being a role-playing game of fantastic adventure by Jeffrey S. Schecter

A

utumn passed in inferno and cacophony, and the sword was complete. Sable emerged from the forge and whiled two days and two nights in exhausted slumber, then took up his black cloak and the new black blade and traced footprints in the white snow, deeper and deeper among the bare and hoary bowers of the forest at the foot of the mountain. Come out, drake! called Sable. Show yourself that I may settle our quarrel, and take your fearsome head as my trophy! High up in the mountain, the dragon Wolcenfyr heard the challenge and howled against his binding chains. And how is this? purred the icewitch Cyssan, roused from her slumber by the wrathful sounds. Does something trouble you, my pet? Lending her ear to the winter winds, Cyssan listened about the trees until she, too, heard the bellowing blacksmith. Ah, thought she, but I have already done your work for you. But who is this foolhardy knight who would willingly trespass in the wintery wood? So she summoned a sea of fog about the forest, and took to the air on an ancient baugh of holly written over with ensorcelled words.

Sable clenched his sword as the mist gathered about him. Was this a trick, some new spell lately learned by Wolcenfyr? His challenge rang out once more: Dragon, show yourself! Finally came acknowledgment, but not some roar nor beastly shout of rage. Laughter, light and high, came floating on the frigid breeze. And then, tone fey and chiding: How now? This is no knight; he has the arms and rough hands of a common smith! Cyssan allowed the mist to melt away, and once more rained laughter from her high perch. Tell me, man in black: are you not a blacksmith? Aye, replied Sable. I am Sable the Smith, as surely as you are a witch. My challenge was not for you. Who are you, and why? Hear you, Sable the Smith, I am Cyssan! My lips are the first storm clouds of winter, and my breath blows from the north! I am the queen of this mountain, this forest, and this vale, for I have tamed and bound its wicked king! And you, Sable the Black Duke, shall be the first and most beloved of all my vassals.

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The Fairy Kingdoms

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sions, and keeps everything running. Each player is in charge of portraying a single protagonist:

Next to and separate from the worlds of Man,

someone who has fallen out of our own world (or

there exists the world of the Fey: Faerie. In this

one like it) and into the world of Faerie.

wild land, clever animals learn human tongues, beasts of legend build their lairs, powerful sorcer-

You can think of an RPG as something like a

ers look down upon the land from high towers,

cross between improvisational theater and one of

and fairies fill the mountains, the meadows, and

those funky European board games. Everyone is

the woods. Those humans who dwell in the fairy

working together to tell an adventure story, but you’re guided by game rules and rolls of the dice.

kingdoms are surrounded by dark magics against which they have few means of struggle, unless they themselves choose to walk the path of wiz-

In order to play The Fairy Kingdoms, you’ll

ardry.

need someone to be the GM, around three or four players, one or two copies of the rules, a few pen-

Faerie is a vast and unpredictable place, its bor-

cils and sheets of paper to keep notes about char-

ders ever changing. From time to time, a bit of

acters, and a set of ten or so six-sided dice for

Faerie will break off around the edges and drift

each person.

away, becoming a new world of Man. At first there will be many gateways back and forth, and faeries and humans alike will flit between the realms. As ages pass, such connections will diminish and dwindle, and, with them, so too will the fairies and magic. In time, the gateways, the fairies, and the magic will vanish from the world entirely, as they have vanished from our own.

Rules in Brief When two characters come into conflict, or one character is attempting a difficult action when something important is at stake, we throw dice (“make a test”) to determine what happens next. Every character has three abilities: Understanding, Vigor, and Will. When you make a test, the

But, every now and then, the impossible will hap-

number of dice you roll will be equal to the rating

pen, and some unsuspecting hero will fall through

of the most appropriate ability, plus bonuses for

the looking glass...

things like pushing yourself to the limit or help from your friends.

The Game

For each die that lands on a 6, throw another die.

The Fairy Kingdoms is a fantasy role-playing

Get rid of every die showing a 1, 2, or 3. The re-

game, or RPG. In an RPG, a group of friends

maining dice–dice landing on 4, 5, and 6–are counted as successes. Discard a number of suc-

gathers around a table to create a story together, built on the framework of the game rules. One

cesses equal to the test’s Difficulty Number (DN).

person must be the Game Moderator, or GM, and

When you’re going up against another character,

everyone else is a player. The GM describes the

your opponent’s successes add straight to the DN.

world and the situation, sets the scene, portrays villains, allies, and bit roles, makes rules deci-

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The Fairy Kingdoms

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aced by a picture of a sage with a staff means that

cess, you pass the test and accomplish your goal.

I, the author, am calling your attention to some-

If you don’t have any successes left over, you fail

thing. Italicized text indicates an example of play.

the test and suffer the consequences.

Credit Due The setting of The Fairy Kingdoms is inspired by such works of fiction as Alice in Wonderland and Through the Looking Glass by Lewis Carol, the Narnia series by C. S. Lewis, The Dark is Rising by Susan Cooper, The Diamond Age by Neal Stephenson, Tales of the Dying Earth by Jack Vance, the Harry Potter series by J. K. Rowling, and His Dark Materials by Philip Pullman. The game’s rules are most greatly influenced by The Burning Wheel by Luke Crane, Sorcerer by Ron Edwards, and The Shadow of Yesterday by Clinton R. Nixon. And, of course, the whole thing is just another attempt to recreate that sense of wonder when, as a child, I’d run around with my friends in the park down the street, slashing at imaginary dragons with sticks that became swords in my mind’s eye. So Patrick, Sam, Max, and Clay, this one’s for you.

Textual Notes Throughout the main body of this rules document, female pronouns will be used to refer to characters in the game and male pronouns will be used to refer to the actual people at the table. Second person pronouns will be used to refer to real people and characters interchangeably. Two types of text will be separated from the main body of the rules manuscript. Bolded text pref-

d Text like this will be used to explain the reasoning behind rules, offer suggestions, and point out important rules interactions. Text like this will be used to clarify the rules using a fictional example play group. Ann will be the GM. Ben, Charlie, and Dora will be the players.

Rules of Play

S

o, beguiled by the beauty of the icewitch, Sable the Smith set his forgefire to sleeping and became Sable the Black Duke. The sorceress and the blacksmith constructed a tower atop the mountain and ruled over the fey of the forest and the humans of the valley, and, eventually, over another valley to the north, and the river-country to the west, and the horse-strewn foothills to the south, and even the lonely mines to the east. At the foot of the tower lounged Wolcenfyr, chained by shackles of cold iron and bound by the clever spells of the ice-witch Cyssan. Oh, such injustice! His heart and blood burned ever hotter for his gormless usurpers as he basked in the autumn sun. He closed his eyes and huffed a melancholy jet of steam at the distant sky. Magpie, flying overhead, rode the stream of hot air with glee. Higher and higher, her trophy glinting in the sun! Of course, thought Magpie, I must thank the dragon for this gift, even if he is such a grumpy old beast. She alighted on the tip of the great scaled snout.

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If, after all this, you’re left with at least one suc-

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A very powerful character might have an ability

Only Magpie! cried Magpie. Only I, come to thank you for the unseasonable updrafts. Magpie cocked her head and peered into one great, yellow eye, which glared lazily in return.

Nothing may ever have more than ten dice in an

Hmph, replied Wolcenfyr. The massive eye blinked once, and Magpie tittered nervously, scratching at her prize. The eye blinked again, and again, and suddenly the dragon leapt to his hind feet and bugled a roar of delight. Oh sweet Magpie, he chortled, what is this trinket clutched in your claws? Magpie, startled, took to the air, winging a ring around the serpentine maw. This? Hah! This is the ice diamond from the center of the silver staff! Do you see how it sparkles? Oh, that witch will miss it dearly; I am glad that you rejoice in it as much as I. Noble friend, spoke the scaled one, you have freed me! Separated from the staff, that jewel can seal away my flames no longer! See? And Wolcenfyr let forth a gale of fire, melting his shackles into slag. All throughout that day and long into the night, two dark shapes, one very large and one very small, soared through the skies above the mountaintop tower, above the forest, above the valleys, above the river country, above the foothills, and even above the lonely eastern mines.

The Abilities

rated at five or six dice, and a mythic beast like a dragon could have an ability at eight or nine dice. ability. Understanding governs actions that rely on intelligence, cunning, memory, logic, knowledge, craft, creativity, and learning. Vigor governs actions that rely on strength, stamina, toughness, agility, speed, coordination, health, sharp senses, and general physical prowess. Will governs actions that rely on force of personality, mental fortitude, willpower, charisma, determination, conviction, and magical power.

d Don’t get too caught up in literal interpretations of ability ratings. If your protagonist is a 13 year old kid who ran away from home and ended up in Faerie, she’ll probably be slaying dragons by the time she’s 14, with a Vigor score to match. This doesn’t mean you should think of her as being as physically strong and tough as a dragon; it just means that when you say, “I’m going to fight the dragon,” you stand a decent chance of coming out on top.

Free Play and Tests The majority of a game is free play, or play that is

Every character in The Fairy Kingdoms has

not mediated by the game rules. In free play, the

three abilities: Understanding, Vigor, and Will. Each is given a rating in a number of dice; more

story advances through simple description. The GM describes the scene and the actions of Non-

dice is always better. The minimum rating–and

Protagonist Characters (NPCs), and the players

the score that most minor characters will have in

describe the actions of their protagonists. The GM

most abilities–is three dice (or ‘3d’ in shorthand).

then describes how the situation changes and how other characters react, and so on, and so on.

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Ah, grumbled Wolcenfyr, who is this morsel that has landed on my nose? Say it quickly, or I shall gobble you up!

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accomplish, and suffers the consequences. If 1 or

minate outcome, interrupt free play to make a test.

more successes remain, the character passes the

A test determines who wins when two characters

test and achieves her goal.

are competing or working against one another, or whether a character succeeds or fails at an important action.

d Anyone at the table can call for a test, but the decision is ultimately up to the GM. The GM should not break the flow of free play for minor issues. Only roll a test when something is at stake. If success and failure wouldn’t drive the story in different directions, don’t even bother touching the dice. Just say yes and move on.

Difficulty Number For opposed tests, where two characters are conflicting or competing with one another, each character’s successes act as the opponent’s DN. If each character rolls the same number of successes, the GM has a number of options. First, if he can identify a clear aggressor and defender, victory defaults to the defender. Second, the GM may declare that both characters achieve their respective goals. Third, a tie may simply be left as a tie–both characters perform equally well, or

When you make a test, you must first define what

something interrupts the action before it culmi-

the test is about. Who is attempting what, to what ends? And what are the consequences of failure?

nates in a conclusion. Finally, the GM may simply declare the tied roll void and call for a re-roll.

Make sure everyone involved knows what’s happening and what’s at stake.

For unopposed tests, where one character is at-

Next, throw dice for the character making the test.

tempting an important action without opposition, the DN is typically set by the GM. Use DN 0 for

You will usually start with dice equal to the rating

routine tests that anyone could accomplish fairly

of the most appropriate ability. For each die that

reliably. Use DN 1 if a bit of skill or expertise is

lands on 6, throw another die; keep rolling more

required, and DN 2 if only a prepared expert will

dice until you stop rolling sixes. Discard all dice

probably succeed. Use DN 3 if you’d only expect

showing 1, 2, or 3. Count every die showing 4, 5,

a committed hero to reliably succeed, and DN 4

or 6 as a success.

or more for rare and taxing obstacles.

Five dice are rolled for a test. They land on 1, 2, 4, 5, and 6. Another die is thrown: 6 again. Yet another die is thrown: 4. The 1 and 2 are discarded, leaving 4, 5, 6, 6, and 4, for 5 successes in total. The Difficulty Number (DN) of the test is then subtracted from the number of successes rolled. DN may reduce successes to 0, but not below. If

Sometimes a test will involve both a fixed DN and opposition. In such cases, each character first determines raw successes, then discards successes for the fixed DN, then applies her remaining successes against her opponent’s test.

Starting Dice

no successes remain, the acting character fails the

As noted earlier, when you roll a test, you will

test–she does not accomplish what she set out to

usually start with dice equal to the acting charac-

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When description leads to a situation of indeter-

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successes on a defense test into bonus dice on a

abilities. In general, Understanding governs tests

counterattack, or successes on a test to obtain a

for mental challenges, Vigor governs tests for

satisfactory gift for the Queen into bonus dice for

physical challenges, and Will governs tests for

an attempt to sway her opinion.

social and magical challenges. Gift: Each game session, everyone at the table However, sometimes your character will lack an

has three gift dice to give out. A character can

important skill necessary to overcome the chal-

accept up to one gift die from each giver per test.

lenge at hand. In these cases, instead of starting with an ability’s dice, you’ll start with a default of

Gift dice should be physically handed to the beneficiary. See ‘Gift Dice and Ability

just 2d, 1d, or even 0d.

Advancement,’ below, for more details.

Start with no dice if the action would normally be

Help: If you have one or two competent charac-

impossible without the missing skill (for example,

ters lending a helping hand, gain a +1d bonus. If

a peasant attempting to program a clockwork sol-

you have a handful of characters giving you assis-

dier). Start with 1d if the missing skill is is com-

tance, gain a +2d bonus. If you have a whole

plicated and difficult to learn, but not absolutely

crowd of characters backing you up, gain a +3d

required (for example, a character who doesn’t

bonus. When a character you control gives an-

know how to sail attempting to guide a ship to

other character helping dice, physically hand a die

harbor, or a character who doesn’t know anything about first aid attempting to treat a deep wound).

to the person that you are helping out.

Start with 2d if the missing skill is basic and sim-

Repetition: If a character must perform many

ple to learn (for example, a character who can’t

similar tasks for success, don’t throw a separate

swim attempting to cross a moat before the flesh-

test for each attempt. Instead, adjust DN by +1 if

eating fish get to her).

the task must be completed a handful of times, or by +2 if the task must be completed over and over

Modifiers

and over.

Positive circumstances that help a character add

Resource: If a character has come into possession

dice to her test. Negative circumstances that hin-

of some uncommon resource, such as a large

der a character add to the DN. These adjustments

amount of material wealth or high favor with the

are known as modifiers. A list of common modifiers is given below.

baron, that resource may be spent for a +1d bonus on an appropriate test.

Exhaustion: Each exhausted ability inflicts a +1

Situation: This is the most general modifier. If

DN penalty to all tests. See ‘Tax and Special

the player identifies some aspect of the environ-

Abilities,’ below, for more details.

ment or situation that would help his character’s test and works that element into his description,

Flow: Successes from one test can flow into one

add a +1d bonus. If an element of the environ-

other, related test as bonus dice. You might turn

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ter’s rating in the most appropriate of the three

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stantially more difficult, apply a +1 DN penalty. Tax: When you tax an ability, you temporarily lower its rating until you get a chance to rest and recover. You may tax an ability by 1d to gain a +1d bonus on any test of that ability. If you are starting with a defaulted dice pool, you may tax the most appropriate ability to gain the +1d bonus. See ‘Tax and Special Abilities,’ below, for more details. Time: If you have less time than you’d normally need to accomplish an action, or are working on a very tight schedule, take a +1 DN penalty. If you are working in a relaxed environment and can

Tests in Action Ben’s character, Biff the Bully, found his way to Faerie by chasing Charlie’s and Dora’s characters into the woods behind the school. Biff lost track of his targets, and eventually noticed that the woods had changed. They were taller and greener, and he couldn’t hear the sounds of the nearby highway. “Biff’s going to try to find his way out of the forest,” Ben says. “He’ll try to find some kind of house or something.” “All right. Test your Understanding against DN 2,” Ann replies. “You’ll find your way to the farms on the edge of the woods if you succeed. If you fail, you’ll be stuck in the dark forest all night!”

take extra time to work slowly and carefully, gain a +1d bonus. If you have nearly unlimited time, and can try again and again until things work perfectly, gain a +2d bonus.

d You don’t always have to state that you are taking extra time on a test before you roll the dice. If you are unhappy with a test’s result and aren’t pressed for time, simply say that you’re taking a while longer and throw another die. Taking extra time also gives you another chance to gather bonus dice from other sources, such as tax and gift dice. (It doesn’t count as a whole new test, though–if you’ve already taxed for a bonus die, you can’t tax again for a second die.) Tool: When forced to make do with low quality,

Ben frowns at the three dice he’s gathered for his Understanding of 3d. “Biff’s a Boy Scout, so he knows how to avoid going in circles by following animal trails and looking at how the moss grows on trees and stuff,” he says. “Can I get a situation die for that?” Ann nods. “Cool. And he’ll also tax for another die.” Ben now has five dice. He rolls 2, 3, 5, 5, 6, then throws another die and gets a 1. After discarding the 2, 3, and 1, he’s got three successes. After subtracting the DN of 2, only one success remains, but that’s plenty. “Exhausted, Biff stumbles out of the woods,” Ann says. “He’s in a field of tall wheat, but can see a smoking chimney in the distance. When he gets closer, it seems like nobody’s home, even though there’s a fire in the fireplace. What do you do?”

inappropriate, or improvised tools, suffer a +1 DN penalty. When working with exceptionally high quality tools or the perfect tool for the job, gain a +1d bonus. For opposed tests, the character with the superior tools or weapons gains the bonus die.

Tax and Special Abilities Injury, malignant magic, and exerting great effort can tax a character’s abilities. When an ability is taxed, its rating temporarily decreases. An ability

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ment or situation makes the character’s job sub-

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Taxed ability dice can be recovered by resting during downtime. You may choose to voluntarily tax an ability by 1d to gain a +1d bonus on any test of that ability or appropriate defaulted dice pool. You may only tax an ability by 1d per test. Apply the tax after you roll the test. You may not voluntarily tax an ability to below 2d. When an ability has been taxed to 2d or below, it is considered exhausted. Characters can initiate no actions that would require a test of an exhausted ability. In addition, each exhausted ability forces a +1 DN penalty on all tests. After making his way out of the dark forest, Biff has exhausted his Understanding. Ben can’t choose for Biff to take any action that would require another test of Understanding (although he can still test the ability reactively, in response to another character’s actions), and every test that Biff makes will suffer a +1 DN penalty. By resting for a short downtime, Biff may recover a taxed die of Understanding, bringing it back to 3d and removing the exhausted condition. Some characters may have special abilities, like Battle, Sorcery, or Black Magic. Special abilities are never tested, but may be taxed. You can tax most special abilities in place of one of the three normal abilities, in certain situations. For example, when you are wounded in combat, you may choose to tax Battle instead of Vigor. Special abilities may be voluntarily taxed down to 0d, and never become exhausted.

Each game session, every person at the table receives three gift dice. You may give a single gift die as a bonus die on any test made by any character that you do not control. So, players may not give gift dice to their own protagonists, and the GM may not give gift dice to GMCs. Gift dice are most often given when a protagonist is attempting something dangerous and important. To reiterate, gift dice should be physically handed to the beneficiary. Whenever a character receives a gift die, put a gift mark next to the tested ability. When testing a defaulted dice pool, put gift marks next to the most appropriate ability. When an ability has accumulated gift marks equal to its (normal, unaffected by tax) rating, erase all gift marks and increase the ability’s rating by one.

d Protagonists are expected to receive three gift marks per game session, and to gain a new ability die about every other session. The GM may choose to slow the rate of character advancement by raising the number of gift marks required to gain a new ability die by 1, 2, or more. Even though special abilities are never tested, they can still gain gift marks. If you could have taxed a special ability to gain a bonus die on a test, you may choose to give that test’s gift mark to the special ability instead of the tested ability. However, a special ability only advances when it has accumulated gift marks equal to the sum of the ratings of all of the character’s special abilities.

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Gift Dice and Ability Advancement

can never be taxed to below 0d by any means.

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“Crap!” shouts Charlie. He’s not willing to let Cameron go down so easily. “I bargain! The Troll King’s club splinters my shield to pieces.”

If Denise has a Battle special ability of 1d and a Sorcery special ability of 2d, her Sorcery will need to accumulate three gift marks before it can advance to 3d.

Charlie makes puppy dog eyes, but Ann’s not having it. Cameron’s sword was a gift from the village smith, and it’s a masterpiece. Cameron had asked Denise to enchant it, when she had a chance. “All right,” Charlie sighs. “Cameron blocks the Troll King’s mace with his sword, but the blade snaps in half.” Charlie erases a gift mark next to Understanding as Ann grins wickedly.

Bargaining Consequences As noted before, you should have a general idea about the consequences of failure before you throw dice for a test. However, if a protagonist

“No good,” Ann replies. “You can always get another shield. Your sword, on the other hand...”

Rounds

fails a test when the consequences seem unacceptable, the player may attempt to bargain.

In hectic action scenes, where many different

When you bargain the consequences, three things

characters are all attempting to accomplish some-

happen. First, the player proposes alternative con-

thing at the same time, the GM may choose to

sequences. Second, the GM either agrees to the alternative, or asks more from the player. Third,

divide the action into rounds. Each round, every

once an agreement has been reached, the player

a main action is anything that the character (a)

must erase one gift mark from the ability of his

initiates herself and (b) requires a test. A few spe-

choice.

cific exceptions exist; these are discussed later.

d Bargaining the consequences isn’t a get out of jail free card. When a player chooses to bargain the consequences, his protagonist should sacrifice something. The sacrifice should be something that the character either earned, relied upon, or demonstrated that she cared about. Charlie’s character, Cameron, has closed to take on the Troll King in close combat. Cameron fails a test to defend against the Troll King’s attack and takes a blow that would tax his Vigor by four dice, from 5d all the way down to 1d.

character may attempt one main action. Typically,

Rounds are divided into three steps: declare, test, and resolve. Step One: Declare. Decide who’s taking what actions in no particular order. People may change their minds about their characters’ actions as often as they wish. Don’t throw any dice for tests until everyone has reached a final decision on their characters’ actions. Step Two: Test. Gather dice and roll tests for every character’s actions. Do not apply DN or roll

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Dora’s character, Denise, tests Will to cast a fire spell at the Troll King. Ben and Charlie each give her a gift die. Because you can tax the Sorcery special ability for bonus dice when casting spells, Dora can choose to place the two gift marks in either Will or Sorcery, or to put one mark in each, whatever she prefers.

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time. Leave successes on the table. Step Three: Resolve. Resolve actions in order of most raw successes scored to fewest. When you resolve an action, subtract DN, roll any tests to resist or defend against the action, and apply any effects of the action’s outcome.

The Troll King scores five successes to attack Biff, but Biff scores six successes to attack the Troll King. The troll decides not to abort his main action, and ends up taking a wound that taxes his Vigor by 2d. Ann rolls two dice, and both land on 4: two successes. These are subtracted from the Troll King’s main action successes, leaving him with three. Full Defense: You may choose to use your main

Special Rules for Rounds When you use rounds, a few other special rules come into effect. Bid for Initiative: During the declare phase, you may choose to bid for initiative. When you bid for initiative, double your main action’s successes for the sole purpose of determining when the action is resolved. However, suffer a +1 DN penalty on your main action. The Reaction Rule: If you must defend against or react to another character before your main action has been resolved, you have two options. You may either decide to forfeit your main action and defend normally, or to not forfeit your main action but suffer a +1 DN penalty on your test to

action to do nothing but defend. Gain a +1d bonus on all tests to defend against or react to enemies during the round. Helping Hand: You may choose to use your main action to be counted as a helper for another character. If you are helping a character to defend, but that character is wounded anyway, you may choose to take blow in your ward’s place. Wait For It: You may choose to use your main action to clear your head, focus, and wait for an opening. As long as you aren’t harmed by some attack or spell during the round, gain a +1d bonus on the test for next round’s main action.

Positioning and Range

react or defend. If your main action doesn’t re-

In a battle, characters may be at any of four

quire a test, the reaction rule does not apply.

ranges with respect to one another: striking range, throwing range, archery range, and sight range.

Changing Dice Pools: Your dice pool might action has been resolved. For instance, your Vigor

Characters at striking range are close enough to lock blades in close combat. You can use any sort

could be taxed by an enemy’s attack, or an ally’s

of weapon at striking range, but bows and cross-

action could give you bonus dice. If you would gain dice, simply roll those dice, and add in any

bows are at a +1 DN penalty.

change during step three, but before your main

successes scored. If you would lose dice, roll the dice you would lose like a test that generates negative successes.

Characters at throwing range are close enough to hit one another with a sling bullet or hurled spear. You can’t use close combat weapons at throwing range.

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any tests to defend against or resist actions at this

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hit one another with a bow or crossbow, but out of range of thrown attacks.

Downtime When nothing else important is happening, the GM may designate game time as downtime.

Characters at sight range can see each other, but

Downtime is time that the protagonists may use to

are too distant to hit with an aimed shot from a

rest and recuperate, or to learn new talents and

bow or crossbow.

gain pursue personal projects.

If both characters agree, you may close with or

A period of downtime may be either short, stan-

retreat from an enemy without a test. However, if you want to change range and the enemy does

dard, long, or extended. When the game rules call

not, you must use your main action to position by

for a test during downtime, a standard downtime is assumed. Apply a time modifier of +1 DN for a

testing your Vigor. If your enemy is not position-

short downtime, +1d for a long downtime, or +2d

ing, then even one success is enough to move to

for an extended downtime.

the desired range. If the enemy is also positioning, the character who scores the most successes may

When a character is devoting all her energy to

decide on the new range.

rest, study, or crafting, a standard downtime is at least a week. A short downtime is at least two

If you wish, you may choose a more specific

days, a long downtime is at least a month, and an

range than striking, throwing, archery, or sight.

extended downtime is a season.

For instance, a character with a knife is fighting a character with a spear. If the man with the knife

When a character is otherwise engaged–traveling

wins the positioning test, he might decide that he’s not only at striking range, but wrestling with

or working or living daily life in addition to pursuing her important downtime activities–a stan-

his enemy–where his knife will give the +1d tool

dard downtime is at least a month. A short down-

bonus, and his opponent’s spear will not.

time is at least a week, a long downtime is a season, and an extended downtime is a year.

Injury

If you wish to accomplish more than one thing

A successful attack taxes a number of Vigor dice

during a downtime, you may split it into two peri-

equal to the attacker’s successes. Powerful beasts,

ods of the next shortest duration.

sorcerous attacks, and magic weapons may multiply or add to the number of taxed dice. Spells,

Options During Downtime

magical armor, and so forth can subtract from tax. Always multiply before adding and subtracting.

A list of things to do during downtime is pre-

Successes may not be used to both tax the target’s

option requires a standard downtime.

abilities and gain a flow bonus on a later roll.

sented below. Unless noted otherwise, assume an

Assist: Act as a helper for any character who is making a test during downtime. Even if the activ-

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Characters at archery distance are close enough to

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Learning a secret requires a test of Understanding.

standard downtime to complete, you only need to

The DN varies from secret to secret. Some secrets

help for a standard downtime to grant the bonus.

may be learned at multiple levels; gain a +1d bonus to learn a higher level of a secret that you al-

Learn a Skill: Learn a skill so that your dice pool

ready know. See the Advanced Rules section for

no longer defaults when that skill comes into play.

more details on secrets.

This requires a test of Understanding. DN is 1 for basic skills (which cause your dice pool to default

Gain a Special Ability: Acquire a new special

to 2d), 2 for advanced skills (which default to 1d), and 3 for complex skills (which default to 0d).

ability rated at 1d. Gaining a new special ability requires a test of Understanding. DN is 2 plus the number of special abilities that the character al-

Learn a Mastery: Become an expert at some-

ready possesses.

thing. Once you have a mastery, you gain a bonus die on all tests relating to the mastery. Multiple

Craft: Many secrets allow a character to create

masteries do not give you multiple bonus dice.

magical items during downtime. Crafting requires

Learning a mastery requires a test of Understand-

a test of Understanding at the specified DN.

ing, DN equals 3 plus the number of masteries you already possess.

Recover: Recover a normal ability’s taxed dice. (Special abilities recover taxed dice in different

Example Understanding Masteries: Ancient Lore, Crafting, Debate, Disguise, Forgery, Governance, Healing, Investigation, Learning, Magic Circles, Nature Lore, Research, Riddles, Sailing, Strategy, and Teaching.

fashions.) Resting for a short downtime restores

Example Vigor Masteries: Alertness, Archery, Brawling, Climbing, Riding, Running and Jumping, Sneaking, Swimming, Swordsmanship, and Throwing.

Nurse: Speed another character’s recovery of

Example Will Masteries: Diplomacy, Intimidation, Leadership, Lying, Performance, Pursuasion, Resolve and Resisting Enchantments, Socializing, and Sorcerous Arts. Learn a Secret: A secret is a bit of enchanted lore that allows a character to use a magical power, cast a type of spell, or forge a type of sorcerous artifact. In order to learn a secret, you must find a tome or master capable of teaching the secret. (A

1d of taxed ability dice. A standard downtime restores 2d, a long downtime restores 4d, and an extended downtime restores 8d.

taxed ability dice by 50%. (If the character only has a short downtime to rest, no extra dice are recovered.) Train an Ability: Gain a bonus gift mark in an ability. Once you have attempted to train an ability, you must wait until that ability advances before you attempt to train it again. You may not train special abilities. Training an ability requires a test of the relevant ability. DN equals the remaining number of gift marks required to advance the ability.

teacher does not necessarily count as help unless she is fully dedicating herself to your instruction.)

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ity you are assisting in will require more than a

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O

nce again Sable took up his cloak and sword and suffered the steps that lead down the mountain, into the forest. Go, Cyssan bade him. Go and defeat the foe you swore to fell, those many winters ago. This time I shall not interfere.

Cyssan, listening to the wind, caressing the shining staff with the empty eye, heard not a word. The circle, lifted from her own spell books, defeated her. There is no duke here, replied the man in black. Must one not be ever humble in his own home? The dragon squinted and huffed steam.

Aestival pests haunted the green wood. Midges hummed in every hidden spot of shade. Summer heat dragged at Sable. The black cloak was heavy and smothering in the humid air. The black sword was sticky with sweat.

No, continued Sable. You may have devoured the sword, but it lives on inside you; you may have devoured the hand of my father, but he had another just as good. No, Wolcenfyr, I come because I am weary, and long for my forge.

He traced the miles along a path familiar but forgotten. Near dusk he came to a pair of wooden structures, shabby and melted by a parade of many midday suns; the walls leaned precariously, the roofs pondered collapse. The broad side of the larger building had fallen away entirely, torn down by powerful creepers. From the darkness within glinted the dull gleam of a rusted forge, and the heat of two colossal eyes.

The dragon croaked and clawed the earth. Ah! said he; but this is most unanticipated.

Sable drew his sword, and, resting the point in the dirt, traced a great circle, fifteen paces around. For many minutes he drew and drew, and the circle grew dense with runes and patterns. At last there was no unmarked space save in the center, where Sable stood. He leaned on his blade and beckoned. Wolcenfyr unfurled his coiled bulk and crept from the disintegrating shack. Careful to respect the lines of the circle, he crouched at its edge and extended his serpentine head within the boundary, close enough for the man in black to reach out and touch. And how do you come, Sable the Black Duke? spoke the drake. To take your revenge against him who devoured the sword and sword arm of

Hardly! cried the man in black. Have you not known these three seasons? Are you not so intimate with my craftsmanship that you bear its very scars upon your hide? Might you truly imagine, a jewel would fall from metal shaped by my own hands and my own skill of its own accord? Never, never! Sable the Black Duke forged a rod of silver for his lover, but he who rested that ice diamond in weakened clasps is Sable the Smith!

Special Abilities Special abilities are abilities that can never be tested or exhausted, that can be voluntarily taxed down to 0d, and that are not recovered by resting during downtime. The special abilities are described below. Battle represents a warrior’s toughness and skill. Whenever an attack or injury would tax Vigor, you may choose to apply some or all of the tax to Battle instead. When you would tax Vigor to gain

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Advanced Rules

your father?

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ing two dice of Will, or grants a +2d bonus (in-

Battle instead.

stead of +1d). Third, taxed Black Magic dice are recovered when a magician’s star sets, not when it

Recover all taxed Battle dice after a hearty meal

rises.

and a good night’s sleep. If you don’t get enough to eat, or your rest is interrupted, the GM may

When a character with Sorcery learns Black

rule that you only recover one or two dice.

Magic, she looses her Sorcery ability and gains bonus Black Magic dice equal to her former Sor-

Expertise represents the experience and talent of a highly skilled individual. When you would tax to gain a bonus die on any test to which a mastery applies, you may choose to tax Expertise instead. When you do so, instead of a single bonus die, gain a +2d bonus. Recover all taxed Expertise dice with a short

cery rating.

A Few Guidelines for Powers and Secrets A few general guidelines that apply to all powers and secrets are given below.

downtime dedicated to training, study, and prac-

Main Action: Voluntarily using a power or secret

tice.

always requires a character’s main action during a

Sorcery represents a magician’s reserves of magical power. Whenever you would tax Will to use a secret, you may choose to apply some or all of the tax to Sorcery instead. When you would tax Will to gain a bonus die to use or resist magic, you may choose to tax Sorcery instead. Every magician is tied to a different star in the sky of Faerie. Each evening, at that star’s first rising, a single taxed Sorcery die is recovered. Black Magic represents the corrupted power used by an evil magician. A character with Black Magic is treated as a creature of darkness. Black Magic is used just like Sorcery, with a few exceptions. First, Black Magic may not be taxed to fuel or to gain bonus dice on tests to use or resist Light sorcerous arts. Second, when a die of Black Magic is

round, even if it doesn’t call for a test. Make an appropriate test anyway, just to determine when the character gets to take her action. (The power or secret still works even if the test scores no successes, as long as the character doesn’t decide to abort her main action.) Groups: Some powers and secrets target many characters. If a test is required to resist, the character using the power or secret makes one test, and compares it to each target’s test separately. A small group means all targets must be within striking range of one another. A large group means all targets must be within throwing range of one another. A huge group means all targets must be within archery range of one another. When You Tax: Many secrets and natural powers require a tax. Always pay the tax after rolling any tests related to the secret or power.

taxed for any Dark sorcerous art, it counts as tax-

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a bonus die in combat, you may choose to tax

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deal an extra die of tax on a successful attack.

itself. If a secret allows you to create weapons

Rock-Hard Scales: A dragon’s scales reduce the

that tax an extra die of Vigor on a successful hit,

tax of any successful attack by one die. Dragons

you can’t use it twice to forge a sword that taxes

are not harmed by any sort of fire.

two extra dice. The natural powers of a clockwork soldier might Sympathy: A number of sorcerous arts require a

look like this:

sympathetic connection to the target. There are four ways to establish a sympathetic connection. First, you may simply learn the target’s name.

Wind-Up: A clockwork soldier taxes 1 die of

Second, you are sympathetically connected to

Vigor for every 24 hours that pass without its springs being wound, but never needs to eat,

everything you touch for one day. Third, you may

drink, rest, or sleep. Mindless: Clockwork sol-

obtain an item that used to belong to or be a part

dier’s don’t really have brains; they simply follow

of the target. (For instance, a stone taken from a

the instructions encoded into their gears. Magic

river bed will give you sympathy with the river,

that affects the mind or soul doesn’t work against

and blood on a sword will give you sympathy

a clockwork soldier.

with the wounded warrior.) Finally, you may own or be the creator of the target, or have the owner or creator of the target on hand.

Natural Powers

Craft Secrets Craft secrets allow a character to create magical items. Using a craft secret requires a test of Understanding during downtime at the specified DN.

ral powers. Natural powers represent an intrinsic

If you wish to use multiple craft secrets on a single artifact, each enchantment requires a separate

advantage that other sorts of creatures can never

downtime and separate test.

Many denizens of Faerie will have fantastic natu-

learn. For example, a dragon’s natural powers would include it’s flight, its fiery breath, its razor claws, and its rock-hard scales.

The craft secrets are described below. The list is not meant to be exhaustive–many other types of magical trinkets and artifacts, and the craft secrets

Or, in game terms:

to make them, are certainly possible.

Flight: Dragons can retreat from land-bound

Anchor (learn DN 3, use variable): You can cre-

characters without a positioning test. Alert:

ate a magical anchor. An anchor is a focus that

Dragons can see and hear perfectly for miles, through dense fog, and in complete darkness.

holds magic in place, allowing a sorcerous art that

Dragons always sleep with one eye open. Fiery

normally has a finite duration to last indefinitely. Magic placed into an anchor will not fade until

Breath: A dragon may tax Vigor or Battle by 1d

the anchor is destroyed. Alternatively, an anchor

to breathe flames. Test Vigor against Vigor to at-

may allow the bearer to use the sorcerous art

tack a large group of enemies for double tax at

placed into it. Any Will tax must be paid as nor-

throwing range. Razor Claws: A dragon’s claws

mal. If the bearer already knows the art, the an-

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Stacking: No secret or power ever stacks with

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Flying Charm (learn DN 2, use variable): You

vant tests. The DN to create an anchor equals the

may enchant a broomstick, log. cloak, carpet, or

DN to learn the anchored sorcerous art. In order

other item to fly. The rider may make positioning

to place an art in an anchor, you must know the

tests with her Will, but takes a +1 DN penalty per

art yourself, or work with a character who knows

extra passenger beyond the intended number. The

the art.

DN to create a flying item equals the number of intended passengers.

Clockwork Creatures (learn DN 3, use DN 2): You can create magical automatons that run on clockwork. A clockwork creature has the natural

Mend (learn DN 3, use variable): You can repair almost any enchanted item, even ones you

powers of a clockwork soldier outlined above,

couldn’t make yourself. The DN to repair a bro-

Understanding and Will abilities of 3d, and no

ken artifact is one less than the DN to create the

special abilities. The creature’s Vigor equals 2d

artifact.

+1d per success on your crafting test. Mighty Weapon (learn DN 4, use DN 4): You

d

may create weapons of terrible power. A mighty

If you want a secret that allows you to create other sorts of magical servants, use Clockwork Creatures as a template. Adjust the use DN up by a point or two if the servants have higher Understanding and Will abilities, or if they have more useful natural powers.

weapon deals double tax with a successful attack.

Cursed Weapon (learn DN 3, use DN 3): You

Protection Charm (learn DN 3, use DN 3): You may place defensive powers in a suit of armor, a shield, an amulet, or some other item. Any tax representing harm to the mind, body or soul is reduced by one die.

can create weapons that inflict cursed wounds. A

Runes of Power (learn DN 3, use DN 3): By

cursed wound will not heal without magical

inscribing a weapon or tool with potent runes, you

treatment. A character with a cursed wound can

may cause it to excel at its intended purpose. All

not recover taxed Vigor and Battle dice. Each day, a cursed wound taxes another die of Vigor.

tests made to use the weapon or tool gain a +1d

Eye Stones (learn DN 4, use DN 2): You may

Sharp Blade (learn DN 3, use DN 3): You may

forge Eye Stones out of metal taken from the

create weapons with keen edges that never chip or

heart of a fallen star. An Eye Stone is a glowing

dull. A sharp blade deals an extra die of tax with a successful attack.

magical jewel that hangs in the air near the

bonus.

owner’s head. An Eye Stone can absorb one spell or magical attack direct at the bearer. When a spell is absorbed, the bearer recovers one taxed Sorcery die. After absorbing magic, an Eye Stone must spend a night soaking up starlight before it can be used again.

Sorcerous Arts Secrets Sorcerous arts are magical tricks that, unlike craft secrets, don’t require the construction of an arti-

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chor counts as the perfect tool for the job on rele-

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ones. A beguiled character will not mindlessly

may be offset with Sorcery or Black Magic.

obey every command you give them, but they will be very charitably inclined towards you, and en-

The sorcerous arts are described below. As with

deavor to keep you safe.

craft secrets, other spells and sorcerous arts are certainly possible.

Beseech Earth (learn DN 1 + maximum tax): You may command earth, stone, sand, and mud

Barrier (learn DN 1 + maximum tax): You may

(hereafter referred to as simply ‘earth’). You may

create some sort of physical barrier. Choose the

cause earth to rise up and form a wall as with the Barrier art (see above), except the barricades only

form that your barrier takes, such as walls of thorns or invisible force. Test your Will; successes act as the DN of any test to avoid, break through,

last for one scene. You may also tax Will by up to 3d for varying effects.

or navigate your barrier. When a barrier is cast, any character near the edge may test Vigor to end up on the side of their choice. Barriers last for at most one full day. Tax Will by up to 4d for barriers of various types. 0d - Seal: Creates an obstacle large enough to block a doorway. Test Vigor to break through in one round. 1d - Wall: Creates a wall up to ten paces high and ten paces long. Test Vigor to break through in one minute. 2d - Cage: Traps characters within a stone’s throw of one another. Test Vigor to break through in ten minutes. 3d - Maze: Traps characters within a bowshot of one another. Test Understanding to navigate in an hour. 4d - Labyrinth: Traps characters within a mile or two of one another. Test Understanding to navigate in eight hours. Beguile (learn DN 3): You may evoke feelings of admiration and platonic love with a glance. Catch a target’s eye, tax Will by 1d, and test Will against Will. If you win, the target will view you as a beloved friend. The infatuation lasts until you act cruelly towards the target or the target’s loved

0d - Minor effects: Mold earth with your bare hands as though it were thick, dense clay (+1d on relevant crafting tests). 1d - Moderate effects: Cause earth within striking distance to instantly assume any shape you desire (as long as there are not fine details or moving parts). Transmute earth within striking distance between its various forms (earth, stone, sand, and mud). 2d - Major effects: Cause small tremors that could collapse tunnels or undermine the foundations of structures. 3d - Catastrophic effects: Cause an earthquake that can reduce even well built structures to rubble for miles around. Beseech Flame (learn DN 1 + maximum tax): You may create and control flame and fire. You may hurl flames as a weapon as with the Blast art (see below), except the attack deals +1d tax instead of double tax. You may also tax Will by up to 3d for varying effects. 0d - Minor effects: Conjure, disperse, or control flames the size of candles. Create dancing balls of light. Touch fire without being burnt.

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fact. Many sorcerous arts require a tax of Will that

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2d - Major effects: Conjure, disperse, or control flames the size of a house. 3d - Catastrophic effects: Conjure, disperse, or control raging infernos filling everything a bowshot across. Beseech Waves (learn DN 1 + maximum tax): You may create and control water. You can immobilize any character in the water as with the Bind art (see below). You may also tax Will by up to 3d for varying effects. 0d - Minor effects: Cause or disperse choppy water that makes swimming difficult (+1 DN). Conjure a cupped handful of pure water or a light fog a stone’s throw across. Cause a basin of water to ice over or melt. 1d - Moderate effects: Cause or disperse choppy water that makes sailing difficult (+1 DN). Create a wave that can capsize small boats (test Will against the helmsman’s Vigor). Conjure gallons of pure water or a dense fog a bowshot across. Cause a small pond to ice over or melt. 2d - Major effects: Create a wave that can capsize large boats or smash small boats to splinters. Conjure a gushing spring of pure water. Cause a large pond or small lake to ice over or melt. 3d - Catastrophic effects: Create a tidal wave that can smash large boats to splinters. Conjure a flood of pure water. Cause water as far as the eye can see to ice over or melt.

Beseech Wind (learn DN 1 + maximum tax): You may command the wind and weather within a few miles for a scene. You can immobilize winged flying creatures as with the Bind art (see below). You may also tax Will by up to 3d for varying effects. 0d - Minor effects: Conjure, disperse, or control mild seasonal weather (a light rain in spring or a sprinkling of snow in winter), or winds strong enough to snuff out candle flames. 1d - Moderate effects: Conjure, disperse, or control mild unseasonable weather, typical seasonal storms, or winds strong enough to snuff out torches make conversation difficult. 2d - Major effects: Conjure, disperse, or control unseasonable storms of typical power, severe seasonal storms, or winds strong enough to check a man’s movement. 3d - Catastrophic effects: Conjure, disperse, or control severe unseasonable storms, highly destructive seasonable storms (such as tornados, hurricanes, or hundred year blizzards), or winds strong enough to blow a man away. Bind (learn DN 1 + maximum tax): You may hold enemies in place with sorcerous restraints. Choose the form that your bind takes, such as entangling plants or bands of iron. Test Will against Vigor to immobilize enemies for the scene. Immobilized characters cannot move from their location, cannot initiate any action that requires a test of Vigor, and suffer a +1 DN penalty on all other tests. Normally, a bind requires a 1d tax of Will and targets a small group of enemies at throwing range. Tax 2d to target a large group of enemies at archery range, or 3d to target a huge group of enemies at sight range.

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1d - Moderate effects: Conjure, disperse, or control flames the size of bonfires. Heat weapons within throwing distance; characters who do not drop their weapon tax a die of Vigor. Make yourself and allies who stay within striking distance immune to fire for a scene.

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effect of a sorcerous art or magical natural power

smite your enemies with magic. Choose the form

within throwing range. The target effect is imme-

that your blast takes, such as a burst of flame or

diately ended. You must be aware of an enchant-

bolt of lightning. Test Will against Vigor to attack

ment’s existence in order to dispel it; however,

enemies for double tax. Normally, a blast requires

knowledge of the enchantment’s nature is not re-

a 1d tax of Will and targets a small group of ene-

quired.

mies at throwing range. Tax 2d to target a large group of enemies at archery range, or 3d to target a huge group of enemies at sight range.

Dream Walker (learn DN 3): When you sleep,

Curse (learn DN 3; Dark): Tax Will by 2d and

character whose name or face you know, although

test Will against Will to lay a curse on a character

another Dream Walker may deny you entry with

who can see and hear you. The curse may be a

an opposed test of Understanding. You may tax 1d

transmogrification (for example, turning a maiden

and test Will against Will to turned a character’s

into an ugly crone or a prince into a frog), in

dreams into a tortured nightmare. Successes tax

which case you reduce the target’s Vigor by any

the target’s Will.

you see the dreams of others as little glowing motes. You may find and enter the dreams of any

amount and strip away the ability to use magic. The curse may instead be an imperative, or set of

Empower (learn DN 3): You may lay a deadly

guidelines that the target must obey (for instance, must only speak falsehoods, or must obey every

charge of magical energy in a close combat

command). Lastly, a curse may be anything else

weapon, thrown weapon, or projectile. Tax any number of Will dice. The next time you hit with

deemed appropriate, such as eternal slumber or

the empowered weapon or projectile, add that

barrenness. When a curse is laid, you must set

number to the victim’s Vigor tax. The charge

appropriate conditions for breaking the curse. For

fades at the end of the scene, if the weapon leaves

example, most transmogrifications are broken by

your hands, or a few seconds after the projectile is

a kiss.

fired.

Disappear (learn DN 3): Tax Will by 1d to be-

Familiar (learn DN 3): You have summoned

come invisible for the scene. You remain invisible

some enchanted animal or spirit to act as a servant

as long as you move slowly and make no loud sounds. Characters with the Sight art (see below)

and companion. When first summoned, your fa-

can still see your silver glow, even though they

miliar either has two abilities at 3d, one ability at 4d, and no significant natural powers; or all three

cannot see you. If you move, you still need to

abilities at 3d and significant natural powers.

make tests to remain undetected, but enemies are

Once summoned, a familiar advances like any

at +2 DN to detect you unless they have Sight or

other character, except it may not gain the Sorcery

do not rely on vision.

or Black Magic special abilities and may not learn sorcerous arts. You and your familiar can commu-

Dispel (learn DN 3): You may break the bonds of

nicate verbally with one another, even if nobody

magic. Tax Will by 1d and choose one ongoing

else can understand you. You may pay a 1d tax of

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Blast (learn DN 1 + maximum tax): You may

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count as a passenger.

for a scene, regardless of the distance between you.

Glamour (learn DN 1 + maximum tax ): You may lay down illusions that make one thing look

Find (learn DN 3): You may determine the dis-

like another for the scene. You could cause a

tance and direction to a target with which you

sword to look like a stick, a peasant to look like a

have a sympathetic connection. Your sense of the

king, a leafy bower to look like a cottage, or an

target’s whereabouts lingers for the duration of

army to look like a stand of trees. You may not,

the scene. If you do not tax Will, the maximum range at which you can find a target is a tenth of a

however, create images of something out of nothing, or cause things to become invisible. Test your

mile. Each taxed Will die multiplies this range by

Will; characters who interact with the glamour

10. If the target is within half your maximum

may test Understanding (using your successes as

range, you may also see a brief vision of the tar-

the DN) to recognize the illusion for what it is.

get. If the target is near the very border of your

Tax Will by 0d for a figment the size of a cat, 1d

maximum range, you sense that it is nearby, but

for a figment the size of a person, 2d for a small

not its distance or direction.

group, 3d for a large group, or 4d for a huge group.

Forked Tongue (learn DN 3; Dark): Your words are a slow poison. You may use a downtime to

Healing (learn DN 3; Light): You can restore

destroy a target’s judgment with your counsel. Test Will against Will. Successes tax the target’s

health with a touch. Healing magic requires a few minutes of work. Tax Will by 1d to purge poisons

Will. As long as you score at least one success and

from a character or restore a die of Vigor taxed by

continue to give your advice, the target is consid-

an injury. Healing magic can only restore one die

ered a thrall. A thrall will obey any seemingly rea-

of Vigor per scene in which a character is

sonable command you give them. In addition,

wounded. Tax Will by 2d to purge diseases from a

whenever a thrall would test Will to resist an ef-

character or remove a curse from a wound.

fect, you may allow them to use your own Will instead.

Incant (learn DN 3): You may strengthen your magic with incantations. Test your Understanding

Gates (learn DN 3): Using an appropriate portal,

against DN 0. If your next action is to use a sor-

a single step may carry you a hundred miles. Choose a type of object (such as trees, fires,

cerous art that requires a test of Will, successes from your Understanding test flow into bonus dice

ponds, or mirrors) to act as your portal, and one

on your Will test.

specific portal to be your master gate. Stepping through a gate requires no tax of Will if you go

Low Speech (learn DN 2): You may speak with

alone and either begin or end at your master gate.

animals. When you learn low speech, choose one

Steps that do not go through the master gate re-

sort of animals that you can converse with. Fur-

quire a tax of 1d. Each passenger you bring along

ther animal languages are learned just like human

adds a tax of 1d. If you have a familiar, it does not

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Will to share your familiar’s senses and thoughts

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practice. Magic Circles (learn DN 3): You know how to draw magic circles, or potent diagrams designed to keep something in or out. Drawing a circle a pace or two across takes less than a minute, and can be done as your main action during a round at a +1 DN penalty. Drawing a large circle three paces across takes about a minute. A circle twice as large takes four times as long to draw. When you draw a circle, test your Understanding and note the number of successes scored as the circle’s power. In general, when a character wishes to overcome a circle, it must make a test, with the circle’s power adding to or acting as the DN. In some cases, the enemy’s raw successes (successes remaining before accounting for the circle or anything within the circle) ware down the circle, subtracting from power. A circle is only effective as long as the drawing remains intact. Smudging the drawing disrupts the circle’s power. If a circle hedges a target in or out, that target is unable to smudge the diagram, or to send attacks and magic through the circle. A number of circles are described below. Drawing each circle is a complex skill that defaults to 1d.

power to to see or hear within the diagram. Sanctified Circle - Does not permit deceit. Power adds to the DN of any test made to dissemble. When a promise is made within a sanctified circle, characters who fail a test of Will against Power are magically bound to their word, and laid low with sickness should they break their oaths. Shielding Circle - Protects things within the circle from attacks and harmful magic originating outside of the circle. Power adds to the DN of any attack or harmful spell. The attacker’s raw successes subtract from Power. Stasis Circle - Preserves things within the circle for eternity. Effectively, time does not pass within the diagram’s bounds. A power 1 circle lasts for one year; each extra point of power lets the circle last for ten times as long. Nothing outside the circle can enter without a conscious effort. Test Will against power to enter or break the circle. Magic Skill (learn DN double maximum tax): Choose some specific skill (about as broad as a mastery). You may tax Will to gain a bonus when using that skill for the rest of the scene. Gain a +1d bonus for each taxed die of Will. Possess (learn DN 4; Dark): Your soul may enter and take control of another’s body. Catch the target’s eye, tax Will by 1d, and test Will against Will. If you win, you possess the target’s body for

Barrier Circle - Hedges out creatures of darkness. Test Will against power to enter the circle.

the scene. Your own body enters a catatonic stu-

Binding Circle - Hedges in creatures of darkness. Test Will against power to leave the circle.

the host’s Vigor and natural powers instead of

Hiding Circle - Anything inside the circle is invisible and inaudible to anything outside the circle. Observers test Will against

any time. If the host body is slain, your soul re-

por, and the target’s soul is relegated to the role of a passive observer. While in another’s body, use your own. You may not use magic while in another’s body. You may return to your own body at

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languages; which is to say, through study and

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fuel a sorcerous art, you may choose to reduce the

ability (both normal and special) by 1d.

tax by 1d and increase the time required to use the art to 10 minutes.

Scry (learn DN 3): You may tax Will by 1d magically spy upon a distant person, place, or

Summon (learn DN 1 + maximum tax): You can

thing. In order to scry, you must have a sympa-

summon some sort of supernatural creature to

thetic connection to the target, and must have a

serve and fight on your behalf for a scene. If you

crystal ball, mirror, or basin of still water in which

tax Will by 1d, you can summon a single creature

to conjure an image. Characters who know some sort of magic may test their Understanding against

with two abilities are 3d and one at 4d. Each additional die of tax adds +2d to one ability or triples

your Will to notice that they are being scried

the number of summoned creatures. If you require

upon.

some sort of seed for your summoning (for instance, if your spell animates statues of warriors,

Shape Changing (learn DN 4): You may take on

rather than conjuring moving statues from noth-

the form of any sort of animal or beast that you

ing), the creatures may have useful natural

have encountered. The new form’s Vigor may not

powers.

exceed your natural Vigor rating plus any successes scored on a test of Will. When you assume

Tongues (learn DN 3): You may understand and

a new form, tax Will by 1d, or by 2d if the new

be understood by any creature who possesses a

form has both a higher Vigor than your natural rating and potent natural powers. You may stay in

true language. If you know the Low Speech art, you may also understand and be understood by

a form for as long as you like. Returning to your

animals of every type.

natural form does not require a tax. Torment (learn DN 3; Dark): You may wrench Sight (learn DN 2): You can see and sense magic.

and wrack the minds of your enemies. Choose a

Sorcerers, spirits, magical beasts, artifacts, and

target within throwing distance, tax Will by 1d,

lasting enchantments seem to glow with a soft

and test Will against Will. The target takes a Will

silver light, and are visible in even total darkness.

tax equal to double your successes. In addition, if

When a character taxes to use a magical power or

you exhaust the target’s Will, you may riffle

sorcerous art, you may sense it from a distance.

through their memories like the pages of a book–

You may detect a tax of 1d from one mile away, a tax of 2d from five miles, a tax of 3d from 25

and, if you wish, tear out or rewrite a single memory of your choosing.

miles, and so on. Voices on the Wind (learn DN 2): By closing Source (learn DN 3): You may draw on some

your eyes and concentrating, you may listen on

potent source to power your magic. Choose a

the wind. You may hear every sound within five

broad circumstance, such as at day, at night, dur-

miles. For each taxed die of Will, multiply this

ing winter, in the forest, or near the sea. Under

range by five. You may not hear sounds from

this circumstance, when you would tax Will to

where the wind does not reach. If you wish, you

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turns to your own body, and you must tax every

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any character or group of characters within range. Whispering a message immediately breaks your trance and ends the spell. Words of Power (learn DN 3): You may speak a command that must be obeyed by a target who can hear your voice. You may not give an obviously self-destructive command. Test Will against Will. Suffer a +1 DN penalty for each time that you have already used Words of Power against a target and a +1 DN penalty for commands that go against the target’s nature. If you win, the target must obey your command to the best of her abilities. Targets must obey until the end of the next round if you score 1 success, for a few minutes if you score 2 successes, or until the end of the scene if you score 3 or more successes.

Moderation

H

ead hung and features hidden in the hood of the black cloak, Sable slept a haggard sleep. He turned fitfully in the slender throne, and the black blade slipped from his hands, falling with a clang by the severed halves of the silver rod. Picking about the ruins of the floor, Magpie started. She spared a glance for the man in black: he still slept. Jewels and precious trinkets lay among the hacked and scorched remains of pillows, divans, bookshelves, and musty old books. Fragments of a fine mirror reflected grey dawn, streaming in through shattered windows. The rune-wrought holly bough, now blackened and charred, smoldered by the stairwell.

Outside, the bulk of Wolcenfyr lay dissolving in blood and acid bile, surrounded by swaths of burnt grass and smashed masonry. Scraping, clanging sounds drifted up from below, then the rhythm of cautious footsteps. Magpie scratched and fluttered her way to the window sill, a glittering ring clutched in her talons, and bated her breath, prepared to flee. At last Sable stirred. His eyes opened, but he did not move. The figure ascending the staircase was small, light, and unarmed. A boy, no older than eleven, tripping and bumbling his way through the cluttered wreckage, concentrating intently on the patch of ground directly in front of his sporadic feet. Catching his toe on the edge of the last stair, the boy lurched into the room and fell at the foot of the throne, landing in a bespectacled, blond, and outlandishly clad tangle. Sable coughed. The boy, aware of other human presences for the first tame, let out a small oh, and scrambled to his feet. He stood straight as licorice, as though being inspected. The two looked at one another for some time. Well then, hello, Sable eventually said. I am Sable, the blacksmith. I am, er... Brian, was the response. Well Brian, asked Sable, Have you ever before been a king, or will this time be your first? No, said Brian. I guess... I guess this will be my very first time. Will it be difficult?

Set Up It’s game night. The Game Moderator has printed up a copy or two of the rules and enough character sheets for all the players (either the example at the back of this booklet or a custom version).

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may whisper a message that the wind will carry to

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elements. The GM should be keeping a list of set-

of the game table, and plenty of sharp pencils

ting elements created by the players, and possibly

with erasers. People are arriving and sitting down

scribbling down a few notes as to what they are

to play. Time to get things rolling.

and how they relate to one another.

The first thing that happens is character creation. The players, with the guidance of the GM and the input of their peers, decide who their protagonists are before entering Faerie, and what they are destined to do there. Each protagonist’s background or destiny must be tied to the background or destiny of every other protagonist: characters either enter Faerie together, or encounter each other once there. Backgrounds may be general–after all, they are

Ben creates Pinch, the trapper from the Red Wood, as Biff’s ally, and Oberon, the mad chieftain of the wood sprites, as his enemy. Charlie creates a talking magpie (known simply as ‘Magpie’) for Cameron’s friend, and Widow-Maker, King of the Trolls as his enemy. Dora creates The Daughter of Autumn, a changeling witch girl, as Denise’s ally, and Puck, the wicked wood sprite magician, as her enemy.

left behind as soon as the game begins in earnest.

Only two steps remain before the action can start.

Destinies must be specific, making reference to

First, every player must choose one of his pro-

names of people, places, and things. Make up

tagonist’s abilities to be set at 4d, and leave the

these names as you go, and don’t bother nailing down what they mean, exactly. Each player

other two at 3d. And finally, the group must decide when and how the characters stumble into

should write a sentence at the top of his character

the lands of Faerie.

sheet that includes his protagonist’s name, background, and destiny. Ben writes, “Biff is the bully of North Elementary School, destined to bring freedom to the Rat-Men of Skell Kur.” Charlie writes, “Cameron is the captain of the North Elementary soccer team, destined to defeat the armies of the Silver City.” Dora writes, “Denise is smartest student at North Elementary, destined to overthrow Minerva, Queen of Mirrors.” Next, each player decides on one friend and one enemy that his protagonist will meet in the fairy kingdoms. Each of these characters should be given a name and a position, again making reference to specific but as of yet undefined setting

Ben gives the 4d to Biff’s Vigor, Charlie gives the 4d to Cameron’s Will, and Dora gives the 4d to Denise’s Understanding. The group decides that the protagonists stumbled into Faerie as Biff chased Cameron and Dora through the forest behind the North Elementary sports fields.

Starting the Game The players have created protagonists, who have found their way to Faerie. The GM must now frame the first scene of the game. Setting up a scene in The Fairy Kingdoms has four steps. First, ask the players their characters’ intentions, as of the end of the last scene. Second, identify a time and place where something interesting will be happening to or around one or more of the pro-

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There’s a big bile of six sided dice in the middle

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the players what the protagonists are thinking. Finally, ask the players, “What do you do?” For the first scene, of course, you’ll have to do things a pinch differently; the only data you have to work with are the results of character creation. Try dumping the protagonists straight into a tight spot. Suddenly, the characters find themselves in the middle of a fantastical wilderness, on the field of an impending battle, caught in a gigantic spider web in a dim cave! If you’re stuck for ideas, it never hurts to ask the players for suggestions. Even when you have a pretty good idea, throwing out an invitation for embellishment seldom hurts. It is important that the first scene offers opportunity for conflict or hardship, and that the characters can approach the challenge from many different vectors. The path that each protagonist finds, creates, or chooses is a statement about personality and priorities. Because the characters have no extensive background, these decisions are all the more important. The First Test: Eventually, play will come to a watershed point that must be resolved with a test.

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tagonists, and describe the situation. Third, ask

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