Showing posts with label Endless Rambling. Show all posts
Showing posts with label Endless Rambling. Show all posts

Tuesday, May 8, 2018

Eerath - The Known World

My setting needed an actual name aside from "Eastwylde" which is really just one swathe of a certain region in the larger world.  It has already also seen a short-lived Maze of the Blue Medusa campaign which for one session spilled into some kind of demiplane closely resembling the War-Gardens of  A Red and Pleasant Land in a moment of uninspired desperation from Y.T.  The Blue Medusa campaign explicitly placed the Isle of Eliator in my world's southern hemisphere along with a Neo-Saurian Empire and mercantile nation of Catfolk.  There have been a few references in the Eastwylde campaign to Yoon-Suin as a distant land of tea, drugs, and magic items that don't fit very well into Pathfinder's rubric of price-by-bonus. 

[Other stuff I've used: I adapted several critters from Veins of the Earth namely the Alkalion and Trilobyte Knight to dwell in the great hollow tunnels and chasms that yawn beneath the lime and sandstone buttresses of the Eastwylde's bluffs, but my players rarely and furtively probe underground.  Arnold K's Wizlocks were also carefully placed on the map but were bypassed unencountered]

Meanwhile I've been sort of half-assedly flirting with detailing further parts of the setting, always with an eye to keeping it dungeon-centric.  The focus should be on dungeons (where 'dungeon' can be any kind of labrynthine large complex filled with peril and reward) and rumors of dungeons. The most ambitious of these putative campaigns would center on The Seclusium of Cyrelle the Chaotic, which was generated using Vince Baker's Wizard-Dungeon Generator Thing.  From a mismash of randomly generated qualities Cyrelle became one of the most powerful wizards and putative supervillains of my setting writ large. 

So like, the world itself needs a name.  I'm going with Eerath, totally ripped off from an old 90s Excalibur comic. 

Eerath is a setting written for Pathfinder and takes most of its rules for granted.  There are some differences, however: Clerics don't serve deities but rather an innumerable assortment of Saints, some widely worshiped and others intensely local.  This lets them select any combination of Domains as long as the player can come up with a saint to justify it (Charm + War, for example, or Liberation + Law, etc etc).   Firearms are so profuse that they are treated as Simple Weapons and downgraded in price to less than one-tenth the rulebooks' listings.   Hypothetically (it hasn't come up yet) the setting uses the listed assortments of Demon Princes and Archdevils from D&D3.5 as subdivine powers.  A few racial options from  D&D 3.5 might find a place in the setting including Eberron's Warforged (referred to simply as The Forged, one example has already appeared in the Eastwylde campaign as a minor NPC); also from 3.5's Races of Destiny: the Shara-Kim or 'civilized orcs' (you may have noticed by now I'm kind of a fan of musclemen with tusks: I want there to be as many varieties as possible), and a human subrace called Illumians (with apologies to Joseph Manola who specifically called these guys out as emblematic of annoying race bloat--I always liked them in particular, albeit both Illumians and Shara-Kim have had their origins simplified in my settings to emphasize what makes them interesting in the first place).  And 3.5's more humanlike catfolk as a contrast to the beast-headed version from Pathfinder.

+2 charisma, because everybody likes catgirls.  No you don't get a choice you like catgirls.
Celestial or angelic hierarchy I'm not so sure on.  Angels certainly exist and probably ought to have some kind of opposite hierarchy opposed to the infernal; IRL whether or not a saint is of angelic or human origin isn't super-important but perhaps in my setting there would be 'Angel Cults,' rather more esoteric than the everyday saints of this and that, whose devotees would perhaps be better represented by the Summoner or Oracle classes.  I say not so sure because normally I'd just use the hierarchy proposed in Book of Exalted Deeds and not think about it further.... [Sidebar: A lot of DMs make the mistake of overthinking/overdeveloping the high-level Exalted/Infernal hierarchies of their settings, coming up with political machinations in hell which never figure into the actual campaign in any way.  I'm the opposite: I have so little concern over the 'cosmic level' of my setting I'm happy to just pull stuff from a book whole hog or let my players say it's whatever they want since it never in practice makes any difference.] ...but I found this website called https://www.angelarium.net/ which has beautiful fully realized illustrations of a bunch of esoteric angels I had never heard of ("Chazaquiel, Angel of Fog?"  okay). I won't post 'em, just go see the pretty pictures yourself.  If Angel Cults make an impact on this game at all, this amazing artwork and the imaginative forms of its angels needs to be used. 

Eerath: Fast Facts--> Major area of concern is the western half of Allegonde, a subcontinent fairly analogous to Europe c. 1485 - 1550. 
--> "Fixed Starting Point Area," the locus by which the rest of the world is measured, is the Kingdom of Pellegrine, loosely analogous to England in early Tudor times, except with some profound differences that ought to make its society totally unrecognizable like fiat currency and an artificially-constructed capital city. 
--> Other key places: Ibexia, which long ago was the heartland of the setting's Roman Empire analogue.  Dasan: enormous crumbling empire to the south which has fought eight "Dynastic Wars," and is the origin area of the Warforged and other "magitech" (or "magepunk" w/e) type stuff.  Think Medieval Sicily with a strong Byzantine/Arabian influence but with crazy crystal technology ~100yrs in advance of the rest of the setting and you got it.  Ibexia might be part of Dasan.  The North: the generic Skyrimmy Fantasy Vikingland place I had to include because my players love that shit.  Ugh.  Don't expect these guys to matter ever.  Arroede (pronounced "arrow-WEED.")  Spain analogue.  The major military empire of the period, controls some kind of Vicereality of Mexico-equivalent. 
--> Halfling Republic.  Exists to the west of Pellegrine.  Buccolic Shirelands surrounding a massive industrial-nightmare city that produces most of the world's clothing(?).
--> I like Van names ("Van Natta," "Van Wormer," etc.) so there's probably a Netherlands (United Republics era?) analogue somewhere lateral to Pellegrine.  Possible name: The Coastlands, the Coastal Principalities, the Coast Princes;
-->Fantasy Germany roughly split into three territories: The Empire of Night which is a Holy Roman Analogue ruled by a dynasty of vampires (this was a player's idea, I would never willingly use vampires other than as parody), The Order State who are constantly fighting the Vampires (so they're probably a lot more altruistic than the real Teutonic Knights), and lands of free humans which includes The River Princedoms (yes thanks Warhammer), the Hill Baronies.
-->Fantasy France analogue enormous and ideally much more diverse than Fantasy France Analogues tend to be.  Celtic/Breton area built on legendary locations such as The Lost City of Ys and The Enchanted Forest of Brocéliande and so-on is of outsize importance and headquarters of the World's International Ruling Body over Wizardry.  IRL Bretony was a beleaguered region constantly hammered by a state of low-grade warfare between its chieftains and the French but here it is probably the most civilized part of the setting with a few areas of High Magical Danger. 

Breton costumes like this only go back to 18c but easily adaptable & stylish if like me you love buttons




















-->Area of Provencal influence; possibly an area of heavy religious dissent?  since my Cult of the Saints is modeled on the Early Church moreso than Medieval, possibly take some inspiration from Arianism, give them a more 'mystical' bent which emphasizes Divine Immanence, ignores/dismisses the army of saints and angels popular elsewhere.....?   Anycase a broad land of spicy food, wandering minstrels and backwards-looking barons. 

--->Further Abroad: East Asia Analogue made first contact with Allegonde about 100yrs ago, have tepidly been sending merchants and missionaries by sea hence wide-ranging existence of Monk class and monasteries, plus other classes such as Samurai and Wu Jen.  Fiat currency of 'fake' coins adopted by Pellegrine while entrusting bullion to the Royal Bank (Chartered Companies must be a thing in the setting even though ~50yrs too early) was first suggested by an immigrant named Quan-Xiu, reproduced in western languages as Kwanshoo.  He is now venerated by bankers and proto-capitalists as St. Kwanshoo the God of Finance.  You can find busts of him in every counting-house and chancery court. 


Thursday, January 4, 2018

Blogs Are Where the Good Stuff Is

 EDIT:  Also, need to say somewhere: I went to see The Shape of Water last night, and it was pretty alright.  Probably won't watch it ever again but it's Guillermo del Toro doing his Fairy Tale + Melodrama thing again so you probably know if you like that kind of thing by now.  8/10, solid stuff, a good case for making Fishman an RCC in your campaign.

Every other week I DM a game of Pathfinder, the more fancily-dressed close cousin of D&D Vers. 3.5.  This Sunday will see the fifth session of my friends playing a run-through of Maze of the Blue Medusa, which interrupted our ongoing Wilderness Sandbox-cum-Power Politics campaign, dubbed The Eastwylde.  I don't know how long we will be playing Maze--my original idea was to run it until the players discovered the Megadungeon's exitway, which as I had correctly guessed took three sessions.  I then gave them the option of going back to Eastwylde, but having just endured a near-TPK they were "hot" to get back into the thick of the module and defeat it.  So, the game remains Medusa Maze for the forseeable future.

I wouldn't be running Medusa Maze at all if I hadn't spent the last two years ensconced in the world of OSR (or DIY if you prefer) Blogdom: a world which holds, in the words of my once-favorite webcomics author, "a catacomb so deep there ain't no goodbyes."  A glance to the right at my list of linked blogs provides a sampler of the biggest and best among those I read but there's always more; more creativity popping off like fireworks in this community at a superior level of average quality and originality towards anything else.  No one has ever written a line for Paizo who was fit to wash Arnold K's socks, seriously--or if they had such talent they had to suppress it for corporately-mandated Ikea prose describing the Warmed-Over Lovecraft/Burroughs Do Final Fantasy that is the World of Golarion.

Which brings me colliding into the contradiction at the heart of this blog.  Why am I breaking my back and consequently flopping like a fish to give the tone and pitch of all this rad, mad OSR stuff to my Pathfinder game when I could just, uh.... play AD&D or OD&D or any of the inspired descendants like ACKS and LotP?  I've sounded out my friends on this and they are in fact down to play AD&D or even Three Brown Books if it's what I want; two years behind the screen has earned me the benefit of the doubt at least I guess.

As I've covered elsewhere, I think 3.5 has  certain virtues of its own that aren't to be taken lightly.   And as much as I'm not a fan of most of Pathfinder's "improvements," at its core it is still that game.  There's also the practical bit, that it is basically the game I've played for 17 years.  I know the environment/light rules, and the elevation/crouching/prone/one-half vs three-quarters cover rules, and the rules for grenadelike weapons and even what to do if you want your character to grab an opponent.  That's not nothin'!   A good crunchy combat system is maybe worth the tradeoff of each Player Character being a super-tough battleship of interlocking systems such that PC death becomes a rare calamity. 

But the fact remains all the interesting ideas are in that OSR/DIY orbit.  I mean, have you ever visited Paizo's official forum?  GitP?  The Gaming Den?  By and large dead zones of the imagination.  Efficient counsel if you come to them with a specific rules question, but like, where are the ideas?  Why doesn't 3.5 have a Zak S and False Patrick making some really off the wall shit?  What is so deadening when the PCs can cast light at will and magic missile  three times per day?  Malnourished hacks have managed to write adventures for Superman for 80 years with a better success rate than you'd think so the answer is definitely not "power level."

 One thing I am not is a causologist.  I just made that word up.  What I mean is I don't think the fact that there aren't (or I haven't seen) any really inspired dungeons or settings or whatever coming out for 3.5/Pathfinder right now means there must be some failing inherent to that system; the simplest explanation may be no one's done it yet because no one's tried or the right tryer has yet to come along.  Heck, I could be that tryer.  I won't, I've got other things to do; in theory though, I could.

For the last couple weeks my out-of-session "homework" as DM has simply been to translate Zak and Patrick's combined madness into the rote numbers of a Pathfinder-compatible dungeon: tweaking and making a few small changes (like in room 206 I added an earth floor with a multitude of mushrooms, and I heavily altered room 1.  That's it).  In lieu of doing a lot of creative heavy lifting I have given my fumbling graphite drawings a little more exercise.  I've discovered actually filling in the background with blackness (as you'd see wandering in dark corridors by torchlight) will elevate a rude sketch quite a bit.  I've largely backed away from a lot of the original module's lethality and acquiesced to Pathfinder's base assumption that everything  can be resisted/evaded with a successful saving throw.  Even if the danger's not as high the Maze is still a weird, wonderful place my players have enjoyed nosing around in.  And they haven't even met any of the Torne Sisters yet, each of whom I want to introduce with a BIG (14x11") cool drawing.

 Since I began writing this post I have forgotten what the point I was coming to actually was.  This happens A LOT and is a big reason I blog infrequently.  That means I probably already made the point I wanted to so let's leave off here.

Monday, February 27, 2017

What's in the Eastwylde pt 2 - In which I Torque About Orcs

Prepare to pork on orc.  So much orc, you will hork.  Uncork these orcs!

All About Orcs
So literally the first question everyone has when considering orcs in Your Dungeonmaster's Precious Setting is, "is it morally justified to massacre a bunch of infant orcs?"

The answer is, of course, no, never, not even then, what are you retarded it's wrong to kill babies.  It's also true that in my setting orcs were created by a primal act of murder, they literally have the evil of that deed stamped on their souls and they are twisted, despicable beings made of hate and bottomless anger.  It's still wrong to murder babies, you goons.  In fact, orcs are everything I just described and also ensouled beings with freedom of will (their creator hates them, he certainly doesn't care what they do).  The universe is complicated and not about to make itself easy for your moral convenience.  Except with dragons, I guess.

Here's the fucked thing with Orcs.  If you were talking hypothetically with one, and you said "if I slaughtered your whole tribe and then came upon a bunch of your helpless infants, would it be acceptable within the bounds of war for me to slaughter them?"  The orc would be like, "keep them alive so they stay fresh if you need rations, lol."

Yeah, orcs eat babies, mostly their own.  Just like hogs.  Actually cannibalism is quite common among them but for obvious reasons, in extremis the newborn are eaten first.   Note that orcs don't eat each other for any spiritual reason (they do not have a mystical bent or care much for symbolism), but when food is scarce.  Orcs are quite large (5' 8" to 6' 3" in a world where the average man is 5' 6"-5' 7") and have big muscles, obviously, so they need a protein-rich diet and they need a lot of it.  They are omnivorous, of course and can get a little nutrition from just about anything, just like hogs. But still, meat is the thing.

 Why are orcs green pig people?  Because they sprang from the blood of the slain god Freyr, who was called The Boar King, you see.  Incidentally, Freyr's wife Gerd was a Giantess and Storm Giants and Forest Giants (the tallest giant kindreds) are green so I don't know, possible connection there?  Anyway.  Freyr created the Elves, and so the Elves and Orcs are related in this way---the Elves call the Orcs their shadow, or distorted reflection, but then again Elves are vain.   Gruumsh, the brother god of Freyr and his murderer, considers himself the "Father" of the orcs.  The orcs believe they are ugly because Gruumsh was ugly and Gruumsh made them with his hate.  Gruumsh hates his children: the Orcs believe that the moon is his watchful eye (the full moon being the time for worthy deeds), and the stars are the all the dead orcs. Gruumsh pinned them up in the sky and lit them on fire, because he hates them.  Because they're ugly, like Gruumsh is  ugly, and they remind him he could only create ugly things.  Yes, Orcs consider themselves ugly and the Elves beautiful (in a sense they are the same race): braids of the Elves' lovely golden hair are quite a trophy if you can get it.

see what I mean?  the Storm Giant's the green one

This is a Forest Giantess.  I've been in love with this drawing for thirteen years, lol.

What are orcs like? Orcs are often likened to boars or pigs and this is accurate, in the same way people are basically chimps with more complicated rituals. Orcs have jaw and cheekbone structure reminiscent of suidae, which gives them very wide mouths and big square chins; orcmen have tusks turning upwards and orcwives usually none but when they do the tusks turn outwards; both have fangs but otherwise normal teeth, though some have "outer teeth" pointed outwards from the gums like a pig's. Many orcs look very frightening and bestial, with their jaws filthy and open like the boars they venerate, but some are handsome in a Ron Perlman As The Beast kind of way.

You see how thick that jawbone is and also how the teeth project forward?  Yeah baby, yeah.
As I was writing, orcs are likened to pigs and this is accurate: they are totally ruthless and have a very based outlook. An orcwife will eat her children to survive and barely feel guilty. They shrink from doing almost nothing to stay alive and are frank about it. Their cooperation is almost wholly calculated, by nature they are loners and survivors. Sometimes rage overcomes ruthlessness, for all orcs are born with a well of bottomless hate and rage in their hearts. They learn to control it or it eventually consumes them. They actually have the same beauty standards as Men, and they find themselves ugly and hateful (as they are, and so they should). This is why all orc cultures venerate ritual scarification and flencing of skin (important orcs often have the whole skin of their chin or cheeks scraped away or peeled back with plugs or staples embedded): they are ugly and hateful (full of hate and fit to be hated) and find both release in pain (their pain tolerance is like a boar's) and enjoy making themselves ever more frightful. Sarcasm is a high sport among the pig people.

Speaking of sports, orcs play many martial and athletic games among themselves. They are quite obsessed with games, as is common in hunter-warrior societies where for long stretches of time there is not much to do. These include javelin, shotput, darts, archery, climbing, and complicated hypothetical arguments (an aspect of "bulling" as it's called) such as "how would you hunt a pack of worgs," or "how would you ambush a heavily armored force of Men" [sidebar, orcish has problems with plurality so the singular "Man" is often ignored and the plural Men always used, as in 'you are a Men, talk to this other Men for me."] Orcs have long memories (like pigs) and to catch your opponent in an argument up by bringing up some point from long before is considered a masterful stroke. You may notice hurled weapons are popular with them: it is a myth that orcs prefer to "best use" their natural strength by wading into melee with a pair of battle-axes. Thrown weapons, recurved bows and long spears are more prized, as orcs love the ambush and to deliver the decisive stroke from surprise. "Fighting fair," goes their oldest saying, "is for suckers (oink oink)." The glorification of single combat is characteristic of cultures that possess heavy personal armor and most orc societies through the centuries have lacked this.


Here is a drawing of one of my orc NPCs (never did finish it)  The lamella are woodbark and the upper armor is cured hide. A weasel pelt acts as an overbelt.  Various pieces of metal form a kind of scapular which along with possession of a metal sword and dagger marks this orcwife as an important warrior.

Most orcs wear carefully prepared skin or clothing of bark. The time consuming manufacture of these is of course the domain of orcwives: but if an orcman can best survive by excelling at womens' work and if an orcwife wants to kill (who doesn't?) then it's a whatever. All orcs, however, love to decorate. Again, this is a culture of hunters who often have long stretches with nothing to do, so in addition to cutting on themselves in artistic ways they fashion braids and decorations of bone, horn, fur and feather---think Leatherstocking Goes Hellraiser and you get the idea. Orcs are very good at grinding bone and shell together and then making it a paste they can mold into plates or pipeclay for ever more elaborate and creative decoration. These decorations are another reason close combat is largely scorned by them.

If I am making orcs sound too cute or domestic remember these are people who will throw a knife at your head because their sliced-up skin is really irritating them that day, or murder and eat a close friend with the sang-freud of a pig. All orcs have the rage and the ruthlessness, like two devils pulling them in opposite directions. A lot of what I have said may be overreaching: orcs (and pigs!) can and do know love and loyalty but it is not praised among them. But, as to their skin: it is true orcs don't sweat and wallow in mud to keep cool and ease their irritation, and why they do poorly in meridian climes. A kind of backhanded blessing from their creator Gruumsh is that where many orcs live for a while, deep pits of mud will "bloom." Men call these corruptures and note accurately that orcs ruin the land wherever they settle (like pigs!). This is also why orcs encountered in the dungeon have pit traps around them, that's actually a weaponized bathing area (if they were expecting you). The sunlight does indeed burn orcs' skin and sting their eyes and the mud and darkness are their refuge (hence they settle in dense wood and caves, rarely staying in open country). Orcs go about with exposed skin totally covered in mud (save for where it's flensed, probably) giving them a yellow, reddish, brown or white cast depending on local clay (their natural skin colors are green, ash-grey and rarely bruise purple or white). This also improves their smell, and they frequently mix fragrant herbs, pine needles etc. into their skin ointments to smell better (they don't actually like stank anymore than humans do though some unwisely take it as a competition to see who can stink up a cave the most).

Another orc NPC's portrait.  Note the mix of leather, wood and bone and how armor and weapons blend into decoration


A common saying of men is, "boars and bats are the allies of orcs," and while not totally true (animals are not magically smart in my setting), they are the most frequently chosen companions of orc rangers, hunters and druids. Boars accompany orcs to war and hunt just as dogs accompany Men but, of course, they are not so selflessly loyal. Bats of course frequently carry disease through no fault of their own (interestingly in real life they had a heraldic association with physicians/medicine, at least in Islamic Spain) and orcs who live near (many cultivate) batcaves will pick up these diseases and so become even more hideous and threatening to Player Character intruders. Guano bombs and fungal alchemy provide traps for orc lairs.

As I mentioned, orcs, Men and Elves all have basically the same standard of beauty within a broad range (because Orcs are just a twisted version of Elves, of course): although orcs are usually extravagantly hideous and proud of it, some are attractive enough you might want to settle down and make a baby with them. Half-Orcs are often born from violence but also sometimes because mixed communities of wild men and seminomadic orcs form, especially up north (where the orcs are called "tamed" and now have many apparatuses of civilization). Because of the orcs' gloomy and violent outlook on basically everything (they like to say the stars are the souls of the departed burning in agony, they will always find a reason why what you're doing is pointless and dumb and you're doing it wrong anyway, schadenfreude and sarcasm is their cultural heritage etc.) such unions can be difficult unless the Men becomes Orclike or the Orc becomes Menlike (both are possible--orcs are ensouled beings with free will and capable of change, probably). The way of this generally is to encourage Bulling, which is the Orc art of conversation and includes complex hypotheticals, anecdotes and lore. Bulling is definitely the most positive social behavior Orcs engage in and you could with time probably make an orc upbeat (dare we say pleasant?) by encouraging her or him to Bull more. Some Orcs and Half-Orcs are born among humans and are almost totally human in personality, just a person with bad skin and a bad temper. The reverse is probably also true, orcs will (out of indifference/laziness) accept anyone into their band who is self-reliant and can Bull (and understands that cannibalism is nothing personal).

More about Bulling: an interesting fact about Orcs is that they do not use chairs save for the very human-influenced tribes.  Thus Orcs have perfected the squat from earliest youth and can spend hours squatting on their haunches without straining a muscle.   Orcs on guard duty or waiting nearby a trap will squat and bull in that position for hours, or attend to some craft such as carving a bat from a wood block or making a new wristband.  Despite their violent tempers they can display an incredible patience at this, sometimes lurking by their trap and sitting and muttering for a day or more.  Thus it is orcs encountered at random in some dungeon chamber could have been there for many days with nothing more to amuse themselves than decoration or deep thoughts ("is eating until you burst the best way to die?")

Tolkien already gave us a perfectly good naming scheme for Orcs so I go with something that's heavy on the snapping and buzzing sounds (Gazarak, Rakku, etc.) or I go with Akkadian with the ending vowel replaced with a Black Speech-y noise (like take the word Inannu and make it Enank) or something from Mesopotamian mythology (like the monster Humbaba, which made the name Hun-Ba-Kil). Or, if it's hard to remember a bunch of made up noises, I translate the name (ex. of Orc NPCs in my game: Rotten-Axe, Topknot, Tall Pole, Prettygirl, Big'un, Bad Shot, Milk).


If this all sounds too ordinary and dull and close to real human cultures (although it isn't and I can't think of any like this), consider orcs as basically prime henchman material (the idea of them losing their infravision is dumb, btw--they totally keep the predator vision but they have to be immersed in total darkness for it to work). Your Chaotic fighter can totally get a bunch of orcs to follow him but consider my orcs A) are not dumb axe-wielding guys in fur diapers named Zog, B) are laconic but also argument-loving petty assholes C) are often fuckable if you can see past the whole mutilated green beastgirl thing, and they're probably much more fun to have around. My players have like three orc henchmen now and they love the terse gloomy motherfuckers.

Thursday, February 9, 2017

What's In The Eastwylde Pt 1 - Fairies

Fairy Folk
Pixies, Leprechauns and Brownies are the three common types.  Boggarts and Redcaps are the less-talked about, much less funny cousins to these three varieties of Fey.

Pixies (AL: CN)
Pixies are the most numerous---the Eastwylde has a population in the hundreds, at least.  They have what comes closest to a real society, with leaders, shepherds, weavers and other specialized roles.   Essentially, Pixie society is stratified into the commoners and the Gentry.  The main difference is that Pixie commoners live in large tumulous mounds like ant hives (almost all of which are obscured by forest), while Gentry live in houses painstakingly modeled after the latest human architectural fashions, built into the trunk of a living tree with its rooftops among the branches.  Likewise, commoners dress in simple wool and linen garb, while Gentry use magic or any other means to dress in miniature approximation of the latest human fashions.

No pixies have appeared in the game so far, but you can bet every time the party's ventured into the forest they've been watched carefully.

Pixie commoners are organized into clans, with each clan living in one mound.  It may seem odd for winged creatures to spend so much time underground but they don't seem to mind.  They festoon their burrows with tiny oilskin lanterns and hang enough holly and pine to sweeten the subterranean air.   Pixies may be only 18" high--the size of a doll, perhaps---but they need to eat, and they keep chickens just like everybody else.  Perfectly normal chickens, who have to be led out from underground each day and then watched carefully as they amble about their pens.  This is the job of the youngest and lowest ranking Pixies, but they take the job seriously----if you see what appears to be a lost chicken wandering in the woods, leave it alone.   Additionally, the pixies have bred a species of dwarf sheep from which they get their fleece and wool.  Humans frequently mistake these sheep for lost lambs wandering in the woods and become sheep-stealers without realizing it.

 
One of the most important things about Pixies is that they cast their spells primarily through archery, which is both a means of communication and an obsessive past-time to them.  Pixies imbue their will into the arrows they launch.  These tiny arrows---more like long needles, really---cast whatever spell they want on the struck target.  Obviously, it's no good to cast, say, confusion, on a dead man so Pixies are really good at shooting people in usually nonfatal body parts.  In fact, skilled pixies can plug a hapless commoner two dozen times before he is even in danger of bleeding out.  One of their most important spells is Charm Monster, which allows them to befriend any beast or man they strike with their darts.   Thus pixies hunt, not necessarily for food, but often for new friends and pets.   Their burrows are typically guarded by charmed badgers, who probably have magic fang and a few other basic enchantments ready to go.

Pixies are vaguely brythonic in origin and if you crack open any ancient history book about Britain you should find a bunch of ready-to-use names.   Caradog, Cunobelin, Admindios, Gwydyros, sure (One of the few problems is a lack of female names in the sources but, like, just stick -etica at the end and you're probably safe.  Like Caradetica, Gwydyretica).   Gaulish and modern Welsh and Breton names should be close enough for government work.

Common pixies decorate themselves and make fastening toggles with fangs and bits of horn and bone and wear cloaks and hats of fleece in Winter, of woven leaves in Spring and Summer.  They paint spirals and celtic knots in blue woad on everything, including their faces in wartime.  Since metal is abhorrent to them they officially rebuke it and only use bone and flint for arrowheads, but the truth is every pixie has a pouch of a few nails or other iron bits which they might make into particularly dangerous arrows for a particularly hated rival.   Pixie clans go to war with each other all the time, but real fights only happen between two individuals who really hate each other.

Pixies not only enslave animals to be their guards and cattle, they enslave men to be their, uh, slaves.  Actually, common pixies do this way more than Gentry, because more than anything they abhor the drudgery of labor, while Gentry families pride themselves on not being so lazy.  It is rare for them to enslave anyone long-term: when slaves are taken it is because they were a target of convenience (usually lost in the woods), or one of the youngest/lowest-ranking Pixies has some particularly odious task such as a long journey and wants to fob it off.  In such cases they may just find any old human, shoot him in the ass with a charm arrow, and say something like, "dear friend, would you do me the great kindness of taking this important letter to such-and-such down the road?"  The poor human might find himself bewitched by the addressee of the missive as soon as he finally arrives, sent back with a simple message such as "we do not appreciate solicitors!"  This kind of incidental/accidental happening is how Pixie slavery works and slaves usually are forgotten/reprieved/escape after a few chores.

Of course, younger Pixies usually can't cast charm spells that last long.  What often happens is the spell wears off when the human is halfway through his errand, and he is often left in a state of confusion as to why he was doing what he was just doing.   Human peasants, of course, conflate this with perfectly ordinary forgetfulness--like when you come into a room to get something and immediately forget what it was, if you're some salt of the earth type you'll often go "confounded pixies!" 

Sometimes humans get enslaved longer term.  Usually it's attractive and unmarried young women, just one more reason for farmers to lock up their daughters at night.  If a human is "taken on as help" by Pixies for a longer term, they are often shrank down to be of better use.  A fully-grown human in a Pixie burrow usually isn't much good except as a doorjamb.  Gentry almost always shrink their humans down to Pixie size (this requires a higher-level version of Reduce Person), but some cheaper ones might leave them at Halfling-size, which is still awkwardly big for a burrow or treehouse.  
Slaves of the gentry are always house-servants, working in the kitchens inside the brick foot of the house (being built into treetrunks, these houses are always quite vertically, usually 12 feet tall with 3-4 stories).  Obviously working in a kitchen in a tree is a precarious job which is why the little ovens and stoves are carefully built into brickwork.  This makes the kitchens of a Pixie Gentleman hellish hot.  Human nurses frequently tell tales of naughty children taken by the Pixies and put into the kitchen, forced to bake "the squire's" bread in heat and smoke like hell until they pass out and fall into the oven which, of course, was what the vile Pixie wanted all along ("now along with the bread comes the roast!" is the punchline to these stories).   In real life any Pixie Gentleman who did this would be a sociopathic monster among his own kind---but who knows what the Gentry do in their big ornate houses? 

However, the truth of enslaved ("adopted") human children is nothing like these nursery tales.  It does happen that sometimes a Pixie---common or genteel--gets the idea to kidnap a human child and raise them as a full-time servant.  The kid is usually treated with much condescension, since humans can't fly and are ridiculously clumsy; men are just sort of inherently comical to Pixies.  Most Pixies can't really stomach cruelty to a child any more than you or I can, and such servants are treated reasonably and often released when they get old enough to start really missing other humans.  There are quite a few ordinary people in the border country who spent one or two years as a servant of the Pixies, with experiences ranging from the harrowing to the pleasant. 
The only picture specifically of a pixie I've ever liked

Almost always, Pixie Gentry cultivate a beehive on one of the branches of their tree.  They obtain massive amounts of honey and put it on everything: baking it into cakes, brewing mead, spreading it on toast, etc.  This honey is the absolute property of the Gentry, and often used as a means to cajole the commoners into doing something for a Gentleman (which task they may well then kick down to a hapless human).  Genteel Pixies get along fabulously with bees, because they frequently wear clothes with beestripes (they cover a lot of their shit in stylized stripes just like commoners do with spirals) which means they practically look like bees themselves.  They often walk around with a bevy of bees crawling all over them, the fuzzy little dears being the size of a tiny toy dog in comparison perhaps.   The noise of this is incredible and a little frightening to shrunk-down servants.
Of course, Pixie Gents utilize archery just as much as their common kin, and are usually better at it (notwithstanding they always have much fancier, more powerful composite bows).  They also carry special swords, never of metal but typically a length of thornbush or nettle, carefully stiffened and sharpened, with its prickles bristling off the "blade."   When two Pixie Gents are going to duel, as a mark of station and bravery, they prefer to swing these "stings" at one another while spinning around in a flashy midair melee.  They sting like hell without inflicting serious injury, which makes them excellent dueling weapons and prods for recalcitrant slaves. 

You might assume the Gentry are the leaders of Pixie society, but really the Gentry and Commons are like two wholly different societies.  Gentry families are usually just 4-6 individuals plus servants and get their social lives from parties thrown at so-and-so's house, or special balls held in such-and-such glade.  Commoner clans have their own internal leadership structure, always led by a patriarchal elder, who deals with the Gentry on behalf of his people more in the way of negotiation than deference. 

In theory, if the Pixies were to ever go to war, all the clans would get together under the leadership of their hereditary squires, who would assemble before the King of the Forest in their leaf armor, perhaps riding specially bred war-pigeons.  Nobody could even imagine this happening in modern times, especially in the Eastwylde where there hasn't been a King of the Forest in 500 years. 

Brownies (AL: CG)

None of the other Fairy Folk like the Brownies.  They're such brown nosers.  Always cozying up to Men.  Living in barn lofts, cellars and cabinets.  Mending shoes, pans, doorhandles, and always respectfully retreating with the dawn, not looking for so much as a thank-you---just a bowl of milk and crushed chestnuts for me, thank-you ma'm--don't they know that Fairies are supposed to be feared and respected by mortalkind?  Where do they get off toadying like that, letting the whole side down??
Smug little bastard

Right, so nobody likes Brownies.  Brownies don't live in the forest, because the tougher and meaner Fairies would make game of them, but they don't all necessarily squat in human houses either.  Most live on the border of the forest, usually in a little one-room burrow beneath an old stump or mossy stone.   Brownies are vaguely related to Gnomes, who are inclined to the earth element, so they're very comfortable in a subterranean hollow that would be claustrophobic to anyone else.  If the burrow is home to multiple generations it might be expanded to something like a little cabin, with a rabbit chamber and a reading nook.  Brownies are, as a rule, the most unassuming, mild-mannered cornpone little motherfuckers on earth.  Other Fairies find them absolutely gratingly pleasant, like they have no pride at all.

Brownies like doing things for people, and they're also very good at it.  They're not creatively inclined, but they can fix just about anything, of whatever material.  In fact, a brownie just has to hold an object in his hands and study it for a while, and they'll sort of absorb the essence of it and have an epiphany as to how, if at all possible, they might fix a thing.  For example, a Brownie who had never tinkered in his life might hold an iron pan for a minute and then take up a hammer and beat the dents out of it as though he'd been apprenticed to the task all his life.  Likewise with stitchery, cobbling, gardening, whatever.  They can't make new things (or they only can with great difficulty) but they can repair almost anything.

You would think they would just come out in the open and be welcomed by human society.  But Brownies are smart enough to understand that, inevitably, humans would try to take advantage of their good intentions.  It's better to just keep the relationship simple and indirect.  That way the Brownies have a use and the humans get their stuff fixed---everybody's happy, nobody's hurt.   Brownies are only a little shorter than Halflings and could be mistaken for them quite easily though, so who knows how many adventurous young brownies walk out in the open in Halfling or mixed towns?

Brownie society, such as it is, is laid back and pleasant.  They either live solitary lives or with
BASTARD I SAY
immediate family.  Being fey, obviously, there's no rush for them to get married.  When not helping others they love comfortable pastttimes like storybooks, pipe tobacco, trimming a dwarf tree, or making paintings.   I said Brownies couldn't create anything, but they can make totally fatuous Thomas Kincaide style landscapes as a racial ability.  They think that shit is adorable which further baffles and enrages other Fairies.   They can't write though, so all their books are "borrowed" from Men (being virtually ageless they don't see the problem with borrowing a book from some family for a few decades or centuries---they really do keep close track of the bloodline).  Brownie weddings are wonderful week-long affairs that draw in families from the whole region, usually held in a clearing or heath on the forest border.   Although they remain hidden or disguised in human communities, out in wasteland Brownies walk around quite openly.  You might see a few on their way to a wedding party with kegs of beer and loaves under their arms.

The other thing about Brownies is they all carry swords and, at the end of the day they're ready to throw down.  Like, Pixies stick to bows and Leprechauns to clubs, because while they're more ready to use violence, using metal is a level of hardcore they don't like to go to.  If a Brownie needs to settle some shit though he's going to be pretty dead serious about it.   They have no ego but they do have a strong sense of decency, and aren't the toughest Fairies but will always do the right thing.   Another genre of Fairy Tales is the one about the brave little brownie who stepped in to save a maiden from an Ogre.  Usually the Brownie ends up a smear on the Ogre's fist, which is a lesson to teach kids that you can't succeed just through good intentions or something.

I have no idea what Brownies would call themselves.  Probably gentle nature names like Willow, Ashwhite, uh.... Heath?  Whatever.  Let's be honest these dudes are a little boring, and they'll probably just adopt halfling/human names.

Leprechauns (AL: CN)
Leprechauns could almost be Brownies---they're the same size.  But while Brownies are proportionate and can be attractive like halflings, Leprechauns are misshappen, with enormous heads, stooped shoulders and twisted legs (that in no way impinges their strength or speed).  Really, each Leprechaun's proportions and features are quite unique, which is to say that each Leprechaun is ugly in his own unique way.   If there are lady leprechauns no one's ever seen one.  Maybe Leprechauns are just an adolescent phase Brownie Boys go through.

The best way to describe Leprechauns is that they are punk-asses.  They are jackasses, and they are punks.  They're greedy, territorial and clannish, but also they love doing stupid reckless shit to impress their friends.  Pin the tail on the Hill Giant, steal a water-wheel and try to keep it spinning downstream, tie your friend to a treebranch while he's sleeping and smear his face with honey, etc.  Fortunately for Leprechauns they are shockingly tough, or at least resilient to blunt force trauma.

Not every Leprechaun guards a pot of gold.  That's a story they spread around to troll humans.  Actually Leprechauns themselves aren't sure if any of them has a pot of gold, but they're always sort of suspicious that one of them might, if they could just find the bastard and shake it out of him.  
Leprechauns always dress well, or at least flashy.  They copy human fashions although they are often centuries out of date or appropriated from weird and obscure cultures, or often a bizarre mix and match in garish colors.  They actually do not like green or colors that blend in with the natural environment, they want to stand out.  Hideous as they are, they go to great lengths to cultivate unique styles of facial hair (and occasionally their copious body hair). They form associations, or gangs, based on neighborhoods which are hidden to humans but are clearly marked all over the forests, usually with a Fairy Circle (of mushrooms, stones etc.) demarcating a Leprechaun's yard.
That sick cloak/jacket on the right is I imagine the height of Leprechaun fashion

I haven't even talked about Fairy Circles yet so I guess I will here---Fairy Circles are reputedly gateways to other worlds and sometimes they are, but more frequently they're just the Fairy version of boundary stones, like a fence around your yard.  Like a Pixie gentleman will have a ring of mushrooms around the giant gnarled oak he lives in, or a ring of mushrooms will crown the top of a Pixie tumulus, or there will be a semicircle of mushrooms spread around the stump a Brownie lives in.   Fairy Circles basically just mean "I live here (get lost)."  Leprechaun gangs usually consist of 4-6 individuals whose Fairy Circles happen to be fairly close.  Like boys from the same neighborhood they fight constantly but always close ranks against outsiders (anybody from outside their tiny district of the woods).

Individually leprechauns are just surly little men, but in gangs they can be terrors.  They love to get blitzed on berry wine and white lightning and "roam around the woods looking for fights."  (A fight usually consists of finding the nearest Brownie and shoving/ridiculing him until he cries).   The common story is that Men (or other mortals) who blunder into a Leprechaun "neighborhood" will be expected to present a "gift" to "the lords" because that's only manners.  Indeed Leprechauns shake people down for their valuables constantly; they'll take money but soon forget about it and leave it somewhere.  But fine clothes or magic items are what they really prize.  They are always looking to extravagate their wardrobe and they can read magic easily.   As mentioned, intimidation is a favorite tactic if they're in a gang, but individually or together Leprechauns love to trick and confound Men and take great pride in doing this.  They are capable of powerful illusionary magic and will go to elaborate lengths to confuse a Man so bad he doesn't know what's up from his right.  Convincing a guy he's drowning and then going "quick, throw me your [coin pouch/nice hat/magic sword] and I'll throw you a rope!" is a favorite (the punchline is tossing a coiled rope into the guy's face once you let the illusion fade).  Just imagine a million mean jokes of that nature.
Imagine these guys 3' tall with big heads, that's a roaming Leprechaun Gang

Leprechauns as a rule carry sticks, but sometimes one makes a "punch" from carved knucklebones complete with nasty enchantments like woozify or slurrinate (confuse and slow;  Leprechauns have their own better names for spells).  One thing everybody knows is that Leprechauns are jerks but they will never actually kill anybody (this is actually more of a risk with Pixies who might kill you accidentally; Leprechauns have a much better idea of what they're doing when they handle mortals).  If you're too wise to their routines they may just beat the shit out of you and leave your bruised hide back at the edge of the forest, though.

Leprechauns aren't all bad.  They will stick up for their mates.  They won't inflict more cruelty on a humiliated victim.  They may be spontaneously kind, to children, forest hermits, the lost or wretched.
Ladies, all this could be yours
  They like pretty girls and will usually rob one of no more than a kiss.

Leprechaun names are long and complicated and prone to change with their mood.  They are usually comprised of medieval Irish conventions (so Brendan Og Cailean rather than Brendan O'Colin) plus word salad.  Really just invent something that sounds goofy.  Here are the Leprechaun names I've used so far: Tyrnaut Fitz Tyrnaut; Clontarf Mac Cock-Whistle; Peevish Thurible; Boykin Creakly; and Kelly Kelly Kelly.

Yes, when I play Leprechauns at a table I put on the worst 30's Hollywood-style brogue that I can.  It's not offensive, Leprechauns are supposed to be horrible!

Redcaps (AL: NE)
If Leprechauns are the rudeboys of the Fairy World, Redcaps are the lone nuts.  Seriously, murder is their whole thing.  There is no Redcap culture.  Even other Fairies don't know how many there are, if they reproduce or if there's just a certain number of insane immortal killers wandering the world.  Nobody knows why Redcaps kill.  They target Beast, Man and Fairy alike, leave no explanations and usually no survivors.

The story goes that they are a Vengeance from the Lost World (A Hate From Old Times, if you will).   Fairies know, vaguely, that they used to inhabit some other world before they came to this one, and that world was destroyed, and the Gnomes had something to do with it which is why they're not counted among the various Folks anymore.  Some fairies say the Redcaps are a holdover from that world, a weapon that was unleashed and stalks its prey still, following a mandate that no longer has a source or a purpose.  But maybe that's just a story.  Redcaps don't talk, but they do laugh---a noise nobody who survives an attack will ever forget.

Redcaps would be about the size of gnomes if they stood straight, but they're bent like old men, which they resemble.  They have twisted little legs and long apelike arms knotty with muscle.  Their trepezial muscles are jacked and they have thick, trunklike necks that jut their wan, sunken faces forward.  They have long white beards, always silky smooth, and long white hair, also straight, flowing back from under the long red wool stocking caps they wear.  Other than the bright cap they usually wear dull brown rags, clothes long worn from centuries(?) of skulking and wandering, sometimes concealing cloaks.  Redcaps' eyes are huge, like an owl's, with little dead black pupils in a sea of white.  Under a beaklike nose their mouths break open to display long, yellow angler-teeth which seem to project forward a little whenever their lips pull back.  They carry long scythes (man-sized) which they seem to be able to pull from nowhere at all, and wield with speed and ferocity.
You'll never improve on the MMII picture

Some say the reason Redcaps don't talk is their face isn't their real face---the real face is on the top of their skull, under their cap.  But survivors of Redcap attacks say that's just a stupid fable, because they've seen Redcaps doff their caps to dip in the blood of their victims, and beneath was just a bald crown.  Redcaps pause to dip their caps in the blood of a fresh kill, always, which is why their caps are always bright red, and how some manage to escape them.

Redcaps hide in all kinds of places you'd never expect, but places any child would suspect too.  Under stairs, beds, in cabinets, in wells, under piles of hay, under a sick calf, in mother's chaplet.  They wander with seemingly no preference between wilderness, countryside and towns.  They are not only shaped like apes but just as strong and can leap high enough to catch the eaves of most roofs.  Sometimes they won't use their scythes but bite with those oversized teeth which are iron-strong, and lap up gushing blood from their dying victim.

Redcaps don't exactly work together, but it's surprising how often two or three might independently choose the same place for a murder.  If two Redcaps encounter each other by chance, they silently doff their caps, and continue on with their grim work.  Once everyone in the immediate vicinity is dead, they retreat back into the shadows.  Of course there are plenty of murderers among Men so Redcaps are rarely suspected, but among Fairies, a discovered murder almost always means Redcaps.

It is possible for a Wizard to lure out a Redcap with tobbaco and bloody beef (and, a recent discovery, chocolate), then if they are powerful enough to overawe the creature, take it as a familiar.  Redcaps make excellent (and perhaps more importantly, intimidating) bodyguards in some wizards' opinion.  It's said that with some work a wizard can make his Redcap familiar talk, although what they might have to say is known only to those wizards.

Boggarts (AL: CE)
Boggarts look like Leprechauns aged about 40 years---in other words they look like twisted, misshappen little old men rather than boistrous brutes or ugly coxcombes.  They dress well but usually in dour and concealing cloaks or mantles with broad caps.  They wander roads quite openly and fearlessly in broad daylight, and but also up mountain or forest paths as if on some world-spanning errand only they know.  Wherever a Boggart encounters someone, it's likely to lead to trouble, as Boggarts are both wicked and quite sensitive, which is a terrible combination.

Boggarts are sensitive about everything---their age and ugliness, their height, their clothes, the weather--it's extraordinarily easy to offend one.  That's when the Boggart whips off his hat and cloak, face reddening and growls "now ye've done it!"  Stripped to shirtsleeves the Boggart grows and grows--not a smooth, ghostly resizing like the Enlarge Person spell but a Jeckyll-esque ripping and popping of muscles, stretching and tearing shirt and britches, until they are a grotesque muscled form the size of a Bugbear.

Usually in this scenario, the Boggart will take his sweet time displaying his jacked form, flexing and posturing, and belting out things like, "how d'ye like me now!?"  "bet ye feel a dem fool fer accostin' a gentlemen about his way!"  "Ye jest had t'push me, didn't ye?  Y'jest keep pushin' and pushin' jest like all t'udders!  Well not this time!"  and other aggrieved nonsense.  Every Boggart thinks he is the most put-upon person in the world and that their lashing out is well deserved by whoever gets it.  You could say their endless wandering is one long, fuming walk, ostensibly to calm themselves down but really rehearsing an eternity of grievances.

The thing is that Boggarts won't stop short of murdering their victims.  Beating them senseless and throwing them off a cliff or ripping out their hearts are all good ends to an encounter.  Boggarts will make a faint show of respecting the Fairy Courts if they have to, but any crime they can get away with will be indulged in.  Occassionally a Boggart comes to visit some luckless family.  If they know what he is they can prolong their lives a little by inviting him in and showing overweaning deference, putting him at the head of their table, etc. but eventually he will find some excuse to punch them all to death, and then he'll go through their wardrobe and take what he likes.

Some Boggarts are further gone even than that.  They dispense with the language and the perfunctory justification.  They just kill, and usually they stay in their monstrous form all the time.  The term "bugbear" originally described these creatures, who would haunt neighborhoods, slipping into wealthy homes and eating the children in their beds.  It was much more satisfying to let the parents live and discover their son or daughter as a pile of regurgitated bones the next morning.   Modern Boggarts act like these were some bad apples who went too far, and that as civilized members of Fairykind they repudiate such violence, which to be fair was only directed at Men anyway, but nobody buys that.
A boggarts' monstrous form closely resembles a bugbear and was the original meaning of the name.

Amazingly, some Fairy Courts actually tolerate Boggarts, although certainly nobody likes them.  This is because where they are accepted, Boggarts virtually always direct their violence outwards from the community, namely at Men.  Boggarts loath Men to their core, because Men just look like a big stupid version of Fairies with big stupid faces and put on airs like they own everything like, what are they thinking, they just put some sticks together and now they own all this pasture?  According to who?  Where do they get the nerve?  And they make all this milk and jerky and silk hats and other fine things but just pass it around among themselves even though they're all Johnny-Come-Latelys?  Seriously the only question is why somebody hasn't blown their houses all over and cracked open their heads yet.  Occasionally you get a Boggart who hangs around the Court so long he even puts on airs like he's some kind of courtier, and tries to talk like Richard Attenborough, but this cracks the second something annoys them, and then they have to go back to the Land of Men to blow off steam.
The worst though is when Boggarts come 'round to Leprechaun neighborhoods.  Because Boggarts have a way of taking over Leprechaun gangs---it involves repeated beatings and cowing displays, and a lot of goading the Leprechauns to do worse and worse "pranks."  Like sure, open that guy's barn doors and let the cows out, but if you know what would be really funny is if that snot-nosed little brat boy of his was sitting in front of the doors when it happened.  Because what's he going to do, spank the cow??
Apparently in proper D&D Boggarts are... giant frogs?  That's weird.

All too often the Leprechauns start buying into the Boggart's way of seeing things (Boggarts are all old, right, so they must know something), and then a campaign of terror can really start.  With 4-8 Leprechauns backing him a Boggart might make a bid for becoming the Fairy Lord of a Forest, smashing all the poor Pixies' houses and evicting Brownies from their burrows unless they start talking tribute.  It gets really bad if there's a human community nearby---the only reason Boggarts will leave a human community standing if they manage to seize power is that it's funny to keep stringing them along with hope that no, next year I won't kill anyone if your tribute's just a little bigger, really!

Fairies and Religion
Cold iron will kill the shit out of any Fey right quickly, but even ordinary old iron makes Fairies uncomfortable to say the least.  Nasty rashes, quaking and sweats, they react to the stuff as if it were radioactive.  But Fairies have another weakness, namely icons of the Saints.

It doesn't matter if the Fairy is good of heart or black as coal.  They can scarcely look at let alone go near representations of the Saints and the Godhead.  They can handle effigies of the Old Gods a little better, but still aren't fans.

A Fairy who looks directly at an icon or image of a Saint is shaken for 10 rounds.  A Fairy luckless enough to touch one, or a book of holy scripture, is burned for 1d4 damage and sickened for 10 rounds, and must make a DC 15 Will save or flee to a safe distance from the religious object. 
This is mostly a problem for Brownies who want to be helpful, "good tenants" to their unwitting human hosts, but have problems looking up at the icon on the wall.  Mostly they just train themselves to keep their eyes down and not look at it, although a Brownie with spellcasting class levels might, I don't know, combine Invisibility and Remote Hand (I forget the actual spell name) and disapparate the icon for as long as they need to work.

As long as a Fairy is unaware that they are close to a religious image, they're fine.  However this doesn't apply to iron, which they can sense with a twinge in their guts.

Likewise, Fairies cannot approach consecrated ground.  The lost saints' tombs and shrines of the Eastwylde are still, after 500 years, anathema to them, treated as warily as the remaining sinks of Wild Magic.  They would certainly never think of going near a Temple or Shrine that was being actively used.

So what's the deal with them and the Saints?  It seems like whatever empowers the destiny of man has a real hate-on for the Fairy Folk.  Like they don't belong in his plan.  Wherever Man settles, he builds shrines, entombing the bodies of holy men inside and consecrating the stones in their name, raising up high towers to please the eye of god.  This is ground forever lost to the Fairies.  Whatever is given in His name they can never take back.  There is no countermeasure to this.  Even if they go on the warpath and slay Men left and right, Fairies can't "win" territory back from God.  They can only lose.   This makes even the kindliest fairies not fans of Man as a whole, though individual people they can like well enough (especially the irreligious).   Good Fairies understand that "your God is a shithead" is kind of a rude thing to say and just try to avoid the subject of religion with Men as best they can.   In fact, those enslaved/raised by Pixies at a young age rarely ever feel quite comfortable in a house of the saints ever again.  They usually settle on some gently compromising position like, "the beauty of nature is the greatest Temple of all and it surrounds us already.  Why worship in some house when we're so much closer to Him out here?"

So, that's Fairies.  Good, bad, mostly just annoying.  Common wisdom is that you're better off never meeting them at all, but stay polite if you do.  Don't eat their food, give them what they ask for, stay out of the woods, and pray to the Saints; keep an icon on your wall and a pair of shears under your pillow and you should be alright.   Although Fairy-folk don't seem to have an infinite lifespan (Pixies live only a little longer than humans, Brownies certainly age and die, the other three breeds are more mysterious in their ways), they scarcely seem to notice the passing of years nor understand how time can matter so much to humans.  Their lives are hazy as the submerged world from which they came; they would rather feast and play and fight and fuck than keep to a calendar.  Cosmogenic questions of good and evil they seem to miss entirely---stuck in a past that is now only a dream which settles over the wild and deep places sometimes, ever retreating, soon to be gone forever. 


  

Thursday, September 15, 2016

More on the Purple Plains

I see now that I made a mistake rolling on the "wet" column for landmarks in a grassland terrain, but I think I can still make it all work.

Baker's Pool - Actually a lake, long and kidney-shaped with the concave bank facing East.  The north end terminates in a high promontory-cliff of dusty sandstone, in the escarpments of which sprout many examples of opuntia chlorotica and towering carnegiea gigantea from which it takes the name "cape cactus."  The north side of the escarpment is difficult to approach, with many protruding and strange sandstone monoliths.

 Baker's Pool flows out of caves at the foot of the cliff, and as one proceeds south a little more than a mile it grows shallower, the water more still and fetid.  It is the single greatest watering hole known to the Ghost Cattle (only persnickety scholars insist on the name Phase-Oxen), although they must pass through dangerous stands of box elder and hardy juniper where the Canopy Owls lurk in bands.  By the lake's eastern shore they mate, and their annual migration makes Baker's Pool one of the termination points of the Thunderfolk's wandering circuit.  A small permanent community of Thunderfolk is built up on the west shore mainly  consisting of a dozen smithies, giving it the name of Iron Town (although most native metal produced by the Thunderfolk are bronze alloy, as the Purple Plains have a few seams of copper and tin but very little iron.  Any steel items owned by a Thunderfolk band will have been traded for, but they make many ornaments, harness bits, and nails from bronze, as well as the sharp, curved swords they call Horse-Cutters).