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Page 1: Avalanche Press - The Little People - Guide to Fairies by Azamor
Page 2: Avalanche Press - The Little People - Guide to Fairies by Azamor

A CELTIC AGE Sourcebook TheLittle PeopleA d20 Guide to Fairies

Page 3: Avalanche Press - The Little People - Guide to Fairies by Azamor

Avalanche Press Ltd.P.O. Box 4775,Virginia Beach,VA 23454 USA1-800-564-9008 • www.AvalanchePress.com

Copyright © 2002 Avalanche Press LTD. All rights reserved.ISBN 1-9320191-06-8

Printed in the United States of America. First Printing, 2002.

“D20 System” and the “D20 System” logo are Trademarks owned by Wizards of the Coast and areused according to the terms of the D20 System License version 2.0. A copy of this License can befound at www.wizards.com.

The Open Game Content in this book includes game rules, character and creature statistics, andsimilar material using the D20 system. This content is denoted by its placement in

bordered-style sidebars and by text highlighted in bo ld i ta l i c type within the main body of the text.The remaining material, including that in

bordered-style sidebars and the presentation of this book as a complete work is designated ProductIdentity. With the exception of the Open Game Content, reproduction of this work without thewritten permission of the Copyright Holder is a violation of copyright law and is expressly forbidden.

This is a work of fiction. Any resemblance to actual persons living or dead less than 1500 years ispurely coincidental.

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Foreword 04Part 1: Fairy Tales 05

Origins 05Characteristics 06

Size 06Appearance 06Magic 06

Dependence on Mortals 07Fairy Culture 08

Trooping Fairies 08Solitary Fairies 08Seelie versus Unseelie 09Fairy Help 09

Fairy Morality 10General Tenets 10Privacy 11Cruelty 12Bad Behavior 13Humorless Individuals 14Theft 14Cleanliness 15Fairy Trees 15

Changelings 16Protection from Fairies 17

Actions 17Herbs 18Objects 18

Part 2: English Fairies 19Trooping Fairies 19Fairyland 20Entering Fairyland from the Mortal World 20Time 21Solitary Fairies 22

Brownie 22Goblin 23Hobgoblin 24

Legendary English Fairies 24Oberon 24Titania 28Puck 29Robin Goodfellow 33

Part 3: Irish Fairies 33The Sidhe 33Tír na nóg 35The Gentry 36Legendary Irish Fairies 36

Bodb Dearg 36Leprechaun 36Banshee 39

Part 4: Welsh Fairies 41The Ellyllon 42The Tylwyth Teg 43The Gwyllion 44Legendary Welsh Fairies 47

Gwyn ap Knudd 47Queen Mab 47The Old Woman of the Mountain 49

Part 5: Scottish Fairies 49The Seelie Court 52The Unseelie Court 52Legendary Scottish Fairies 53

The Horde 53Red Cap 54Loireag 54

Part 6: Gallic Fairies 57Trooping Fairies 57Solitary Fairies 58

Korrigan 58Lutin 58

Legendary Gallic Fairies 58Béfind 61Groac’h 61

Part 7: Fairies in the Game 61Building a Fairy 61

Template 61Regional Modifiers 63Fairy Powers 65Feats 70

Fairies as Player Characters 70Fairy Feats 72Fairy Magic Items 73Adding Fairies to Your Campaign 75

Credits 76

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Table of Contents

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legendary fairies from each country aretreated with both capsules of the myths andstats for the game. Part 7 focuses on gamesrules. All of the material in that section isOpen Game Content and is designed to helpput the “fair folk” into your campaign. Thereare rules for building and customizing fairiesfor your game, tips on how to integrate theminto your adventures, and even suggestionsfor fairy player characters.Keep in mind that this is a supplement forAvalanche Press’s CELTIC AGE. Some of thenew rules presented in that book are usedherein. You can use this product separately,but you’ll have to make up the gaps onyour own.One final note on the organization of thebook: I have tried to place the “legendaryfairies” where they are most famous. In manycases, a particular fairy appears in the mythsof several countries. For example, Oberon isseen as the king of the fairies in England,Wales, and Gaul. I placed his entry in with theEnglish fairies since his appearance inShakespeare’s A Midsummer Night’s Dream hascaused him to be most closely associated withthat country ’s myths. In other cases, a fairywould appear by several different names.When there was some difference in the story,I separated them and made separate charactersof them. For instance, Titania and QueenMab are frequently seen as the same character,but there are other cases where they are not,and the differences were substantial enoughthat it seemed wise to create separate entries.Fairies were a key piece of Westernmythology. They have a rich traditionthroughout Europe, and the many, manystories of their interaction with humanity aretruly charming. Sometimes they are helpful,sometimes a nuisance, and still other timesthey are the enemy. But they are all aroundmortals and constantly connecting withhuman culture. Now, they can do the same inyour d20 campaign. So anoint your eyes withsome Fairy Ointment so that you can seethrough their Glamour. The Little Peopleawait you.

John R. Phythyon, Jr.Lawrence, KansasSeptember 2002

ForewordWhen I first began researching monsters forCELTIC AGE, I fully expected to put fairiesinto it. In a sense, I did. Several of thecreatures in that book are often classified as“fairy animals.” However, it became obviousearly on that there was far too muchmaterial and folklore to do the subjectjustice there, even if I dedicated severalentries. So I put fairies aside, reserving forthem their own volume.When I began researching them for thisbook, I was struck by a second realization:not only is there a lot of source materialfrom which to work, it varies from countryto country. I found it interesting that Welshfairies were different from English ones, whowere in turn different than Irish fairies. To besure, all of the fairies about which I readshared certain characteristics, but theydiffered depending on which country and insome cases which county the legendoriginated. It quickly became obvious to methat the best way to write this book was toorganize it by region.I had another goal in the presentation of thismaterial, though. I didn’t just want to write ad20 book on fairies. There are a lot of goodbooks on the market detailing this type ofmonster or that for your campaign. I didn’twant to create just another one of those. Iwanted a book that was, for lack of a betterword, “authentic.” The fairies in this book areall based on actual legends. Some of them –such as Oberon and Puck – are well known.Others – like the Groac’h and the Old Womanof the Mountain – are a little less so. In everycase, though, I have tried to recreate them sothat they reflect the legends of the people whobelieved in them. These are historic fairies, ifyou will. Their stories are fascinating andcharming, and they reveal a little about thecultures from which they sprang.The book is organized into seven parts. Thefirst gives an overview of fairy myth. Ithighlights general trends and similarities inthe fairies of various regions in the CelticWorld. Here, we explore just what a fairy isin general terms. Parts 2 through 6 examineseveral countries’ fairy myths. Generaldescriptions of each kind of fairy that can befound within them are discussed, and

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Part 1: Fairy Tales

Somewhere between the gods and humanbeings lie fairies. They are magical, they areimmortal, and they are somehow more thanhuman. But they are not quite gods. They arenot worshipped even though some of themdo offer aid and succor to mortals. Theycannot be appealed to for help, though, andtheir powers are not sufficient to holdnations in their sway. In fact, only the mostevil of them (and such beings are rare) areinterested in bringing permanent and seriousharm to humanity even after their anger hasbeen roused.

Most mortals fear fairies. They have areputation for mischief and other trouble,and they wield strange magic. And yet, thesediminutive beings are willing to coexistpeaceably with humanity (most of the time,anyway). With the exception of the dreadedUnseelie Court in Scotland and the fiendishGwyllion in Wales, most fairies can be seenas charming. They have a character all oftheir own, and they have fascinated humanimagination for millennia.

OriginsThe term, “fairy” derives from the OldFrench word, “fay,” meaning “fates.” Fairieswere originally associated with the ThreeFates (Latin, fata), and later came to mean allsuch magical creatures.

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AinselAinsel is a playful spirit that is thesubject of a fairy tale inNorthumberland. A willful son of awidow refused to go to bed one night.He preferred to sit by the fire. Hismother warned him that fairies comeinto the house at night, and, if hewasn’t in bed, they would get him.Tired, she went to bed herself,expecting that he would follow her.The son, however, continued to sit bythe hearth. Shortly thereafter, a smallfairy child came down the chimney andbegan flitting about the house.Amused, the boy asked her name. Shereplied that it was Ainsel. In thedialect of the area, this translated to“own self.” When she asked his name,he replied delightedly, “My Ainsel”(i.e., “my own self ”).The fire grew dimmer, so the boypoked at it to stir it up the embers.Sparks flew out in Ainsel’s direction,and she screamed. Just then, a loudvoice – that of the fairy mother –boomed down the chimney, “Who hashurt you?” Terrified that his ownmother had been right after all, theboy jumped into bed just as the fairymother arrived down the chimney.Ainsel replied that My Ainsel had hurther. Furious with her daughter forbeing the cause of her own injury, thefairy mother kicked her back up thechimney for being foolish.

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Fairies have been associated with spirits of thedead. Some legends tie them to humanity morefirmly in this fashion: occasionally a fairyfuneral might be seen by a human onlooker.The person would see a miniature version ofhimself or herself in the casket. This typicallypresaged the individual’s own death. Thus, it ispossible that the fairy spirit was a little aheadof the soul of the person in question.

Early Christians believed them to be FallenAngels. Sometimes they were rebels who haddefied the will of God and been cast out, and atother times, they were seen simply as bad angelswho were deemed too villainous to remain inHeaven but not vile enough to be condemnedto Hell.

Over time, however, they came to be seen as amagical race of little people with special powersof their own. They were frequentlytroublesome, mischievous, and occasionallyhelpful. They lived apart from humanity butstill took an interest in human affairs.

This book most closely follows this lastapproach. However, there are a great number ofspirits and other nature forces that fall into thefairy category, and they are treated here as well.Fairies are best defined as supernatural, usuallyimmortal beings that are both a help and ahindrance to humanity. They sometimes meanwell and other times don’t, but they live in ourworld or adjacent to it. They are more thanhumans but less than gods.

CharacteristicsLike human beings, fairies have disparateappearances and abilities. However, they do havecertain similar characteristics. These arediscussed below.

SizeWhile fairies come in all shapes and sizes theytend for the most part to be small. Most areeither tiny enough to fit in the palm of anadult human hand, or they stand about as highas a male human’s knee. The smaller set tendsto be more beautiful than their tallercompanions. While this is not a universal rule,the larger the fairy is the more likely that it willhave a malignant disposition towards humanity.

Fairies are frequently referred to as “the LittlePeople.” Ironically, this has nothing to do withtheir size. It is the limitations of their powers.However, many people make this mistake.

AppearanceDespite their diminutive stature, most fairieslook human. Good fairies are extremelybeautiful, wear the finest of clothes, and havegossamer wings that allow them to fly. Theyoften have luminous blonde hair and very fairskin, though this varies from region to region.

Evil fairies tend to be ugly in appearance. Theirfaces and bodies are reflective of their viledesigns on human beings, and they use thesecontorted visages to invoke fear in their victims.

In Wales, there is a definite relationshipbetween size and beauty. The smaller a fairy, themore comely its appearance. This has someparallel to good fairies being smaller. Becauseevil Little People tend to be uglier and becauselarger specimens are more generally malignant,size does appear to have an impact on thebeauty of a fairy. While this is specifically truefor Welsh fairies, it does hold largely truethroughout the Celtic World.

MagicAll fairies work magic of one sort or another.Some cast spells, others grant wishes, and stillothers weave illusions. They sometimes carrymagical items to assist them in this work. Infact, at one time the word, “fairy,” meant“enchantment.” It later came to mean thepeople who used these powers.

All fairies share certain magical qualities thatare collectively referred to as “Glamour.” Theseproperties shield them from the sight of humanbeings most of the time. It allows them tobecome invisible or otherwise remain unnoticed.Glamour operates as the basis for fairy illusionsand generally prevents mortals from meddlingin their affairs. It is not perfect, though, andlucky humans have been able to penetrate it andspy on fairies. Moreover, it does not last foreverwhen applied. This is why fairy illusions suchas turning leaves into coins ultimately breakdown. Most mortals spot a fairy when itsGlamour unexpectedly cuts out.

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In addition to being the means by which theyremain hidden, Glamour also allows fairies toshape-shift. While its normal size is as a tiny,winged person, a fairy can assume the form ofan animal or a fully-grown human being. Theyuse these illusions for a variety of purposes, notthe least of which is to infiltrate human societyand then test people for good behavior. Onceagain, though, this magic can wear off andexpose the fairy for what it really is.

Finally, all fairies have the ability to see throughGlamour. While their magical powers mayscreen them from mortals or allow them toappear in other shapes and forms, they do notfool fairy eyes. The Little People see things asthey truly are and are not misled by their ownillusions or those of their companions.

Dependence on MortalsDespite their insistence on privacy and theplans of some of their number to destroyhuman beings, fairies seem dependent onmortals. They demand, for example, that waterbe left out for them at night so that they willhave something to drink, and they wreak havocon a home where this is not done. The Manxbelieve that water must be left out or fairieswill suck the blood of the living while theysleep instead.

Likewise, the Little People frequently steal milk,butter, grain, and sometimes even cattle. Theytake these things as tithes, and, if they cannotget them, they punish the locals who do notprovide them before moving on to more fertileterritory. Most Celts tolerate this behaviorbecause the alternative is worse. A slighted fairycan wreak all sorts of havoc on a home or acommunity. They are far better to appease thananger. Additionally, some of them will leavegifts in return for the generosity. It’s a strangesort of extortion. If the mortal does what theywant, he or she is rewarded, but if not theperson is severely punished.

Fairies are also famous for stealing women andchildren. Both seem to be for reproductivepurposes. Children are exchanged for a weaklingknown as a “changeling.” The healthy child isthen raised as a fairy and given access tomagical powers he or she would never have had

as a human. More information on changelingsappears on pages 16-17.

Human women are kidnapped for mating. Suchindividuals give birth to half-fairy children andthen raise them as fairies too. These childrenlack the full powers of a true fairy, but they areeducated in the ways of the Little People anddo acquire some measure of magical ability.

Fairies have their own children, but they do sofar less frequently than they steal those ofmortals. It seems that, for all their desires toremain apart from humanity, they are dependentupon them to propagate the race.

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HollyWhile traditionally used in moderntimes as a decoration for Christmas,the use of holly during the winter hasancient traditions. Celts string hollyleaves in and about their homes as akind of decoration, but it is one witha practical purpose. It is intended tobe an invitation to the fairies to comein from the cold. At night, fairies cannestle in the leaves as proof againstfoul weather. The tradition likely isrooted in observation of woodlandanimals sheltering in holly bushesduring the winter.Christians would adopt the practice atfirst so that they would not bepersecuted or singled out. OnceChristianity became the dominantreligion, decorating with holly wouldcome to be seen as part of theChristmas tradition since the holidaycoincided with the winter snows.Druids also hold holly to be sacred. Itis a coniferous plant, and thus keepsits greenness throughout the winterwhen deciduous sacred trees such asthe oak and ash lose their leaves. Thedruids believe that holly ’s purpose isto keep the Earth beautiful during thelong winter months.

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Fairy CultureFairy culture varies by region and tends toreflect the beliefs of the particular place inquestion. In this way, fairies mirror humanbeings both in their paralleling the values andbeliefs of the local people and in the fact thatthey, like humanity, have regional differences.However, they can be organized into two basicgroups: Trooping Fairies and Solitary Fairies.

Trooping FairiesThis first group is the one most often thoughtof in conjunction with the term, “fairy.” TheseLittle People live in miniature societies that aresimilar to human ones. They have tribes andkings and queens and courtiers. They performwork (usually creating their treasures) and theyenjoy celebrating festivals. Just as the Celtscelebrate certain times of the year such asBeltaine and Samhain, so do the fairies. Thereis more magic in the air on these special nights,and this is at least partially due to the fact thatthe Little People are celebrating as well.

Trooping Fairies are much more human-like intheir behavior than their Solitary counterparts.Where the latter are sometimes alien andunknowable, the former seem to be much likeminiature human beings, albeit with wings,magic, and a slightly different set of morals.Still, Trooping Fairy culture is, on the whole,human culture in miniature.

It is these fairies that some mortals encounteraccidentally. Many fairy stories concern aperson stumbling onto a fairy funeral or a fairycelebration or some other societal activity.

Trooping Fairies are also the ones that mostoften inspire mortals to steal. They maketreasures to please themselves, and foolish andgreedy humans sometimes attempt to rob them,usually with disastrous results.

Despite Trooping Fairies’ generally benevolentand peaceful nature, it is the rare human beingthat is able to befriend their society andinteract with it. Fairies jealously guard theirprivacy, and they seem to feel doubly violatedwhen their society is exposed. Most reactangrily, punishing the mortal who discoversthem before he or she can ever befriend them.

Solitary FairiesThese fairies typically are found outside of anysocial organization. Sometimes they travel insmall groups or with a family, but more oftenthey are, as the name implies, solitary figures.Such fairies are often associated with places orwith concepts such as charity or vengeance. Inthis way, they are more akin to spirits than fairies.

Solitary Fairies are encountered in thewilderness and in the home. They will besettravelers, often testing them or playing pranksto amuse themselves. Those who have favorablereactions to the fairy are sometimes rewardedwith trinkets, coins, or favors. Those who reactfuriously are tormented further.

Just as many of the Solitary type come into thehome at night. There they flit about, playing inthe house. If they are welcomed and treated well(by having a nice clean hearth and water setaside for them), they may perform chores tohelp the homeowner. More often, they simplycause trouble. Those who are not welcomedtend to wreak havoc on the home in paymentfor their “host’s” poor behavior.

While Trooping Fairies are the ones most oftenfound by mortals, Solitary Fairies typically findhumans. They either hassle travelers, come intothe home, or simply observe from a distanceand then take action if they feel so inclined. Ahuman being who has a run-in with fairiesusually encounters the Solitary variety.

This group of Little People is more varied intheir behavior. Some are simply malignant.They exist to plague humanity and do so atevery opportunity. Others prefer to sit injudgment. They appoint themselves arbiters ofgood behavior and punish those they encounterwho do not meet their standards. There areothers, though, who seek to help humanity.These kind souls perform chores at night oroffer gifts or advise human beings on how bestto proceed with a problem. Such gifts nevercome without a price, and should the humanbeing fail to keep up his or her end of thebargain, retribution is swift and painful. Still, itis these fairies that are best loved since theyhave something to offer human beings inaddition to magical mischief.

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Seelie versus UnseelieThe terms “Seelie” and “Unseelie” are Scottishdesignations and not applicable to all groups offairies. However, the general meanings of themare reflective across fairy culture.

The Seelie are those fairies who generally arebenevolent in nature. While they may not beactively looking to support humanity, they arecontent to live in peace with them. They maybe mischievous, but they are not malicious.

Unseelie are those fairies who are dedicated tothe downfall of humankind and strive towardsthis goal at all times. They are hateful, mean-spirited, nasty creatures who delight in makinghuman beings suffer. Outside of Scottishtradition, most of the fairies that fall into thisclassification are of the Solitary variety. Whileit is difficult for a human being to encounterand befriend a society of Trooping Fairies,said group has no ill designs on the mortalcommunities with whom it shares the region.It is perfectly willing to coexist peaceably solong as it is left alone and respected. SolitaryFairies are more varied in their views towardsmortals, though, and it is far more likely thatone of these individuals has humanity ’sdownfall as a goal.

Fairy HelpSome fairies are interested in helping humanbeings. They will come into the home andperform chores, make repairs, or provide othersorts of assistance. They are most typicallyinspired by those with extraordinarycircumstances. Either the mortal cannot hopeto do all that is required of him or her, isdesperately poor, or has done a favor for thefairy. Frequently, the Little Person sees anopportunity to right injustice.

Unfortunately, fairy help does not always workout as planned. Sometimes this is because thefairy simply does not understand thepeculiarities of human society. Other times it isbecause the magic that the fairy employs issimply too limited. Little People have beenknown to turn vegetables into coins or miceinto fine horses or other useful tricks. However,the magic usually runs out after a short time

and the transformed item reverts to its previousshape. This can be convenient such as whentribute is paid to an overbearing lord only tohave the money later turn into leaves, but it canalso backfire such as when that same moneyreverts to its natural state before it can be spent

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OakThe Oak tree is perhaps the mostsacred plant in the Celtic world. It isrevered by druids, and most of theirrituals are conducted in oak groves.A twig of oak offers protection frommagic. Those with such a ward gain a+2 Circumstance Bonus to all SavingThrows against spells. Two such twigsbound with red cord and hung in thehome offer protection against evil.This acts as though a Protection fromEvil spell had been cast by a druid.Because the oak tree is so long-lived, itis associated with immortality andyouthful vitality. The person whocarries an acorn in his or her pocket isafforded some protection against theeffects of aging. Those who do sofaithfully only age 11 months in ayear’s time. Such behavior alsopromotes virility. A character with anacorn gains a +1 Circumstance Bonusto any Charisma checks dealing withseduction.Finally, planting an acorn on the nightof a new moon promises that moneywill come into the planter’s life verysoon. Just as one lays the seeds of anew generation (planting the acorn)so is one laying the foundation forgreat fortune.The oak tree is part of the Fairy TreeTriad. If it grows in conjunction withhawthorn and ash, the area is blessedand powerful. This is a place in whichfairies enter the mortal world, andwhere they may be seen.

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or if the trickery is discovered and traced backto the person the fairy was “helping.”

Fairies have also been known to cause chaos intheir attempts to assist humans. They canmanufacture too much of a product for acraftsman, or they cease working long after areasonable amount of work has been done.

Most of these errors are accidental. The fairiesare well-meaning and want to help, but theymanage somehow to flub it up. Dealing withfairies is always a difficult endeavor forhumans. Even the most beneficent Little People

can cause more trouble than the poor mortalhad before.

Fairy MoralityFairies operate from a very strict sense ofmorality. They believe in certain types ofbehavior, abhor others, and punish those whoviolate their tenets severely. This is one of thereasons they are greatly feared by the Celts.Fairies have little sense of mercy for those theydeem worthy of suffering, and they have themeans, generally through magic, to make avictim pay dearly for perceived transgressions.For fairies, justice is the only end, and thosewho cross them wish that they had not.

General TenetsMost fairies, at least those of the troopingvariety, are very like humans. They live withinsocieties that are remarkably close to ours andadhere to basic customs that humans

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The Wife Who Could notSpin (cont’d)

Habetrot spun the thread for thegarments the husband wanted. Thethread was so beautiful that the wifewas able to create for him the finestclothes around. So pleased was he thathe asked that she repeat the feat.Knowing that she could not, the wifeonce again went to the fairy for assistance.Habetrot agreed to help, but this timeshe had a different idea. She bade thewife to invite her and her fairy sistersto dinner. The wife agreed. Afterdinner, the husband asked Habetrothow her mouth had become sodeformed. The fairy replied that it wasthe result of frequent spinning.Horrified, the husband declared thathis wife should never spin again.

The Wife Who Could not Spin

This story is a common one inScotland. The name of the fairy varies– sometimes it is Habetrot andsometimes it is Whoopity Stoorie –and so does whether the woman’shusband is a laird or a commoner. Theessence of the tale is the same, though.A woman could not spin. No matterhow hard she tried, she could notmake thread. Her husband grew angrywith her and told her that if she couldnot make a certain number ofgarments for him by the end of themonth, he would divorce her.Distraught, she left the house andwent out into the field. She sat on arock and began to weep since she feltshe could not possibly fulfill herhusband’s demand. After a time, shebecame aware of fairy music aroundher. She lifted up the rock on whichshe had been sitting and discovered afairy underneath. This fairy woman –Habetrot – had an ugly lip and alopsided mouth. She asked the wifewhy she had been crying. When sheexplained her problem, the fairy toldher she would solve the problem.

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recognize. However, there are some distinctdifferences, and it is these transgressions thatusually cause a human being to fall victim tofairy wrath. They are not fond of people whoare overly curious, who are mean or cruel, whoabuse gifts or otherwise take advantage of fairyhospitality, who are gloomy, dull, or bad-tempered, or those who have bad manners.These sorts of individuals should avoid fairiesat all costs because they will only come awayworse for the encounter.

PrivacyFairies value their privacy very highly. Thoughtheir ways are generally no different thanhuman beings, they do not wish for mortals topoke their noses into fairy business. Partly, thisis because fairies accomplish much of whatthey do through magic, and greedy, lazy peopleoften have designs for capturing fairies andmaking slaves of them. Thus, the fair folkprefer to keep to themselves so as not to temptwould-be taskmasters.

However, like anyone, a fairy doesn’t care forbeing watched or interrogated about his or herways. Those who like to snoop are generallybusy-bodies with little better to do with theirtime than make trouble for others. Much likemodern game publishers, they spend their timeminding other people’s business instead ofconcentrating on accomplishing anything oftheir own. Such people are irksome, and fairiesrightly punish them.

Fairies use Glamour to conceal themselves frommortals. Most of what they do cannot be seen

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HawthornHawthorn is one of the three magicalplants in Celtic lore that are oftenassociated with fairies. It has severalmagical properties that make it sacredto the Celts.It is most commonly associated withfertility. Hawthorn is used to decorateMaypoles and is also used inweddings, particularly thoseperformed in the spring. It promotes abountiful household. Ironically, it canalso be used to promote chastity. Theleaves of the plant are placed under themattress when this is its intendedpurpose.Fishermen are encouraged to carryhawthorn branches with them and callupon Llyr to provide them with agreater bounty in their catch. Thedepressed and the sad can receivesuccor from the leaves. Those that doso will find happiness come into theirlives.It is also a powerful ward for thehomestead. A branch will protect thehouse from storms, and no evil ghostsmay enter a home so protected. Evilspirits of any variety cannot enter asthough a Protection from Evil spellhad been cast, and the house benefitsas though Protection from Elementshad been cast upon it.

Hawthorn (cont’d)However, one must properly placatethe bush before taking any of itsbranches. The bush must berespectfully addressed and appeased. Ifthis is not done, the hawthorn’s fairyguardians will punish the person whoviolates this tenet. Hawthorn bushesthat grow singly should not beharvested. Branches should only betaken when the bush grows in a groveof others.When a hawthorn bush grows in thesame location as an ash tree and oaktree, it is a sign of great fortune andmagnificent power. It is at these placesthat fairies are more likely to enter themortal world and be seen.

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by human eyes, and this is just how they like it.However, there are those rare individuals whodo see the Little People and observe theirpractices. There are also magical means ofpenetrating Glamour such as Fairy Ointment(see Part 7). Thus, despite their love of secrecyand the magic to maintain it, there are stillpeople who are able to spy on fairies.

The usual punishment for spying on a fairy ispinching. This involves the fairy attacking theperson mercilessly, using his or her diminutivesize to flit away from trouble and thenzooming back in for another stinging attack.Fairies use miniature weapons for this attackwhenever possible, but they will also bite, kick,squeeze, or do whatever else they can to hurtthe offender.

The victim of a fairy pinching can only hope heor she has offended only one fairy. If there aremultiple fairies involved, this attack can betotally debilitating. The poor fool receivesseveral pinches at once, and the attacks do notcease until the fairies are satisfied. Such anevent is far worse than angering a hive of bees.

Sometimes pinching is deemed not to beenough, and occasionally it carries greaterconsequences. Those who spy upon importantfairy gatherings or those who boast of havinggained fairy favors are stricken with horribleailments. Offenders have been known to acquirerheumatism, palsy, a chronic cough, and otherdiseases that do not heal. Sometimes, these areconveyed with spells, but other times they arethe result of an especially vicious pinching.Fairies typically, restrain such villains withcobwebs and then pinch them until dawn(which can be a long time depending on whenthey are caught) or torture them in otherfashions. Once released, these unfortunateshobble home only to discover that theirtorment is not over.

CrueltyWhile the Little People are sometimes cruel intheir punishments, they despise unnecessarycruelty, and their most severe punishments areusually reserved for those who have truly earnedthem. Fairies like making the sentence fit thecrime, and, thus, those who are mean orruthless find such behavior returned to them.

The proud, spiteful, or needlessly mean persongenerally gets his or her comeuppance if fairieswitness such behavior. They do not have to bethe victims of this treatment. They will inflicttheir morality on a human being that offendsthem (which is true of all their tenets).Pinching is typically not good enough for

MelusineMelusine was the daughter of a fairynamed Pressina. Her father was amortal – a Scot. When he marriedPressina he did so with the vow that hewould never see her while she gavebirth. After all, his children would besupernatural creatures, and a mortalshould not see how they were broughtinto this world.As is the case with most taboos infairy tales, though, he broke hispromise. He saw Pressina as she gavebirth to the last of his daughters.Consequently, Pressina and her threegirls – Melusine, Melior, and Platina –left him forever.Or so it seemed. Upon reaching theirmajority and coming fully into theirpowers, the three fairy daughtersreturned to punish their father bysealing him in a cave inNorthumberland forever. WhenPressina discovered what they haddone, she became furious and cursedthem. Melusine in particular wasenchanted so that one day a week shewould transform into a serpent fromthe waist down. She would never findlove until she met a man who wouldagree not to see her on this day, and,the curse continued, if he were tobreak that vow, she would bepermanently changed completely intoa snake.

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despots. They usually receive debilitatingpunishments like those mentioned above forsevere cases of spying. Whenever possible,fairies will also seek to conduct theirpunishments in such a way that the personsuffers public humiliation and loss of status.

Wife-beaters are especially despised. Thosewho beat their wives usually do so becausethey lack the talent, the courage, or both todefeat another warrior on the field of battle.They therefore choose to inflict thisfrustration on their spouses to makethemselves feel less worthless. Such a man is acoward and has no honor. Fairies who discoverthis dark little domestic secret will punish theman severely, pinching him mercilessly andmaking certain that the whole world knowswhat a coward he is.

Bad BehaviorIn addition to their dislike of cruelty, fairies arenot fond of other poor personality traits. Theydislike miserly people. Wealth is nice to have. Itconnotes status and affords one greateropportunity. But fairies dislike those who hoardriches or pursue them excessively. The mark ofa successful chieftain is one who can providefor his or her people. All Celts should endeavorto beneficence wherever possible. It, after all,demonstrates how successful the person is. Tocovet riches and to keep them for one’s selfdemonstrates that one does not understandwhat they are for.

The best way to punish a miser is to take his orher wealth away. Fairies therefore often stealfrom those who hoard their riches, or they usetheir magic to make the holdings disappear. Forthose who are pursuing wealth to the exclusionof all else, the Little People typically offer somelure that the target will find exceptionallyenticing. That thing is kept just out of reachlike a carrot on a stick while the poor foolsuffers all sorts of humiliation and pain inpursuit of it. The object is to teach the persona valuable lesson about placing too muchemphasis on worldly goods. Those who don’tlearn it often put themselves in great danger asthey continue to suffer any punishment in thequest for the object of their desires. Fairies see

this as simple justice. If the individual is toostupid too learn better, whatever happens tohim or her is well deserved.

Likewise, fairies are intolerant of selfishness.Those who think only of themselves arepunished by isolating them. A fairy is sure toset up a situation wherein the persondesperately needs the help of others and cannotget it. They often make certain of this by fillingthe person’s companions’ ears with negativestories about the individual. Such tales alwaysinvolve the target having said something meanabout the companion. Fairies are not abovelying in this case. The goal is to make certainthat those who think only of themselves learnthat treating others poorly has bad results.

Rudeness is another personality trait thatcauses the Little People to become angry.Those who are rude, mean, or impertinent arepunished directly. They are pinched, or thefairy plays pranks upon them. The fairy mightsteal from the person or cause all of his or hertools to break or cause a social faux pas or someother onerous fate to befall the transgressor.Fairies take great delight in pulling pranksunder these circumstances. They laughdelightedly whenever one of their trickssucceeds, and they often allow the victim to

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Melusine (cont’d)She did at last meet a man, and hebuilt a castle in which for her to live.They had several children, the first fewof whom were hideously deformed.The last two, though, grew up asnormal, healthy children should. Likeher father did, though, Melusine’shusband broke his vow. She waschanged into a great winged serpentimmediately, and flew from him, neverto be seen again. Her children though,were reputed to be the ancestors of theFrench monarchs.

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hear and sometimes even see them. Theyattempt to teach such oafs humility, and theperson therefore needs to know that he or shewas deliberately sabotaged.

Humorless IndividualsThese poor folks suffer the greatest at thehands of fairies they encounter. In general, theLittle People are jocular and merry. They havelittle patience for dour, serious, severe persons.They have a slight tendency to be overly cruelto such individuals.

Fairies often test those they meet or observe.They play a mild prank to see what the resultis. Perhaps the person is swatted with a low-hanging branch, or he or she is tripped intothe mud. If the target laughs at himself orherself or at least sees the humor in the event,the fairy will likely reward that person. He orshe will be given a coin or offered a service orsome other reward. Those that do not react inoverly angry fashion but are also not amusedare generally ignored.

But the people who become extremely upset andreveal themselves to be without humor aretortured mercilessly. The fairy will follow thisperson home, pulling pranks the whole way. Heor she will enter the mortal’s house and plaguehim or her with any kind of mischief of whichthe fairy can think. This goes on at length untilat last the Little Person becomes bored andmoves on to some other entertainment.

Such punishments are also exhibited if a fairywitnesses a mortal who is just “too serious.” Ifthe human never smiles and is short witheveryone he or she knows or just plain appearsto be no fun to be around, a fairy is sure totorment him or her. To fairies, life is meant tobe enjoyed. Those who do not are wasting theirtime and are punished in the hopes that theywill learn to do better. Once again, though, ifthe lesson does not take, a fairy has no problemwith punishing the person cruelly. After all,those who cannot learn a lesson deserve whatthey get.

TheftPerhaps the gravest mistake a mortal can makeis to attempt to steal from a fairy. The Little

People already guard their privacy jealously andpunish severely those who violate it. To takesomething from them without their permissionnets the severest reaction possible. Fairies oftenkill those who steal from them. While they donot always invoke this ultimate penalty, it is notunusual for them to do so, particularly whensomething valuable is taken.

Fairies have all kinds of treasure. They possessgold coins, fine cloths, and magic. Many are thepeople who have been tempted to steal fairyriches. Few have ever gotten away with it,though. Most often, would-be thieves arecaught before they can even pull off theircrimes. Something goes wrong during therobbery, or the Little People discover theirintent and surprise them before they can snatchwhatever they were after. Some do manage tomake the theft, but these robbers are usuallytracked down and punished soon after. It takesluck, guile, and a great deal of daring tosuccessfully steal a fairy treasure.

A common theme in the theft of fairy treasureis a mortal being given access to fairy magicand told specifically for what it should beused. This almost never includes the personbeing able to use it on himself or herself or forhis or her own gain. Curiosity, jealousy, orplain greed usually gets the better of thehuman, though, and he or she gives in to thetemptation to employ the magic on himself orherself. Usually, the person somehow givesaway the secret that he or she has used thisforbidden magic personally, and the fairypunishes him or her.

Fairy Ointment is frequently abused in such afashion. This is a special ointment that, whenanointed on the eyes, enables a mortal to seethrough a fairy ’s Glamour and perceive thingsas they truly are. Usually in such instances, theperson has been given charge of fairy childrenand asked to anoint their eyes once a day. Suchchildren are generally at least half-human (i.e.,the progeny of a fairy-human coupling) sinceall fairies can see through Glamour naturally.Eventually, the mortal tries the ointment onhimself or herself, accidentally reveals thetransgression and gets punished for it. Themost common sentence for this crime is having

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the person’s eye put out. Sometimes it is justone; other times it is both. The punishmentclearly fits the misdeed, though. For seeingthings he or she should not have, the poorvictim is blinded.

The most lenient punishment handed out forstealing is severe pinching with a debilitatingcondition. Other sentences include blindness,lameness, being struck mute, being changedinto an animal, and death. The exact choice isdetermined both by the severity of theinfraction and the anger of the fairy violated.

CleanlinessFairies do not tolerate a slovenly home. Whenthey enter the house at night, they expect thehearth to be swept clean and water left out forthem. If they find a home that is not in suchcondition, they will break things, steal, andotherwise cause trouble.

Likewise, they expect a person to keep himselfor herself in generally good health and to beneat. Slobs are tormented. So are fat people. Aperson who does not take care of himself orherself and take pride in his or her appearancehas no honor. What sort of person wouldn’tkeep himself or herself in good shape? A personshould remain attractive for his or her spouseand able to perform as a productive member ofthe tribe at all times. Those who don’t do sohave no pride and no sense of duty to others.Such people deserve to suffer.

As usual, fairies attempt to make thepunishment fit the crime. They pull pranks orsteal or humiliate the offending individual. Ifthe Little Person can’t think of anything trulyappropriate, pinching is a good substitute.

Fairy TreesFairies, particularly those of Britain andIreland, revere certain trees as sacred andpowerful. Such trees have magical propertiesthat can benefit mortals greatly. However,fairies do not let human beings simply takewhat they want from them. A Fairy Tree mustbe properly respected first. The mortal mustask the tree for its bounty and thank it foroffering it. To do otherwise is to meet withpunishment from the fairies that watch over

the particular tree. Sometimes the punishmentis pinching. Other times it is worse. Thosewho defile a Fairy Tree or a grove in which itgrows can expect to be cursed.

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AshThe ash tree is one of the threemagical plants that is sacred to thefairies of the Celtic World. Its magicalproperties are related in part to Norsemythology. The Norse believed thatYggdrasil, the one tree from which theNine Worlds grew, was an ash.Wood from the ash tree is frequentlycrafted into wands by druids. Themagical properties of the wood make itvery suitable for storing magicaleffects. Any wand crafted with ashwood has its cost to create reduced by 10%.Ash is otherwise principally associatedwith healing. Its leaves may be addedto a healing poultice to increase itseffectiveness (heal one additional HitPoint of damage), and wands ofhealing crafted from ash wood healone extra point of damage per dierolled. Thus, a Wand of Cure SeriousWounds would heal three extra pointsof damage if made of ash since CureSerious Wounds rolls three dice todetermine how many Hit Points arerecovered.As part of the Fairy Tree Triad, the ashis sacred to fairies, and mortals whodefile them will be cursed or worse bythe Little People who guard them. Anash tree that grows together with anoak and a hawthorn bush is a sign ofgreat fortune and power. Such grovesare places where fairies enter themortal world, and where they can bemore frequently seen.

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There are three trees that make up what iscollectively known as the Fairy Tree Triad.These are the ash, the oak, and the hawthorn.Each has its own particular magical properties,but together they are especially powerful. Whenthe three appear in the same grove it is a signof great fortune. Such an area is truly blessed,and mortals and fairies alike hold it to besacred. Only a madman would defile such aplace. These locales are strong in fairy magic,and it is here that they often enter the mortalrealm from their otherworldly kingdoms.

ChangelingsFairies covet human babies. They do so for avariety of reasons. The most usual is that theyneed them to replenish their own stock or thatthey simply adore the beauty of mortal children.

Regardless, a newborn babe must be carefullyguarded so as not to tempt fairies to steal it. Anecklace of daisies is proof against thisabduction. It also must be carefully watched.Any failure in this vigilance opens the door totragedy.

Fairies leave behind changelings in exchange forthe babes they steal. These are most typically

ugly children of their own. Sometimes, an eldermember of the fairy tribe will consent to act asthe changeling. Such volunteers are usually tooold to be useful anymore and more than happyto pretend to be children, completely cared forby humans. This method is most usual if thefairies have further designs on the familybeyond simply taking the baby. This allowsthem to put a spy in the household. If theyhave no child or elder to leave behind, fairieswill leave a log, which is enchanted to appearliving for a short time; then it “dies.”

Changelings are characterized by weak bodies.They are usually underdeveloped and precocious– much more so than one would expect forsomeone of their age. They are also ugly,though not hideously so.

They grow into weak adults. Much like runts ofthe litter, they are never able to effectivelycompete with others. They simply lack thephysical prowess. However, they do haveenhanced minds and a connection with thesupernatural. This is sometimes helpful tothem later in life, and a few become druids orvates to make best use of these abilities.

There are numerous tests to determine if achild is a changeling. Most of them areincredibly inhumane. Pelting a child with nailsto see if he or she cries out is one method.Another is to place the child in the hearth –many Celts believe that fairies can be exorcisedby fire; if it is a changeling, the fairy spirit willfly up the flue. Exposure is another commontest, either leaving the child out in the cold oron a dung heap.

Most of these tests center around the idea that,if the changeling is made unwelcome, it willleave, and the family’s true child will be returned.Thus, everything from “benign” neglect totorture is used to encourage the changeling toleave and bring back the stolen baby.

There are some instances of kindness having thedesired effect. One method of exorcism is tomake the changeling laugh. If this can be done,it will be delighted with the mortal’s clevernessand vanish, returning the original child.Showing kindness to the foreign child has alsobeen known to move the thieving fairies to pity.

ChangelingChangelings are created as if they arehuman characters. However, they havethe following modifiers:-6 Strength (minimum score: 3)-2 Dexterity (minimum score: 3)-2 Constitution (minimum score: 3)+2 Intelligence+2 Wisdom+4 Racial Bonus Spellcraft checksChangelings also Detect Magic at willand may select one Fairy Power fromTable 7-3. They advance by CharacterClass.

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Feeling that such a family is worthy of its ownchild, the switch is made back.

The idea of changelings likely has its roots in apre-industrial society ’s attempt to deal withunwanted children. Because belief in fairies andtheir mischief is strong, it is a simple matter todeclare that an ugly child or a squalling one is achangeling. Few children can survive the “tests”that would vindicate them. Further, it is asimple matter to carry one’s baby off into thewoods and bury it, then replace it with a log inthe crib and claim that a fairy stole the child.

It was also likely an easy way to excuse a weakchild. A weakling isn’t one’s true son ordaughter. It was left by a fairy. There’s nothingto be done about it. As with all such

things from the beginning of time to thepresent, it is easy to blame supernatural forcesfor misfortune or lack of success than it isone’s self.

Protection from FairiesGood or evil, friendly or mean, fairies causetrouble for mortals. Thus, a prudent humankeeps several remedies in mind and at hand todeal with the Little People. There arenumerous ways to protect one’s self fromfairy mischief. They can be classified intothree basic categories: Actions, Herbs, andObjects. A great many of them are common.One critic has noted somewhat sarcasticallythat, with so many wards available, it is awonder that fairies were able to cause quiteas much trouble as their reputation claims.

ActionsCertain actions drive fairies away. The mostcommon is the sounding of bells andclappers. Gallic fairies in particular seem tobe prone to bell-ringing. Fairies don’t likethese noises and will attempt to get theperson making them to stop. Failing that,they leave.

Fairy Protection: ActionFairies can be turned similar toUndead creatures by those with theright tools. Bells and clappers workextremely well. A person ringing a bellor sounding a clapper may attempt aTurn Fairy check. The DC for the rollis 20, and the character may add his orher Charisma Modifier.Whistling offers a character extraprotection from Fairy Powers. Acharacter who whistles gains a +2Morale Bonus to all Saving Throwsagainst a fairy ’s magic. He or shemust be whistling in the round thatthe power is used to gain this bonus.

Fairy Protection: HerbsCharacters in possession of a four-leaf

clover are unaffected by Glamour and

the Fairy Power, Illusion. The herb

acts as though the person had True

Seeing cast on him or her. A four-leaf

clover will not reveal the true identity

of a polymorphed Little Person,

however, like Fairy Sight does.

St. John’s Wort and Red Verbena grant

a +2 Anti-Magic Bonus for all Saving

Throws against the effects of Fairy

Powers or spells from fairies. The

leaves must be worn in a garland or in

some other fashion, such as in

pendant, for the protection to be

effective.

A chain of daisies prevents any child

from being abducted and replaced with

a changeling. Daisies worn in the hair

or elsewhere force any fairy to make a

Will Save at DC 10 to approach a

character who wears them. This does

not prevent the fairy from using any

powers that will operate from a

distance.

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Whistling offers proof against fairies, especiallyon a dark night when one is walking homealone. This is a fine time for the moremalicious fairies to mislead a person or worse,and whistling helps convince them to find other

prey. With fairies’ early association with spiritsof the dead, this may be the origin of thepractice of “whistling past the graveyard.”

HerbsThere are several herbs that offer proof againstfairy magic, chief among them a four-leafclover. This rare plant enables the wearer to seethrough Glamour and other illusions. In fact, itis one of the ingredients in Fairy Ointment.

St. John’s Wort, also known as the herb ofmidsummer, is proof against fairy magic. Thosewith its leaves can use them as a ward againstthe enchantments of the Little People. RedVerbena also works in this capacity.

Daisies are intolerable to fairies. A chain ofdaises around the neck of a baby will preventthe Little People from abducting it andreplacing it with a changeling.

ObjectsThere are several objects that can be used toward off fairies. The first are bread and salt.These two items – the first representative oflife and the second of eternity – are spread overthe paths one expects the fairy to take to thehome. This prevents it from coming in thatdirection. Of course, it might find another wayto enter.

Self-bored stones offer some protection for theindividual who carries one. They are proofagainst fairy magic, and they are also hung overstables to prevent the Little People from ridingthe horses all night. More information on self-bored stones is available in the “Fairy MagicItems” section in Part 7.

Finally, most fairies cannot tolerate the touchof iron, and some will even shrink from itspresence. These latter can be forced to fleesimply by brandishing an iron object – usually aknife – in a threatening manner. The rest can beharmed or their powers taken away if they arebound in iron.

Fairy Protection: ObjectsScattering bread and salt in the pathof a fairy forces it to make a Will Saveat DC 15. If this Saving Throw isfailed, the fairy cannot cross the breadand salt. Most Celts will place this isin a ring around the house, but thisdoes not prevent the fairy from flyingin the house from the chimney. Therange of this ward’s power onlyextends 5 feet into the air.Self-bored stones are described in the“Fairy Magic Items” section in Part 7.However, hanging one over a stableforces fairies to make a Will Save atDC 15 to enter. A failure keeps thefairy out.Specific fairies can be turned bybrandishing an iron knife. Themechanics for doing so are describedin the listings of the individual fairiesthat can be affected. All fairies sufferfrom the touch of iron, though. Afairy that is touched by iron suffers1d4 points of damage. Additionally,the Little Person must make aFortitude Save or also take 1d3 pointsof Constitution Damage.A fairy that is bound in iron loses allof its Fairy Powers and any otherspecial abilities it has. It also takes1d3 points of Constitution Damageper week. If it’s Constitution score isreduced to 0 in this fashion, it dies.Once the iron is removed, though, allof its powers return instantly.

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Part 2: English FairiesWhile fairies exist across theCeltic World, they seem togather most prominently inBritannia. There, the Englishand Irish seem to have themost, and fairies in thosetwo countries interactregularly with humanity.Indeed, they willhave a profoundimpact on the culture andarts of these two peopleslong into the future.

Like mostareas,England’sfairies aredivided intoTrooping andSolitary Fairies.The latter arefurther dividedinto three basictypes: Goblins,Hobgoblins, andBrownies. Each isdetailed furtherin the sectionon SolitaryFairies.

Trooping FairiesThese fairies are of the extremelydiminutive variety. They stand roughlysix inches tall and resemble humanbeings. Like most fairies, they have gossamerwings that enable them to fly. They areexquisitely beautiful, with blonde hair and fairskin. They dress in flowing garments made ofsilk that are usually green, gold, or blue.

The Trooping Fairies of England organizethemselves into a court. Their king is Oberonand their queen Titania. Oberon is a fair king,but he is mischievous, playing pranks on hiscourtiers and on human beings.

They live in castles and communities builtunderground or in the magical kingdom of

Fairyland. The former are typically constructedbeneath the earth of sacred and magical placessuch as burial mounds, oak groves, and theancient stone circles. Fairyland, on the otherhand, exists parallel to the world of mortals andcan be accessed easily at certain times of theyear (festivals, equinoxes, solstices, eclipses,etc.) and by accident year-round.

While their intent is not malicious, EnglishTrooping Fairies are more dangerous thantheir Solitary cousins. They delight in luringhumans into Fairyland during festivals andencouraging them to celebrate with them.

However, time moves differently inFairyland, and a mortal can becomelost there forever.

Moreover, sometimes a mortal canstumble into Fairyland by mistake.

Entering uninvited is a serious offenseand usually results in the transgressor

receiving a horrible pinching. There is greattreasure to be had here, though, and a few

enterprising thieves have contrived to enter thestrange land and attempted to make off withthe gold they find there. Few succeed, andfairies have been known to kill for such crimes.

English Trooping FairiesEnglish Fairies use the DiminutiveFairy Base Statistics. They also receivethe following modifiers:+2 Charisma+8 Racial Bonus Diplomacy checksTrooping Fairies gain one extra FairyPower and the following Spell-likeAbilities:Charm Person – at will, Caster Level 5Haste – 3/day, Caster Level 7Hypnotic Pattern – 3/Day, CasterLevel 3

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Still, England’s Trooping Fairies bear humanityno ill will. They are perfectly happy to co-existpeaceably. Unfortunately, their prankingnatures, quick tempers, or magical qualitiescause unintended results. Unless a fairy ispunishing a person, he or she never intends tocause serious harm. Sadly, they often do.

FairylandFairyland is the magical realm where Oberonand Titania rule the fairy kingdom. It exists outof time and out of space with the mortal world,but it is accessible from this plane. Manytravelers have found themselves inadvertentlydrawn into Fairyland without realizing what hashappened until its denizens declare themtrespassers and savagely drive them off.

Fairyland resembles the mortal world, but it isbrighter and, though there is work that must beand is done, it is generally a happy place, givenover to celebration and merriment. Here, thepeople enjoy life, singing and dancing at everyopportunity. It is also a rich place. There aregreat treasures to be found here by theenterprising and the foolish.

Entering Fairyland from the MortalWorldGetting there is not easy, though. One has tobe in the right place at the right time. Ingeneral, a character searching for Fairyland willfind his or her way in 5% of the time. Table 2-1lists modifiers to this base percentage chance.

Table 2-1: Finding Fairyland ModifiersTo find and enter Fairyland, a character rolls d% when searching. Thebase chance to locate the strange realm is 5%. However, there areseveral modifiers that can increase and decrease his or her chance forsuccess. All modifiers stack.

Circumstance ModifierCeltic Feast Day +5%Feast of Beltaine* +5%Feast of Samhain* +10%Full Moon +3%Equinox +5%Solstice +3%Seeking to Rescue another Mortal +5%Seeking Fairy Riches -5%Searcher Has Been to Fairyland before +5%Searcher Has Fairy Magic Item +15%Searching Grove of Fairy Tree Triad +15%

* - This modifier is in addition to the modifier for it being a CelticFeast Day.Note that this is if the person is actively seeking entrance. A GM mayautomatically have his or her party stumble into Fairyland at any timeduring an adventure.

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However, those who actively seek Fairyland arenot the only ones who find it. Some travelersstumble upon it quite by accident. They will beout on a journey, only to discover that theyseem to have lost their way. In fact, what hashappened is that one of the many gateways tothe realm was open and in their path. Theywandered in without even noticing.

There are also those who are invited in by theresidents. Fairies, including the king and queen,will entice human beings to follow them into aforest or a grove of trees. In reality, a door toFairyland waits within the branches, and theunwitting mortals walk right through them andinto the other realm.

Fortunately, doorways to the mortal world fromFairyland are much more obvious. They stillmust be found, but they can plainly berecognized. Thus, those who find themselves inFairyland have an easier time leaving.

However, there are those mortals who findFairyland the hard way and are unable to leave.They are kidnapped by fairies. The vastmajority of these unfortunates are children whoare snatched from their cradles. However, thereare some women and even the occasional manwho are carried off to be consorts or spouses.Frequently, it is some fairy noble who engagesin this act. He or she becomes stricken by thebeauty of a human and simply must have himor her.

There are accounts of such victims beingrescued. This is not considered theft by fairies.They will not retaliate against a mortal forattempting to reclaim a lost spouse or child.However, it is difficult to accomplish. First thewould-be rescuer must somehow find his or herway into Fairyland. Then he or she has to locatethe kidnap victim. The act of bringing thecaptive home is very rarely one of snatch andgrab. Fairies are willing to forego their prizes,but only if the mortal rescuer can prove to beboth courageous and cunning. Thus, there isusually some test that the person mustperform. If he or she passes it, the fairies willallow him or her to escape with the captive. Ifnot, though, the individual loses the kidnappedmortal forever. The character finds himself or

herself thrust out of Fairyland and back ontothe mortal plane. For the rest of his or her life,the failed rescuer can never find the way backinto Fairyland again. To prevent the rescuerfrom simply grabbing the victim and taking off,the magic of Fairyland obfuscates him or herfrom the hero’s sight. If he or she succeeds atthe test, the kidnapped individual appearsbefore him. If not, he or she remains hidden.

TimeTime moves differently in Fairyland than itdoes in the mortal world. It is exceptionallyfast. This means nothing to immortal fairies,but for human beings who wander in, they

Table 2-2: FairylandTime Table

During most of the year, Fairylandmoves at the following speed:

Fairyland Mortal World1 hour 1 day1 day 1 week1 week 1 year

During the equinoxes and solstices,this rate is doubled. Thus, one hour inFairyland equals two days in themortal world. On feast days, the speedis tripled. So, one day equals threeweeks.The feasts of Beltaine and Samhain arespecial. On these nights, the fairiesdance all night long, and theyencourage any mortals who happenupon them to join in. Those who domust make a Will Save at DC 25. If itis failed, the human will dance withthe fairies until dawn. In the morning,roll d%. The result is the number ofyears that have passed overnight.

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often find that they return home days, weeks,and even years later, though they would swearthey were only there a short time.

The rate at which time moves in Fairylandvaries according to the time of year. It moves atone speed during most of the year, but it isfaster during equinoxes and faster still on feastdays. The great irony of this is that these are

also the times when Fairyland is easier formortals to find. Thus, they may accidentallywander in and then lose years as they moverapidly forward in time. While all Celts enjoycelebrating on the high feast days, it isimportant to exercise some caution at thesetimes since there is much more “magic in theair.” A drunken celebrator can wander into afairy party, get caught up in the revels, andwake the following morning to find that it ismany years later.

Solitary FairiesEnglish Solitary Fairies break down into threebasic types: Brownies, Goblins, andHobgoblins, each of which is described in fullerdetail below. On the whole, Solitary Fairies aremischievous in English folklore. They delightin playing pranks on humans and seem to gainno end of amusement from the trouble theycause. However, most of them are also helpfulto humans. Brownies in particular seem togreatly be concerned about the welfare ofmortals. All of the Solitary Fairies have someredeeming qualities to them, even the repugnantgoblins. However, all of them turn very wickedif angered or crossed.

English Solitary Fairies are larger than theTrooping variety. They typically are as big as ahouse cat, and stand as tall as the average man’sknee. Like their cousins, they use Glamour toshield themselves from detection (althoughtheir mischievous behavior often undercuts thisdefense). They do not usually steal children orkidnap women, though. They live with humanbeings rather than apart from them, and theirpranks are usually intended for amusement, notfor harm.

BrownieOf all the Solitary Fairies in England, theBrownie is the most human-looking. It appearsas a small shaggy-brown man either naked andcovered with thick, brown hair or with veryshabby brown clothes. They come up to theknee in height.

A Brownie is a treasure to any household. Hedoes any work that needs to be done. He willplow, reap, grind grain, clean, churn butter,

BrownieBrownies use the Tiny Fairy BaseStatistics. In addition they gain thefollowing modifiers:+2 Strength+4 Constitution-2 Dexterity-2 Wisdom-2 Charisma+4 Racial Bonus to Craft checksThey also gain the following specialabilities:Accelerate FeatRazeTeleport 1/DayRaze (Sp): This is the power of theBrownie to wreak vengeance on thosewho have profoundly insulted him. Hesimply points at an object and it isdestroyed. Glass shatters, chairs aresmashed, plants are blighted, fields areplowed over, whatever will ruin thehousehold or undo the work that theBrownie has done occurs. Magic itemsare immune to this effect and so is thestructure of the home itself, buteverything else within it and outsideare not. Animals need not worry. TheBrownie will not harm them for thestupidity of their owners.Teleport (Sp): Once per day, aBrownie may cast the Teleport spell.

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mend, or anything else that needs to be done.In fact, the more tedious the job, the more aBrownie would like to do it. They are extremelyindustrious workers and can be used tomotivate or report lazy workers in the fields.The Brownie has no patience for those who donot work hard and will punish anyone who doesnot meet its standards. In this way, they arevery useful to warriors and chieftains, who usethem as overseers.

Brownies must be paid for their services,though. For their work, they must receive a dishof the finest cream in the house and freshlybaked bread or cakes, the latter beingparticularly desired. To withhold payment or tooffer something else in return is an insult.Offended Brownies vanish, never to be seenagain by the people who betray them. If aBrownie is deeply offended, he will wreak havocin the home before he leaves. There are twosurefire means to make a serious enemy of aBrownie: offer him a new set of clothes orcriticize his work. Both will ensure not onlythat the fairy leaves for good, but that he alsoleaves the household in much worse shape thanhe found it.

For the most part, Brownies are good-naturedand friends to human beings. They enjoyworking and love to help out the mortalswhose homes they inhabit. Their fees areentirely reasonable, and they are consideredboth a blessing and a sign of good fortune inthe home.

GoblinA Goblin is not a green-skinned humanoidhiding in a mountain cave and waiting to besetunwary travelers. It is a spirit, and a verymalicious one at that. In many ways, Goblinsare the opposite of Brownies. They exist largelyto pester humans in their homes, creating asmuch mischief as possible.

Goblins come into houses and start causingtrouble. They break tools, furniture, and otheritems. They upset kettles and pots. They stealanything they can carry. They cause things tofall over. And they do all of this at night,making great noise while they do so.

Unfortunately, when the concerned homeownercomes out to see what has happened, theGoblins have used their Glamour to disappear,making them extremely difficult to catch.

When they can be seen, Goblins are hideous inappearance. They have scaly skin of green, blue,or grey color. They have devilish smiles andbat’s wings rather than the gossamer onescommon to most fairies. Unlike Brownies,which are usually solitary, Goblins generallytravel in packs – an infestation requires gettingrid of not just one of them but many.

In addition to causing havoc in the home,Goblins enjoy practical jokes. They will happilytrip passers-by, let tree branches loose so thatthey unseat riders, drop heavy objects on peopleas they pass underneath, and any other painfulbut otherwise harmless tricks of which they canthink. Their activities are almost alwaysaccompanied by maniacal laughter. They aregreatly amused by their own jokes, and thissometimes allows the unfortunate who hasfallen prey to their tricks to catch them: theysimply roll around laughing uncontrollably attheir own jests.

Goblin (Fairy)Goblins use the Tiny Fairy BaseStatistics. In addition, they receive thefollowing modifiers:-2 Constitution-2 Charisma+4 Racial Bonus to Disable Devicechecks+4 Racial Bonus to Escape Artistchecks+4 Racial Bonus to Pick PocketchecksGoblins also get two additional FairyPowers, two additional Feats, and theability to cast Telekinesis at will asthough they were 5th Level casters.

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Ironically, Goblins are extremely fond ofchildren. While they infest homes with theirmischief, they will give presents and otherrewards to good little boys and girls who mindtheir parents and act properly. Perhaps this is sothat they will have an ally in the house.Perhaps it is so that they will appear to beearning their keep and therefore cause thehomeowner to put up with their deviltry.

The only way known to get rid of Goblins is toscatter flax seed across the entire floor of thehome. Goblins cannot stand this particularmess and will set to cleaning it up immediately,gathering the seeds as rapidly as they can.However, there are far too many for them tofinish the job in a single night. Repeateddustings force the Goblins to start over. After afew nights of this, the Goblins simply give upand move on in search of a house where theycan have more fun.

HobgoblinSometimes called simply, “Hobs,” Hobgoblinsare also spirits, not humanoid monsters livingin the wilderness. Unlike Brownies, who seemto be good at everything, and Goblins, who are

bent on mischief, Hobgoblins are benevolentsprites that specialize in caring for the home. Infact their name is made up of two words –“hob,” meaning “hearth,” and “goblin,”meaning “spirit” – that together translate as“spirit of the hearth.”

Hobgoblins focus on tasks around the home.They clean, mend, cook, and do other thingsthat keep the home and hearth warm andorderly. They expect to find the hearth sweptclean and water left aside for them. If they findsuch, they will perform all manner of work tomake the home nicer. Like Brownies, Hobgoblinstend to be solitary, though bands of two to fiveare known (and greatly appreciated since theycan do many times more work).

However, they do bear several similarities totheir Goblin cousins. First, they are ugly. Someappear scaly and demonic-looking like Goblinsdo. Others look simply outlandish. One of themost famous hobgoblins, Robin Goodfellow,has a human upper body, but the legs of a goat,so that he resembles a faun. Regardless, allHobgoblins have an alien appearance.

They also love to prank, even on those whomthey are benefiting. Like Goblins, Hobgoblinssimply love to laugh at their own jests, and thebest jokes they know are made at the expense ofanother. Still, their pranks are largely harmlessunless they become angry, in which case theyare far worse than any Goblin. Mosthomeowners who suffer from light-heartedHobgoblin pranks choose to put up with it.The benefits to the home are too great.Oftentimes, Hobgoblins test travelers andhumans in their home. They will perform sometrick on them. If the person becomes angry theyare tormented or the Hobgoblin leaves. If theyrespond favorably, though, it stays and offerssome reward.

Legendary English FairiesListed below are some of the most importantand memorable fairies in English culture.

OberonOberon is the King of the Fairies in England.He rules them from Fairyland along with hiswife and queen, Titania. However, he likes to

Hobgoblin (Fairy)Hobgoblins use the Tiny Fairy BaseStatistics but add the followingmodifiers to the template:+1 Hit Die+2 Intelligence-2 Charisma+4 Racial Bonus Animal Empathychecks+2 Racial Bonus Craft checks+2 Racial Bonus Sense Motive checksHobgoblins receive three additionalFairy Powers and one extra Feat.

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Oberon (King of the Fairies)Size: Diminutive Fey

(English Trooping Fairy)Hit Dice: 6d6+6Hit Points: 27Initiative: +3 (Dex)Speed: 10 feet, Fly 40 feet (Good)AC: 16 (+3 Size, +3 Dex)Attacks: Pinch +9 melee (1d6-2)Face/Reach: 1 foot by 1 foot / 0 feetSpecial Attacks: Compel, Dazzle,

Hold Person, Spell-like AbilitiesSpecial Qualities: Blink, Curse,

Fairy Feast, Fairy Sight, Fairy Subtype, Glamour, Polymorph Self

Saves: Fort +3, Ref +8, Will +7

Abilities: Str 6, Dex 17, Con 12, Int 13, Wis 15, Cha 15

Skills: Animal Empathy +6, Bluff +10, Craft +10, Diplomacy +10, Heal +6, Hide +7, Spellcraft +8

Feats: Trip, Weapon Finesse (Pinch)

Challenge Rating: 3

Alignment: Chaotic Good

Blink (Sp): Oberon may “blink” at will as though the Arcane Spell of the same namehad been cast on him. All attacks on him suffer a 50% chance to miss. Spells castagainst him fail 50% of the time. However, there is a 20% chance for Oberon’s ownattacks to fail too. He can cancel this ability as a Move Equivalent Action.Compel (Sp): Oberon’s version of Compel is a little different than normal. It doesnot work if the mortal has not addressed him. Until such time, Oberon cannot use thispower. Once the person does speak to him, though, the DC for the Will Save to resistthe effect is 25.Glamour (Su): Like all fairies, Oberon can remain hidden from mortal view. Thisability allows him to be invisible to human beings but has no effect on animals or onmagical creatures. Unfortunately, it’s not perfect. Some humans can see through it.Any human character can make a Will Save at DC 14. If it is made, the character cansee Oberon.Oberon can make his presence known to mortals at any time. He simply needs to dropthe Glamour. Attacking a human will also cause Glamour to drop just as if Oberon hadattacked while under the influence of an Invisibility spell. Glamour can be raised againas a Standard Action, however, if the target human spots Oberon before this can bedone, Glamour will not work. Regardless, target humans get a +2 CircumstanceBonus to the Will Save to see through Glamour each time Oberon attacks him or her.These bonuses are cumulative.Hold Person (Sp): Oberon can cast Hold Person at will as if he were a 10th Levelcaster.Polymorph Self (Sp): Oberon can shape-shift at will. He can transform himself intoany creature (including a human) up to Medium Size. The transformation lasts aslong as he wishes, but it does sometimes fail. Once per day, Oberon must make a WillSave at DC 12. If it is failed, he reverts to his natural state. Because this is, in essence,an illusion, he may not notice that something has gone wrong and must make a Spotcheck at DC 12 or continue acting as though still in his polymorphed form.

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haunt the woods of the mortal world with hisretinue, playing pranks on any humans heencounters there. Oberon is just but extremelyimpish, and few mortals who encounter himleave the experience without some level ofharassment. He attempts to detain all travelersand draw them into Fairyland, whereupon theylose time (see above).

Like most English Trooping Fairies, he is verysmall. In fact, he is shorter than most of hissubjects, standing only four and a half inchestall. Despite his short stature, he is veryhandsome. He was once extremely ugly, and hisname was Tronc. However, the fairies took pity

on him. They used their magic to make himbeautiful and then made him their king.

Aside from attempting to detain travelers,Oberon has frightening influence over mortals.Those who speak to him are forever in hispower, willing to do what he says. Thus, Celtsare taught not to speak to Oberon if theyencounter him, no matter what he does. Hemay rage or use great magic to intimidatehuman beings into addressing him, but, so longas they resist, he will eventually give up andmove on to other prey – usually afterperforming some final prank for not amusinghim further.

Oberon (King of the Fairies) (cont’d)Spell-like Abilities: Oberon can cast the following spells:Charm Person – at will, Caster Level 5Haste – 3/day, Caster Level 7Hypnotic Pattern – 3/Day, Caster Level 3Skills: Oberon gets a +8 Racial Bonus to Diplomacy checks.Curse (Sp): Oberon places curses on mortals who particularly displease him. Targetsof this ability suffer a permanent -2 Magical Penalty to their Armor Classes.Additionally, they must roll a d6 each time they make an attack roll, Saving Throw, ora Skill check. If the result of the d6 throw is a “5” or “6,” the character must re-rollthe d20 if it was successful. The character must keep the less fortunate of the tworesults. A successful Will Save at DC 28 will prevent this nasty power from takingeffect.Dazzle (Sp): Oberon can create a burst of brilliant light, affecting an area with aradius of 5 feet. The embers of this explosion zip back and forth, seeking the eyes ofother targets. Those in the area of effect when this power goes off must make a ReflexSave at DC 17 or be Blinded for 1d10 rounds. Additionally, the embers cause all non-Blinded characters to suffer a -4 Circumstance Penalty on their attack rolls for 16rounds.Fairy Feast (Sp): Oberon can create a small feast for up to eight people of Mediumor Small Size. Unlike the Divine Spell, Create Food and Water, the food is quiteexcellent. However, rather than decaying in 24 hours, this food turns to twigs in fourhours. The meal is nourishing, but it doesn’t last as long as normal food. Those whopartake of it, find themselves hungry again in only two hours.Fairy Sight (Su): Oberon is immune to the effects of Glamour. He can see throughall illusions and can identify anyone no matter how they are disguised includingpolymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.

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Titania (Queen of the Fairies)Size: Diminutive Fey

(English Trooping Fairy)Hit Dice: 5d6+5Hit Points: 24Initiative: +3 (Dex)Speed: 10 feet, Fly 40 feet (Good)AC: 16 (+3 Size, +3 Dex)Attacks: Pinch +3 melee (1d6-2)Face/Reach: 1 foot by 1 foot / 0 feetSpecial Attacks: Chaos, Entangle,

Spell-like AbilitiesSpecial Qualities: Cure Light

Wounds, Fairy Sight, Fairy

Magic Item – Fairy Dust, Polymorph Object, Polymorph Self

Saves: Fort +2, Ref +7, Will +6

Abilities: Str 6, Dex 17, Con 12, Int 13, Wis 15, Cha 15

Skills: Animal Empathy +12, Bluff +6, Craft +10, Diplomacy +8, Heal +6, Hide +7, Spellcraft +6

Feats: Fly-by Attack, Quicken Fairy Power

Challenge Rating: 3Alignment: Neutral Good

Chaos (Sp): This power works similar to the Confusion spell. There are a fewdifferences, the most important of which is that the effect lasts until Titania cancelsit or until the subjects make a Saving Throw to resist its effects. The effective rangeis a circle with a radius of 20 feet. The Save to resist it is a Will one, and it must bemade at DC 22. A new Saving Throw may be attempted every round, but it must bemade at a -2 Circumstance Penalty. This penalty does not increase no matter howmany times the target character fails the Save.Affected characters roll on Table 7-3 (page 70) to determine what action they take. Atthe beginning of each round there is a 50% chance that the affected character willcontinue in his or her “chosen” action. If not, roll randomly to determine a new one.Cure Light Wounds (Sp): Titania may cast Cure Light Wounds as though she werea 5th Level caster at will.Entangle (Sp): Titania may cast Entangle at will. Caster Level is 10th.Fairy Sight (Su): Titania is immune to the effects of Glamour. She can see throughall illusions and can identify anyone no matter how they are disguised includingpolymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Like all fairies, Titania can remain hidden from mortal view. Thisability allows her to be invisible to human beings but has no effect on animals or onmagical creatures. Unfortunately, it’s not perfect. Some humans can see through it.Any human character can make a Will Save at DC 14. If it is made, the character cansee Titania.

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TitaniaTitania is the Queen of the Fairies inEngland. She is the wife of Oberon. She ishas an extremely regal bearing, ismagnificently beautiful, and is attended by an

entourage of fairies only a little less comelythan she.

Like Oberon, her home is Fairyland, but shespends a great deal of her time in the woodsof the mortal world. Here, she weaves magic

Titania (cont’d)Titania can make her presence known to mortals at any time. She simply needs to dropthe Glamour. Attacking a human will also cause Glamour to drop just as if she hadattacked while under the influence of an Invisibility spell. Glamour can be raised againas a Standard Action, however, if the target human spots Titania before this can bedone, Glamour will not work. Regardless, target humans get a +2 Circumstance Bonusto the Will Save to see through Glamour each time Titania attacks them. Thesebonuses are cumulative.Illusion (Sp): Titania can create illusions that are visible, make sounds, have smells,etc. The only thing that they cannot be is touched. Once someone touches one of herillusions, it vanishes. The power only works on human beings. Animals, magicalcreatures, and other fairies are unaffected by it. It has a range of 400 feet. When it isseen, every person gets a Will Save at DC 17. Those who succeed do not see theillusion. Those who fail see it and believe wholeheartedly in it. They cannot beconvinced otherwise until the thing is touched and vanishes.Magic Item – Fairy Dust: Titania has a pouch of Fairy Dust that she keeps handy. Itcontains enough dust for five uses before it must be refilled. She makes certain it isfull each night before she goes out into the mortal world.Polymorph Object (Sp): Titania can turn one inanimate object into another.However, there are two important limitations to this power. First, only inanimateobjects can be affected. Second, there is a time limit to the effect. In general, this is 24hours, but it is reduced one hour for every five pounds the object weighs over 10. Theminimum duration is 30 minutes.Titania can create precious metals and other valuables through the use of PolymorphObject, but they have little value since they will not retain their shape. This sort ofthing is usually done to assist a human since Titania no use for gold or silver herself.Polymorph Self (Sp): Titania can shape-shift at will. She can transform herself intoany creature (including a human) up to Medium Size. The transformation lasts as longas she wishes, but it does sometimes fail. Once per day, Titania must make a Will Saveat DC 12. If it is failed, she reverts to her natural state. Because this is, in essence, anillusion, she may not notice that something has gone wrong and must make a Spotcheck at DC 12 or continue acting as though still in her polymorphed form.Spell-like Abilities: Titania can cast the following spells:Charm Person – at will, Caster Level 5Haste – 3/day, Caster Level 7Hypnotic Pattern – 3/Day, Caster Level 3Skills: Titania gets a +8 Racial Bonus to Diplomacy checks.

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with her fairy retinue. She is the friend to theforest and is fond of the woodland creaturesthat live there.

She is tolerant of human beings and bears themno particular ill will. However, she has littlepatience for those who despoil the woods sheso loves. These mortals she punishes as severelyas she is able. It is rare that she allows a human

being to see her. Those that do have usuallyearned her wrath.

PuckAlong with Robin Goodfellow, with whom he issometimes confused, Puck is the most famousHobgoblin in English tradition. He isextremely crafty and seems to enjoy pranking

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PuckSize: Tiny Fey (Hobgoblin)Hit Dice: 7d6+7Hit Points: 34Initiative: +3 (Dex)Speed: 10 feet, Fly 40 feet (Good)AC: 15 (+2 Size, +3 Dex)Attacks: Pinch +4 melee (1d6-1)Face/Reach: 2 1/2 feet by 2 1/2 feet /

0 feetSpecial Attacks: Blight, Curse, Hold

Person, Polymorph OtherSpecial Qualities: Blink, Fairy Sight,

Fairy Subtype, Glamour, Illusion,

Polymorph Object, Polymorph Self, Ventriloquism

Saves: Fort +3, Ref +8, Will +7

Abilities: Str 8, Dex 16, Con 13, Int 13, Wis 15, Cha 12

Skills: Alchemy +8, Animal Empathy +4, Bluff +7, Craft +12, Heal +7, Intimidate +7, Sense Motive +14

Feats: Accelerate, Trip

Challenge Rating: 4Alignment: Chaotic Neutral

Blight (Sp): This is a devastating power feared by mortals everywhere. It enablesPuck to inflict a permanent debilitating condition on the target, usually in punishmentfor violation of some tenet of fairy morality.To use it, Puck chooses the condition he or she wishes to inflict. It could be blindness,deafness, rheumatism, palsy, or any other affliction that comes with a lifetimeguarantee. The target makes a Fortitude Save at DC 27. If the Saving Throw fails, thecharacter suffers from the effects of the condition. The duration for this ability ispermanent unless Puck revokes it.Blink (Sp): Puck can “blink” at will as though the Arcane Spell of the same namehad been cast on him. All attacks against him suffer a 50% chance to miss. Spells castagainst him fail 50% of the time. However, there is a 20% chance for Puck’s ownattacks to miss too. He can cancel this ability as a Move Equivalent Action.Curse (Sp): Puck can curse mortals to suffer a permanent -2 Magical Penalty to theirArmor Classes. Additionally, afflicted targets must roll a d6 each time they make anattack roll, Saving Throw, or a Skill check. If the result of the d6 throw is a “5” or “6,”the character must re-roll the d20 if it was successful, keeping the less fortunate ofthe two results. To avoid this fate, target humans must make a Will Save at DC 28.

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Puck (cont’d)Fairy Sight (Su): Puck is not fooled by illusions. He is immune to the effects ofGlamour and sees the true identity of anyone he encounters, even if the individual hasbeen polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Puck can remain invisible to human beings. This power has no effecton animals or on magical creatures. It’s not perfect, though. Some humans can seethrough it. All people who encounter Puck make a Will Save at DC 16. If it is made,the character can see through Puck’s Glamour.Puck can make his presence known to mortals at any time. He simply needs to dropthe Glamour. Attacking the human causes the Glamour to drop as well, just as if hehad attacked while under the influence of an Invisibility spell. Glamour can be raisedagain as a Standard Action, however, if the target human spots Puck before this can bedone, Glamour will not work. Regardless, target humans get a +2 Circumstance Bonusto the Will Save to see through Glamour each time Puck attacks them. These bonusesare cumulative.Hold Person (Sp): Puck can cast Hold Person at will as if he were a 10th Level caster.Illusion (Sp): Puck can create illusions that are visible, make sounds, have smells, andany other effects of which he can think. The only thing that they cannot be is touched.Once someone touches one of Puck’s illusions, it vanishes. The power only works onhuman beings. Animals, magical creatures, and other fairies are unaffected by it. It hasa range of 400 feet. Every person who encounters one of Puck’s illusions gets a WillSave at DC 17. Those who succeed do not see it at all. Those who fail see the illusion,and believe wholeheartedly in it. They cannot be convinced otherwise until the thing istouched and vanishes.Polymorph Object (Sp): This ability enables Puck to turn one inanimate object intoanother. The only limitations on this power are: only inanimate objects can be affected,and the object only remains transformed for a short amount of timer. In general, thisis 24 hours, but it is reduced one hour for every five pounds the object weighs over 10.The minimum duration is 30 minutes.Puck can create precious metals and other valuables through the use of PolymorphObject, but he usually does so as a prank. He offers riches to silly mortals who are notwise enough not to accept such things from a fairy they met in the dark. Then helaughs heartily when the poor dupes discover they have turned back into leaves orsticks. Puck has no use for gold and loves to torment those who do.Polymorph Self (Sp): Puck can shape-shift at will. He can transform himself intoany creature (including a human) up to Medium Size. The transformation lasts as longas he wishes. Puck’s Polymorph Self ability never fails like other fairies’ does.Additionally, he has changed forms so many times, that, while he can be recognized asPuck no matter what guise he takes, Fairy Sight will not reveal what his true form is.Ventriloquism (Sp): Puck can cast Ventriloquism as if he were a 5th Level caster.This power works at will.Skills: Puck gets a +4 Racial Bonus to Animal Empathy checks and a +2 RacialBonus to Craft and Sense Motive checks.

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more than any other fairy. It is, it appears, partof his very nature.

Puck is impossible to describe. He uses hisshape-shifting abilities so often that no one canauthoritatively say what his true form is. Most

Robin GoodfellowSize: Tiny Fey (Hobgoblin)

Hit Dice: 6d6+6

Hit Points: 29

Initiative: +3 (Dex)

Speed: 10 feet, Fly 40 feet (Good)

AC: 15 (+2 Size, +3 Dex)

Attacks: Pinch +4 melee (1d6-1)

Face/Reach: 2 1/2 feet by 2 1/2 feet /0 feet

Special Attacks: Blight, Chaos, Curse, Entangle

Special Qualities: Cure Light

Wounds, Fairy Sight, Fairy Subtype, Glamour, Polymorph Object, Polymorph Self

Saves: Fort +3, Ref +8, Will +7

Abilities: Str 8, Dex 16, Con 13, Int 13, Wis 15, Cha 12

Skills: Alchemy +8, Animal Empathy +4, Bluff +7, Craft +12, Heal +7, Intimidate +7, Sense Motive +14

Feats: Accelerate, Trip

Challenge Rating: 4

Alignment: Chaotic Good

Blight (Sp): Robin Goodfellow can inflict a permanent debilitating condition on ahuman being. Robin chooses the condition he will inflict. It could be blindness,deafness, rheumatism, palsy, or any other affliction that lasts a lifetime. The targetmakes a Fortitude Save at DC 28. If the Saving Throw fails, the character suffers fromthe effects of the condition. The duration for this ability is permanent unless Robinrevokes it.Chaos (Sp): This power works similar to the Confusion spell. There are a fewdifferences, the most important of which is that the effect lasts until Robin cancels itor until the subjects make a Saving Throw to resist its effects. The effective range isa circle with a radius of 20 feet. The Save to resist it is a Will one, and it must be madeat DC 23. A new Saving Throw may be attempted every round, but it must be madeat a -2 Circumstance Penalty. This penalty does not increase no matter how manytimes the target character fails the Save.Affected characters roll on Table 7-3 (see page 70) to determine what action they take.At the beginning of each round there is a 50% chance that the affected character willcontinue in his or her “chosen” action. If not, roll randomly to determine a new one.Cure Light Wounds (Sp): Robin can cast Cure Light at will as if he were a 5th Levelcaster.Curse (Sp): Robin can curse target human beings with a permanent -2 MagicalPenalty to their Armor Classes. Additionally, the target must roll a d6 each time he orshe makes an attack roll, Saving Throw, or a Skill check. If the result of the d6 throwis a “5” or “6,” the character must re-roll the d20 if it was successful, keeping the lessfortunate of the two results. A successful Will Save at DC 26 prevents the Curse fromtaking effect.

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believe him to look like a normal Goblin, butthis is only because no one can say for surewhat he really looks like. He chooses alienforms, but he frequently wears a new one eachnight. All fairies recognize him for who he is nomatter what his guise.

Puck is at once sinister and helpful. He oftenacts much like a Will o’ the Wisp, luringtravelers astray. He encounters them at nightwith a candle in his hand. He offers to guidethem to safety. However, instead, he leads themto a ravine or other hazardous obstacle, blows

Robin Goodfellow (cont’d)Entangle (Sp): Robin can cast Entangle at will. His Caster Level is 5th.Fairy Sight (Su): Robin is not fooled by illusions. He is immune to the effects ofGlamour and sees the true identity of anyone he encounters, even if the individual hasbeen polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Robin can remain invisible to human beings. This power has no effecton animals or on magical creatures. It’s not perfect, though. Some humans can seethrough it. All people who encounter Robin make a Will Save at DC 16. If it is made,the character can see through Robin’s Glamour.Robin can make his presence known to mortals at any time. He simply needs to dropthe Glamour. Attacking the human causes the Glamour to drop as well, just as if hehad attacked while under the influence of an Invisibility spell. Glamour can be raisedagain as a Standard Action, however, if the target human spots Robin before this canbe done, Glamour will not work. Regardless, target humans get a +2 CircumstanceBonus to the Will Save to see through Glamour each time Robin attacks them. Thesebonuses are cumulative.Polymorph Object (Sp): Robin can turn one inanimate object into another. Thereare two limitations to this power. First, only inanimate objects can be affected. Second,there is a time limit to the effect. In general, this is 24 hours, but it is reduced onehour for every five pounds the object weighs over 10. The minimum duration is 30minutes.Robin Goodfellow can create precious metals and other valuables through the use ofPolymorph Object. He frequently gives these back to the poor and suffering.Unfortunately, because they revert to the leaves from which he makes them, his help isoften short-lived. Prudent mortals who receive such gifts from Robin spend the moneyquickly.Polymorph Self (Sp): Robin can shape-shift at will. He can transform himself intoany creature (including a human) up to Medium Size. The transformation lasts as longas he wishes, but it does sometimes fail. Once per day, Robin must make a Will Saveat DC 14. If it is failed, he reverts to his natural state. Because this is, in essence, anillusion, he may not notice that something has gone wrong. Robin must make a Spotcheck at DC 14 or continue acting as though he were still in his polymorphed form.Skills: Robin gets a +4 Racial Bonus to Animal Empathy checks and a +2 RacialBonus to Craft and Sense Motive checks.

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out his candle, laughs hysterically, and thenleaps away, leaving the poor souls to find theirown way back in the dark.

He revels in human folly, taking advantage ofany mistake a person makes and punishing thepoor fool for it. Whatever the person’sshortcoming, that’s what Puck exploits. Hedoes not do so to cause harm. Like most fairies,he simply can’t help but be amused by practicaljokes played on human beings. Thus, helooks for opportunities wherever theyappear, using a person’s shortcomingsagainst them.

However, Puck has his softer side. Likemost Hobgoblins, he will performhousehold chores for a dish of cream.He never stays very long, though. Hegrows bored with such things and mustfind amusement elsewhere. He isespecially moved by scorned lovers. Hewill seek out those who have done themwrong and punish them severely.

Robin GoodfellowAnother famous Hobgoblin in Englishmythology, Robin Goodfellow issometimes mistaken for Puck. He is theson of Oberon and a mortal woman.He appears much like a faun. He hasthe legs of a goat but the upper bodyof a man and horns on his head.

Like Puck, he is a playful trickster wholeads mortals astray and performs othermischief to amuse himself. However, he is alsomore like other Hobgoblins in that he can bevery helpful around the house. He will performany undone household chores, for which heexpects to be left a dish of the finest cream.

He also is renowned as a champion of the poorand the oppressed. Celtic lords who oppresstheir lessers (in essence, all of them) can expectgreat torment from him until such behaviorceases. He will especially help the poor withtheir housework so that they may enjoy a fewcarefree moments.

In later years, he will come to be associatedwith Robin Hood. The famous robber wasthought by many to be a wood spirit, not an

actual man, and his affinity for stealing fromthe rich and giving to the poor echoes RobinGoodfellow’s reputation strongly.

Like many spirits, Robin can be vicious whenangered. He torments those who have offendedhim unmercifully, and his name is sometimes aeuphemism for bad luck as a result.

Part 3: Irish Fairies

Irish Fairies follow a slightly different modelthan those of other Celtic countries. Whilethey do have their Little People – bothTrooping and Solitary – the Irish fairy legendhas a strong connection to the Tuatha déDanann, the magical race of beings thatfounded the island nation. Thus, some of thefairy types in this part of the book do notfollow the templates established elsewhere.These are noted in their individual descriptions.

The SidheThe Sidhe (pronounced, “shee”) comprise theTrooping Fairies in Ireland, but they are not theminute, winged creatures that are other LittlePeople. The vast majority of them are the samesize as human beings. They are known

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euphemistically as “the Lordly Ones,” “thePeople of the Mound,” and “the Good People.”They are descended from the Tuatha déDanann, who were defeated by the Milesians.Afterwards, they withdrew to the sanctuary offairy cairns, dwellings under mounds, and themagical kingdom of Tír na nóg, located on anisland to the west of Ireland.

The Sidhe are tall and regal-looking on the rareoccasions they allow themselves to be seen.They are, on the whole, benevolent towards

mortals, seeing Irish citizens as under their careand protection. However, they can be angeredby mortals showing disrespect such as violatingsacred trees and mounds. They are fearsomeprotectors of the Fairy Trees and will nottolerate their being defiled. Those who do soare cursed.

They can be detected by a strange hummingsound that always accompanies their presence.This sound resembles a swarm of bees, and it canbe heard even when the Sidhe remain invisible.

SidheThe Sidhe do not use any of the Fairy Base Statistics templates. They are their ownrace, and thus use the following statistics.

Size: Medium FeyHit Dice: 6d6+12 (33 Hit Points)Initiative: +2 (Dex)Speed: 20 feetAC: 19 (+2 Dex, +7 Magical

Chainmail Armor)Attacks: Greatsword +4 melee

(2d6+1), or Celtic Throwing Spear +5 ranged (1d6+1)

Face/Reach: 5 foot by 5 foot / 5 feetSpecial Attacks: None.Special Qualities: 4 Fairy Powers,

Fairy Sight, Fairy Subtype, Glamour, Polymorph Self

Saves: Fort +4, Ref +7, Will +7Abilities: Str 12, Dex 14, Con 14,

Int 15, Wis 15, Cha 17

Skills: Alchemy +6, Craft +7, Heal +7, Hide +7, Knowledge (Nature) +10, Scry +10, Spellcraft +6, Wilderness Lore +10

Feats: Select 3

Climate/Terrain: Any Temperate Land, usually Forest

Organization: Solitary, Group (2-5), or Clan (20-50)

Challenge Rating: 3

Treasure: Standard (3 x Standard if encountered at home)

Alignment: Usually Lawful Good

Advancement: 7-12 HD (Medium)

Fairy Powers (Sp): When creating the Sidhe, select any four Fairy Powers from Table7-2. If you advance the Sidhe, select one additional power for every two additional HitDice.Fairy Sight (Su): Like other fairies, the Sidhe are not fooled by illusions. They seethrough them as if they had True Seeing cast on them. This ability also makes themimmune to the effects of Glamour, and they may see the true identity of anyone theyencounter, even if the individual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.

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The Sidhe instruct the Irish mortals not tobuild their houses on Fairy Paths, which areakin to Ley Lines. These are lines of greatpower that run through the earth that theSidhe use to power their magic. Homes builton them are plagued with problems. Theyshake periodically, they attract strangecreatures, and those that live within their wallsare continually smitten with misfortune.Consequently, a druid or other expert is oftencalled in to consult on the building of anyhome prior to construction to make certain thesite does not cross a Fairy Path.

Tír na nÓgKnown as the Land of Perpetual Youth, Tír nanÓg is the home of the Sidhe. It lies on a small

island somewhere to the west of Ireland. It is aland of paradise. It is never too hot and never toocold on Tír na nÓg. It is, on the whole, Edenic.

Like Fairyland, time moves differently on themagical island. It speeds along at an incrediblepace. There, a day seems like only an hour and ayear like only a day. However, despite this rapidpace of time, no one ever ages on Tír na nÓg.Any mortal who comes to the island may staythere forever and never die. However, he or shemust be willing to give up all contact with hisor her friends and family, since those remainingin the mortal world will likely die before therefugee returns to see them.

Finding Tír na nÓg is not easy. It lies out inthe middle of the ocean, and it cannot be foundby any standard ship. After crossing the sea, the

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Sidhe (cont’d)Glamour (Su): The Sidhe can remain hidden from mortal sight – they are completelyinvisible. Animals and magical creatures can see them, however. Unlike other fairies, aSidhe’s Glamour is perfect in that it cannot be seen through casually. However, theirpresence is accompanied by a humming sound that is perceptible to human ears.Noticing requires the human being to make a Listen check at DC 10. If successful, thecharacter hears the sound and may look around to see if he or she can find its source.Doing so is not easy. The noise seems to come from all around, and pinning it downrequires a Wisdom check at DC 20.If the character makes the Wisdom check, he or she notices an occasional glowing thatis almost imperceptible. By following this glowing as it moves, the mortal can track theSidhe’s movements. Attacks on it are -2 to the attack roll, however, until such time asthe Sidhe drops the Glamour.The Sidhe can, of course, make his or her presence known to mortals at any time. Heor she simply needs to drop the Glamour and the human being can see him or her. Notetoo that attacking the human will cause the Glamour to drop as well, just as if theSidhe had attacked while under the influence of an Invisibility spell. Glamour can beraised again as a Standard Action, however, if the target human spots the fairy beforethis can be done, Glamour will not work.Polymorph Self (Sp): Sidhe can shape-shift at will. The fairy can transform itselfinto any creature (including a human) up to Large Size. The transformation lasts aslong as the Sidhe wishes.Skills: Sidhe gain a +4 Racial Bonus to Knowledge (Nature) and Wilderness Lorechecks.

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voyager must plunge beneath the waves andtravel for a time submerged before re-emergingagain to find the strange island. The Sidhe rideFairy Horses that cross the ocean as if it weredry land to journey back and forth betweenIreland and their magical homeland.

The Gentry“The Gentry” is one of many colloquialismsfor those Irish fairies that are not Sidhe. “TheLittle People” is another common phrase and isused with the utmost respect. The Gentry areorganized loosely into clans, but they qualify asSolitary Fairies much more than Trooping onesbecause they are usually encountered singly.

While Solitary Fairies in other countries tendto be more malevolent than the Troopingvariety, they are not so in Ireland. The Gentryare, for the most part, as benevolent and askind as the Sidhe. They are more mischievous,but they are not maliciously so. Theygenerously lay bannocks – little cakes – on theroad for hungry travelers. However, if thebannocks are refused or otherwise not eaten, thefairies become angry and beat the travelers whodo so. Such punishment generally takes theform of an invisible pinching. It does not dowell to ignore the hospitality of the Gentry.They take offense very easily.

When they can be seen, they appear as tinywingless fairies about the size of a toad. Theyare, like most fairies, exquisitely beautiful. Theydress sometimes in the richest of clothes andother times in the poorest of rags, but the colorof these garments is always green. As is usual,they enjoy feasting and dancing, particularly onthe Celtic feast days. The Gentry are verysecretive about their ways and are among themost vindictive fairies if discovered when theywant their privacy.

Legendary Irish FairiesFollowing are some of the most famous fairiesin Irish lore.

Bodb DeargBodb Dearg is the King of the Sidhe. He is theson of the Dagda and was one of the chieftainsof the Tuatha dé Danann when they weredefeated by the Milesians. He earned the job ofKing of the Sidhe as the result of a council ofleaders. He and four others, among themAngus Og, conferred to determine who shouldbe the leader of all the Sidhe, and he wasunanimously selected.

Bodb Dearg originally owned the White Bull,Findbennach, that was the cause of the famousCattle Raid of Cooley. He does not live in Tírna nÓg but rather under the mound Sidh-ar-Femhin, which is on the plain of Cashel. Thegreat musician, Cliach, once gained entrance toBodb’s demesne by standing at the foot of themound and playing his harp until the music ofit pleased the fairies beneath, and they grantedhim access.

LeprechaunPerhaps the most famous of the Irish fairies,the Leprechaun is a tiny little man with awizened face and a long grey beard. Its originalname was “luchorpan,” which translates as“little body.”

The Leprechaun is a shoemaker and a verytalented one at that. He is sometimes describedas wearing a red jacket with silver buttons andothers as dressed all in green. However, he isalmost always wearing a leather apron andbusily repairing a shoe. The tapping sound of

The GentryThe Gentry use the Diminutive FairyBase Statistics as their template. Theyadd the following modifications:+1 Hit Die+4 Racial Bonus Bluff checks+4 Racial Bonus Diplomacy checksThe Gentry do not have wings and,therefore, cannot fly. Thus, they onlyhave a Base Speed of 10 feet. Theyreceive two additional Fairy Powersand one extra Feat.

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his hammer is what can alert mortals to hispresence. While Leprechauns do use theirGlamour to remain hidden wherever possible,this tapping helps to give them away.

However, Leprechauns are typically of illtemper. They do not like to be disturbed fromtheir work, and they do not care much forhuman beings. Those who approach them and

Bodb DeargSize: Medium Fey (Sidhe)Hit Dice: 12d6+24Hit Points: 78Initiative: +2 (Dex)Speed: 10 feetAC: 19 (+2 Dex, +7 Magical

Chainmail Armor)Attacks: Greatsword +7/+2 melee

(2d6+1), or Celtic Throwing Spear +8/+3 ranged (1d6+1)

Face/Reach: 5 foot by 5 foot / 5 feetSpecial Attacks: Compel, Curse,

Dazzle, Hold PersonSpecial Qualities: Cure Light

Wounds, Fairy Sight,

Fairy Subtype, Glamour, Mirror Image, Polymorph Self

Saves: Fort +6, Ref +10, Will +10

Abilities: Str 12, Dex 14, Con 14, Int 15, Wis 15, Cha 17

Skills: Alchemy +6, Craft +7, Diplomacy +12, Heal +7, Hide +7, Knowledge (Nature) +10, Scry +10, Spellcraft +6, Wilderness Lore +10

Feats: Behead, Celtic Spear Proficiency,Leadership

Challenge Rating: 7

Alignment: Lawful Good

Compel (Sp): Bodb can make target mortals do whatever he wishes. The Will SavingThrow to resist this effect is DC 22. The effect lasts for 10 rounds, and while it doesthe target can do nothing but what Bodb requests. He or she is completely powerless.Orders that threaten the character’s life must be obeyed, but such demands grant thecharacter another Saving Throw, this time at DC 17. Bodb has used this ability toforce wrongdoers to destroy themselves by forcing them to take actions that will putthem in harm’s way.Cure Light Wounds (Sp): Bodb can cast Cure Light Wounds at will as if he were a5th Level caster.Curse (Sp): Those who anger Bodb Dearg find themselves cursed. Targets of thisability suffer a permanent -2 Magical Penalty to their Armor Classes in addition tohaving to roll a d6 each time they make an attack roll, Saving Throw, or a Skill check.If the result of the d6 throw is a “5” or “6,” the character must re-roll the d20 if itwas successful and keep the less fortunate of the two results. The only way to preventthis Curse is to make a Will Save at DC 35.Dazzle (Sp): Bodb can cause an explosion of brilliant light, affecting an area with aradius of 5 feet. The embers of this explosion zip back and forth, seeking the eyes ofother targets. Those in the area of effect when this power goes off must make a ReflexSave at DC 17 or be Blinded for 1d10 rounds. Additionally, the embers cause all non-Blinded characters to suffer a -4 Circumstance Penalty on their attack rolls for theduration of this powers effects, which last for 22 rounds.

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interrupt their work usuallyfind themselves the victims ofvicious pranks. TheLeprechaun can beabsolutely cruel andruthless when punishingthose that have botheredhim, and he is a very craftyfairy indeed.

Still, many humans are willingto risk it because Leprechaunskeep a crock of gold buried insome obscure or difficult toreach spot such as at the end of arainbow. A person who can keep a

Leprechaun in his or her sight cancompel the fairy to lead him or her to

it. However, if the person losessight of the Leprechaun for even

an instant, the wily creaturevanishes and then proceeds topunish the poor fool.Everything from pinching tocurses are acceptable tricks toplay on a mortal who has lostsight of him.

Leprechauns are also renownedfor their fondness for alcohol.

They love mead most of all, butalso enjoy wine and ale. Clever

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Bodb Dearg (cont’d)Fairy Sight (Su): Bodb is not fooled by illusions. This ability also makes himimmune to the effects of Glamour, and he may see the true identity of anyone heencounters, even if the individual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Bodb Dearg can remain hidden from mortal sight. Like other Sidhe,his presence is accompanied by a humming sound that is perceptible to human ears.Noticing requires the human being to make a Listen check at DC 10. If successful, thecharacter hears the sound and may look around to see if he or she can find its source.Doing so is not easy. The noise seems to come from all around, and pinning it downrequires a Wisdom check at DC 20.If the character makes the Wisdom check, he or she notices an occasional glowing thatis almost imperceptible. By following this glowing as it moves, the mortal can trackBodb’s movements. Attacks on him are -2 to the attack roll, however, until such timeas he drops his Glamour.Bodb can, of course, make his presence known to mortals at any time. Note too thatattacking the human will cause the Glamour to drop as well, just as if Bodb hadattacked while under the influence of an Invisibility spell. Glamour can be raised againas a Standard Action, however, if the target human spots him before this can be done,Glamour will not work.Hold Person (Sp): Bodb can cast Hold Person at will. His caster level is 10th.Mirror Image (Sp): Bodb can Mirror Image at will as if he were a 5th Level caster.Polymorph Self (Sp): Bodb can shape-shift at will. He can transform himself intoany creature up to Large Size. The transformation lasts as long as he desires.Skills: Bodb gains a +4 Racial Bonus to Knowledge (Nature) and Wilderness Lorechecks.

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mortals sometimes try to use this against thefairy. They will offer the Leprechaun alcohol inan attempt to get him drunk enough to leadthem to the pot of gold. While being inebriatedis not enough by itself to compel theLeprechaun into doing so, a drunk Leprechaunhas a much harder time slipping out of sight ofthe mortal. Drinking a Leprechaun under thetable is extremely difficult to do, however. They

insist on the mortal drinking too (since itwould be rude to drink alone), and they haveincredibly high tolerances to alcohol.

BansheeIf not the most famous, the Banshee iscertainly the most terrifying of the Irishfairies. She is a harbinger of death, and allmortals fear her appearance because it maymean their imminent demise.

LeprechaunSize: Tiny FeyHit Dice: 4d6+4 (18 Hit Points)Initiative: +3 (Dex)Speed: 10 feetAC: 15 (+2 Size, +3 Dex)Attacks: Pinch +3 melee (1d6-1)Face/Reach: 2 1/2 feet by 2 1/2 feet /

0 feetSpecial Attacks: None.Special Qualities: Fairy Sight,

Fairy Subtype, Glamour, Grant Wish

Saves: Fort +2, Ref +7, Will +6

Abilities: Str 8, Dex 16, Con 13, Int 11, Wis 15, Cha 14

Skills: Alchemy +8, Bluff +7, Craft (Cobbler) +16, Heal +7, Intimidate +7

Feats: High Tolerance

Climate/Terrain: Any Temperate Land, usually Forest

Organization: Solitary

Challenge Rating: 1Treasure: Crock of Gold

(1d10 x 100 gold)

Alignment: Chaotic Neutral

Fairy Sight (Su): Leprechauns are not fooled by illusions. They see through them asif they had True Seeing cast on them. This ability also makes them immune to theeffects of Glamour, and they may see the true identity of anyone they encounter, evenif the individual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Leprechauns can generally remain hidden from human sight (thoughthey can be seen normally by animals and magical creatures). However, the tapping ofthe Leprechaun’s hammer upon the shoes he repairs can alert mortals to his presence.A character within 10 feet of a Leprechaun can make a Listen check at DC 10 to hearthis noise. If it is successful, the character may make another Listen check at DC 12to pin down the location. Once done, the Leprechaun can be seen. If for any reasonthe character takes his or her eye off the Leprechaun, it can vanish again.Leprechauns can make their presence known to mortals at any time if they wish bydropping their Glamour, but they rarely do so – they don’t like mortals very much. Ifa Leprechaun attacks, its Glamour drops as well, just as if it had been under theinfluence of an invisibility spell.

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BansheeSize: Medium FeyHit Dice: 8d6+16 (44 Hit Points)Initiative: +6 (+2 Dex,

+4 Improved Initiative)Speed: 30 feetAC: 12 (Dex)Attacks: Claws +4 melee (1d4+1)Face/Reach: 5 foot by 5 foot / 5 feetSpecial Attacks: None.Special Qualities: Fairy Sight,

Fairy Subtype, Glamour, KeeningSaves: Fort +4, Ref +8, Will +10Abilities: Str 12, Dex 14, Con 14,

Int 15, Wis 15, Cha 17Skills: Gather Information +6,

Intimidate +10, Knowledge (Immediate Future) +14, Knowledge (Family History) +14, Move Silently +6, Scry +10

Feats: Improved Initiative, Iron Will, Track

Climate/Terrain: AnyOrganization: SolitaryChallenge Rating: 3Treasure: None.Alignment: Always Neutral

Combat: The Banshee almost never fights. Only a fool would attack her, and she hasno desire to fight another. She simply fulfills her purpose. On occasion, though, aterrified mortal will attempt to drive her off with physical harm. At such times, sherakes the fiend with long claws on her fingertips while turning her countenancefiendish. She will seek to retreat at the first opportunity.Fairy Sight (Su): The Banshee can see through illusions as if she were under theeffects of a True Seeing spell. This also enables her to see through Glamour. She isnot fooled by any disguise, including a polymorph spell and will always find the personshe seeks.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): While the Banshee reveals herself to mortals more often than anyother fairy (since she must to deliver her baleful warning), she has the power of othersof her kind to hide herself from human sight. Because she is drawn to a particular per-son to give warning, though, she has a powerful presence that can be felt by anyoneshe passes. Any character passing within 50 feet of the Banshee can make a Wisdomcheck at DC 19 to detect her. If it is successful, her Glamour drops, and the mortalcan see her passing by. She is instantly recognizable for who she is, and the charactermust make Will Save as though her Keening (see below) was directed at him or her.However, since it is not, such characters receive a +4 Morale Bonus to the SavingThrow. Those who fail the Save recover themselves after she has passed on.The Banshee can, of course, make her presence known to mortals at any time. Shesimply needs to drop the Glamour for the human being to see her. She usually onlydoes this, though, when she has reached her target. Note too that attacking a humanwill cause the Glamour to drop just as if she had attacked while under the influenceof an Invisibility spell. Glamour can be raised again as a Standard Action, however, ifthe target human spots the Banshee before this can be done, Glamour will not work.

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Banshee is derived from two words: Bean,meaning “woman,” and Sidhe, meaning “fairy”or “mound.” Thus, the term literally means“fairy woman” or “woman of the mounds.” Sheappears both as an old woman and a youngmaiden. The former has long white hair and redeyes in her sunken face. In the latter guise, shehas long red hair and is very beautiful butcloaked in a mourning veil. She is usuallydressed in green (the color of fairies) with agrey cloak, but sometimes is seen wearing allwhite (the color of death).

The Banshee’s purpose is notimmediately clear. When she appearsit is always as a portent of doom.However, not everyone visited by her meetstheir fate. Thus, it is possible that she comes towarn people against great danger.

When the Banshee comes, she appears at thewindow of a family ’s house and begins wailingin a long, mournful tone. This keening isterrifying in its own right, and some peoplehave died of fright at its sound (thus, perhaps,fulfilling the Banshee’s prophecy). It alwaysmeans that someone in the family is going toencounter a life-threatening situation.Sometimes, if the family can determine who itis and what the situation might be, it can beavoided. Most often, though, death followsswiftly on the heels of the Banshee’s cry.

While Banshees are often seen as horriblemonsters, they really are not. They areattendant spirits that serve a family to give it aslight glimpse into the future, perhaps with thehope that things will be different.

Part 4: Welsh FairiesWelsh Fairies are divided

into three distinctgroups. Two ofthese – the

Ellyllon and theTylwyth Teg –correspond tothe usualdefinition ofTrooping Fairies.

The last – theGwyllion – fitbetter into theSolitary Fairiescategory,though theydo organizethemselvesinto a group,the leader of

which is theOld Woman ofthe Mountain.

Banshee (cont’d)Keening (Su): This is the Banshee’s frightful wail. She directs it at a particular familyor group, warning them of the impending death of one of their members. The Bansheealways knows who this person is but will not say. Sometimes it may be obvious, suchas if a particular individual is very sick, but there is no way to know for sure, who hasdrawn the Banshee to the home.Hearing this Keening is terrifying. All characters within 30 feet of the Banshee whocan hear her must make a Will Save at DC 16. Those who fail cannot act. They areparalyzed with fear, and will remain so until the Banshee departs. Those who succeedat the Saving Throw are Shaken while in her presence.As horrifying as the Banshee’s presence and Keening are, she comes to warn. Those whocan figure out in advance what her visit portends can sometimes avoid that fate.

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Still, they are usually encountered singly orin very small numbers, and thus seem to bemore of the Solitary Fairy type.

Unlike Irish and English fairies, the Welshvariety does not have a magical kingdom theycall home where time moves at a differentspeed. Instead, they inhabit lonely mountains,lakes, and forests apart from humanity. Theymay be easily encountered, though, and, likeall fairies, they should be approached withonly the greatest of caution.

The EllyllonThe Ellyllon are the most virtuous fairies inWales. They are generally benevolent towardshuman beings and will help most mortalsthey encounter.

They appear as diminutive but beautifulhuman beings the size of frogs. Like most

fairies they have gossamer wings. They dress inlong, white garments made of the finestmaterials and have very fair skin and long,blonde hair.

Cleanliness is very important to the Ellyllon.They will visit human homes and inspect themto see if the mortals within are keepingthemselves neat. Those that are receive giftsand services as a reward for their good behavior.Those that are not are punished. Sometimes theEllyllon resort to pinching, but they muchprefer to play pranks and inflict curses. Theyfind this sort of punishment to be far better at

EllyllonEllyllon use the Diminutive Fairy BaseStatistics, to which they add thefollowing modifiers:+2 Constitution+2 Charisma+4 Racial Bonus Heal checksEllyllon gain one additional FairyPower. They also have the ability toimpose a taboo on a mortal lover.Taboo (Su): A human can marry afairy, but he (or more rarely she) mustaccept a taboo of some sort. This isusually not to reveal the magicalorigins of the bride, to not rebuke herfor being nonhuman, to not ever thankher, or some other such restriction.The taboo takes the form of aModerate Level Geis (see CELTICAGE). If it is broken, the characterloses one Class Level and the fairybride vanishes forever.

Ellyllon (cont’d)The problem with maintaining thisgeis is that the temptation to break itis powerful. No matter what hepromised to do or not to do, the“lucky” groom will find himselftempted to violate his vow. A fairy wifecan gain status for a man (10 StatusPoints), but his fellows must knowshe is fey. Further, they will usuallywant some sort of proof. Likewise, aman who never thanks his wife foranything she does – especially abeautiful fairy wife – is a lout in theeyes of his comrades.Whenever the character is faced withthe circumstances he must fulfill tomaintain his geis to his fairy bride, hemust make a Will Save at DC 15. If heever fails it, he cannot help himselfand breaks the taboo. As soon as hedoes so, the Ellyllon appears beforehim, admonishes him for breaking hispromise, and then vanishes from hissight, never to be seen by him again.The emotional devastation caused bythis turn of events causes him to loseone Character Level.

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reforming the behavior of their victims. Ellyllonalso despise the lazy and punish them as well.

Despite their benevolent approach tointeraction with the mortal world, Ellyllon arefond of human babies. If children are notguarded, there is a great chance they will beabducted and replaced with changelings.

Ellyllon women sometimes marry mortal men.When they do so, they transform themselvesinto human beings. However, there is always ataboo or rider on the marriage. The man mustswear never to reveal that his wife is fairy or hemust promise never to rebuke her because she isnot human or he might be commanded never tothank her. If this taboo is ever broken, the fairybride vanishes immediately, never to return.

The Tylwyth TegThe Tylwyth Teg are larger than their Ellylloncousins and more mischievous. Their nametranslates to “the Fair Family,” and they fit thedescription. They are very fair-skinned – moreso than the Ellyllon or even most Welsh Celts– have golden hair and are quite beautiful.They will only willingly show themselves tofair-haired people. They wear long, silkengarments that are red, blue, white, yellow, orgreen in color.

They have no special grudge against humanity,but they do plague mortals with a variety ofnuisances. They steal butter, milk, cows, andgoats. Cows are sometimes replaced withsimulacra but at other times are simply taken.Like the Ellyllon, they are fond of humanbabies and will steal them, replacing them withchangelings. In fact, they are far more likely todo so than their cousins.

Like other Welsh fairies, they live on lonelyislands on lakes, in the mountains, and theforests away from human beings, but they loveto dance and can often be seen doing so in thelight of the moon or in the early morning mist.Mortals who come upon them when they are soengaged are compelled to join in. The fairiesdance in a ring, and human beings who comeupon them are drawn into the circle and mustjoin the dance. Those so trapped dance for ayear and a day, although it seems like it wasonly minutes to the dancer.

Trapped dancers can be freed by laying a rowanstick across the ring, which breaks the magic.Anyone who breaks the circle by plowing intoit, however, is cursed forever. A piece of iron inone’s pocket is proof against being dragged intothe fairy dance.

Like the Ellyllon, the Tylwyth Teg sometimesmarry mortals. Usually, it is a fairy woman whomarries a Celtic man. Just as with their more

Tylwyth TegThe Tylwyth Teg use the Tiny FairyBase Statistics as their template. Theyalso add the following modifiers:+2 Charisma Bonus+8 Racial Bonus Perform checksThey also receive one additional Featand the bonus powers Fairy Dance andTaboo.Fairy Dance (Su): The Tylwyth Teglike to dance by the light of the moonand in the morning mists. Any mortalswho come upon them risk being drawninto this dance. Upon catching sightof the fairy dance, all human beingsmust make a Will Save at DC 12. Ifthey fail, they cannot help but bedrawn closer to get a better look atwhat they are seeing. Once they havecome within 10 feet of the circle,human beings must make a secondWill Save, this time at DC 15. Afailure here causes the victim to runand join in the dance.Caught characters dance for a year anda day, although they believe they aredancing for only a few minutes. Whilethey are so engaged, they have awonderful time – the time of theirlives, in fact. It is only after they quitthat they realize what has reallyhappened to them.

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virtuous cousins, a taboo is placed on themarriage. If it is broken the bride vanishesforever.

The GwyllionThe Tylwyth Teg may be mischievous, but theyare not deliberately cruel, nor do they hold agrudge against humanity. The Gwyllion,however, are thoroughly evil. These, the largestof the Welsh fairies, delight in bringing harmto mortals. Their most frequent trick is to leadtravelers astray, particularly at night. They lurkin the mountains and the forests and pretend tobe kindly old women eager to help losttravelers. Instead, they lead them into dangerand then leave them to sort it out themselves.

The Gwyllion appear as old hags, who are uglyto behold. They are most often encounteredwalking along the road in bad weather. Many atraveler has caught up to a Gwyllion – eitherthrough a quicker pace or because he or shethought to offer the fairy some charity – onlyto discover the foul creature was in fact waitingto harm him or her. They can also take theform of a goat, and they can occasionally befound combing the beards of goats onWednesday – the fairy Sabbath.

On especially stormy nights, Gwyllion willcome calling to a homestead and ask for shelter.

Tylwyth Teg (cont’d)A dancing character can only be freedby laying a rowan stick within thecircle. This breaks the spell and causesall of the fairies to vanish instantly.Attempting to pull the character outof the ring or charging through thecircle to break it up has no effect onthe caught character but does causethe rescuer to be cursed as though theFairy Power, Curse, had been used onhim or her. A piece of iron in a targetcharacter’s pocket grants him or her a+4 Magical Bonus on the Will Savesto resist becoming ensnared in thedance.Taboo (Su): A human can marry afairy, but he (or more rarely she) mustaccept a taboo of some sort. This isusually not to reveal the magicalorigins of the bride, to not rebuke herfor being nonhuman, to not ever thankher, or some other such restriction.The taboo takes the form of aModerate Level Geis. If it is broken,the character loses one Class Level andthe fairy bride vanishes forever.

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Tylwyth Teg (cont’d)The problem with maintaining thisgeis is that the temptation to break itis powerful. No matter what hepromised to do or not to do, the“lucky” groom will find himselftempted to violate his vow. A fairy wifecan gain status for a man (10 StatusPoints), but his fellows must knowshe is fey. Further, they will usuallywant some sort of proof. Likewise, aman who never thanks his wife foranything she does – especially abeautiful fairy wife – is a lout in theeyes of his comrades.Whenever the character is faced withthe circumstances he must fulfill tomaintain his geis to his fairy bride, hemust make a Will Save at DC 15. If heever fails it, he cannot help himselfand breaks the taboo. As soon as hedoes so, the Tylwyth Teg appearsbefore him, admonishes him forbreaking his promise, and thenvanishes from his sight, never to beseen by him again. The emotionaldevastation caused by this turn ofevents causes him to lose oneCharacter Level.

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As usual, they appear as old hags and do theirbest to look miserable so that the person willtake pity on them. Some more powerfulGwyllion will actually demand to be let into thehome. Once inside, they begin using their FairyPowers to wreak havoc.

Gwyllion can be banished by the appearance of aniron knife. The would-be exorcist must brandishthe blade strongly for this to be effective.

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GwyllionGwyllion do not use any of the Base Fairy Statistics. Rather, they work from thetemplate below.

Size: Medium FeyHit Dice: 4d6 (14 Hit Points)Initiative: +0Speed: 30 feetAC: 15 (+5 Natural)Attacks: Unarmed Strike +1 (1d3-1)Face/Reach: 5 foot by 5 foot / 5 feetSpecial Attacks: Spell-castingSpecial Qualities: 4 Fairy Powers,

Fairy Sight, Fairy Subtype, Glamour, Shape-Shift

Saves: Fort +1, Ref +4, Will +4Abilities: Str 9, Dex 11, Con 10,

Int 17, Wis 15, Cha 10

Skills: Alchemy +6, Animal Empathy +6, Bluff +6, Climb +6, Concentration +8, Craft +5, Handle Animal +6, Spellcraft +8, Wilderness Lore +6

Feats: Select 4

Climate/Terrain: Any TemperateLand, usually Forest or Mountain

Organization: Solitary or Clutch (2-4)

Challenge Rating: 3

Treasure: None.

Alignment: Always Chaotic Evil

Advancement: 5-12 HD (Medium)

Fairy Powers (Sp): Gwyllion have four Fairy Powers chosen from Table 7-2. If youadvance the Gwyllion, select one additional power for every two extra Hit Dice.Fairy Sight (Su): Like all fairies, the Gwyllion are not fooled by illusions. They seethrough them as if they had True Seeing cast on them. This ability also makes themimmune to the effects of Glamour, and they may see the true identity of anyone theyencounter, even if the individual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Gwyllion can remain hidden from mortal sight, although they do notoften choose to do so. Because they revel in tormenting human beings, they will allowthemselves to be seen. However, Glamour does cover their true natures, and they canvanish, usually after a human being has found them out and attacked.Penetrating a Gwyllion’s Glamour requires a Will Save at DC 14. Once recognized forwhat they truly are, a character can choose to play along – the Gwyllion may be fooled– or act otherwise. Attacking a human while masked by Glamour causes it to drop justas if the Gwyllion had been under the effects of an Invisibility spell. Glamour has noeffect on animals or magical creatures. It only affects human beings.

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Gwyn ap KnuddSize: Tiny Fey (Tylwyth Teg)Hit Dice: 8d6+8Hit Points: 38Initiative: +3 (Dex)Speed: 10 feet, Fly 40 feet (Good)AC: 15 (+2 Size, +3 Dex)Attacks: Pinch +5 melee (1d6-1)

or +1 Fairy Sword +7 melee (1d4)

Face/Reach: 2 1/2 feet by 2 1/2 feet / 0 feet

Special Attacks: Curse, Dazzle, Magic Item – +1 Fairy Sword

Special Qualities: Fairy Dance,

Fairy Sight, Fairy Subtype, Glamour, Polymorph Self

Saves: Fort +3, Ref +9, Will +8

Abilities: Str 8, Dex 16, Con 13, Int 11, Wis 15, Cha 14

Skills: Alchemy +8, Bluff +10, Craft +10, Heal +7, Intimidate +12, Perform +8

Feats: Leadership, Weapon Focus (Fairy Sword)

Climate/Terrain: Any TemperateLand, usually Forest

Challenge Rating: 4Alignment: Lawful Neutral

Curse (Sp): When Gwyn is particularly angry, he will inflict a Curse on the target ofhis displeasure. Victims must make a Will Save at DC 30 or suffer a permanent -2Magical Penalty to their Armor Classes. Additionally, they must roll a d6 each timethey make an attack roll, Saving Throw, or a Skill check. If the result of the d6 throwis a “5” or “6,” the character must re-roll the d20 if it was successful. The charactermust keep the less fortunate of the two results.Dazzle (Sp): Gwyn can create a burst of brilliant light in an area with a radius of 5feet. The embers of this explosion zip back and forth, seeking the eyes of other targets.Those in the area of effect when this power goes off must make a Reflex Save at DC17 or be Blinded for 1d10 rounds. Additionally, the embers cause all non-Blindedcharacters to suffer a -4 Circumstance Penalty on their attack rolls for the duration ofthis power’s effects, which last for 18 rounds.Fairy Dance (Su): Gwyn may participate in the Fairy Dance that lures in mortals andcompels them to dance for a year and a day. He cannot do so alone, though, and musthave at least two other Tylwyth Teg to assist him.Mortals who catch sight of Gwyn while he is dancing in this circle must make a WillSave at DC 12 or be drawn in to get a closer look. Once they enter within 10 feet ofthe dance, they must make another Will Save (DC 15) or join the dance. The only wayto free such a person is to lay a rowan stick in the middle of the circle, thereby breakingthe magic. Any other attempt to break the ring causes the person doing so to beCursed. Those caught within the circle must dance for a year and a day, although itwill only seem like a few minutes.Fairy Sight (Su): Gwyn is not fooled by illusions, seeing through them as if he wereunder the influence of a True Seeing spell. This ability also makes him immune to theeffects of Glamour, and he may see the true identity of anyone he encounters, even ifthe individual has been polymorphed.

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Legendary Welsh FairiesThe following fairies are a few ofthe most famous ones in Welshmythology.

Gwyn ap KnuddGwyn ap Knudd isthe King of theTylwyth Teg. However,he is also associated withbattle and the dead. In fact,in Arthurian mythology, he isthe controller of the demonsin the Underworld. In thiscapacity, he shows more ofthe ancient belief of fairiesas the souls of the dead. He is sometimesdescribed as the leader of the Wild Hunt,but this role is usually ascribed to Arawn.Despite his diminutive stature, he is afearsome warrior, and he leads his peoplewith courage and resolve.

Queen MabMab is the Queen of the Fairies in

Welsh mythology. She isfrequently associated with

Titania and in thiscapacity is marriedto Oberon.However, she hasa much wilder,primal character

than that usuallyascribed to Titania.She is no courtier butrather a creature of

the wilderness. She isalso sometimes linked

with Diana, Goddessof the Hunt, forthis reason.

Mab is of the Ellyllonand consequently very tiny. She rides ina carriage drawn by insects, making her

Gwyn ap Knudd (cont’d)Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Gwyn is invisible to human beings if he chooses to be. Unfortunately,it’s not perfect. Some mortals can see through it. Target characters make Will Saves atDC 16. If successful, the character can see Gwyn. This power has no effect on animalsor on magical creatures.Gwyn can make his presence known to mortals at any time. He simply needs to dropthe Glamour. If he attacks a human, Glamour drops too, just as if he had attacked whileunder the influence of an Invisibility spell. Glamour can be raised again as a StandardAction, however, if the target human spots Gwyn before he can do so, Glamour will notwork. Regardless, target humans get a +2 Circumstance Bonus to the Will Save to seethrough Glamour each time Gwyn attacks them. These bonuses are cumulative.Polymorph Self (Sp): Gwyn can shape-shift at will. He can become any creature(including a human) up to Medium Size. The transformation lasts as long as hedesires, but it does sometimes fail. Once per day, he must make a Will Save at DC 14.If it is failed, Gwyn reverts to his natural state. Because this is, in essence, an illusion,he may not notice that something has gone wrong. He must make a Spot check at DC14 or continue acting as though it were still in his polymorphed form.

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Queen MabSize: Diminutive Fey (Ellyllon)Hit Dice: 6d6+12Hit Points: 37Initiative: +3 (Dex)Speed: 10 feet, Fly 40 feet (Good)AC: 16 (+3 Size, +3 Dex)Attacks: Pinch +4 melee (1d6-2)Face/Reach: 1 foot by 1 foot / 0 feetSpecial Attacks: Chaos, Curse,

Entangle, Hold Person, Polymorph Other

Special Qualities: Fairy Sight,

Fairy Subtype, Glamour, Illusion, Polymorph Object, Polymorph Self

Saves: Fort +4, Ref +8, Will +7Abilities: Str 6, Dex 17, Con 14,

Int 13, Wis 15, Cha 15Skills: Animal Empathy +8,

Bluff +6, Craft +10, Heal +10, Hide +7, Spellcraft +12

Feats: Enlarge Fairy Power, Quicken Fairy Power

Challenge Rating: 5Alignment: Neutral Good

Chaos (Sp): Mab can cause complete chaos in a circle with a radius of 20 feet. Thispower works similar to the Confusion spell, except that the effect lasts until shecancels it or until the subjects make a Saving Throw to resist its effects. The Save toresist this power is a Will one, and it must be made at DC 23. A new Saving Throwmay be attempted every round, but it must be made at a -2 Circumstance Penalty. Thispenalty does not increase no matter how many times the target character fails the Save.Affected characters roll on Table 7-3 on page 70 to determine what action they take.At the beginning of each round there is a 50% chance that the affected character willcontinue in his or her “chosen” action. If not, roll randomly to determine a new one.Curse (Sp): Mab is capable of cursing those who displease her, inflicting a permanent-2 Magical Penalty to the Armor Classes of targets who fail a Will Save at DC 28. Inaddition to the AC penalty, victims must roll a d6 each time they make an attack roll,Saving Throw, or a Skill check. If the result of the d6 throw is a “5” or “6,” thecharacter must re-roll the d20 if it was successful. The character must keep the lessfortunate of the two results.Entangle (Sp): Queen Mab can cast Entangle at will as if she were a 5th Level caster.Fairy Sight (Su): Mab sees through all illusions, including Glamour. She cannot befooled by any guise, even if the individual is polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Mab can remain invisible to human beings. Glamour has no effect onanimals or on magical creatures, but it is effective against humans. Unfortunately, it’snot perfect. Some mortals can see through it. Human characters may make a Will Saveat DC 14 when in her presence. If it is made, the character can see her.She can make her presence known to mortals at any time. She simply needs to drop theGlamour. Attacking the human causes Glamour to drop as well, just as if she hadattacked while under the influence of an Invisibility spell. Glamour can be raised againas a Standard Action, however, if the target human spots Mab before this can be done,Glamour will not work. Regardless, target humans get a +2 Circumstance Bonus to theWill Save to see through Glamour each time she attacks. These bonuses are cumulative.

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smaller than most of the others of her kind.Like other Ellyllon, she is not ill-disposedtowards humanity, but she is a little more aloofthan the majority of her subjects. Still, she onlydispenses punishment to those who haveoffended her or her court. She is apowerful fairy and one not with whomto trifle.

The Old Woman of the MountainThe Old Woman of the Mountain isthe leader of the Gwyllion. She appearsas a very old hag wearing a grey dressand cloak and a black, four-corneredhat. She is extremely ugly, even for aGwyllion. She wanders dark roadscarrying a milk pail or some othertool.

She specializes in leadingtravelers astray. She always acts

kindly towards those she meets, offering tohelp them find their way, especially if they have

been kind to her by offering tohelp shoulder her burden.

The Old Woman of theMountain is the most fearsomeand powerful of the Gwyllion.

She is reputed to live onLlanhyddal Mountain,

however, she has beenspotted in various locationsaround Wales.

Part 5: ScottishFairies

While they bear a strongresemblance to the

fairies of otherBritish countries,

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Queen Mab (cont’d)Hold Person (Sp): Mab can cast Hold Person at will. Her Caster Level is 10th.Illusion (Sp): Mab can create illusions. They are visible, make sounds, have smells,etc. The only thing that they cannot be is touched. Once someone touches one of herillusions, it vanishes. The power only works on human beings. Animals, magicalcreatures, and other fairies are unaffected by it. It has a range of 400 feet. When it isseen, every person gets a Will Save at DC 17. Those who succeed do not see theillusion. Those who fail see it and believe wholeheartedly in it. They cannot beconvinced otherwise until the thing is touched and vanishes.Polymorph Object (Sp): Mab can turn one inanimate object into another, but onlyinanimate objects can be affected, and there is a time limit to the effect. In general, thisis 24 hours, but it is reduced one hour for every five pounds the object weighs over 10.The minimum duration is 30 minutes.Polymorph Other (Sp): Mab can cast Polymorph Other as if she were a 10th Levelcaster. She can use this ability at will.Polymorph Self (Sp): Mab can shape-shift at will. She can transform herself intoany creature (including a human) up to Medium Size. The transformation lasts as longas she wishes, but it does sometimes fail. Once per day, Mab must make a Will Save atDC 12. If it is failed, she reverts to her natural state. Because this is, in essence, anillusion, Mab may not notice that something has gone wrong. She must make a Spotcheck at DC 12 or continue acting as though she were still in her polymorphed form.

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The Old Woman of the MountainSize: Medium Fey (Gwyllion)Hit Dice: 12d6Hit Points: 55Initiative: +0Speed: 30 feetAC: 15 (+5 Natural)Attacks: Unarmed Strike +6/+1

(1d3-1)Face/Reach: 5 foot by 5 foot / 5 feetSpecial Attacks: Compel, Curse,

Hold Person, Spell-castingSpecial Qualities: Blight, Fairy Sight,

Fairy Subtype, Glamour, Illusion, Mirror Image, Polymorph Object, Shape-Shift

Saves: Fort +4, Ref +8, Will +8

Abilities: Str 9, Dex 11, Con 10, Int 17, Wis 15, Cha 10

Skills: Alchemy +6, Animal Empathy +6, Bluff +10, Climb +6, Concentration +12, Craft +5, Handle Animal +6, Spellcraft +16, Wilderness Lore +6

Feats: Combat Casting, Enlarge Fairy Power, Extend Fairy Power, Quicken Fairy Power

Challenge Rating: 6

Alignment: Chaotic Evil

Blight (Sp): The Old Woman delights in causing permanent harm to mortals. Shecan inflict numerous permanent conditions such as blindness, deafness, rheumatism,palsy, or others. She chooses what the affliction will be. Targets must make a FortitudeSave at DC 34 to avoid being victimized by this power. The duration for this abilityis permanent.Compel (Sp): The Old Woman of the Mountain can make humans do whatever shewishes. Target characters must make a Will Save at DC 22 to resist. Failure forces thecharacter to do whatever the Old Woman wants for 10 rounds. Orders that threatenthe character’s life must be obeyed, but such demands grant the character anotherSaving Throw, this time at DC 15. The Old Woman of the Mountain likes to use thisability to force mortals to kill themselves by forcing them into harm’s way.Curse (Sp): The Old Woman of the Mountain has the ability to Curse those sheencounters. Targeted opponents must make a Will Save at DC 32 or suffer apermanent -2 Magical Penalty to their Armor Classes. Additionally, they must roll ad6 each time they make an attack roll, Saving Throw, or a Skill check. If the result ofthe d6 throw is a “5” or “6,” the character must re-roll the d20 if it was successful,keeping the less fortunate of the two results.Fairy Sight (Su): The Old Woman of the Mountain is not fooled by illusions. Shesees through them as if she had True Seeing cast on her. This ability also makes herimmune to the effects of Glamour, and she may see the true identity of anyone shemeets, even if the individual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.

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Scottish Little People tend to be more aloof.They prefer not to consort with human beings,and are jealous of their privacy. They inhabitislands on lonely lakes, the moors, and other

remote places where they can keep their distancefrom mortals.

Scottish Fairies are divided into two basic groups:the Seelie Court and the Unseelie Court. The

The Old Woman of the Mountain (cont’d)Glamour (Su): The Old Woman of the Mountain can remain hidden from mortalsight, although she does not often choose to do so. Because she revels in tormentinghuman beings, she allows herself to be seen. However, Glamour does cover her truenature, and she can vanish, usually after a human being has found her out and attacked.Penetrating the Old Woman’s Glamour requires a Will Save at DC 14. Attacking ahuman while masked by Glamour causes it to drop just as if the Old Woman had beenunder the effects of an Invisibility spell. Glamour has no effect on animals or magicalcreatures. It only affects human beings.Hold Person (Sp): The Old Woman of the Mountain can cast Hold Person at willas though she were a 10th Level caster.Illusion (Sp): The Old Woman can create illusions that are visible, make sounds, havesmells, etc. The only thing that they cannot be is touched. Once a person touches anillusion, it vanishes. The power only works on human beings. Animals, magicalcreatures, and other fairies are unaffected by it. It has a range of 400 feet. Everycharacter who encounters it gets a Will Save at DC 17. Those who succeed do not seethe illusion. Those who fail see it, and believe wholeheartedly in it. They cannot beconvinced otherwise until the thing is touched and vanishes.Mirror Image (Sp): The Old Woman of the Mountain can cast Mirror Image at will.Her Caster Level is 5th.Polymorph Object (Sp): The Old Woman can turn one inanimate object intoanother. However, only inanimate objects are affected, and there is a time limit on thetransformation. In general, this is 24 hours, but it is reduced one hour for every fivepounds the object weighs over 10. The minimum duration is 30 minutes.Unlike many fairies that this ability to create precious materials or coins for humanbeings, the Old Woman uses it to make things that will scare, frighten, or annoy. Shemight turn a plow into a rock, or a pack into a sharp knife. However she uses thispower, it will turn a character’s item into something that is either completely uselessor works against him or her.Shape-Shift (Sp): The Old Woman of the Mountain can transform herself into agoat and back at will.Spell-casting (Sp): The Old Woman of the Mountain may cast up to 12 1st LevelSorcerer Spells per day. She may choose any 12 she likes and does not have tomemorize them. She casts them as if she were a 6th Level caster.Turnable: The Old Woman of the Mountain can be Turned by brandishing an ironknife in her direction. The DC of the Charisma check to do so is 24. If successful, shevanishes. If not, she cannot be Turned at all by that character.

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former are Trooping Fairies and are generallybenevolent. They bear humanity no ill will, andwill be kind to them unless angered or crossed.

The Unseelie Court is comprised of the mostmalevolent fairies in the Celtic World. Thesefiends actively pursue the destruction ofhumanity and delight in the downfall ofmortals.

The Seelie CourtThe Seelie, or “blessed,” are the diminutivefairies of Scotland. Like most TroopingFairies, they are extremely beautiful, weargarments of red, green, blue, or gold, and havegossamer wings. They are frequently referredto as “the People of Peace” and “the GoodNeighbors.” While these monikers are largelyapt, they are uttered more out of respect andfear than admiration.

Seelie fairies, despite their aloofness, offer giftslike fairies of other countries. In particular, theybring bread and seed corn to the poor. Suchpresents are accepted graciously – to dootherwise would anger the fairies.

The Seelie are most often seen in thetwilight. They march in long, solemnprocessions. Mortals who come upon them dowell to turn and go the other way. Those who

are caught watching them or who interrupttheir business are punished, usually with adebilitating pinching.

The Unseelie CourtThese fearsome spirits are uncompromisinglyevil. They seek to destroy human beings atevery turn. There is no act that they will notperpetrate and no scheme in which they willnot engage if it furthers their goals ofharming mortals.

While they are called a court, this designationis not very accurate. The Seelie fairies gather incourt and have communities much like humansdo. The Unseelie, though, are more akin toSolitary Fairies. The term, “court,” is used onlyto group them together as a pack of evil spirits.

SeelieSeelie Fairies use the Diminutive FairyBase Statistics to which they add thefollowing modifiers:+2 Constitution+2 Charisma+4 Racial Bonus Knowledge (Nature)checks+4 Racial Bonus Wilderness LorechecksThe Seelie may choose one additionalFairy Power and one additional Feat.

UnseelieUnseelie fairies use the Tiny FairyBase Statistics. They have thefollowing modifiers to that template:+4 Strength+2 Intelligence-4 Wisdom-4 CharismaUnseelie Fairies attack as Clericsinstead of as Wizards like most Fey.They also get one extra Feat and thespecial power, Winter Strength. AllUnseelie have a Chaotic EvilAlignment.Claws (Ex): Unseelie fairies haveclaws that deal 1d4 points of damage.Winter Strength (Su): From thetime of the Winter Solstice to theSpring Equinox, the Unseelie becomemore powerful. They gain a +2Magical Bonus to all Ability scores, a+2 Magical Bonus to AC, and theFairy Feat, Quicken Fairy Power, forfree.

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Unseelie fairies are all ugly. They have twistedforms, vile faces, and are completely repulsive inevery way. While they live apart from humanity,they seek out opportunities to plague mortalsat every turn. They rarely engage in the sort ofmischief that Irish and English fairies do, suchas leading travelers astray. Instead, they beat,pinch, and attempt to kill whenever possible.

They are at their most powerful during thelong winter nights. This is the time that theycome out more frequently, and they search foropportunities to wreak their havoc upon theworld. Wise human beings stay indoors duringthe night at winter. The weather is a badenough threat, but the machinations of theUnseelie Court are often more deadly.

Legendary Scottish FairiesThe following fairies are famous throughoutScotland.

The HordeThis is the name for a group of Unseelie fairiesthat flies across the sky at night in search oftrouble. Any mortal that has the misfortune ofbeing in its path is caught up and hauled alongfor a terrifying ride. The spirits within thehorde clutch, tear, beat, and pinch the poorvictim before finally dropping him or her farfrom where he or she was caught.

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The HordeWhile it is composed of individual Tiny Fey, the Horde operates as one unit. It istherefore considered a Large creature.

Size: Large Fey (Unseelie)Hit Dice: 12d6+12Hit Points: 71Initiative: +3 (Dex)Speed: Fly 50 feet (Average)AC: 17 (-1 Size, +3 Dex, +5 Natural)Attacks: Snatch and Batter (see below)

+9 meleeFace/Reach: 5 feet by 10 feet / 5 feetSpecial Attacks: Snatch and BatterSpecial Qualities: Fairy Sight,

Fairy Subtype, Glamour, Polymorph Self, Winter Strength

Saves: Fort +5, Ref +11, Will +8

Abilities: Str 12, Dex 16, Con 13, Int 13, Wis 11, Cha 10

Skills: Intimidate +16, Intuit Direction +15, Move Silently +15, Spot +15

Feats: Fly-by Attack, Swarm

Challenge Rating: 6

Alignment: Chaotic Evil

Fairy Sight (Su): The Horde cannot be fooled by illusions. This ability also makesit immune to the effects of Glamour.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Though it rarely chooses to do so, the Horde can remain hiddenfrom human sight if it desires. Human beings can see through this Glamour with aWill Save at DC 16. Once the Horde attacks, any Glamour it is using is dropped asif it had been under the effects of an Invisibility spell. If it chooses to vanish again, amortal gets a +2 Circumstance Bonus to the Will Save to spot it. Each time theHorde attacks, the Bonus increases by 2.

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Red CapAlso known as “Bloody Cap,” this is anothermalignant fairy. Red Cap haunts ruins,battlefields, and other places where evil orbloodshed has occurred. Any who take shelter inthese areas or linger too long makethemselves his victim.

Red Cap appears as a short humanwith sharp, pointed teeth, longclaws on his fingers, and wears ablood-red cap on his head. Heis sometimes described as anold man, others as simplyhideous.

He lurks in the shadows andattempts to murder those whotarry in his demesne. He prefersto tear at them with his clawsand teeth. When he has finished hisbusiness, he dips his hat in the bloodof his victims, staining it ever darker.

LoireagLoireag is a Seelie fairy who is an expertspinner. She is sometimes associated with themyth of the woman who could not spin, but

she is different in that she takesgreat exception to those

who cannot performthe task properly.

Those who arecareless or

incompetentare punished,usually witha sternpinching.

She also hasgreat

fondness formusic. However,

she becomes angryif she hears anyone

singing out of tune.

The Horde (cont’d)Snatch and Batter: This is the Horde’s principal attack. It swoops down on humanbeings and attempts to snatch them off the ground. If it scores a hit on an opponent,that person is seized and immediately lifted into the air. There is no damage in theround that the Horde establishes the hold, but every round thereafter, the victim takes2d6+1 points of damage automatically as the fairies within beat, bite, claw, and pinchhim or her.Escaping the hold is difficult. The caught character makes an escape attempt as usual,but it is at -4 to the attack roll as a result of the confusion brought on by tens of tinyfairies buzzing around and attacking, to say nothing of the fact that it is difficult todetermine exactly which fairies have the hold.If the character escapes, he or she falls to the ground, sustaining 4d6 points of damage.Whether or not the Horde turns back to attack again depends on its whims. It maydecide it hasn’t had enough mischief yet. On the other hand, it might move on to otherthings. Fighting it from the ground is difficult. The Swarm Feat enables it to reducethe target’s AC by 4, and it will seek to grab hold and lift the character up into the air,putting him or her at a further disadvantage.Winter Strength (Su): From the time of the Winter Solstice to the Spring Equinox,the Horde is more powerful. All of its Ability scores increase by 2, as does its ArmorClass. It also gains the Quicken Fairy Power Feat.

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Red CapSize: Medium Fey (Unseelie)

Hit Dice: 6d6+6

Hit Points: 34

Initiative: +7 (+3 Dex, +4 Improved Initiative)

Speed: 30 feet

AC: 13 (+3 Dex)

Attacks: 2 Claws +5 melee (1d4+1), Bite +0 melee (1d4)

Face/Reach: 5 feet by 5 feet / 5 feet

Special Attacks: Hold Person

Special Qualities: Blink, Fairy Sight, Fairy Subtype, Glamour, Ventriloquism, Winter Strength

Saves: Fort +3, Ref +8, Will +5

Abilities: Str 12, Dex 16, Con 13, Int 13, Wis 11, Cha 10

Skills: Hide +12, Intimidate +12, Listen +12, Move Silently +13

Feats: Combat Reflexes, Improved Initiative

Challenge Rating: 3Alignment: Chaotic Evil

Blink (Sp): Red Cap may “blink” at will as though the Arcane Spell of the same namehad been cast on him. All attacks against him suffer a 50% chance to miss. Spells castagainst him or her fail 50% of the time. However, there is a 20% chance for Red Cap’sown attacks to fail too. He can cancel this ability as a Move Equivalent Action.Fairy Sight (Su): Red Cap is unaffected by illusions. He sees through them as ifTrue Seeing had been cast on him. This ability also makes him immune to the effectsof Glamour, and he may see the true identity of anyone he encounters, even if theindividual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Red Cap has the ability of most fairies to remain hidden from mortalsight. He will use this power to sneak up on them, getting close so that he can makean attack. Glamour has no effect on animals or magical creatures, though, so it ispossible that a noble steed or other creature might warn its master of the fiend’sapproach. Human beings can see through Red Cap’s Glamour just like other fairies.The DC for the Will Save to do so is 16.Red Cap typically creeps up close and attacks. This action drops his Glamour, but hewill try to raise it again if the person has not yet spotted him. Each time he does this,the victim gains a +2 Circumstance Bonus to the Will Save. These bonuses arecumulative. He can, of course, reveal himself at any time by dropping the Glamour, buthe much prefers to skulk in the shadows and attack unseen.Ventriloquism (Sp): Red Cap can throw his voice as if he had cast the Ventriloquismspell. This power works as though Red Cap were a 5th Level caster.Winter Strength (Su): From the time of the Winter Solstice to the Spring Equinox,Red Cap is more powerful. All of his Ability scores go up by 2, as does his ArmorClass. He also gains the Quicken Fairy Power Feat for free.

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LoireagSize: Diminutive Fey (Seelie)Hit Dice: 2d6+4Hit Points: 13Initiative: +3 (Dex)Speed: 10 feet, Fly 40 feet (Good)AC: 16 (+3 Size, +3 Dex)Attacks: Pinch +2 melee (1d6-2)Face/Reach: 1 foot by 1 foot / 0 feetSpecial Attacks: Polymorph OtherSpecial Qualities: Fairy Sight,

Fairy Subtype, Glamour, Polymorph Object, Polymorph Self, Ventriloquism

Saves: Fort +2, Ref +6, Will +5

Abilities: Str 6, Dex 17, Con 14, Int 13, Wis 15, Cha 15

Skills: Animal Empathy +6, Bluff +6, Craft (Spin) +12, Heal +6, Hide +7, Knowledge (Nature) +4, Spellcraft +6, Wilderness Lore +4

Feats: Skill Focus (Craft [Spin]), Swarm, Trip

Challenge Rating: 1

Alignment: Chaotic Good

Fairy Sight (Su): Loireag sees through illusions as if she had True Seeing cast onher. This ability also makes her immune to the effects of Glamour, and she may see thetrue identity of anyone she encounters, even if the individual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Loireag can remain invisible to human beings, though not to animalsor magical creatures. However, some humans can see through magic. Human beingsmay make a Will Save at DC 14 to see through her Glamour.Loireag can make her presence known to mortals at any time. She simply needs to dropthe Glamour and the human being can see her. If she attacks, her Glamour drops justlike it would if she were under the influence of an Invisibility spell. Glamour can beraised again as a Standard Action, however, if the target human spots her before thiscan be done, Glamour will not work. Regardless, target humans get a +2Circumstance Bonus to the Will Save to see through Glamour each time Loireagattacks. These bonuses are cumulative.Polymorph Object (Sp): Loireag can turn one inanimate object into another. Thereare a few general limitations on this power, though. First, only inanimate objects canbe affected. Second, there is a time limit to the effect. In general, this is 24 hours, butit is reduced 1 hour for every five pounds the object weighs over 10. The minimumduration is 30 minutes.Loireag can create precious metals and other valuables through the use of PolymorphObject, but they have little value to her since they will not retain their shape. This sortof thing is usually done to assist a human. She has no use for gold or silver herself.Thus, faux gold created from leaves or stones is worthless to her.Polymorph Other (Sp): This power works exactly like the Arcane Spell of the samename. It is cast as though Loireag were a 10th Level caster.

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Such individuals are often the subjects of cruelpranks to make them stop.

Loireag is usually found near water. She isbeautiful and usually dressed in white.

Part 6: Gallic FairiesThe fairies of Gaul bear astriking resemblanceto those of the BritishIsles. Particularly inBrittany, many ofthe Gallic fairiesare British onesunder newnames. In somecases, the namesare not changed atall, or they areextremelysimilar. Oberonis their king, forinstance, and theGobelin is aHobgoblin withonly a slightlydifferent name.

However, fairiesin Gaul dohave acharacter of theirown. They aremostly female and,

thus, are often referred to as, “La Bonnes Dames.”Another common nickname is “Ben Socia” –Good Neighbor.

Most Gallic fairies are benevolent. There are afew of the darker variety, but they are rare. Someare mischievous, but their pranks are mostlyintended to be humorous, not vindictive.

Like all fairies, they can be angered, and, whenthis occurs, they can be extremely cruel. MostGallic Celts do not refer to fairies by namebecause they fear invoking their power bynaming them without cause. This is a sure wayto incur their wrath. Therefore, euphemismssuch as Ben Socia are used frequently.

Also known as the Fée, they are shape-changers.They typically choose to be either a beautifulwoman or an old crone, but they can beanything they want. They alternate between thefinest of clothing and the lowest, dependingboth on their guises and their moods.

Trooping FairiesGallic Trooping Fairies are called the Couril.They prefer to inhabit stone circles and othersuch places, where they can sometimes be seenflitting back and forth. They are very small,beautiful, wear the finest silks, and have wings.In most ways, they are identical to the TroopingFairies of England and use the English TroopingFairies regional modifiers for their statistics.

Loireag (cont’d)Polymorph Self (Sp): Loireag can shape-shift at will, transforming herself into anycreature (including a human) up to Medium Size. The change lasts as long as shewishes, but it does sometimes fail. Once per day, she must make a Will Save at DC 12.If it is failed, she reverts to her natural state. Because this is, in essence, an illusion,Loireag may not notice that something has gone wrong. She must make a Spot checkat DC 12 or continue acting as though still in her polymorphed form.

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Solitary FairiesThere are two main varieties of Gallic SolitaryFairies. These are the Korrigan and the Lutin.Both are troublesome in their own ways, butthe Korrigan are the far better of the two whenit comes to human relations.

KorriganThe Korrigan are beautiful women most oftenseen in the moonlight. They have long,flowing hair and are usually dressed in whitegowns. They are most usually seen along astream or in the woodlands. Here, they loveto dance and sing. They often waylaytravelers, enchanting men with their musicand their beauty. Those so enthralled willstay with them until the spell is broken.However, upon the ringing of a bell or thearrival of dawn, they transform frombeautiful maidens into old hags.

Like Brownies, they sometimes attachthemselves to a household and performmenial labor. This work is done mostly atnight while the family sleeps, and thehomeowner is expected to provide some

reward for the service. Failure causes them toleave, often after performing a prank.

They sometimes abduct human babies to takeas their own, but instead of leaving achangeling, they usually replace the child with alittle Korrigan.

LutinLutin are troublesome fairies typically found onfarms. While they do not intend harm to humanbeings their activities frequently cause trouble.Their favorite activity is to sneak into a stableand ride the horses all night. In the morning,the poor beasts are completely lathered and theirtails and manes tangled. Such horses areincapable of working the following day.

Lutin like the company of children. They donot reward good little boys and girls nor dothey punish bad ones. But they like the child’sinnocence and interest in playing games, whichsuits the fairy mindset quite well. Lutinremain invisible most of the time, and it isusually to children to whom they choose toreveal themselves.

Legendary Gallic FairiesMany of the legendary Gallic fairies haveBritish equivalents that have been detailedelsewhere in this book. Thus, those other fairies

KorriganKorrigan use the Tiny Fairy BaseStatistics. They add the followingmodifiers to the template:+2 Charisma+8 Racial Bonus Perform checksKorrigan gain one additional Feat andthe ability to cast Charm Person as a10th Level Caster at will. They arealso Medium Size and do not have wings.Dawn’s Call (Su): A Korrigan maychoose to appear in any form it likes,but at dawn or on the sounding of abell, it is transformed into an old hag.Any powers it has used to enthrall amortal are vanquished as well.

LutinLutin use the Tiny Fairy BaseStatistics, to which they add thefollowing modifiers:

+2 Strength+4 Racial Bonus Animal Empathychecks+4 Racial Bonus Handle Animalchecks+8 Racial Bonus Ride checksLutin also gain one additional Feat.

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BéfindSize: Tiny Fey

Hit Dice: 4d6+4 (18 Hit Points)

Initiative: +3 (Dex)

Speed: 10 feet, Fly 40 feet (Good)

AC: 15 (+2 Size, +3 Dex)

Attacks: Pinch +3 melee (1d6-1)

Face/Reach: 2 1/2 feet by 2 1/2 feet / 0 feet

Special Attacks: None.

Special Qualities: Fairy Sight,

Fairy Subtype, Glamour, Grant Wish, Polymorph Self

Saves: Fort +2, Ref +7, Will +6

Abilities: Str 8, Dex 16, Con 13, Int 11, Wis 15, Cha 14

Skills: Alchemy +8, Bluff +7, Craft +10, Heal +7, Intimidate +7

Feats: Swarm

Challenge Rating: 1Alignment: Lawful Good

Fairy Sight (Su): Béfind is not fooled by illusions. She and her sisters see throughthem as if they had True Seeing cast on them. This ability also makes them immuneto the effects of Glamour, and they may see the true identity of anyone they encounter,even if the individual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): Béfind can mask herself from human sight. This power has no effecton animals or magical creatures. A human being can make a Will Save at DC 16 to seethrough the Glamour. If it is successful, Béfind is not invisible to him or her.She can make her presence known to mortals at any time simply by dropping theGlamour. If she attacks, Glamour drops as if she had been under the influence of anInvisibility spell. Glamour can be raised again as a Standard Action; however, if thetarget human spots her before this can be done, Glamour will not work. Regardless,target humans get a +2 Circumstance Bonus to the Will Save to see through Glamoureach time they are attacked. These bonuses are cumulative.Grant Wish (Sp): Béfind has the ability to grant a wish to a mortal. She will onlydo this for virtuous human beings and then usually only on behalf of a child. That is,she will grant wishes for a person’s child (typically a newborn). She never considers awish that benefits the wisher, and she will not grant one to a bad person. The usualpattern is for her to show up shortly after the birth of the child and then grant a wishto the family for the babe. In extremely rare circumstances, she will grant a wish to aperson for another purpose, but, again, it cannot directly benefit the person who asks.Polymorph Self (Sp): Béfind can shape-shift at will. She can transform herself intoany creature (including a human) up to Medium Size. The transformation lasts aslong as she wishes, but it does sometimes fail. Once per day, Béfind must make a WillSave at DC 14. If it is failed, she reverts to her natural state. Because this is, in essence,an illusion, she may not notice that something has gone wrong. She must make a Spotcheck at DC 14 or continue acting as though it were still in her polymorphed form.

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Groac’hSize: Medium Fey (Korrigan)

Hit Dice: 4d6+4

Hit Points: 22

Initiative: +3 (Dex)

Speed: 10 feet, Fly 40 feet (Good)

AC: 13 (Dex)

Attacks: Pinch +1 melee (1d6-1) or Net +2 melee

Face/Reach: 5 feet by 5 feet / 5 feetSpecial Attacks: Charm Person,

Magic Item – Cobweb, Polymorph Other

Special Qualities: Fairy Sight, Fairy Subtype, Glamour, Illusion, Polymorph Self

Saves: Fort +2, Ref +7, Will +6Abilities: Str 8, Dex 16, Con 13,

Int 11, Wis 15, Cha 16Skills Alchemy +8, Bluff +7,

Craft +10, Heal +7, Intimidate +7, Perform +8

Feats: Quicken Fairy Power, Weapon Focus (Net)

Challenge Rating: 2Alignment: Chaotic Evil

Fairy Sight (Su): The Groac’h cannot be fooled by illusions or Glamour. She seesright through such things. This power extends to polymorphed individuals.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Glamour (Su): The Groac’h mainly uses this power to escape from mortals who havebested her when she tries to ensnare them. She vanishes from their sight immediately.Like most fairy Glamour, this power isn’t perfect. A mortal may attempt to seethrough it with a Will Save at DC 16. If successful, he or she has penetrated the illusion.Illusion (Sp): The Groac’h can create illusions that are visible, make sounds, havesmells, and anything else of which she can think. The only thing that they cannot beis touched. Once someone does so, the illusion vanishes. The power only works onhuman beings. Animals, magical creatures, and other fairies are unaffected by it. It hasa range of 400 feet. When the illusion is first encountered, all characters get a WillSave at DC 17. Those who succeed do not see it. Those who fail do and believewholeheartedly in it. They cannot be convinced otherwise until the thing is touchedand vanishes.Magic Item – Cobweb: The Groac’h has a silver net she uses to ensnare men. Thisnet has all the properties of a Cobweb as described on page 73.Polymorph Other (Sp): The Groac’h can cast Polymorph Other at will. Her casterlevel is 10th, and she always chooses to turn her victims into frogs.Polymorph Self (Sp): The Groac’h can appear as nearly anything she likes. Themaximum size is Large, and the minimum is Tiny. She usually chooses the form of abeautiful young woman. Unlike other fairy Polymorph Self powers, this one does notfail occasionally. It has its own weakness in the Dawn’s Call trait.Dawn’s Call (Su): At dawn or on the sounding of a bell, the Groac’h is transformedinto an old hag. Any powers she has used to enthrall a mortal are vanquished as well.However, those humans she has ensnared in her net or polymorphed into frogs remain so.

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would be at home in Celtic campaigns set inGaul. However, there are some unique to thecontinent listed below.

BéfindBéfind is part of a trio of fairies who appear atthe birth of a child. The function of these threeis to grant the newborn special gifts andcharacter traits and make prophecies regardingthe life it will have. A table is laid for Béfindand her sisters with food and other gifts toentice them to come. These three fairies aremost famous for their part in the story ofSleeping Beauty.

Groac’hThis is one of the few malignant fairies to befound in Gaul. It is a water sprite that typicallyinhabits rivers and lakes. It takes the form of abeautiful young woman who sits by thewaterside. She entices young men to come overto her with her looks and her charms. Oncethey get close, though, she ensnares them in asilver net. She then transforms them into frogswho act as her slaves.

Part 7: Fairies in the Game

This section of the book deals with creatingfairies for your own campaign. It includes rulesfor how to put together culturally authenticLittle People from the material included hereand tips for putting fairies into your games,including what sorts of adventures are good forthem. All of the material in this section of thebook is designated Open Game Content forlicense purposes.

Building a FairyAdding fairies to your game is a simple process.The templates in this book have been left alittle vague so that you can customize the LittlePeople your player characters encounter. Thepowers and abilities of fairies vary from regionto region, and even within related groups, thereare differences. Thus, the templates have holesin them for you to fill in yourself, enabling youto make truly unique Little People for yourcampaign.

There are four steps to the process of buildinga fairy. First, choose a template. Second, selecta set of regional modifiers. Third, choose theproper number of Fairy Powers, and finally,select its Feats. Each step is detailed below.

TemplateThere are two basic templates with which towork. Both are based on the size of the fairy inquestion. Diminutive fairies are the teeny onesthat are no bigger than frogs. Tiny fairies tendto be about the size of house cats.

Fairies are classified by size because theirtemperaments and behaviors often correspondto their statures. Generally speaking, thesmaller fairies are more virtuous and friendliertowards humanity than are the taller ones,which have a greater tendency towards mischief.Therefore, ask yourself what sort of fairy youwant to create. If it’s a helpful fairy, it’sprobably a Diminutive one. If it’s troublesome,it’s more likely a Tiny fairy.

It’s important to remember that most of theregional modifiers specify which base templatethey use. So if you’re planning on creating aspecific kind of fairy – such as an EnglishHobgoblin, for example – the choice of thetemplate may have already been made for you.

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Table 7-1 lists each of the regional subtypes offairies with their size.

Note that certain fairies – specifically the IrishSidhe and the Welsh Gwyllion – do not use oneof the sets of base statistics. They have atemplate of their own.

Aside from the Tiny and Diminutive fairiesthere are two other classifications you can use.These are the Half-Fairy and the Non-Fairy.The former is the child of a fairy and a mortal.It has some special Fairy Powers, but not as

many as the magical parent. Non-Fairies arehuman beings who were abducted as childrenand replaced with changelings. They grew up infairy communities and were taught the ways ofthe Little People. They have some magicalpowers that they have learned, but they do notpossess any innate powers like true fairies do.Both Half-Fairies and Non-Fairies use theregional modifiers for the type of the fairieswho raised them. In the case of Non-Fairies,though, any bonus Fairy Powers that theywould get are instead granted as extra Feats.

Diminutive Fairy Base StatisticsThis is the base template for all fairies of Diminutive Size. Unless otherwise indicated,a Diminutive fairy uses these statistics. Note that each regional subtype of fairy hasits own modifiers to this template. Thus, use these statistics as the base and modifythem as indicated by the regional modifiers.

Size: Diminutive Fey

Hit Dice: 2d6+2 (9 Hit Points)

Initiative: +3 (Dex)

Speed: 10 feet, Fly 40 feet (Good)

AC: 16 (+3 Size, +3 Dex)

Attacks: Pinch +2 melee (1d6-2)

Face/Reach: 1 foot by 1 foot / 0 feet

Special Attacks: None.

Special Qualities: 2 Fairy Powers, Fairy Sight, Fairy Subtype, Glamour, Polymorph Self

Saves: Fort +1, Ref +6, Will +5

Abilities: Str 6, Dex 17, Con 12,

Int 13, Wis 15, Cha 13Skills: Animal Empathy +6,

Bluff +6, Craft +10, Heal +6, Hide +7, Spellcraft +6

Feats: Select 2Climate/Terrain: Any Temperate

Land, usually ForestOrganization: Solitary, Group (2-5),

or Clan (20-50)Challenge Rating: 1Treasure: Standard (3 x Standard if

encountered at home)Alignment: VariesAdvancement: 3-6 HD (Diminutive)

Fairy Powers (Sp): When creating the fairy, select any two Fairy Powers from Table7-2. If you advance the fairy, select one additional power for every additional Hit Die.Fairy Sight (Su): Fairies are not fooled by illusions. They see through them as ifthey had True Seeing cast on them. This ability also makes them immune to the effectsof Glamour, and they may see the true identity of anyone they encounter, even if theindividual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.

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Regional ModifiersOnce you’ve picked a template, choose whichspecific type of fairy you are creating. You cando this process in reverse by just picking thetype of fairy you want to create at thebeginning. For example, if you wanted to createa Tylwyth Teg, you would select the Tiny FairyBase Statistics since you know that theTylwyth Teg regional modifiers designate thatthey are Tiny in Size. However, you might havedecided to create a kind of fairy, and thenlooked for the specific one that fits what youwant to do. In this case, the regional modifiersstep is second.

Not all of the fairies listed in this book strictlyadhere to the model, though. That is, they donot take the proper base statistics and thenapply individual regional modifiers to them.These fairies were designed to reflect thelegends that inspired them, and in each case,the particular fable fell outside of the norm for

that region. You can take a similar approach inyour own campaign. It’s possible that none ofthe regional modifiers quite fits what you havein mind. If that’s the case, you can simply usethe base template with no modification, or youcan create regional modifiers of your own.

The established ones share certain commoncharacteristics. First, they usually make analteration to the Ability scores on the template.Sometimes only one score is modified. Othertimes several are. Like in the standard game, acertain amount of balance is the goal. Raisingone Ability by +2 is not a large modification.Raising several of them is, and so is raising oneor more by +4. Such raises should be balancedsomehow. Dropping another Ability by -2 isoften a good check.

Racial Skill Bonuses are another goodadjustment. If the fairy you have in mind isadept at singing or dancing, a +4 or +8 RacialBonus to the Perform Skill is in order. A crafty

Diminutive Fairy Base Statistics (cont’d)Glamour (Su): This is the ability of the Little People to remain hidden. It allowsthem to be invisible to human beings. It has no effect on animals or on magicalcreatures. Unfortunately, it’s not perfect. Some humans can see through it. Whenevera fairy uses Glamour against a person, the target character makes a Will Save at DC 14.If it is made, the character can see through the fairy ’s Glamour.Fairies can make their presence known to mortals at any time. The fairy simply needsto drop the Glamour and the human being can see it. Note too that attacking thehuman will cause the Glamour to drop as well, just as if the fairy had attacked whileunder the influence of an Invisibility spell. Glamour can be raised again as a StandardAction, however, if the target human spots the fairy before this can be done, Glamourwill not work. Regardless, target humans get a +2 Circumstance Bonus to the WillSave to see through Glamour each time the fairy attacks them. These bonuses arecumulative.Polymorph Self (Sp): Fairies can shape-shift at will. The fairy can transform itselfinto any creature (including a human) up to Medium Size. The transformation lastsas long as the fairy wishes, but it does sometimes fail. Once per day, the fairy mustmake a Will Save at DC 12. If it is failed, the fairy reverts to its natural state. Becausethis is, in essence, an illusion, the fairy may not notice that something has gone wrong.It must make a Spot check at DC 12 or continue acting as though it were still in its polymorphed form.

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or wily fairy might have a bonus to its Bluff orDiplomacy Skill checks.

Finally, offer the Little Person a certain numberof bonus Fairy Powers, Feats or both. The exactnumber is up to you but keep balance in mindagain. If a fairy has a large number of Abilityscore adjustments or some really good Skillbonuses, it needs fewer powers or Feats.Conversely, a +2 Charisma bonus and one Skillat +8 are probably grounds for adding severalFairy Powers or Feats.

Don’t underestimate the value of Feats. A fairywith six or seven Fairy Powers is powerful, but

he or she can only use one of them at a time.Most of the templates only grant one or twoFeats. By substituting one or two of those extraFairy Powers you want to give it for anotherFeat, you create a more versatile opponent foryour PC’s.

Also, if you don’t see a Fairy Power that seems todo what you think your fairy should, then grantit a Spell-like Ability instead. Powerful spellsshould only be able to operate a maximum ofthree times per day. Less powerful ones can beused at will. Note that most of the Fairy Powersthat recreate the effects of spells do not imitatethose that are higher than 3rd Level.

Tiny Fairy Base StatisticsThis is the base template for all fairies of Tiny Size. Unless otherwise indicated, a Tinyfairy uses these statistics. Note that each regional subtype of fairy has its ownmodifiers to this template. Thus, use these statistics as the base and modify them asindicated by the regional modifiers.

Size: Tiny Fey

Hit Dice: 4d6+4 (18 Hit Points)

Initiative: +3 (Dex)

Speed: 10 feet, Fly 40 feet (Good)

AC: 15 (+2 Size, +3 Dex)

Attacks: Pinch +3 melee (1d6-1)

Face/Reach: 2 1/2 feet by 2 1/2 feet / 0 feet

Special Attacks: None.

Special Qualities: 3 Fairy Powers, Fairy Sight, Fairy Subtype, Glamour, Polymorph Self

Saves: Fort +2, Ref +7, Will +6

Abilities: Str 8, Dex 16, Con 13, Int 11, Wis 15, Cha 14

Skills: Alchemy +8, Bluff +7, Craft +10, Heal +7, Intimidate +7

Feats: Select 1Climate/Terrain: Any Temperate

Land, usually ForestOrganization: Solitary, or

Group (2-7)Challenge Rating: 1Treasure: StandardAlignment: VariesAdvancement: 5-8 HD (Tiny)

Fairy Powers (Sp): When creating the fairy, select any three Fairy Powers from Table7-2. If you advance the fairy, select one additional power for every additional Hit Die.Fairy Sight (Su): Fairies are not fooled by illusions. They see through them as ifthey had True Seeing cast on them. This ability also makes them immune to the effectsof Glamour, and they may see the true identity of anyone they encounter, even if theindividual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.

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Fairy PowersFairy Powers are magical abilities that fairiesuse on mortals. Many of them imitate spelleffects. All Fairy Powers are usable at willunless otherwise noted.

You select a number of Fairy Powers based onthe template you are using and any regionalmodifiers. So, for example, if you were creatinga Seelie fairy, you would select three FairyPowers since Seelie gain one bonus Fairy Powerand they use the Diminutive Fairy BaseStatistics, which grants two.

Table 7-2 has a complete list of Fairy Powers.Descriptions of each follow.

Blight (Sp): This is a devastating power fearedby mortals everywhere. It is the ability of thefairy to inflict a permanent debilitatingcondition on the target, usually in punishmentfor violation of some tenet of fairy morality.

To use it, the fairy chooses the condition he orshe wishes to inflict. It could be blindness,deafness, rheumatism, palsy, or any conditionthat comes with a lifetime guarantee that willcause the human to suffer. The target makes aFortitude Save at DC 20 + the fairy ’s HitDice + Wisdom Modifier. If the Saving Throwfails, the character suffers from the effects ofthe condition. The duration for this ability ispermanent unless the fairy that Blighted thecharacter revokes it.

Blink (Sp): The fairy may “blink” at will asthough the Arcane Spell of the same name hadbeen cast on him or her. All attacks on the fairysuffer a 50% chance to miss. Spells cast againsthim or her fail 50% of the time. However, thereis a 20% chance for the fairy ’s own attacks tofail too. The fairy can cancel this ability as aMove Equivalent Action.

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Tiny Fairy Base Statistics (cont’d) Glamour (Su): This is the ability of the Little People to remain hidden. It allowsthem to be invisible to human beings. It has no effect on animals or on magicalcreatures. Unfortunately, it’s not perfect. Some humans can see through it. Whenevera fairy uses Glamour against a person, the target character makes a Will Save at DC 16.If it is made, the character can see through the fairy ’s Glamour.Fairies can make their presence known to mortals at any time. The fairy simply needsto drop the Glamour and the human being can see it. Note too that attacking thehuman will cause the Glamour to drop as well, just as if the fairy had attacked whileunder the influence of an Invisibility spell. Glamour can be raised again as a StandardAction, however, if the target human spots the fairy before this can be done, Glamourwill not work. Regardless, target humans get a +2 Circumstance Bonus to the WillSave to see through Glamour each time the fairy attacks them. These bonuses arecumulative.Polymorph Self (Sp): Fairies can shape-shift at will. The fairy can transform itselfinto any creature (including a human) up to Medium Size. The transformation lastsas long as the fairy wishes, but it does sometimes fail. Once per day, the fairy mustmake a Will Save at DC 14. If it is failed, the fairy reverts to its natural state. Becausethis is, in essence, an illusion, the fairy may not notice that something has gone wrong.It must make a Spot check at DC 14 or continue acting as though it were still in its polymorphed form.

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Chaos (Sp): This power works similar to theConfusion spell. There are a few differences,the most important of which is that the effectlasts until the fairy cancels it or until thesubjects make a Saving Throw to resist itseffects. The effective range is a circle with aradius of 20 feet. The Save to resist it is a Willone, and it must be made at DC 15 + the

Fairy ’s Hit Dice + its Wisdom Modifier. Anew Saving Throw may be attempted everyround, but it must be made at a -2Circumstance Penalty. This penalty does notincrease no matter how many times the targetcharacter fails the Save.

Affected characters roll on Table 7-3 todetermine what action they take. At the

beginning of each round there is a50% chance that the affectedcharacter will continue in his or her“chosen” action. If not, rollrandomly to determine a new one.

Compel (Sp): This is an extremelypotent power, so potent that itcounts as two Fairy Powers when itis taken. By means of this power, thefairy can make the subject dowhatever the fairy wishes. The WillSaving Throw to resist this effect isDC 20 + the fairy ’s WisdomModifier. The effect lasts for 10rounds, and while it does the targetcan do nothing but what the fairyrequests. He or she is completelypowerless. Orders that threaten thecharacter’s life must be obeyed, butsuch demands grant the characteranother Saving Throw, this time atDC 15 + the fairy ’s CharismaModifier. Fairies have used thisability to force wrongdoers todestroy themselves by forcing themto take actions that will put them inharm’s way.

Cure Light Wounds (Sp): Thispower works exactly like the DivineSpell of the same name. CasterLevel is 5th.

Curse (Sp): Those who anger a fairysometimes find themselves afflictedwith this power’s effects. Targets ofthis ability suffer a permanent -2Magical Penalty to their ArmorClasses. Additionally, they must rolla d6 each time they make an attackroll, Saving Throw, or a Skill check.If the result of the d6 throw is a “5”

Table 7-1: Fairies by SizeEnglish Fairies

Fairy SizeBrownie TinyEnglish Trooping Fairy DiminutiveGoblin TinyHobgoblin Tiny

Gallic FairiesFairy SizeKorrigan Medium*Lutin Tiny

Irish FairiesFairy SizeGentry DiminutiveSidhe Medium**

Scottish FairiesFairy SizeSeelie DiminutiveUnseelie Tiny

Welsh FairiesFairy SizeEllyllon DiminutiveGwyllion Medium**Tylwyth Teg Tiny

* - This Fairy is Medium in Size, but it uses theTiny Fairy Base Statistics** - This fairy has its own template. See theindividual description.

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Half-Fairy Base StatisticsA Half-Fairy is the child of a true fairy (of any size) and a mortal. They possess manyof the special abilities of a standard fairy, but they do not have them all. There areregional modifiers for Half-Fairies as well, and they should be applied to this templateas indicated in the individual Regional Modifier descriptions.

Size: Tiny Fey

Hit Dice: 3d6+6 (16 Hit Points)

Initiative: +2 (Dex)

Speed: 10 feet, Fly 40 feet (Average)

AC: 14 (+2 Size, +2 Dex)

Attacks: Pinch +3 melee (1d6)

Face/Reach: 2 1/2 feet by 2 1/2 feet / 0 feet

Special Attacks: None.

Special Qualities: 1 Fairy Power, Fairy Sight, Fairy Subtype, Limited Glamour, Polymorph Self

Saves: Fort +3, Ref +5, Will +4

Abilities: Str 10, Dex 15, Con 15, Int 12, Wis 13, Cha 12

Skills: Appraise +6, Disguise +6, Heal +5, Hide +6, Intimidate +6,Sense Motive +6, Spot +5

Feats: Select 3Climate/Terrain: Any TemperateLand, usually ForestOrganization: Solitary or with Group

of Fairies (2-7)Challenge Rating: 1Treasure: StandardAlignment: VariesAdvancement: 4-8 HD (Tiny)

Fairy Powers (Sp): Half-fairies have a limited number of powers. They receive oneability off Table 7-2. If you advance the half-fairy, it gets one additional Fairy Powerfor every two additional Hit Dice.Fairy Sight (Su): Half-Fairies are not fooled by illusions. They see through them asif they had True Seeing cast on them. This ability also makes them immune to theeffects of Glamour, and they may see the true identity of anyone they encounter, evenif the individual has been polymorphed.Fairy Subtype: Immune to mind-influencing effects, Sleep, and disease.Limited Glamour (Sp): Half-fairies do have Glamour like true ones do, but it is notas powerful. It must be switched on. That is, the normal state is for it not to befunctioning. It must be consciously activated. It lasts for 10 rounds while in use. Thenit must be activated again. Turning it on can be done at will as a Standard Action, butthe half-fairy must remember to do so.Like regular Glamour, it can be penetrated. The DC to do so is 14. Limited Glamourotherwise works like the regular version.Polymorph Self (Sp): Half-Fairies can shape-shift at will. They can transformthemselves into any creature (including a human) up to Medium Size. Thetransformation lasts as long as the fairy wishes, but it does sometimes fail. Once perday, the fairy must make a Will Save at DC 14. If it is failed, the half-fairy reverts toits natural state. Because this is, in essence, an illusion, it may not notice thatsomething has gone wrong. It must make a Spot check at DC 14 or continue actingas though it were still in its polymorphed form.

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or “6,” the character must re-roll the d20 if itwas successful. The character must keep theless fortunate of the two results. A successful

Will Save at DC 20 + the fairy ’s Hit Dice +its Charisma Modifier will prevent this nastypower from taking effect.

Non-Fairy Base StatisticsA non-fairy is a human being that was kidnapped at birth and exchanged for achangeling. It has none of the innate abilities of a standard fairy, but it does benefitfrom a lifetime of fairy magic being worked on it and from having been educated inthe ways of the Little People. Thus, non-fairies have certain magical abilities. Theirsize is a result of magic having been worked on them from birth.Like half-fairies there are regional modifiers for this template depending on whichgroup of fairies stole the child and raised it. Refer to the individual regional modifierssidebars to determine how to apply any given set to this template.

Size: Tiny HumanoidHit Dice: 4d8+8 (26 Hit Points)Initiative: +2 (Dex)Speed: 10 feetAC: 14 (+2 Size, +2 Dex)Attacks: Pinch +6 melee (1d6+1)Face/Reach: 2 1/2 feet by 2 1/2 feet /

0 feetSpecial Attacks: Spell-castingSpecial Qualities: Invisibility,

Polymorph Self, UnderstandingSaves: Fort +3, Ref +3, Will +4Abilities: Str 12, Dex 14, Con 15,

Int 10, Wis 11, Cha 12

Skills: Disguise +4, Heal +4, Hide +6, Knowledge (Nature) +4,Spellcraft +4

Feats: Select 4

Climate/Terrain: Any Temperate Land, usually Forest

Organization: Solitary or with Group of Fairies (2-7)

Challenge Rating: 2Treasure: Standard

Alignment: Varies

Advancement: 5-8 HD (Tiny)

Fairy Sight (Su): Non-fairies do not naturally possess Fairy Sight. However, if theireyes have been anointed with Fairy Ointment for five years, they gain it. Most non-fairies have had this treatment but not all.Invisibility (Sp): Non-fairies may turn invisible three times per day. This abilityotherwise works exactly like the spell of the same name.Polymorph Self (Sp): Non-fairies can shape-shift three times per day. They cantransform themselves into any creature up to Medium Size. The transformation lastsas long as the non-fairy wishes, but it does sometimes fail. Once per day, it must makea Will Save at DC 14. If it is failed, the non-fairy reverts to its natural state.Spell-casting (Sp): Non-fairies have access to the First Circle of Understanding ofCeltic Druid spells (see Celtic Age). They have 15 points of Understanding to powerthese spells.Skills: Non-fairies have a +4 Racial Bonus to Disguise, Heal, and Knowledge(Nature) checks.

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Dazzle (Sp): An explosion of brilliant lightoccurs, affecting an area with a radius of 5 feet.The embers of this explosion zip back and forth,seeking the eyes of other targets. Those in thearea of effect when this power goes off mustmake a Reflex Save at DC 15 + the WisdomModifier of the fairy or be Blinded for 1d10rounds. Additionally, the embers cause all non-Blinded characters to suffer a -4 CircumstancePenalty on their attack rolls for the duration ofthis power’s effects, which last for 10 rounds +1 round per Hit Die of the fairy.

Entangle (Sp): This power works exactly likethe Divine Spell of the same name. It operatesas though cast by a 5th Level caster.

Fairy Feast (Sp): Fairies with this power cancreate a small feast for up to eight people ofMedium or Small Size. Unlike the Divine Spell,Create Food and Water, the food is quiteexcellent. Rather than decaying in 24 hours,this food turns to twigs in four hours. Themeal is nourishing, but it doesn’t last as long asnormal food. Those who partake of it, findthemselves hungry again in only two hours.

Fairies most often use this ability to feedhuman guests. It has the dual effect of makingthem appear to be good hosts while at the sametime not delving into their stores (since humanbeings would consume considerable quantities).It can be used to feed themselves, though, whenno other food is available.

Grant Wish (Sp): This is an extraordinaryability, and very few fairies have it. It counts asthree Fairy Powers. A fairy usually has to becaught to exercise it, granting the wish inreturn for freedom. Very rarely, they grant themto humans for other purposes.

This ability has few limits. Whatever the mortalasks for, he or she receives. However, a wishalmost always comes with unforeseenconsequences. Unless the person is making atruly selfless request, he or she can expectthings to not quite turn out the way he or shethought. A fairy may grant only one wish to agiven mortal.

Hold Person (Sp): This power works exactly likethe spell of the same name. It operates as if castby a 10th Level caster.

Illusion (Sp): This is the ability to createillusions. They are visible, make sounds, havesmells, etc. The only thing that they cannot beis touched. Once someone touches a fairyillusion, it vanishes. The power only works onhuman beings. Animals, magical creatures, andother fairies are unaffected by it. It has a rangeof 400 feet. When it is seen, every person getsa Will Save at DC 15 + the Wisdom Modifier

Table 7-2: Fairy PowersThe table below contains a list of allof the available Fairy Powers. Whencreating a fairy, consult the properBase Statistic template and its regionalmodifiers to see how many FairyPowers it should have.Fairy PowersBlightBlinkChaosCompel*Cure Light WoundsCurseDazzleEntangleFairy FeastGrant Wish**Hold PersonIllusionMagic Item***Mirror ImagePolymorph ObjectPolymorph OtherVentriloquism* - This power counts as two.** - This power counts as three.*** - See description for this power’scost.

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of the fairy that created it. Those who succeeddo not see the illusion. Those who fail see itand believe wholeheartedly in it. They cannotbe convinced otherwise until the thing istouched and vanishes.

Magic Item (Ex): In lieu of taking a Fairy Power,you may instead assign the fairy a Magic Item.This counts as one Fairy Power so long as theitem is a minor one such as a potion (withseveral applications), a minor wondrous item, ora +1 weapon. It costs two Fairy Powers if it is amoderately powerful Magic Item, such as Wandof Fireballs, a medium wondrous item, or a +2or +3 weapon. It counts as three Fairy Powersif it is an extremely powerful item such as a +4or +5 weapon or a major wondrous item.

Mirror Image (Sp): This ability operates exactlylike the spell of the same name. It works asthough a 5th Level caster had cast the spell.

Polymorph Object (Sp): This ability allows thefairy to turn one inanimate object into another.It is the means by which leaves are turned intocoins and pumpkins into carriages. There are afew general limitations on this power. First,only inanimate objects can be affected. A fairycannot turn a mouse into a tree or a rock into

a bird. Second, there is a time limit to theeffect. In general, this is 24 hours, but it isreduced one hour for every five pounds theobject weighs over 10. The minimum durationis 30 minutes.

The fairy can create precious metals and othervaluables through the use of PolymorphObject, but they have little value to him or hersince they will not retain their shape. This sortof thing is usually done to assist a human.Fairies have no use for gold or silverthemselves. They simply like the way itsparkles. Thus, faux gold created from leavesor stones is worthless to them.

Polymorph Other (Sp): This power worksexactly like the Arcane Spell of the samename. It is cast as though the fairy were a10th Level caster.

Ventriloquism (Sp): This power works like thespell of the same name. It operates as thoughcast by a 5th Level Caster.

FeatsFinally, select Feats for your fairy. Once again,the template determines how many Feats itgets. Regional modifiers may add extras. For

instance, a Korrigan gets two Featssince it gets one for being a TinyFairy and another one as a regionalmodifier.

Fairies may choose Feats from anyof those listed in the standard game,from among those in the CELTIC

AGE setting book, or from thoselisted in the “Fairy Feats” sectionbelow. The only restrictions are thatthe fairy must be able to fulfill anyprerequisites for the Feat inquestion, and Little People cannotchoose any of the special RomanFeats from CELTIC AGE.

Fairies as Player CharactersThere is some precedent for fairiesbecoming companions of humanbeings and adventuring with them.If you have a particularly fantasticcampaign, you may be tempted to

Table 7-3: Chaos EffectsRoll 1d12 and consult the chart below todetermine what action the target character takes.

Die Roll Action1 Wander Away2-3 Attack Nearest Creature4-5 Recite Favorite Poem Loudly6-7 Dance8-9 Laugh Uncontrollably10-11 Make Amorous Advances

towards Nearest Character of Target’s Persuasion

12 Do Nothing

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allow this sort of mix, especially if the fairywere a Half-Fairy or Non-Fairy that haddecided to rejoin the mortal race.

Alternatively, you could choose to have an entireparty of adventuring fairies. This would resultin a slightly different sort of campaign, but,again, it’s not much of a stretch from some fairytales. Finally, a fairy with Class Levels makes amuch more formidable opponent for your partythan one without.

Whatever you decide, proceed with a certainamount of caution. The fairies designed hereare all powerful in their own respects. They maynot be dragons and they might not have a lot ofHit Points, but they do have some powerfulabilities. Fairy Powers operate on an at-willbasis, and most fairies have at least three. Thisis in addition to Fairy Sight, Glamour, andPolymorph Self, which are innate to most of theLittle People presented here. An enterprisingplayer can think of all sorts of practical meansto use Polymorph Self to his or her advantage.In short, do not underestimate the power of afairy just because it is a Tiny or Diminutivecreature. Adding Class Levels to it will make ita formidable character indeed.

Table 7-4 lists the Ability score modifiers foreach fairy template. Use these modifiers onlyif you don’t want to use the scores presentedin the Base Statistics blocks. While strayingfrom the base will allow a player to customizethe fairy character a little more, it also setsyou up for greater game imbalance. Proceedwith caution.

It’s probably best if you do not apply regionalmodifiers to fairy player characters. Most of themodifiers only increase the fairy ’s power. Thus,you will create an even more powerful PC byadding in the modifiers. However, it’s up to you.It’s your campaign, and you should do what youfeel is best. Table 7-5 lists each kind of fairyand its level equivalent if played as a character.

One final note on fairy player characters: westrongly recommend you do not allow a PC tochoose Grant Wish as one of his or her FairyPowers. It can be wholly unbalancing. If you doallow this, impose certain limitations on it thatare in keeping with the fairy tradition. A fairyshould not grant a wish unless it is captured bysomeone else. Its friends cannot “capture” itfor this purpose. Likewise, it cannot grantwishes to itself. They are only for those clever

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Table 7-4: Fairy Character Ability Score ModifiersWhen creating a brand new fairy from scratch, apply the following modifiers to theAbility scores based on the type of fairy generated.Ability Type

Diminutive Tiny Sidhe Gwyllion Half-Fairy Non-FairyStrength -4 -2 +2 -2 +0 +2Dexterity +6 +6 +4 +0 +4 +4Constitution +2 +2 +4 +0 +4 +4Intelligence +2 +0 +4 +6 +2 +0Wisdom +4 +4 +4 +4 +2 +0Charisma +2 +4 +6 +0 +2 +2

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enough to trap it somehow. Also, the fairy myfind itself constantly in trouble or pursued bythose who have heard of its abilities and wishto gain wishes for themselves.

Fairy FeatsFairies may select Feats from the standardgame, non-Roman ones from CELTIC AGE, orfrom those listed below. The new ones here areclassified as Fairy Feats and may only be takenby fairies. Humans may not use them.

Accelerate [Fairy]This is the ability of certain fairies to workfaster than should be possible. It is a commonfeat of Hobgoblins and other household fairiessince it enables them to get an enormousamount of work done overnight.

Benefit: A fairy with this Feat may move atthree times its normal Speed. It can maintainthis state for a number of rounds equal to itsConstitution score. At the end of the timeperiod, the fairy must make a Fortitude Saveat a DC of 12. If it is failed, the Little Personis Fatigued.

Enlarge Fairy Power [Fairy]Fairies use this Feat to increase the range oftheir special abilities.

Benefit: This Feat works similar to theMetamagic Feat, Enlarge Spell. The effectiverange of one of the Little Person’s FairyPowers is doubled. The fairy must choosewhich Fairy Power this Feat will affect at thestart of each day.

Table 7-5: Fairy Character Level EquivalentsTo determine what effective level your fairy character is, cross-reference its type againstit current Class Levels on the table below.

Type Level EquivalentBrownie Class Levels +6Diminutive Fairy, Unmodified Class Levels +5Ellyllon Class Levels +6Gentry Class Levels +6Goblin Class Levels + 7Gwyllion Class Levels + 6Half-Fairy, Unmodified Class Levels + 5Hobgoblin Class Levels + 8Korrigan Class Levels + 6Lutin Class Levels + 6Non-Fairy, Unmodified Class Levels + 5Seelie Class Levels + 5Sidhe Class Levels + 7Tiny Fairy, Unmodified Class Levels + 6Tylwyth Teg Class Levels + 7Unseelie Class Levels + 8

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Extend Fairy Power [Fairy]Fairies use this Feat to increase the duration oftheir special abilities.

Benefit: This Feat works similar to theMetamagic Feat, Extend Spell. The durationof one of the Little Person’s Fairy Powers isdoubled. The fairy must choose which FairyPower this Feat will affect at the start ofeach day.

Fly-by Attack [Fairy]The fairy can attack on the wing.

Benefit: This Feat works exactly like the Fly-byAttack Feat from the standard game. Fairieswith it can take a Move Action and anotherpartial action at any point during the move. Itcannot take a second Move Action in a roundwherein it makes a Fly-by Attack.

Normal: Without this Feat, the fairy takes aPartial Action either before or after its move.

Quicken Fairy Power [Fairy]Fairies with this Feat can use their powers withgreat alacrity.

Benefit: This Feat works similar to theMetamagic Feat, Quicken Spell. The LittlePerson can use a Quickened Fairy Power as aFree Action. He or she can make another action,including using another Fairy Power in thesame round. The fairy must designate whichpower is Quickened and may only use this Featonce per day.

Swarm [Fairy]The Little Person darts back and forth, lungingat a target creature’s face to confuse, disorient,and otherwise interfere with its actions. Themore fairies able to use this ability, the greaterthe distraction for the target.

Benefit: A fairy with this Feat can hamper anopponent. By using a Full Attack Action, he orshe can flit back and forth in an opponent’sface, ears, and anywhere else that will cause adistraction. The fairy cannot attack himself orherself but does make feints and takes otheractions that cause inconsequential damage. Acharacter targeted by this attack suffers a -2Circumstance Penalty to his or her AC. The

victim must swat at the fairy and deal with itsnuisance, and thus cannot concentrate fully ondefending himself or herself. The fairy has a20% chance per round to be hit by one of thetarget’s swats, suffering damage from thecharacter as though he or she had hit with anUnarmed Attack. For every two additionalfairies with Swarm that participate, the ACPenalty increases by one.

Normal: While a fairy can try this sort of thingwithout the Feat, there is no AC Penaltycharged to the target character.

Trip [Fairy]The fairy is adept at tripping larger creatures.

Benefit: The fairy can make a Trip Attack on acharacter regardless of size. This attack doesnot provoke an Attack of Opportunity. Thefairy rolls to hit as normal. The defender mustmake a Dexterity check at DC equal to 15 +the fairy ’s Dexterity Bonus. The target doesnot get the usual bonuses to the check for theLittle Person’s smaller size. If the check isfailed, the character comes crashing to theground. If it succeeds or if the initial attackfails, the defender does not get to make a Tripattempt against the fairy.

Fairy Magic ItemsFairies have a number of unique Magic Items.Some of them are crafted by fairies for theiruse, and a rare few are designed to be usedagainst the Little People.

CobwebFairies use cobwebs to bind mortals they wishto punish. The material for these nets is spunfrom spider-silk and then enchanted so that itwill be strong. Anyone caught within a cobwebmust make a Fortitude Save at DC 20 orbecome paralyzed. Those that Save suffer 1d3points of Temporary Strength Damage perround that they struggle.

A character caught in the web is consideredPinned. Escaping requires a Strength check atDC 20. Success breaks the strands and enablesthe captive to get loose.

Caster Level: 5th

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Prerequisites: Craft Wondrous Item, HoldPerson, Ray of Enfeeblement

Market Price: 30,000 gold

Weight: nil

Fairy DustOne of the most famous fairy magical items,this powder induces sleepiness in those that ittouches. Anyone touched by a handful of itmust make a Fortitude Save at DC 25 or fallasleep for 1d6 hours. A bag of Fairy Dusttypically holds enough for five uses. The dustmay be blown or thrown. It has a rangeincrement of one foot.

Caster Level: 3rd

Prerequisites: Craft Wondrous Item, Sleep

Market Price: 150 gold

Weight: nil

Fairy OintmentThis magical ointment is used to penetratefairy Glamour and see things as they truly are.All fairies can see through Glamour, so thisitem is useful for mortals only. It isspecifically crafted for the human childrenthey steal and for the half-human progeny ofmating with mortals.

By anointing the eyes with this ointment, thetarget is affected as though a True Seeing spellhad been cast on him or her. The effect lastsfor 24 hours.

It is not safe to use on children under the ageof five. Their minds and bodies have not yetdeveloped enough to be able to take ineverything that the ointment allows them tosee. Children under five to whom it is appliedmust make Will Saves at DC 15. Failure causesthe child to develop mental illness. He or she isnever quite right even into adulthood andbecomes obsessed with dark thoughts, cruelty,wealth for its own sake, or other unsavoryconcepts. This process is irreversible.

If the ointment is applied daily for five years,the recipient gains the ability to permanentlysee through Glamour. Fairies typically beginanointing their step-children at the age of sixor seven so that, before they grow to adulthood,they can see as if they were born fairies.

A single batch of Fairy Ointment containsenough for five applications. Fairies do notmake it themselves. They harvest it from thelands in which they live. Human beings mustrecreate it the hard way.

Caster Level: 10th

Prerequisites: Craft Wondrous Item, True Seeing

Market Price: 4250 gold

Weight: nil

Fairy SwordThis is a magical sword designed tocomplement the fairy ’s ability to shape-shift.Many fairies choose to polymorph themselvesinto humans or other creatures to fight, andthe fairy sword is capable of changing size asnecessary so that it can always be useful to itsowner.

A Fairy Sword deals damage depending on whatsize it is at the time. Table 7-6 gives thisinformation. Note that size on the chart refersto the size of the fairy that is wielding it.

The sword instantly changes size along withthe owner, and, as long as he or she chooses aform that can wield it, it stays with him orher. The weapon bonds to its owner and socannot be used for size-switching by anyoneelse. However, anyone who can wield it at itscurrent size can pick it up and do so, gainingall of its other magical bonuses. If it is lost or

Table 7-6: Fairy SwordDamage by Size

Size DamageDiminutive 1d3Tiny 1d4Small 1d6Medium 1d8Large 1d10

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its owner killed, it will bond with the nextperson to find it.

Caster Level: Twice the Enchantment Bonus

Prerequisite: Craft Magic Arms and Armor,Enlarge, Shrink

Market Value: Caster Level x 2000 + WeaponBonus x 2000

Weight: Varies by size

Self-Bored StonesA self-bored stone is a rock with a hole in themiddle made by water action, not by drilling.By looking through one of these, fairyGlamour is completely defeated. It acts asthough the character’s eyes had been anointedwith Fairy Ointment.

The stones also offer protection against fairies.Having one in one’s possession grants a +4Magical Bonus to AC against fairies and a +2Magical Bonus against Fairy Powers.

There is no magical formula for crafting suchan item. They are made by nature, or those withthe patience to set up a drip can create one.They are extremely rare, however, and difficultto find.

Adding Fairies to Your CampaignAdding fairies to your campaign requires a littleforethought. They shouldn’t be used as a“random encounter.” Few of them are fighterslooking to mess with a party of adventurersarmed to the teeth, especially if they are battle-thirsty Celts. Any serious threat is most likelyto cause a fairy to vanish or retreat to its ownworld. Further, with the exception of truly evilfairies like the Unseelie, they are unlikely toseek out contact with mortals.

A brush with the Little People may be anaccident for the party, such as unknowinglywandering into Fairyland, but it should occur aspart of your, the GM’s, plans. Insert fairies intoyour campaign deliberately. Choose the exactkind of fairy with which you want your playersto tangle. Determine the circumstances underwhich contact will occur. Will the Little Peoplebe adversaries, judges, allies, obstacles, orsomething else?

The reason for this is that fairies take a certainamount of planning. They have a wide varietyof powers, and each kind of fairy has differentmotivations. Dealing with Goblins is verydifferent from dealing with the Unseelie, eventhough both are troublesome creatures unlikelyto befriend the party. Likewise, the Ellyllon mayhave entirely different purposes for approachingthe characters than the Sidhe.

Further, fairies don’t like to fight. They will todefend themselves or their homes, but they arenot interested in combat. Thus, they don’tmake good traditional opponents for a standardparty. They must be used thoughtfully. Howwill the characters react to their pranks? Whathappens if one of your PC’s gets polymorphedinto a mouse because he or she irritated a LittlePerson? And since they have no need for richesof their own and seem largely unconcerned withmortal affairs (beyond enforcing their owncode of mortality), why are fairies interested inyour group?

Listed below are some approaches to addingfairies to your campaign. They are by no meansthe only available and are meant only to getyou started.

Service to the Little PeopleDespite their magical abilities, fairies arereferred to as “the Little People” because thereare limitations to their powers. Thus, the Kingof the Fairies approaches the party and asksthem for a favor. This usually involvesperforming some impossible task. Unlike thestandard fantasy adventure of a lord hiring theparty to plunder a ruins or rescue a princess,this one involves fulfillment of a task. There isusually an intellectual mystery involved that hasthe fairies completely stumped.

For instance, the characters might be asked to“draw rain from the sun in the dark of night.”The fairies can provide everything they know,but they cannot solve this mystery to performthis task. There is also usually some direconsequences riding on failure, such as “if thisis not done before Summer Solstice, all ofFairyland will fade from the world forever.” Thecharacters are essentially being asked to save thefairy kingdom. If they can pull it off, they will

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earn the gratitude of the Little People forever,gain rewards such as wishes, and may be able tocall on favors later.

Performing a RescueA child has been exchanged for a changeling ora local woman has been kidnapped to be a fairybride. The characters must find their way intothe fairy kingdom and then win the abducteeback. This adventure will involve very littlesmash and grab, though. The Little People willhide the person well, and only surrender him orher if the party can prove they are bothcourageous and clever. If not, they ’ll findthemselves thrust out of the fairy kingdom,unable to return.

The Lure of TreasureFairies are renowned for the treasures they keep,both magical and mundane. The party hasdecided or is hired to acquire some of them.This may be a well-meaning mission where aspecial Magic Item is needed and the fairieshave it, or it may be a greedy one where

someone gets it into his or her head thatstealing from fairies isn’t a bad idea. In theformer scenario, the characters may try tobargain for the piece. If that fails, they mayhave to resort to more desperate measures.

Getting LostSometimes mortals accidentally wander into thefairy kingdom. The doorways are hard to spoteven when they’re open. Fairies don’t likeunwanted intrusions, so the reception may behot. On the other hand, the party may bewelcomed, or they may be tested: if they canpass, they will be permitted to stay or receive areward; if they fail, punishment ensues.

A Test of CharacterMany fairies will engage in pranks to test aperson’s nature. If they react badly, they will betortured further, but if they do not they mayreceive some reward. Perhaps it is aid on amission or the offer of a service.

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CREDITSText:John R. Phythyon, Jr.

Cover Illustration:Lorenzo Sperlonga

Interior and Back Cover Illustrations:Terry Moore Strickland

Layout:Christine Whitmer

Art Direction:Peggy Gordon

Editing:Dr. Mike Bennighof, Ph.D.

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77

Little People Character Sheet

Name Sex Class

Size Eyes Level

Type Hair Alignment

ABILITY ABILITY

NAME Score Modifier

STRStrength

DEXDexterity

CONConstitution

INTIntelligence

WISWisdom

CHACharisma

TOTAL WOUNDS/ CURRENT H P SUBDUAL DAMAGE

HPHit Points

ACArmor Class

= + + + +

TOTAL BASE ARMOR SHIELD DEX SIZE OTHER ARCANE SPELL ARMORBONUS BONUS MODIFIER MODIFIER MODIFIER FAILURE CHECK PEN.

10 +

Armor Type Speed

FORTITUDEConstitution

REFLEXDexterity

WILLWisdom

SAVING THROWSINITIATIVE

Modifier

BASE ATTACKBonus

= +

TOTAL DE X OTHERMODIFIER MODIFIER

KE Y SKILL ABILITY OTHERSKILL NAME ABILITY MODIFIER MODIFIER RANKS MODIFIER

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

________________ ________ ________ = ______+ ______+ ______

MELEEAttack Bonus

RANGEDAttack Bonus

= + +

BASE STR SIZE OTHERTOTAL ATTACK MODIFIER MODIFIER MODIFIER

+

= + +

BASE DEX SIZE OTHERTOTAL ATTACK MODIFIER MODIFIER MODIFIER

+

TOTAL ATTACK BONUS

DAMAGE

CRITICAL

SPECIAL PROPERTIES

ATTACK

TOTAL ATTACK BONUS

DAMAGE

CRITICAL

SPECIAL PROPERTIES

ATTACK

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78

Little People Character SheetGEAR

FEATS SPECIAL ABILITIES

FAIRY POWERS

SPELLS KNOWN

SPELLSNUMBER OF SPELLS KNOWN (SORCERERS ONLY)

0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH

UNDERSTANDING (CELTIC DRUIDS AND WILD WOMEN ONLY): ______________________

SPELLS PER DAY

0 1ST 2ND 3RD 4TH 5TH 6TH 7TH 8TH 9TH

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OPEN GAME LICENSE Version 1.0aThe following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). AllRights Reserved.1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;

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12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or allof the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any OpenGame Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure suchbreach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to theextent necessary to make it enforceable.

15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.Little People © Copyright 2002, Avalanche Press, Ltd.

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