-- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- -- Faerie creatures for Dragonquest by Jacqui Smith The planes of Faerie have a number of creatures which are native to them, and rarely seen outside of faerie. Other faerie folk, such as elves, are similar to their relatives on other planes. Faeries are magical creatures, and are sensitive to cold iron. Mere contact with the metal will cause D-2 damage to all faerie creatures excepting elves, daione sidhe, knockers, firbolg, and fachans. Many faeries (which includes the equivalents in Tir-Nan-Og of species known on Alusia) have the following abilities as magical talents: Glamour: A faery can cast about itself an illusion, which can change its appearance. This glamour is visible only. It lasts only as long as someone else is looking at it, and can be disbelieved as an illusion. It can be activated as often as the faery wishes, but a faery may use only one appearance a day. Insubstantiality: A faery may become insubstantial. In this state it can only be seen with witchsight (or magical infravision) and can travel vast distances in a short time. It is immune to all but magic, magical weapons, and weapons composed of iron when in this state. A wound caused by an iron weapon will cause the faery to become substantial. A faery can remain insubstantial for D10 minutes, and can cover 10 miles per minute. Faerie People ============= Daoine Sidhe (Theena Shee) ------------ Natural Habitat: Woods, Fields. Frequency: Common. Number: 1-50 (30) Description: Also known as the Tuatha De Danann. The High or Trooping fairies. Humanoid in appearance, they are tall, immortal, and in some cases, preternaturally beautiful. They are not winged, but are fond of diaphanous clothing, and tend to wear lots of jewellery. Talents, Skills and Magic: All Daoine Sidhe have the faerie talents of glamour and insubstantiality. Many are mages, usually of one of the thaumaturgies, or of one of elemental colleges (except Celestial Dark, or Star). Illusionists and Enchanters are common. They are often highly skilled troubadors, or courtesans, more rarely healers, astrologers, mechanicians, or alchemists. Movement rates: Substantial: 275 Insubstantial: 1750 PS: 10-32 MD: 17-37 AG: 19-36 MA: 15-36 EN: 8-28 FT: 16-38 WP: 15-30 PC: 25-35 PB: 25-35 TMR: 6-9 Weapons: Daione Sidhe use bow weapons, spears, and straight one and two-handed swords which are frequently magical and never made of iron. The faerie knights wear golden helms, breastplates and greaves. Combat is for the Daoine Sidhe a high art, and their heros are highly revered. Comments: The Sidhe are rarely encountered outside Faerie, but are relatively common on the Faerie planes, especially their home plane of Tir-Nan-Og. Immortal beings once powerful as demi-gods, they have now dwindled somewhat, and live in a timeless past- present. Many are still exceedingly powerful creatures comparable with demons or angels, but neither evil nor good. They are amoral, difficult for mortals to comprehend. Yet they are the highest of the faerie races, most often encountered in their cites, in solemn processions called faery rades, or as the wild hunt. The approach of a faery rade is accompanied by the ringing of bells. The Daione Sidhe are ruled by their faerie kings, but pass lineage through the female line. Thus the heir is the king's sister's son. Gwragedd Annwn (Gwrageth Anoon) -------------- Natural Habitat: Streams, rivers. Frequency: Uncommon. Number: 1-10 (1) Description: Gwragged Annwn are water faeries. They are always female and very beautiful. Normally solitary, they have been known to take mortals as husbands. This is the only thing which frees them from the lake, river or pool to which they are bound much as a sylvan is bound to its tree. Talents, Skills and Magic: Gwraggeth Annwn have the usual faerie talents, and in addition are usually invisible if immersed in water. They may in addition be mages of the College of Water Magics, and may be Courtesans. Movement rates: Substantial: 150 Insubstantial: 1750 Swimming: 350 PS: 8-10 MD: 14-18 AG: 16-22 MA: 18-22 EN: 8-12 FT: 16-24 WP: 18-24 PC: 18-24 PB: 25-30 TMR: 3/7 Weapons: Gwraggeth Annwn do not use weapons. Comments: These are good fairies, protectors of the waters of Fairie. They don't appreciate those who pollute those waters, because this causes them pain, and they will use their magic on such people. They can only be harmed by destroying their lake, river, or pool. More than one gwraggeth annwn can be bound to a given body of water. Asrai ----- Natural Habitat: Ocean, Streams, rivers. Frequency: Uncommon. Number: 1-20 (1) Description: Asrai are female water faeries like the Gwraggeth Annwn, but are diminutive in size. Talents, Skills and Magic: Asrai have the usual faerie talents, and the ability to remain invisible when immersed. They have no skills, and use no other magic. Movement rates: Substantial: 100 Insubstantial: 1750 Swimming: 300 PS: 3-4 MD: 17-20 AG: 18-21 MA: 10-15 EN: 3-4 FT: 8-10 WP: 12-16 PC: 10-14 PB: 20-25 TMR: 6 Weapons: Asrai do not use weapons. Their touch can deliver a cold burn causing D-4 damage. Comments: Asrai are sweet little creatures, almost defenseless. If taken away from water they will after one hour dissolve into a pool of water. Merrows ------- Merrows are the merfolk of Faerie, essentially similar to the merfolk of Alusia (p112), with the following exceptions: 1. While female merrows are beautiful, male merrows are ugly, with pig-eyes, green skin and sharp red noses (PB: 5-10). 2. They tend to be more amiable and jovial cratures. Selkies ------- Natural Habitat: Ocean. Frequency: Uncommon. Number: 1-10 (1) Description: Selkies are shape-changers. On land they appear to be beautiful humanoids, but on contact with a body of salt-water they may transform into seals. Their eyes are emerald green through electric blue in colour. Talents, Skills and Magic: The selkies lack the faerie talents, which are replaced by their shape-changing abilities. They may be adepts of the College of Water Magics, and may be healers or rangers. Movement rates: Humanoid: 275 Seal: 400 PS: 4-22 MD: 5-23 AG: 6-24 MA: 4-22 EN: 4-22 FT: 19-25 WP: 6-25 PC: 6-24 PB: 10-26 TMR: 6/8 NA: Seal fur absorbs 2DP. Weapons: Selkies in humanoid form favour pole weapons such as spears and leather armour. In seal form they cannot use weapons, but can bite (BC = 50%, +2 damage). Comments: Selkies prefer cold climates and may be found in company with merrows. Swanmay ------- Natural Habitat: Rivers and streams. Frequency: Uncommon. Number: 1-10 (1) Description: Swanmay are shape-changers. They generally appear to be swans, but can assume humanoid form. Most are female. Talents, Skills and Magic: The swanmay lack the faerie talents, which are replaced by their shape-changing abilities. They may be adepts of the College of Water Magics, Air Magics, or one of the thaumaturgies, and may be healers or rangers. Movement rates: Humanoid: 275 Swan: 400 Flying: PS: 4-22 MD: 5-23 AG: 6-24 MA: 4-22 EN: 4-22 FT: 19-25 WP: 6-25 PC: 6-24 PB: 10-26 TMR: 6/8 NA: feathers absorb 1DP. Weapons: Swanmay in humanoid form favour bow weapons, and daggers and leather armour. In swan form they cannot use weapons, but can bite (BC = 40%, -1 damage), and buffeting by wings (BC = 30%, -4 damage). Comments: Swanmay are strongly influenced by their swan personalities. They are defenders of nature, and exhibit a strong dislike for noisy brash creatures like humans. A swanmay can be fixed in human form if the magical swan feather she or he must carry about their person is stolen. (It will only enable the shape-change for a swanmay). Diacoille (sylvan) --------- The dryads of Faerie. Similar to Alusian dryads (p118), but having the glamour talent. Knocker ------- Mining faerie folk. Essentially similar to the kobolds of Alusia (p120), with the following exceptions: 1. As faerie folk they have a higher aptitude for magic, but cannot use iron weapons, or armour. 2. They have the insubstantiality talent, and are inclined to use it to enter the rock. 3. Rather than the glamour talent they have an ability to locate rich ores, and treasure. 4. They are sometimes adepts of the College of Earth Magics. Sithiche -------- Sylphs of Faerie. Essentially similar to the sylphs of Alusia (p120), with thefollowing exceptions: 1. Sithiche can be male or female. 2. They have the fairie talent instead of invisibilty. Beoteine -------- Natural Habitat: Fires, volcanic areas. Frequency: Uncommon. Number: 1-10 (1) Description: Beoteine are fire faeries. They are composed of magical fire, and are like humanoid flames in appearance, constantly changing in size and shape. Talents, Skills and Magic: Beoteine do not have the faerie talents, but instead have the following abilities. They are able to become invisible when immersed in fire. They can transport themselves instantly from one fire to another, anywhere in faerie. There is therefore a 10% chance that a given fire in faerie will acquire a flamen at some time after being lit. Beoteine are usually adepts of the College of Fire Magics. Movement rates: 275 PS: 10-30 MD: 17-27 AG: 19-28 MA: 15-30 EN: 5-25 FT: 16-26 WP: 15-25 PC: 25-30 PB: 15-25 TMR: 8 Weapons: Beoteine do not use weapons. Their touch, however, burns as magical fire, doing D-5 damage per pulse. They cannot be harmed by any physical weapons save those made of cold iron, or those having a weapon of cold spell cast on them. Comments: Beoteine are capricious, playful creatures with a distinct tendency to pyromania. They are fond of people who light fires, especially fire-mages. Pixie ----- Essentially similar to Alusian pixies (p119), with the following exceptions: 1. They are rather more common. 2. They have the fairie talents instead of invisibilty. Leprechaun ---------- Essentially similar to Alusian leprechuans (p119), with the following exceptions: 1. They are rather more common.. 2. They have the fairie talent of glamour, but not insubstantiality (the "blink" talent substitutes for this in this species). Brownie ------- Essentially similar to Alusian brownies (p118), with the following exceptions: 1. They are rather more common. 2. They have the fairie talents. 3. There are few humans in faerie, so the brownie lifestyle is more like that of Alusian halfings. Fay --- Natural Habitat: Woods, Fields. Frequency: Common. Number: 1-40 (10) Description: Fays are the tiniest of faeries, from two inches to a foot high. They are delicate, winged, elfin humanoids, often beautiful, but not terribly bright! Talents, Skills and Magic: Fays have the faerie talents, and may occasionally be Illusionists. Some have additional talents such as the ability to cause flora to glow, or to turn water to ice on contact (jack frosts). Such skills as they have (artisan or troubador) are not applicable to human-sized characters, except for their singing and dancing (which may well entrance a character - roll under 4xWP to avoid - trance is readily broken by companions). Movement rates: Substantial: 100/200 Insubstantial: 1000 PS: 1-2 MD: 17-20 AG: 17-20 MA: 5-10 EN: 2-3 FT: 6-8 WP: 12-16 PC: 10-14 PB: 15-25 TMR: 2/4 Weapons: Fays may use tiny bows and spears. These will at best scratch a human-sized character, doing 1-2 points of damage. But there is a chance that the arrow will be tipped with one of the following: Hallucinogenic poison (20%), Love potion (10%), Fear potion (10%). Comments: Fays are shy and secretive creatures, having a society of their own quite separate from that of other faeries. They are associated with faerie rings and are fond of flowers. Fays are very hard to hit in combat (-40 from base chance + defence). Elf --- Faerie elves are like Alusian elves (p118), but are generally shorter in stature, and are effectively immortal. They are common. Bogle ----- Natural Habitat: Fields, Woods. Frequency: Uncommon Numbers: 1-100 (10) Description: Bogles are goblin-like (see p121) faeries, about 3 feet high, but tend to display rather more variety than goblins. Talents, Skills, and Magic: Bogles have the faerie talents, and typically use the glamour talent to attempt to outdo each other in sheer ugliness. They take an evil delight in scaring people and then stealing their possessions. Hence they may have the Thief skill. They may also occasionally be Enchanters. Movement rates: Substantial: 150 Insubstantial: 1500 PS: 9-13 MD: 8-12 AG: 7-12 MA: 10-18 EN: 6-8 FT: 10-13 WP: 8-11 PC: 7-12 PB: 6-10 TMR: 3 Weapons: Bogles tend to use short swords, short spears (D+1 damage), and slings. They may have rank 1 to 3 with these weapons. Comments: Bogles will try to frighten people away rather than attack them. They live in (typically filthy) mounds, warrened with tunnels. Bogle mounds, like bogles, stink! Spriggan -------- Natural Habitat: Rough, mountains, caverns. Frequency: Uncommon Numbers: 1-50 (5) Description: Spriggans are similar to bogles, but somewhat taller (4 feet). They vary greatly, but are always grotesquely ugly. Talents, Skills, and Magic: Spriggans lack the glamour talent, having instead the ability to swell to twice their normal size (as do their clothing and weapons) for a period of D10-4 minutes. Like bogles they like to frighten people and to steal, so are often Thieves. Movement rates: Running: 150/300 PS: 9-12/18-24 MD: 13-16 AG: 7-12/7-12 MA: 10-18 EN: 8-12/12-18 FT: 10-12/15-18 WP: 10-12 PC: 7-12 PB: 2-6 TMR: 3/6 NA: Hide absorbs 1DP. Weapons: Spriggans tend to use primitive weapons such as clubs, staffs, and rocks. They may build simple traps. Comments: Spriggans delight in stealing human or elven babies, replacing them with their own ugly offspring. They are tribal cavern dwellers, not fond of the light. Firbolg ------- Natural Habitat: Rough, Mountains Frequency: Rare Numbers: 1-16 (1) Description: Giant-like humanoids, the Firbolg are usually around ten feet tall. They have pale skin, long blond or red hair, and the males have thick beards. Their skin and flesh are unusually dense, giving them natural armour. Their voice are deep and resonant. Talents, Skills, and Magic: Firbolg have the glamour talent, and instead of the insubstantiality talent they have a "forget" talent. This causes a temporary and partial amnesia in one character, causing them to forget the use of one weapon or spell for D10 pulses. A firbolg may be also a Mind Mage. Movement rates: Running: 400/500 PS: 18-31 MD: 10-25 AG: 6-23 MA: 4-30 EN: 15-25 FT: 18-32 WP: 12-23 PC: 5-23 PB: 5-13 TMR: 8-10 NA: hide absorbs 3DP Weapons: Firbolg disdain armour and shields. Their preferred weapons include giant axes, two-handed swords, and halberds. With a hand free a firbolg will tend to bat away missile weapons, one per pulse, with a 50% base chance. Comments: Firbolg are the ancient enemies of the Daione Sidhe, and are hostile toward most other faerie folk, including elves. Among themselves they are clannish folk, jealous of their territory, and liable to attack intruders, especially if the party contains one of the Daione Sidhe. They have good reason for this hostility since they are one of the principal targets of the wild hunt. Fachan ------ Natural Habitat: Rough, mountains. Frequency: Rare. Numbers: 1 Description: The Fachan is a solitary faerie. Most specimens are around 6 feet tall. It has one leg, upon which it hops, one arm extending from its chest, one eye in the centre of its forehead, and a tough tuft of hair sticking straight up. The Fachan has thick gnarled skin, covered with hard dark blue feathers. It wears animal skins. Talents, Skills, and Magic: Fachan have the faerie talents, but do no other magic. They have few skills. Movement rates: Substantial: 100 Insubstantial: 1000 PS: 20-30 MD: 10-12 AG: 8-10 MA: 6-10 EN: 15-20 FT: 18-23 WP: 18-22 PC: 12-14 PB: 2-6 TMR: 2 NA: Hide absorbs 2DP. Weapons: Fachan favour a heavy mace, often with several chains attached which can entangle a character. On the ends of these chains are magic spheres which if they penetrate a character's skin will poison the character, doing D-4 damage immediately, and having a 60% chance of infection. Comments: Being solitary, the Fachan hates any who disturb its privacy. It is best ignored if sighted. Gwyllion (Gwithleeon) -------- Natural Habitat: Mountains, Rough. Frequency: Rare Numbers: 1 Description: The Gwyllion is a hideous female faerie, hag-like and solitary of habit. Talents, Skills, and Magic: Gwyllion have the faerie talents. They commonly take the form of goats. They may be adepts of the College of Air Magics and may have the assassin skill. Movement rates: Substantial: 250 Insubstantial: 2500 PS: 14-20 MD: 20-22 AG: 16-20 MA: 14-20 EN: 10-12 FT: 14-19 WP: 17-20 PC: 10-16 PB: 2-6 TMR: 5 Weapons: Gwyllion may use any type of weapon which is readily concealed, such as dagger, garotte, and sap. Comments: The Gwyllion is fond of goats, and will often conceal herself in a herd of goats. They may waylay travellers and attempt to mislead them, even calling storms to entrap them. Ellylldan (Ethlerthldan) = Will O' the Wisp. --------- Natural Habitat: Marsh, swamp. Frequency: Uncommon. Numbers: 1-10 (1) Description: The will o' the wisp appears as a ball of light. It is in many ways similar to a ghost. Talents, Skills, and Magic: Will o' the wisps are permanently insubstantial. They can frighten people (3xWP or less to save), except for other faerie folk. They have the glamour talent, and may be adepts of the College of Sorceries of the Mind (at low levels). Movement rates: Insubstantial: 1000 PS: None MD: None AG: 25-30 MA: 5-15 EN: 1-2 FT: 3-4 WP: 12-16 PC: 12-15 PB: NA TMR: 10 Weapons: Will o' the wisps do not use weapons. They can only be affected by direct contact with cold iron, and by those spells which do not cause loss of fatigue or endurance. They are very hard to hit in combat (-40 to strike chance). Comments: Will o' the wisps are pranksters, who try to mislead travellers into bogs. Faerie Animals ============== Kelpie = Faerie horse. These are similar to palfreys, but more intelligent (having MA 1-4). They have the insubstantiality talent which is bestowed on their rider (faery or not). Kelpies are able to fly when insubstantial (TMR = 150). Cait Sith = Faerie Cat. Big as a dog, with a black coat, and a white spot on the breast. Has faerie talents. Treat as Wild Cat (p105). Cu Sith = Faerie Dog. Size of calf, with dark green, shaggy fur, and a long tail. Has faerie talents. Treat as Wolf (p107). Crodh Mara = Fairie Cattle. Dun-coloured. Has faerie talents. Treat as Ox (p106).