Tir Na Nog
Introduction
A gate to Tir-Nan-Og is found close to Seagate, specifically at Knockma Hill, near the outskirts of the remains of the village of Cottingley in the Duchy of Brastor.
Like all Faerie planes, Tir-Nan-Og is highly magical, and high mana levels exist everywhere except in the immediate vicinity of each of the four cities and in the barrens, where the mana level is reduced to normal. There are areas of extremely high mana, where to use magic could be exceedingly unwise, unless of course, you happen to be a faery. In these areas spells may be cast with half normal fatigue cost, and the base chance of any spell is doubled. However a spell which succeeds may be accompanied by unexpected side-effects, and if the spell multiple-effects, it works as expected, but the mana over-load is such that the caster will be unable to use spell or ritual magic for D10 days. This does not apply to faeries.
The structure of the Tir-Nan-Og is unusual in that it is a flat surface, boundless, but not infinite. Thus a traveller who sailed east would eventually make landfall on the western shore! Likewise, someone who travelled north could end up sailing into the harbour of Finias in the south! The Sun traverses the sky from east to west, but never sets. At midnight there is a peculiar twilight when the Sun is in the uttermost east/west, and for a brief time the Faerie stars (which are quite unlike those of Alusia, being faerie creatures themselves) are visible. Thus Tir-Nan-Og is a plane of almost perpetual light. The Faerie moon, which traverses the sky closer and more slowly than the Sun, is exceedingly magical.
However the climate of Tir-Nan-Og is at all times Springlike, rarely too hot, save in the Barrens, or near the Burning Lakes, or too hot save in the high mountains. It rains seldom, the land being watered by the mists of twilight. All things grow in abundance without anyone doing any work.
Tir-Nan-Og is the Land of the Young, the place where the Tuatha De Danann fled when they were cast out of the mortal realms. Here they live, feasting, hunting, love-making, playing chess and hurling and indulging their passion for music (notably on the harp, fiddle, tambourine and cymbals). They enjoy battle, and with good reason. These are the undying lands, and those who die are raised at the next twilight, their wounds healed. This also applies to people from other planes who enter Tir-Nan-Og, with this proviso - a person who has a fatal disease or curse will find that it returns when they leave Faerie, at the level it was when they entered.
The Tuatha De Danaan are now known as the Daione Sidhe (Theena Shee), and are High or Trooping Faeries. They are very like the humans of Alusia in appearance, but are exceedingly beautiful, immortal, and have certain special abilities. Together with the other "good" fairies, such as the brownies, they comprise the Seelie Court. The "evil" faerie creatures such as spriggans and fir-bolg make up the Unseelie Court. While the Unseelie folk are implacably hostile, in their hatred of mortals, and may in that sense be "evil", it is unwise to think of any faery as "good". All faeries are amoral, and their standards of right and wrong are quite alien to us.
Legend has it that the faeries were once angels, thrown out of heaven, but not bad enough for hell. They are not as powerful now, but their nature has not changed.
The Seelie folk of Tir-Nan-Og speak a variety of Elvish called Quenyar (a person who speaks Elvish can understand this language at Rank -3). The Unseelie folk speak a debased dialect of this language. Fortunately many of the Faerie folk do travel to other planes and have learned the common tongue.
The High King of Tir-Nan-Og abides in Falias in the Great Forest. His name is Finvarra, and his favourite hobbies are beating mortals at chess and womanising. His wife, Oonagh, High Queen of Tir-Nan-Og, is the most beautiful of female entities (PB = 35, so she must wear a veil when dealing with mortal men, so that they do not automatically fall in love with her).
Locations
The cities
- Falias in the Great Forest (Caleg Coer). City of the High King and Queen of Tir-Nan-Og. The green city, city of trees. The faeries live in the singing oak (Slein Darag) trees, which are semi-sentient, and respond to faerie magic by creating homes for them. Most of these tree-homes are above ground-level, and are reached by vines and ladders. In the centre of Falias there is a holy mound (Crug Aiglan) where the High King and Queen hold court.
- Murias on the Lake of Coole (Morllyn Coole). City of flowers, ruled over by King Lugh Lamfhada. The city is built out onto the lake, on giant lily pads, and many of the fairie folk live within the lily flowers. Many of the little fairies, especially the fays are found here, and the lake has more than its fair share of water fairies. Music and dancing constantly fills the air in Murias.
- Gorias in the Deep Mountains (Dwn Monadhim). King Nuada (of the Silver Hand) rules this city, which is built deep into a mountain (Monadh Laur). It is by far the most defensible of the cities of Tir-Nan-Nog, and it needs to be, for the Unseelie folk that dwell in the mountains hate the Daoine Sidhe. But the delvings at Gorias supply the faerie folk with the gold and jewels they love, and the Knockers delight in the mines here, which are rich beyond mortal imagining.
- Finias on the Harbour of Lights (Ysfan Calas). The city is built on both sides of the inlet, with a beautiful glass bridge linking them. Finias is the city of glass towers, bright and full of colour. It is ruled by the Lord of the Sea, Mannannan Lir.
Faerie Creatures
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 | NA: | varies |
- 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 usuually 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 | NA: | varies |
- 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 | NA: | varies |
- 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 with the following exceptions:
- While female merrows are beautiful, male merrows are ugly, with pig-eyes, green skin and sharp red noses (PB: 5-10).
- 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: Swaymay 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, but having the glamour talent.
Knocker
Mining faerie folk. Essentially similar to the kobolds of Alusia, with the following exceptions:
- As faerie folk they have a higher aptitude for magic, but cannot use iron weapons, or armour.
- They have the insubstantiality talent, and are inclined to use it to enter the rock.
- Rather than the glamour talent they have an ability to locate rich ores, and treasure.
- They are sometimes adepts of the college of Earth magics.
Sithiche
Sylphs of Faerie. Essentially similar to the sylphs of Alusia, with the following exceptions:
- Sithiche can be male or female.
- 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 | NA: | varies |
- 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, with the following exceptions:
- They are rather more common.
- They have the fairie talents instead of invisibilty.
Leprechaun
Essentially similar to Alusian leprechuans, with the following exceptions:
- They are rather more common..
- 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, with the following exceptions:
- They are rather more common.
- They have the fairie talents.
- 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 | NA: | varies |
- 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, 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 | NA: | varies |
- 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 flithy) 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 | 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 | NA: | varies |
- 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 | NA: | NA |
- 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.
Cu Sith = Faerie Dog. Size of calf, with dark green, shaggy fur, and a long tail. Has faerie talents. Treat as Wolf.
Crodh Mara = Fairie Cattle. Dun-coloured. Has faerie talents. Treat as Ox.
Principal Individuals
The following are a selection of the more well-known (or useful) individual faeries.
Finvarra
High King (Ard Righ) of the Daione Sidhe.
- Description: "A grand, grave gentleman all in black". Tall, and handsome, Finvarra bears himself like the immortal king he is.
- Talents, skills, and magic: Besides having the faerie talents, Finvarra is an Earth mage (all spells at Rank 20). He is a Courtier (Rank 12), a Troubador (rank 10), and a Beastmaster (Rank 10). He is also a great chessmaster.
- Movement rates: Substantial: 275 Insubstantial: 1750
PS: | 28 | MD: | 33 | AG: | 32 | MA: | 36 | EN: | 25 | FT: | 35 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 28 | PC: | 34 | PB: | 28 | TMR: | 10 | NA: | varies |
- Weapons: Finvarra is skilled in long bow, broadsword and dagger (each to maximum rank). In the hunt he wears magical golden armour, studded with jewels, and a crowned helm.
- Comments: Finvarra is a great king, respected by all of Faerie (even the solitary faeries), but a notorious womaniser. His judgements always prove to be fair, even if they do not seem so at the time.
Oonagh
High Queen (Ard Rian) of the Daione Sidhe
- Description: "A beautiful lady with a silver veil over her face". Oonagh is the most beautiful female in all of Faerie, far more fair than any mortal woman. If they should chance to see her unveiled, characters may run in fear from her beauty, or fall in love with her, or fall at her feet in awe (make a willpower check, then select an appropriate reaction).
- Talents, skills, and magic: Oonagh is an Illusionist (all spells to Rank 20). She is a Herbalist (Rank 10), a Courtesan (Rank 10) and a Healer (Rank 15).
- Movement rates: Substantial: 275 Insubstantial: 1750
PS: | 16 | MD: | 30 | AG: | 28 | MA: | 34 | EN: | 20 | FT: | 29 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 30 | PC: | 35 | PB: | 35 | TMR: | 8 | NA: | varies |
- Weapons: Oonagh is expert with dagger and bow, but chooses not to use weapons, and rarely participates in the hunt.
- Comments: Oonagh loves her husband, and tolerates his appetite for mortal women. She is a gracious and kindly queen, especially to the little folk of Faerie, but she can be dangerous when angered.
Morrigan
The Lady Warlord of Faerie, Mistress of Battles.
- Description: The Morrigan is a tall and fearsome warrior, never seen without her black armour, sword and shield. She is a handsome heavily-muscled woman with dark hair.
- Talents, skills, and magic: Although she has the faerie talents, the Morrigan disdains all magic as beneath the warrior. Her skills as Warrior (Rank 15), Military Scientist (Rank 13) and Weaponsmith (Rank 10) are however, formidable.
- Movement rates: Substantial: 275 Insubstantial: 1750
PS: | 32 | MD: | 36 | AG: | 36 | MA: | 15 | EN: | 28 | FT: | 38 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 25 | PC: | 35 | PB: | 26 | TMR: | 11 | NA: | varies |
- Weapons: The Morrigan can use practically whatever weapons she chooses. She is most fond of broadsword, spear, and long bow, and has the maximum rank attainable with these weapons.
- Comments: The Morrigan is the most powerful warrior of Tir-Na-Nog. She is cruel, and yet will show kindness to those who display courage. She judges the tourneys and duels of the Faerie folk, and sets the quests for those mortals who would become heros.
Lugh Lamfhada
Lugh of the Long Arm, also known as Lugh Samildanach (many-skilled).
- Description: Lugh of the Long Arm is a tall blond warrior, King of the Lake City, Murias in the north of Tir-Na-Nog.
- Talents, skills, and magic: Lugh has the faerie talents, and is an Enchanter (Rank 15). However he is primarily a skillmaster, having all of the following at Rank 10 or better; Warrior, Philosopher, Troubador (harper and poet), Weaponsmith, Artisan Smith, and Artisan Carpenter.
- Movement rates: Substantial: 275 Insubstantial: 1750
PS: | 30 | MD: | 37 | AG: | 34 | MA: | 25 | EN: | 26 | FT: | 36 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 30 | PC: | 35 | PB: | 32 | TMR: | 11 | NA: | varies |
- Weapons: Lugh leads the wild hunt in golden armour bearing his magical spear (unbreakable, undroppable, does D+15 damage, and always hits its target).
- Comments: Lugh has a tendency to practical jokes, particularly those involving illusions, yet he is firstly artisan, king and warrior.
Nuada of the Silver Hand
- Description: Nuada is a shorter, silver-haired faery. He wears a silver gauntlet on his right hand to help conceal the fact that his left hand is an enchanted silver replica of the original, which was lost in battle. He is King of Gorias; the Mountain King.
- Talents, skills, and magic: Nuada is a Fire Mage (Rank 20), an Alchemist (Rank 15), a weaponsmith and armourer.
- Movement rates: Substantial: 275 Insubstantial: 1750
PS: | 32 | MD: | 35 | AG: | 25 | MA: | 27 | EN: | 26 | FT: | 32 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 24 | PC: | 28 | PB: | 27 | TMR: | 7 | NA: | varies |
- Weapons: Nuada favours his magical sword, which besides doing D+15 damage, can locate it's wielder's enemies. He can also do tremendous damage with his bare silver fist (D+6 damage, C class weapon).
Comments: Nuada lost his arm in battle against the Fir Bolg, long ago.
Mannannan Lir
- Description: Mannannan is a slim, dark haired faery. He is guardian of the Seas of Tir-Nan-Og, and King of the Glass City, Finias.
- Talents, skills, and magic: Mannannan Lir is a Rank 20 mage of the College of Water Magics. He is skilled in Navigation (Rank 15), ship-building, and Astrology, and is a perfect swimmer.
- Movement rates: Substantial: 275 Insubstantial: 1750
PS: | 25 | MD: | 35 | AG: | 33 | MA: | 33 | EN: | 24 | FT: | 37 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 24 | PC: | 32 | PB: | 30 | TMR: | 11 | NA: | varies |
- Weapons: Mannannan Lir uses the Trident and Net (both at maximun rank), and wears gleaming armour of many colours.
- Comments: Mannannan Lir sails the lakes and oceans of Faerie in his enchanted self-propelled boat.
Eochaid
King of the Fir-Bolg.
- Description: Eochain is physically the most powerful of Fir-Bolg, twelve foot four in height, and truly formidable in girth. He has golden hair, and a beard that almost reaches the ground.
- Talents, skills, and magic: Eochain is a mage of the College of Sorceries of the Mind (Rank 20). He also has the ability to affect any number of characters with the forget talent. His skills include Beastmaster (Rank 10), Military Scientist (Rank 10), Ranger (Rank 7), Warrior (Rank 8), and Thief (Rank 6).
- Movement rates: Running: 400
PS: | 32 | MD: | 24 | AG: | 18 | MA: | 22 | EN: | 28 | FT: | 29 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 25 | PC: | 24 | PB: | 8 | TMR: | 8 | NA: | varies |
- Weapons: Eochain swings a giant mace in combat. He wears no armour other than furs, but his enchanted hide will absorb 5DP.
- Comments: Eochain holds court in a deep mountain cavern. He has preserved his precious neck by avoiding the surface and possible contact with the Daione Sidhe.
Havgan
King of the Spriggans.
- Description: Havgan is a heavy, pale-eyed monster of a spriggan, so ugly (PB = 2) that he is regarded as extremely handsome by his kin!
- Talents, skills, and magic: Havgan is an Illusionist of minor skill (most spells Rank 4-6). His skills include Ranger (Rank 4), Military Scientist (Rank 6), Warrior (Rank 4), and Thief (Rank 6).
- Movement rates: Running: 150/300
PS: | 11/22 | MD: | 16 | AG: | 8 | MA: | 18 | EN: | 12/18 | FT: | 12/18 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 12 | PC: | 12 | PB: | 2 | TMR: | 3 | NA: | varies |
- Weapons: Havgan has a magical club (actually a club with an enchanted mace-head stuck on the end). It does D+4/D+8 damage, and he has Rank 4 with this weapon.
- Comments: Havgan lives in a huge complex of tunnels in the Luidd Abein called Forn Croddair. He has a fondness for human childern, and for faerie wine.
Seamus O'Leary
- Description: Seamus is a typical leprechaun, dressed in green jacket, brown leggings, and a jaunty red cap.
- Talents, skills, and magic: Seamus is an Illusionist (rather better at visual illusions, but all spells Rank 6 or better). His spell of enchanted sleep is Rank 6, BC = 48). He can 'blink' up to 20 feet. Seamus is a skilled Thief (Rank 6) and Merchant (rank 5).
- Movement rates: Running: 200
PS: | 7 | MD: | 22 | AG: | 26 | MA: | 20 | EN: | 6 | FT: | 11 |
---|---|---|---|---|---|---|---|---|---|---|---|
WP: | 16 | PC: | 16 | PB: | 12 | TMR: | 4 | NA: | varies |
- Weapons: Seamus carries a short sword (as dagger). He wears no armour.
- Comments: Seamus is a prankster. He delights in practical jokes, and will not hesitate to give the party hell. However he will not lie, and will always admit to his escapades. He will not lead them astray deliberately, though he is something of a coward, and if they get into trouble, that's their problem.
List of additional names:
Female:-
- Clioda Fair-Hair = lady of apple-tree island.
- Buddug, Catrin, Elen, Efa
- Esyllt, Ffraid, Gwener, Lowri
- Mabli, Margred, Mererid, Modlen
- Rhonwen, Sian, Sioned
Male:-
- Beda, Caradog, Cystennin, Emrys
- Fychan, Fyrsil, Geraint, Gwilym
- Gwrtheryn, Huw, Iorwerth, Iwan
- Llwyd, Myrddin, Ofydd, Owain
- Padrig, Pyrs, Selyf, Sion
- Twm, Wmffre
Adventures
- Summer 792 - Babes in Faerie Land