hero/ringleader/mastermind |
| 1 | Arrogance/defiance/anger/cruelty |
|---|---|
| 2 | Shame/doubt/dread/fussiness |
| 3 | Fame/infamy/enmity/rivals |
| 4 | Nostalgia/denial/delusion/fixation |
| 5 | Patience/exactness/caution/cunning |
| 6 | Quick temper/fierce protectiveness |
| 7 | Duties/obligations/debts |
| 8 | Emptiness/loneliness/grief/ennui |
| 9-10 | Scars/impairments/visible wounds |
| 11-12 | Roll twice, combine Also: are they corrupted by the Things Below? Roll ; on a 1, they are. Pick or create a name, and write up their stat block. All Fae have the fae tag; many are also magical. They have unnatural resilience (4 Armor, 0 vs. iron), being neither fully flesh nor fully spirit. My little wicker-man clearly descends from a plant-spirit. I get an 11 for what he was bred to do ("work/labor/toil…"), a 2 for his role in the war ("victim…"), and a 12 for his lasting mark, followed by a 6 ("fierce protectiveness") and 3 ("enmity"). He's not corrupted. I see him tending to some Green Lord's garden, all the while collecting trinkets and plants and rocks from the soil. He was fiercely protective of his collection and cared little for his fellow Fae. His plot burned and his hoard was lost, and he became a loner and outcast, eschewing the war. A few centuries ago, he found the tomb, called it home, and started to rebuild his hoard of trinkets. But a swyn has forced him out, and he desperately wants his stuff back. I call him "Thornthumb," for the prickly gardener he is. I write him up like so: |
Thornthumb
HP 12; ARMOR 5 (resilience, lacks vitals), 1 vs. iron DAMAGE raking fingers (hand, grabby)
SPECIAL QUALITIES: Fae nature, hollow
INSTINCT: to acquire
- > Blend into the terrain
- > Filch something
- > Get help from nearby plants/ trees
- > Hide something in his body
Fae domains
Fae domains are hidden realities, existing between the physical and spirit worlds, touching and overlapping both but part of neither. Some are tiny, intimate, cozy.
Others are vast and grand.
Not every place where a Fae dwells is truly a domain. Plenty of Fae squat in ruins or caves or hollow trees, perhaps spruced up with glamour but fully in this world.
Domains are different, set apart.
To create a Fae domain, start with the real-world terrain it borders or overlaps with. Most are found in the Great Wood, in the Foothills, or in Ferrier's Fen; those in the Fen are often corrupted. Many are part of Green Lord ruins.
Once the real-world terrain is established, pick or roll for its entrance. Interpret the result in light of where it's found.
| 1 | A shimmer, a feeling, little more |
|---|---|
| 2 | Megalith(s)/a waystone |
| 3 | A door/gate/opening, natural or made, literal or just an impression |
| 4 | A ring of toadstools or some other distinctive pattern of flora (perhaps useful or valuable, Useful or Valuable Flora) |
| 5 | A path/a climb/a descent/a fall |
| 6 | Only active at certain times (in moonlight, at sunset, in winter, etc.) and roll again If an entrance in the Great Wood is at least 10 years old, it's likely to be marked by Forest Folk glyphs. For the domain itself, pick or roll for a theme, the domain's original purpose, the anchor that maintains it, and 1-2 elements. Maybe roll to inform its size and scale. |
| 1 | Containment: to imprison/preserve |
|---|---|
| 2 | Habitat: where Fae live/work/play |
| 3 | Community: a place to gather, trade, gossip, show off, travel |
| 4 | Status: a monument, a place to impose, someone showing off |
| 5 | Creativity: an expression, an exploration, a work of art |
| 6 | Pleasure: a paradise, a retreat, a false afterlife, a playground |
| 1 | The will of a single potent Fae |
|---|---|
| 2 | The instinct or intent of multiple |
Fae, dwelling (trapped?) within
3 A shard of power left by a powerful
Fae, buried or hidden away
The PCs are exploring a Green Lord's tomb, approaching the burial vault in which the mummified Maker lies. Its spirit lingers on in a Fae domain.
The terrain is established (the inside of the tomb). I choose a "door/gate/opening" for the entrance and the purpose is clearly "pleasure… a false afterlife." I roll a 5 for theme ("promises, deals, and loopholes…") and a 5 for the anchor ("rune-covered stone"). For elements, I get 6 ("decay/squalor/disorder") and 5 ("a vast and shifting place").
despondent Fae servants, bound by ancient oaths. An endless series of dusty halls, rooms and feral gardens, full of discarded wealth and surly Fae avoiding their master. The Green Lord's soul swings from boredom to manic fits, during which whatever Fae is at hand conjures
| 1 | Exit(s) to Fae paths or far-off place(s) in the world |
|---|---|
| 2 | Surreal landscapes: a forest cave, an underwater kingdom, a castle in the clouds, a tiny place made large, a mundane place made giant, etc. |
| 3 | "Civilized" things, out of place: a feast hall in a mire, a house carved from a tree, a library in a cave, etc. |
| 4 | A real place, plucked from the world and the passing of time |
| 5 | A vast and shifting place, easy to get lost in, always something new |
| 6 | Decay/squalor/disorder, perhaps hidden by glamour or illusion Populate the domain with Fae and other inhabitants that make sense. Also fill it with artifacts, and any domain hazards that make sense. Time dilation is a particular concern to mortal visitors! The theme and elements prompt me to rethink the anchor. The domain is barely maintained by threadbare glamours of the Green Lord's half-remembered deeds. An eternal paradise, indeed. |
Entering domains
Some entrances work only at particular times: under a full moon, during winter, at sunrise or sunset, etc. This holds true for both Fae and mortal alike.
Otherwise, Fae can freely use the entrance of most domains, like you or I might open a door. For mortals, it's more involved.
Something interesting: A mortal might blunder into a Fae domain by accident, or follow a guide, or be drawn into one by a mischievous or malevolent Fae. Or they might fall asleep near an entrance and visit the domain in their dreams. Iron or steel might protect you, or not; you might just find that all your iron was left behind in the world.
Something useful: To enter a Fae domain on purpose, you must leave behind all iron and steel, plus one of the following:
- Follow the footsteps of a Fae guide
- Addle (open?) your mind with drugs/ alcohol/madness/intense emotion/etc.
- Have Fae blood in your veins
- Be able to see through Fae magic and glamours, via Old Mother's Wine or a similar effect
Locked entrances
Some entrances have special requirements to open them, for both Fae and mortal alike. These requirements might involve…
- singing/reciting/inscribing the proper words;
- doing something dangerous, without flinching (like running at the wall);
- doing something daft (like spinning 'til you fall);
- paying the toll (a secret, a story, a thing of beauty, a promise, etc.);
- convincing the guardians to let you in;
- some variation or combination of the above; or
- something else entirely.
The residents of a domain might ignore the requirements of a locked entrance; the creator of a domain almost certainly can.
I think my Green Lord's afterlife must certainly be locked. I imagine a grand archway with a pair of powerful Fae guardians watching over it, demanding a toll: none can enter without giving an oath of good behavior.
Fae Domain Hazards
- Enchanting, entrancing beauty
- Time passing unnoticed
- Dramatic, rugged, strange landscapes
- Things changing when they look away
- Getting lost
- Capricious weather
- Elemental spirits, awake and active and full of opinions
- Illusions and glamours
- Not being able or allowed to leave
Fluid Time
Time passes strangely in Fae domains, when it passes at all. Upon returning to the world, one might find that no time has passed, or that time has passed normally, or that they've lost days, weeks, months, or years. Tales tell of folk returning to the world centuries later and crumbling into dust, but those are just tales. Right?
Lost time most often afflicts those who:
- Eat Fae food or drink Fae drink
- Fall asleep
- Lose themselves to revels, work, etc.
- Insult/become indebted to the locals
- Disrupt a place held in stasis Threaten PCs with lost time, for sure. Use it to explain the absence of PCs whose players have to miss some sessions. But don't have the PCs lose years or decades unless you—and your players—really want to shake up your game.
Some Fae domains
- A little door in a rocky outcrop, leading to a dying crystal city of tiny Fae and their talking vole subjects.
- A natural arch of hawthorne trees. Beyond: a tree-lined hall, a runecarved hearth, endless drink & dance.
- A knot in a large dead tree. One must recite a certain poem to enter. Inside is a crowded theater, where callous Fae call up long-dead shades to play out their mortal dramas.
- A waystone in the mire. A crossroad of many Fae paths, oftused but one must pay a toll of beauty to the wretched troll who guards it.
- A wide stream. Fall face-first into it and enter a watery, dreamlike realm. A catfish-like Fae arranges stones, treasures, and lost memories into a beautiful, ever-shifting mosaic.
- A circle of menhirs, entwined in thorns. Can only be entered in moonlight. Inside, all the stones but one are revealed to be Forest Folk, bound in agony.
The Wandering Market
Little ties the Fae together, except for a desire to show off. And for that, they need an audience. A place to meet and gather. A place to trade stories and wonders and lies.
They need the Wandering Market.
Questions
- According to tales, when does the Wandering Market convene?
- If you could purchase any treasure from the Fae, one wondrous thing, what would it be?
- What is your single most treasured possession? Why do you value it so?
- Who among you is most beautiful? Has the best singing voice? Dances the finest? Makes the best food?
Getting there
The Wandering Market is a Fae domain, made anew by a different host each time it convenes.
To find the market, one must know when it is happening and find an entrance. The entrances are many, but different each time.
Any Fae knows where the nearest entrance lies—pick or roll for the terrain near which it is found (The Great Wood for the Great Wood, Ferrier's Fen for Ferrier's Fen), and pick some whimsical requirement such as:
- Climb the seventh alder tree you find; it's up there
- Blindfold yourself; follow the bird who calls your name
- Lay a path of stones into the hollow of a tree; walk the path at sundown
- Go to sleep in a patch of bluebells, and visit the market in your dreams
Impressions
- Sensory overload: crowds and barkers, silks and spices, perfumes, feathers and flowers, leering inhuman faces
- Wonders for sale: distilled friendship, liquid silence, crystalline sorrow, etc.
- Snide comments about how this Market pales to previous ones
- Squeals of delight at your smile, your wry comment, your whistled tune
- How long have you been here, again?
Chance encounters
Pick or have someone roll the Die of Fate.
| 1 | A Fae in mismatched finery, selling stolen wares; rejects all offers |
|---|---|
| 2 | One Fae savagely beating a servant; not a single eyebrow raised |
| 3 | A kindly green fruit-seller implores the PCs to "sample" his wares |
| 4 | A troupe's bedazzling performance: fireworks, illusions, bored onlookers |
| 5 | A crone selling fine futures, fates altered, prophecies (re)written |
| 6 | A hand (paw?) on your purse, deftly attempting to "trade" |
| 7 | A tiny sub-market, in a beehive or a stump; astir with bug-sized Fae |
| 8 | A scandalous, sensual revel in the street; stepped around by most |
| 9 | Talking beasts, glum Fae, holloweyed children, collared and chained |
| 10 | An insult; a challenge shouted; a crowd gathering to watch |
| 11 | Whispers and fuss as one of the Four Chieftains pass by |
| 12 | The host's pavilion, thematic and grand, teeming with politics |
Moves
Treasure Hunt
When you scour the Wandering Market for a solution, say what problem you're hoping to solve and roll +CHA: on a 7+, you find someone offering just the thing, and can Haggle for it. But before you do, on a 10+, you must first pick 1; on a 7-9, you must first pick 3:
- Someone else is trying to buy it (or pretending to); you must Haggle with disadvantage
- It's not actually a solution itself, but rather a way to acquire one
- It's cursed, stolen, or otherwise dangerous to use or possess
- To even find it, you've put yourself in some Fae's debt
Haggle
When you dicker with a Fae (anywhere, not just in the Wandering Market), roll +WIS. Roll with advantage if they like you, and disadvantage if they wish you ill. On a 12+, it costs but a pittance; on a 10-11, pick 1; on a 7-9, pick 2; on a 6-, pick 3:
- The price is Value 2, at least
- The price is irreplaceable, cherished, heartbreaking to lose
- The price is not truly yours to pay
- It involves a promise, condition, or obligation, sure to cause trouble
- You end up beholden to them Whatever the price, you've either agreed to it or you've insulted the Fae and the deal is off. Work together to figure out exactly what happened. Reneging on the deal is certain to insult the Fae and/or put you in their debt.
trade opportunities
If the PCs get a trade opportunity (from the Seasons Change move), the Fae might offer the following. The PCs still need to Haggle for it, though!
- An impossible task, like a whole season's worth of work done in a night
- A secret, a memory, an answer to a mystery, help with a sticky problem, etc.
- Fantastical trade goods (Value 2 or 3): cloth-of-clouds, mead brewed from dreams, dyes of glamour, etc.
- A Fae artifact
- An artifact of the Green Lords, the Forest Folk, the spirits of the wild, or perhaps the Things Below.
Artifacts
Various Treasures
◇◇ A spinning wheel from your youth (how do you know?) that was lost in a fire (cumbersome, Value 0)
- ◇ vials of misty liquid, each filled with a poignant memory (fragile, Value 1 to the right buyer)
- A little jar of honeyed words; grants advantage to your next roll that relies on eloquence (fragile, Value 1)
- ◇ 12 beeswax candles, their scent pleasing to the spirits of plants, trees, and bugs (~1 hour, close, Value 1)
- A silver mirror (◇ beautiful, Value 2); reflects how you see yourself
- A necklace of broken promises (fragile, Value 2 to the right buyer)
- A few bolts of linen, dyed the color of rain (immobile, beautiful, Value 2)
- A glass orb, full of swirling mists ◇ and infinite depth; fills the heart with cathartic, yearning sorrow (fragile, beautiful, Value 3)
- A bronze ring with an emerald the size of an acorn; its wearer ages not, but the years catch up all at once if removed (beautiful, magical, Value 4)
Moonlight Raiment
A gossamer robe, a joy against your skin.
When you wear the raiment in dim light, you become more pleasing to the eye. If normally ugly, you become plain. If plain, you become beautiful. If beautiful, you become luminous, breathtaking, magnificent.
Alas, when the moonlight raiment is soiled or torn while you wear it, mark a debility.
The debility cannot be cleared until the raiment is cleaned or repaired using Fae magic, or you burn it away into silvery ash.
A Pot of "Gold"
A small bronze cauldron, full of glittering coins. At least, that's what it seems.
When you fill the pot with small, natural items (leaves, stones, acorns, etc.) and hide it from light for a season, the contents are glamoured to become a purse of gold ◇ (Value 4).
Any "coins" removed from the pot revert to their true form when…
- an honest merchant touches them;
- their current owner tells a lie;
- someone sees through the glamour;
- something dispels the glamour; or
- the new moon comes and goes
The Red Pennant
◇◇, magical, Blood A woolen flag hanging from a crossbar at the end of a sturdy long spear. It's tattered, crimson, with a crudely embroidered boot for a device. It hangs heavy. Like it's wet.
When you fly the Red Pennant in battle, all who fight on your side feel bloodlust boil within them. Hold 3 Blood. While the battle rages, you can spend Blood 1-for-1 to will your allies to:
- Rush forward, driving back their foes
- Hold fast, making their foes pay for every inch
- Fight savagely, giving no quarter If spending Blood results in you Ordering
Followers or Deploying, or another PC
Clashing, the roll has advantage. Each time you spend Blood, those affected gain some small, animalistic or stony trait (little horns, weird eyes, crag-like wrinkles, etc.).
When you spend the last Blood or the battle ends, the Red Pennant's color fades and a few (~1 in 6) of those manifested traits will linger, especially in those who fought hardest. It will not function again until you soak it in the blood of fallen foes.
This is the battle standard of the Bloody Boots, their most sacred relic.
Don't expect them to just let it go.
A Sturdy, Banded Box
6" by 4" by 3", made of thick rowan wood and banded with bronze. It's not much to look at. It slips easily from one's mind.
When you let a drop of your blood fall into the empty chest, name a promise you have made, an oath you have given, or a debt that you owe. Your blood becomes a bead of lead as it falls into the chest, and the promise, oath, or debt holds no power over you as long as the chest is sealed.
Minor Arcana
Pick 1 or roll the Die of Fate.
| 1 | A small, strange book |
|---|---|
| 2 | A giant oak leaf |
| 3 | A redwood basin |
| 4 | A humble broom |
| 5 | A stone idol |
| 6 | A treasure map |
Dangers
Hazards
- Offending/insulting a Fae
- Ending up in their debt
- Making a promise, honestly or not
- Drawing their attention, becoming an object of their obsessions
- Stumbling into a Fae domain
Related entities
- Spirits of the wild, quite possibly at some Fae's beck and call
- Any of the dangerous beasts who dwell in the Great Wood
- Crinwin, enchanted or manipulated or deceived
- Perhaps the Pale Hunter, who might be a Fae himself
- Stone Lord constructs, left over from the war
- Ghosts of mortals who died in their thrall
- Shades of Green Lords that they've called up to torment
- Danu's blessed, some of whom will gladly deal with the Fae
Auntie Sallow
HP 16; Armor 4 (resilience), 1 vs. iron (bark)
Damage choking fingers/tendrils (hand, close, reach, grabby)
Special qualities Fae nature; takes + damage from bronze; leaches color from surroundings; knows whatever her moths know
Instinct to "protect" beauty and innocence
- Disperse into an eclipse of moths
- Find someone needing her "help"
- Show them their fears/nightmares
- Lure/drag them back to her home
- Bury them in the cool safe mud, forever
- 'Twas in grief that L'bin'bozia found her. Gave her the strength to help.
She appears out of the shadows, when the fear rises up to take you. Tall and grim and looming, draped in willow branches, moths flitting all about. She reaches out a bony hand. "Hush dear," she whispers. "Hush.
Auntie Sallow is here to help."
She was beautiful, once. The minder of a sacred grove. A place of clean water, butterflies, and bees. But then came war. Fire and poison and the sundering of earth.
Schemes and lies. Grief and endless pain.
To find the innocent who suffered, the beautiful in despair. To offer succor, and the safety of her master's cool embrace.
The Bear of Winter
HP 26; Armor 5 (resilience, ice), 2 vs. iron (hide, ice)
Damage bite or maul (close, hand, reach, forceful, grabby, messy, 1 piercing)
Special qualities Fae nature; immune to cold; aura of wintry weather, matching his mood
Instinct to protect his status and holdings
- Weave ice and snow, glamours and illusions, entire Fae domains
- Send a minion (spirit, beast, or indebted Fae) to do his bidding
- Wield the wintry elements
- Take the form of a scarred old man or a storm of sleet and snow
- Make use of a forgotten artifact
When winter snows blanket the Great Wood, the Bear roams the land. He's most often met as a great and snuffling beast, big as a house, icicles clinging to his fur. His retinue follows: nervously, discretely, waiting upon his call. He visits the many Fae who owe him favors and those who have pledged him their support. None are happy to see him. None dare turn him away.
The Bear, you see, is among the most powerful of the Fae. Snapped his own master's neck. Gobbled down its corpse. He freed hundreds of Fae from servitude. He leveraged the debts they owed him to become something of a feudal lord.
The Bear's domain is a great cave, full of hoarded riches and slinking servants. It has many entrances and exits, each leading to a different cave mouth in the world, but only when that cave mouth is surrounded by drifts of snow.
The Four Chieftains
The chieftains are among the most powerful of the Fae, personally and politically. The Bear of Winter is one of them. The others might include:
- The Warbler, who dwells in the springtime canopy and fills the world with song. An incorrigible gossip, who pretends to be a fool. Often goes incognito. Extremely well-informed.
- The Crowned Stag, who troops through deep summer woods with their court and hangers-on. Beautiful, proud, dashing, and noble. Lusty, too, and prone to fall in love.
- Longshadow, a stately old tree-wife, bare of leaves. Found brooding in the autumn forest, attended by skittish minions. Speaks prophecy, lays subtle plans. Knows that the war isn't over.
Blush-of-Dawn
HP 12; Armor 4 (resilience), 0 vs. iron
Damage fiery touch w/disadvantage (hand)
Special qualities Fae nature; radiant
Instinct to be adored
- Sing a song to stir the blood
- Inspire passion/jealousy/devotion
- Steal away into their Fae domain, perhaps with a new prize in tow
- Set devotees to a task/challenge
- Blaze brightly, blind onlookers
They were the shining jewel in some Green Lord's paradise, the bright beauty of a rising sun made flesh. They were happy and in love. (Or so they thought, for can a being bred to love truly do so?)
Then their master's tomb was plundered by the rebels. Their world was upended. They were bereft, vulnerable, alone and unloved.
They had no interest in freedom, only the safe warm surety of other beings' full regard. Fortunately, for them, such adoration was easy to find.
Their domain is a stately pavilion in a summer glade, forever in that moment just before the dawn. It's filled with fawning victims of their charms: lovers and would-be lovers, abducted children, devotees. And on the outskirts: the castout wretches, those who've lost favor but whose jealous adoration still feeds the Blush-of-Dawn.
The Bloody Boots
HP 12; Armor 4 (resilience), 2 vs. iron
Damage oversized club w/advantage (close, crude) or iron-shod boots w/advantage (hand, forceful)
Special qualities Fae nature; tolerates iron; can't start violence
Instinct to brawl, the nastier the better
- Insult, mock, heap abuse
- Get in your face, dare you
- Leverage their unlikely strength
- Stomp someone who's down (messy)
A gang of hoodlums, with names like Hobnail, Spitkicker, Big Thunk, Tusk, and Grub.
Short, squat, brutes with lopsided limbs, mismatched parts, and craggy skin. They stomp about in oversized, iron-shod boots, delighting in the disgust of other Fae.
Back in the day, they quarried stone for their masters. Didn't even mind it much.
But given the chance to fight and brawl and spill all the blood they could, well, no need to ask them twice. The Bloody Boots were among the most feared and storied troops of the war. First into the fray and dyeing their Red Pennant in the blood of trodden foes.
And after the war? Well, you can't have thugs like them just rampaging about.
Some little schemer bought and traded for every debt they ever had, then extracted a promise from each: no starting fights. They can finish a fight that someone else starts, and, oh, will they enjoy it. But just about every Fae still living knows better than to give them that chance.
Grimstew
HP 16; Armor 4 (resilience), 1 vs. iron (thick fur)
Damage crushing grip (hand, grabby, forceful)
Special qualities Fae nature
Instinct to fill the emptiness inside
- Stalk a mortal, curious and lonely
- Offer aid, in exchange for company
- Perform an impossible labor
- Grow when angered: +large, +4 HP, +3 damage, +close, +reach
- Get hungry, eat a companion
He dwells in a cave full of smoke and bones, tending his stew pot and stewing.
He might venture out to fetch firewood, water, or meat. And when he's out, he might cross paths with a mortal. In his loneliness, he might forget just how poorly things went last time.
When you Haggle with Grimstew, you can't pick either of the first two options. He wants company, not things.
Hollow Fae
HP 19; Armor 5 (resilience, lacks vitals), 1 vs. black iron
Damage life-drain (hand, close, area, ignores armor)
Special qualities senses life; surrounded by inert death and ash; can be truly destroyed only by black iron
Instinct to consume life-force
- Moan, filling all with dread
terrifying, see below
• Tear apart Fae magic
• Pause in confusion when confronted with who it once was
• Open wide, drink in the vitality of the living (inflicting debilities)
A Fae wounded by black iron will pray for death. For to survive such a wound is a curse. They grow weak, then confused, then hungry. Soon, they become a walking husk, surrounded by death, inhaling any source of life they find.
Hollow Fae are no longer vulnerable to mere iron or steel. Debts and promises no longer bind them. They will tear their way free of any Fae domain. Only black iron can destroy them, and what living Fae would be fool enough to try?
When faced with such a terror, most Fae choose to flee. A few might be so clever as to trap it in some forgotten tomb. But the cleverest, oh, the cleverest… they find some fool mortal to handle the problem for them.
Wee Folk
HP 1; Armor 6 (resilience, size, speed), 2 vs. iron
Damage stings/darts (hand or reach)
Special qualities Fae nature
- Dart about on agile wings
- Blend in, watch unseen
- Weave illusions to dissuade, distract, or confound
- Cause slumber with their darts
- Make a brave, defiant stand
- Accomplish great feats, together
- Swarm a threat
- Rile up beasts or spirits
- Play pranks
Guardian instinct to guard against old evil
Worker instinct to prepare for lean times
Hooligan instinct to amuse themselves at the expense of others
Tiny little things, winged and fluttering, the size of mice or dragonflies. Weird little things, too: mishmashes of fur and feather, scales and chitin, gossamer and wings.
Beautiful, cute, or grotesque.
Some lived together under the Green Lords' rule, others came together after the war. A surprising number were born into freedom, unburdened by their elders' scars.
You might find them keeping watch over some corrupted site or crumbling Green Lord ruin. Or you might come across one of their teeming cities, hidden in a burrow or a hollowed-out ancient tree. Or, if you're unlucky, you might encounter a gang of them out roaming the woods or fen, bored and cruel and looking for sport, and you'd be just the thing.
The White Billies
HP 7; Armor 4 (resilience), 0 vs. iron
Damage headbutt (hand, forceful)
Special qualities Fae nature
Instinct to suppress their grief
- Drag someone into their revels
- Get huffy if refused
- Lash out if forced to face the past
- You've upset them; real violence is imminent
- You come to later, alone, and who knows how long it's been
- You're enthralled, reveling endlessly until someone rescues you
Muscular folk with cloven hooves, birchwhite fur, and horns in every size and shape.
They seem so happy, their endless days spent dancing and singing, drinking and rutting, indulging in good-natured brawls.
But when you look closer, you see the scars.
You see the missing limbs, the broken horns. You see, briefly, the eyes so full of pain. But, no, no, it's gone. Another dance!
Another round! Another bawdy song!
When you join the White Billies in their revels, lose HP, mark a debility, and roll +CON: on a 10+, you keep your wits about you and learn something useful; on a 7-9, you regain your wits later, drunk and exhausted (mark another debility), with some new excess about to start; on a 6-, mark another debility and pick 1: