TEXT: 2
   
  
  1
   
  By Brett Boyko and Mariah Malczewska
  Playtesting and Consulting: Lacy Williams, 
  Frank Marcelli, Charlie Errington, Zoran 
  Dobrijevic, David Pound, Coraline Ada Emke, 
  Ben Cope, Mitchell Smallman, Will Herrmann, 
  Vicky Beaver.
  Cover and Layout: Mariah Malczewska
  Editing: Vicky Beaver, Michelle Novelli,  Frank 
  Marcelli, Elyse Montgomery,  Will Herrmann  
  Cartography: Frank Turfler  
  Interior Illistrations: Yana Vaseva, Lucas 
  Pandolfelli, Joe Shawcross, Mariah Malczewska, 
  Sean Montgomery, Sandara Tang                       
  Copyright © 2016 by Dark Smile Games
  Dark Smile Games
  Toronto, Ontario, Canada
  www.DarkSmileGames.com
  All rights reserved. This book or any portion thereof may not be reproduced or used in any 
  manner whatsoever without the express written permission of the publisher except for the use 
  of brief quotations in a review.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment 
  Group at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights 
  of Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or 
  warranty as to the quality, viability, or suitability for purpose of this product.
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  October Young, Chris Ryall, Morgan Walther, Sam Victor, Ben “Damocles Thread” Walker, Cory Bonifay, 
  Patrick Mailhot, Marty Chodorek.
  
  2
   
  Arden Botanical Gardens
  Aquaregima
  Temple of Unmaking
  Dulse 
  Marina
  Tutior Condos
  Old Docks
  Highway
  Roads
  Subway and Skytrain
  Rose Location
  Blade Location
  Filth Location
  Neutral Location
  Developed Land
  Greenspace
  Water
  Cliffs
  Sand
  Legend
  n
  Brass Street 
  Boxing Club
  Harold’s Pub
  Sweet Sounds
  Arden Star Media
  Parliamentary 
  Health Center
  
  3
   
  Club Echidna
  Recycling Centre
  The Crowbar
  Le Petite L’Oiseau
  Industrial Shipping 
  and Dockyards
  Old Arden Zoo
  Arden Financial 
  Head Office
  Arden Central 
  Library
  Arden Dome
  
  4
  Contents
  Fae nightmares 
  5
  Nightmares and Fae  
  5
  The Sight and Magic 
  6
  Mortal Interaction 
  6
  The Courts’ War 
  7
  The Court of Roses 
  7
  The Court of Blades 
  7
  The Parliament of Filth 
  7
  setting and ruLes 
  8
  Arden City 
  8
  Ley Lines 
  9
  The River 
  10
  Fae Realms 
  10
  Modern Devices 
  10
  Eclipses 
  10
  Fae Food 
  11
  Glamors 
  11
  The Sight 
  11
  Harming the Fae 
  11
  Pack 
  12
  Relationships 
  12
  Language 
  13
  Fame 
  13
  Status 
  14
  Rose Laws and Decorum 
  15
  Lexicon 
  17
  CharaCters 
  18
  Character Creation 
  19
  Origins 
  20
  New Skills 
  22
  New Hindrances 
  23
  New Edges 
  25
  Archetypes 
  30
  Gift Building 
  34
  Beast Form Creation 
  35
  Magic 
  38
  Powers 
  44
  gear and CurrenCy 
  47
  Two Systems of Currency 
  47
  Working for the Filth 
  48
  Magic Items 
  48
  Weapons 
  49
  Armor 
  50
  game master’s seCtion 
  59
  History 
  61
  Aspects 
  63
  Morpheum 
  63
  The Court of Roses 
  64
  The Court of Blades 
  75
  The Parliament of Filth 
  84
  Eclipses 
  89
  The Goblin Bazaar 
  90
  The Undermarket 
  91
  Minor Groups 
  93
  gazeteer 
  97
  Eclipses 
  102
  Rose Court  
  105
  Blade Court 
  107
  The Filth 
  108
  The Undermarket 
  110
  Arden’s Goblin Bazaar  
  112
  Location Encounters 
  115
  savage taLes 
  117
  Savage Tales 
  117
  The War 
  122
  Vengoth the Imposter 
  131
  enCounters 
  143
  Fae 
  165
  Fae by Commonalities 
  200
  appendiCes 
  203
  Random Tables 
  203
  Character Sheets and Templates 
  208
  Contents
  
  5
  introduCtion
  Fae nightmares
  Enter a shadow war between two Fae Courts in 
  your own city. As you’re thrown headlong into 
  a world of extremes and contradiction where 
  you must adapt to a new reality, or perish. You 
  are becoming something less human and more 
  like the beings found in stories—the Fae, the 
  monsters, the gods and everything in between. 
  Until recently, you were human—and maybe you 
  still are—but a Fae decided to claim you, drawing 
  you into a world that overlays the one you know, 
  and straining under the tension of two courts 
  about to explode.
  nightmares and Fae 
  From Tuatha Dé Danann of Celtic Lore to 
  Thunderbirds of Native American stories and the 
  Boogey & Hat Man of modern tales and urban 
  myth, these stories come from somewhere. The 
  Fae are powerful beings and creatures of magic, 
  described in our myth and legends. These beings 
  have potentially infinite life spans, only ending 
  through violence or choice, and many are capable of 
  shape shifting or other changes to their physicality.
  Nightmare is the term for anyone who is capable 
  of seeing the Fae, but not completely Fae. There 
  are four kinds of Nightmares: the Precious, Gifted, 
  Changeling and Sighted. The Precious and Gifted 
  Nightmares make up most of the Nightmare 
  population. The Precious impressed a Fae with 
  a skill, either with mastery or devotion to it, 
  and had that skill magically improved. A Gifted 
  Nightmare was given a magical item, usually in 
  return for aiding a Fae. Changelings and Sighted 
  are much more uncommon, Changelings are 
  constructs built to replace a “stolen” Mortal, and 
  the Sighted, Mortals who gained the Sight and 
  any magic on their own. All except the Sighted are 
  closely associated with a single Fae and imbued 
  with a piece of their power.
  This Fae is called your Lord, and you have a 
  responsibility to each other, as determined by your 
  court and them. To the Fae, this can be viewed 
  as adopting a child, claiming a vassal, taking on 
  an apprentice or any mix thereof. You become a 
  member of your Lord’s court by association. No 
  To play Fae Nightmares you’ll also need 
  to pick up a copy of Savage Worlds. 
  This book is written using the Savage 
  Worlds Deluxe Rule set, if it isn’t 
  available where you bought this book, 
  then Savage Worlds can be purchased 
  online.
  In addition to this book and Savage 
  Worlds, you’ll need a few things to play:
  •  A group of friends, at minimum two: 
  one Game Master (GM) and one to play 
  a character, but usually four to seven.
  •  At least one set of polyhedral dice, 
  preferably with an extra d6 in a dif-
  ferent color.
  •  A deck of cards for initiative.
  •  And if you’d like, something to hand 
  out as “bennies” makes them easier to 
  keep track of. We use plastic gems.
  
  6
  introduCtion
  introduCtion
  matter how you treat this association, you’re not 
  entirely human any more, and as time progresses, 
  you’ll find yourself becoming more like your 
  Lord. Over time, you’ll develop the powers, form, 
  and weaknesses common to your lineage; those 
  with bestial Fae lineages often find themselves 
  developing claws or armored scales, elemental 
  types such as the Aos Sí and Manitou often find 
  they reflect their element and gain a finer mastery 
  of magic—if they survive long enough.
  No longer entirely human, but not yet Fae, most 
  Nightmares find they need to group together for 
  survival. A lone Nightmare is too easily picked off 
  by the Fae and other Nightmares. These teams of 
  Nightmares, referred to as Packs, vary in form and 
  intimacy—some become a second family, others 
  merely tolerate each other for mutual survival.
  the sight and magiC
  Just because most Mortals can’t see the Fae 
  doesn’t mean they aren’t affected by them. Every 
  Nightmare has the Sight, the ability to see the Fae 
  influence on the world. Many, though not all, are 
  also able to wield Fae Magic.
  By its nature, Fae Magic is largely intuitive and 
  unpredictable, with most magic disguised from 
  Mortal eyes through innate Glamors. It does 
  not agree with technology, however. The more 
  complicated the technology, the more likely it 
  will resist magical effects - and break. The magic 
  of Mortals is able to interface with technology, 
  though even magically enhanced technology will 
  break upon exposure to strong Fae Magic.
  mortaL interaCtion
  Few of Arden’s Mortal population are aware 
  of the Fae, Nightmares or the nature of the 
  conflict waged. It is not that they’re incapable of 
  understanding it, but that the Fae magic naturally 
  shields itself from them. Glamors are possessed 
  by nearly all Fae, and most are more than content 
  to keep their nature hidden. Most courts ban 
  revealing the Fae or Magic to Mortals, though a 
  few disregard this norm.
  Young children, the insane and those under the 
  influence of drugs have an elevated chance of 
  seeing through Glamors, but are unlikely to be 
  believed. Being completely against most people’s 
  6
  
  7
  introduCtion
  introduCtion
  worldview, one-time or even occasional exposure 
  to magic is often written off as seeing things, 
  hallucinations or dreaming. However, this is not 
  always the case. Any Mortal who has become 
  aware of the Fae is a potential risk or ally. To 
  the Rose Court, this risk is far too great. They 
  strongly encourages cutting all ties to the Mortal 
  population. Intentionally or accidentally revealing 
  the Fae or Magic to a Mortal is highly prohibited.
  the Courts’ War
  The Court of Roses and the Court of Blades are 
  Arden’s two major Fae Collectives. They have 
  been in a conflict over control of Arden’s Ley Lines 
  ever since the arrival of the Rose court, shortly 
  after the cities founding in the early 1800s. In 
  the past, this conflict has gone through hot and 
  cold periods. But currently it’s progressed leaping 
  into more outright combat than the courts have 
  seen since the Court of Roses first claimed the 
  West Ley Line. 
  A minor group, the Parliament of Filth, is a 
  neutral party in this war and is profiteering off 
  of it as a mercenary court—selling their services 
  to the highest bidder, and hiring the cheapest or 
  most competent from the other courts. Beyond 
  the city, in the less urban areas, are solitary Wild 
  Fae, of no court.
  the Court oF roses
  One of the two major courts occupying Arden, 
  the Court of Roses, is one of the oldest Fae Courts 
  still functioning. Headed by the King and Queen 
  of Roses, the power and structure of this court is 
  well defined, and very top-down. Those Fae with 
  the most physical, magical or social might are on 
  the top, with the weaker ones occupying lower 
  positions. Nightmares are generally regulated to 
  the lower rungs until they are indispensable, or 
  Fae proper.
  The focus of this court is on diplomacy, rather 
  than the power of might and weaponry. The 
  Court of Roses has an exceptionally high number 
  of courtiers, ambassadors and allies compared 
  to the other local courts.  They have used these 
  resources to keep their ground in a fight where 
  they are both outnumbered and outfought.
  The Court of Roses has claimed the western 
  region of Arden, territory that includes the 
  wealthiest regions in the city. With the Court 
  of Roses’ preference for entertainers and artists 
  as Nightmares, there are many such Rose-only 
  venues. To lessen risks to their Nightmares from 
  living and working in neutral or enemy territories, 
  new Nightmares are often provided new accom-
  modation well inside this zone, and a minimal 
  stipend for living expenses.
  the Court oF BLades
  The second major faction within Arden, the 
  Blades are a much more chaotic court, with a 
  more practical and militaristic bent than the 
  Roses. Known internationally as a war court, 
  the Court of Blades commands a certain wary 
  respect. To an outsider, there seems to be no 
  structure whatsoever, and ceaseless infighting. 
  There have been five instances where a Thane has 
  been overthrown since the Blade court claimed 
  Arden, all from internal attacks.
  the parLiament oF FiLth
  A minor faction within Arden, but peculiar in that 
  it’s not centralized, the Parliament of Filth stretches 
  across the globe, with representatives in almost 
  every city with a Ley Line. Arden’s branch of the 
  Parliament is large for the Filth, taking advantage 
  of the war between the Roses and Blades. They’re  
  particularly focused on mercenary dealings.
  7
  
  8
  setting
  setting
  setting and ruLes
  arden City
  Arden is a large North American city located on 
  the East Coast, in the bend of the Tierce River 
  between Moira Lake and the ocean. The city has 
  a population of about three million.
  Arden city was originally a stopping ground on the 
  fur trade, where sailors would restock and repair 
  any damage on their ships before continuing down 
  a particularly rough patch of the river. As the city 
  grew larger, it grew outward, but the location 
  of the downtown core and historic buildings 
  reflect these beginnings. The downtown core 
  encompasses the financial district and the more 
  corporate shops. Tall skyscrapers, high-end coffee 
  shops and bistros, and expensive restaurants are 
  common, as are expansive malls. Moving out of 
  the financial district, mixed-use buildings start 
  to appear, with apartments over boutiques and 
  mom–and-pop stores, right before the transition 
  to the club and alternate fashion district. The 
  city has distinctly wealthy and poor areas. Most 
  of the conflict occurs in poorer neighborhoods, 
  though they have bled over into downtown and 
  even wealthy areas at times.
  transportation
  Arden has an extensive network of subways 
  and buses,  favouring better service towards 
  wealthier areas that already thrive on personal 
  transportation. More modern streets attempt 
  to form a grid patterns, filling in gaps between 
  older, more winding roads.
  the WaLK
  The WALK is an indoors and underground path 
  connecting many of the major structures of the 
  downtown core. Mostly accidental, the WALK 
  oscillates between malls, office buildings and 
  subway entrances, with connecting pieces added 
  as an afterthought. Highly favored by Fae and 
  Nightmares with a sunlight bane, the WALK 
  closes after 9 p.m., leaving only a few hours until 
  sundown for most of the year.
  aCCommodation
  There is an increasing number of high-end condos 
  in the downtown core, though most of the af-
  fordable downtown apartments are in mixed-use 
  buildings over smaller shops. Moving outward 
  from the club district, apartment blocks begin to 
  dominate, with duplexes and detached homes in 
  the wealthier areas. Lawns are generally small, 
  and almost non-existent in the poorer regions, 
  but are prevalent and either manicured or full of 
  flowers in the wealthier areas.
  puBLiC resourCes and areas
   Wealthier areas have small parks tucked into 
  corners are commonly found throughout them. 
  There are a few larger ones scattered throughout 
  This book, and the contents of the character 
  creation, Plot Points, and Setting details 
  is meant to be played as members of the 
  Court of Roses. The information on the 
  other courts is not in depth enough to 
  play these factions.
  8
  
  9
  setting
  setting
  the city, that are relatively well kept. However, 
  the poorer areas have less maintained, more 
  violently-proned such spaces.
  There is one university, known more for its 
  history and art programs. A few more eccentric 
  professors, one of whom focuses on old folklore, 
  regularly make national spectacles. There are 
  also a few small colleges, one known for its 
  journalism internship program with the Arden 
  Star newspaper.
  Ley Lines
  Spiderwebbing the globe, Ley Lines are magical 
  structures that travel through and connect locations 
  and items of power. Ley Lines are generally more 
  concentrated in power and number where the old 
  accords are not maintained. These locations serve 
  as a power source for Fae Magic, though one has 
  to become accustomed to a particular Line to use 
  it. Accustoming oneself to a Ley Line that is not 
  claimed by your court can be a difficult task, and 
  requires spending a substantial amount of time 
  practicing magic on the Line.
  There are three large Ley Lines that intersect 
  Arden: one running along the river left unclaimed, 
  two running roughly north-south. The latter 
  twohavve calims staked by the Rose and Blade 
  Courts. Branching off these major Lines are 
  smaller Ley Lines that fluctuate in both power 
  and position.
  using a Ley Line
  Nightmares have the ability to tap directly the 
  power of a Ley Line.  However, this is a deserpate 
  move, as the surge of raw magic is overwhelming 
  and liekly to escape control. This can also lead to 
  destruction of virtually everything in the immediate 
  vicinity. Being in close proximity to a Ley Line 
  claimed by a Nightmare’s Court grants even the 
  weakest Magic user deep reservoirs of power and 
  endurance. When over your court’s major Ley 
  Line, there is no penalty for maintained spells, 
  and the recharge time for Power Points (PP) is 
  halved. For Makers, this also halves the time it 
  takes to enchant items.
  Should a Nightmare attempt to tap directly into 
  their Main Ley Line, make a Magic skill roll at 
  -6, -4 for a minor Ley Line they are familiar with 
  or that feeds off their court’s line. On a success, 
  the Magic user regains all their Power Points and 
  additional 2d6 PP over their cap, but suffers a level 
  of fatigue and is shaken. On a raise, the caster is 
  not shaken. On a Failure they still gain 2d6 PP, 
  but become shaken and a large burst template for 
  4d8 damage is centered over them. On total of 
  one or less, the caster is shaken and suffers three 
  wounds instantly, before the 4d8 burst goes off, 
  and the Ley Line segment is temporarily depleted 
  of magic.
  9
  
  10
  setting
  Fae of great power are able to tap into the Ley 
  Lines with substantially less risk than Nightmares, 
  often using them to open and maintain Gates. 
  These Gates are the quickest way to travel between 
  locations.  They may connect two locations in the 
  Mortal world, or be a power source to a magically 
  created location (such as where the Fae retreated 
  to at the end of the Great War).
  the river
  Many aquatic Fae are particularly dangerous and 
  unpredictable, known for viciousness or having 
  powers eerily similar to those of the Oracles. 
  Protection from these individuals is reason enough 
  for the Courts to maintain a presence along the 
  river and any other body of water. In addition, 
  few courts are able to lay claim to water-bound 
  Lay Lines, leaving these lines free to be used to 
  open gates without interference. The Courts of 
  Arden are no different; as none of the three are 
  able to block passage along the river, it’s officially 
  neutral ground. Fae from any and no court are free 
  to travel along it, though the courts maintain a 
  strong presence on the water’s edge through their 
  docks and marinas, and are known to interfere 
  with each other’s use of the space.
  Fae reaLms
  Along the Ley Lines you’ll find gates to the few 
  Realms that are purely the domain of the Fae. 
  These are often small, provide very little in terms 
  of resources, and take an inordinate amount of 
  magic to maintain. Due to this, only particularly 
  powerful Fae have access to such a location, and 
  most Nightmares and Fae spend the majority of 
  their time in the Mortals’ Realm.
  There are some exceptions to the general rule of 
  small Fae domiciles. The Rose and Blade Courts 
  each have a fairly large stronghold, accessible 
  through a single point on their Ley Line. The 
  Undermarket is another exception, an incredibly 
  vast underground market that has connections 
  to almost every Fae Court on the planet.
  modern deviCes
  Mechanical and electronic devices are much 
  more likely to break down in a Fae realm, and 
  complex devices like guns, phones and computers 
  refuse to work at all. When in these locations, 
  all characters are treated as if possessing the All 
  Thumbs hindrance. Those who already possess 
  this hindrance break the device on any failed 
  skill check.
  Particularly powerful Fae warp the rules of a 
  small area around them, acting as small Fae 
  realms themselves. This is most noticeable where 
  technology is concerned.
  eCLipses
  Eclipses are the only official locations in Arden 
  where members of the different courts may 
  congregate without conflict, and the only ones 
  with court backing and approval. Breaking the 
  laws of the establishment is a quick way to anger 
  every local court—including your own.
  Easily identifiable to those with The Sight, all 
  Eclipses are marked with the symbol of a crescent 
  moon overlaying the sun. All Eclipses follow a 
  similar set of rules, the details of which may vary 
  slightly between them. These rules are enforced 
  in the Fae section, Mortal front and surrounding 
  blocks.
  •  No Mortal, except those of Noble Mortal status, is 
  permitted access to the Fae portion of the Eclipse.
  •  No one banned entry to Arden or the Undermarket 
  may use an Arden Eclipse.
  •  No Banes are to be brought into an Eclipse. 
  Nightmares and Fae with Bane attributes must 
  keep them under control at all times.
  •  No Combat or inflicting harm on another patron.
  
  11
  setting
  Fae Food
  Items grown and found in the Fae Realms are 
  volatile with unpredictable effects, including ad-
  diction. These food items may not be particularly 
  difficult to acquire, but ones where the side effects 
  are known are rare and expensive. Each time a 
  Nightmare consumes one such item, they become 
  subject to its magical effects, whether known or 
  random, and must make a Spirit check to avoid 
  acquiring the Fae Diet Hindrance. To determine 
  random effects see Fae Food Tables on page 203.
  gLamors
  Glamor is how well hidden something’s super-
  natural nature is. Every Nightmare has their own 
  Glamor, which hides them from Mortal and Fae 
  eyes. Seeing through Glamors at all requires the 
  Sight, except in rare circumstances. Very young 
  children, madmen and drunks are able to make 
  unskilled rolls to briefly see through a Glamor.
  the sight
  All Fae, Changelings, Gifted, Precious and Sighted 
  Nightmares have the Sight, as do most Noble 
  Mortals. These characters have the ability to 
  see through Glamors with a Notice at -2 that is 
  modified by any edges or hindrances the target 
  has that affect Glamors. A single success will tell 
  you if the target is Fae, Nightmare or Mortal; 
  raises will give you information about the Fae 
  or Sighted type. When making a check against 
  a group, make the roll once, against the whole 
  group, but only see through the Glamors of those 
  whose target numbers you’ve met. Modifiers are 
  based on the environment, pack size and behavior.
  harming the Fae
  Fae don’t exist by the same rules of reality as 
  Mortals. Just as they can damage intricate devices 
  with their presence, they seem comparatively 
  unfazed by mundane harm. Lesser Fae take damage 
  the same as any Nightmare would, but most Fae 
  only take half damage from non-magical sources, 
  unless it’s a Bane of theirs. Barehanded or natural 
  weapon attacks by another Fae, or a Nightmare, 
  including Sighted, do full damage, as do attacks 
  with non-Fae-magics.
  In addition, any Fae, lesser or greater, may be 
  controlled through the use of their True Name, a 
  secret they hide fervently. By speaking a Fae’s true 
  name, you can invoke the effects of the Puppet 
  spell, though the skill check is opposed Trickery 
  instead of Arcane Skill versus Spirit. The Fae is 
  compelled to follow any commands to the letter, 
  not the intent. Certain Fae have the ability to hide 
  their true name or essence in a physical form. 
  For these Fae knowing the name is not enough, 
  
  12
  setting
  you must possess the item it is held in, but you 
  do gain a +2 to the skill check, and destroying it 
  kills the Fae outright.
  paCK
  Most Nightmare packs are formed out of a need for 
  mutual protection. Especially with the war between 
  the Roses and Blades, it’s entirely too easy to pick 
  off a single Nightmare. Whether a pack is made 
  up of first time Nightmares or already established 
  and taking on new members, the primary goal is 
  the same: keep each other alive. Because of the 
  low adoption rates, it’s fairly common for Rose 
  packs to temporarily take on a new Nightmare 
  who can’t find a Pack, or one who has lost their 
  Pack. Occasionally, though not very often, these 
  temporary members are accepted into the Pack.
  Pack dynamics can vary widely, but among the 
  Roses many of them function as a type of familial 
  unit. These groups are typically very tight-knit, 
  and don’t take on new members or handle the loss 
  of one easily. This closeness is cultivated by the 
  rules and decorum of the Rose court; the court 
  expects Pack members to remain in the same 
  pack, watch each other’s backs, share resources 
  and not date within the group. Resources and 
  tasks given by the court are also not typically 
  given to an individual, but to the group. As such, 
  many packs end up with their members having 
  complimentary jobs; its peculiar for mixes such 
  as a diplomat and a raider to be in the same pack, 
  though not unheard of.
  reLationships
  one’s Lord
  A Rose Nightmare’s interaction with their Lord 
  is not typically as familial as the use of “adopted” 
  implies. Though there can be a peculiar parental-
  type relationship, more often than not, a Rose 
  Fae will regard their Nightmares as a student or 
  a type of Vassal due to the mutual obligations. 
  Despite the generally friendly interactions, there 
  is a clear hierarchy here.
  mortaL
  Many Nightmares find maintaining their ties to 
  Mortals difficult, even without the Rose Court 
  rules and decorum regarding them. With the 
  Sight, a Nightmare is now interacting with the 
  world on a different level than someone who 
  doesn’t have it. This makes understanding each 
  other more complicated in their shared interac-
  tions and insights. There’s also always the risk 
  of bringing family and friends into the crossfire, 
  where they can be harmed, killed or adopted. 
  While the last may seem like a benefit, and it 
  can be, the likelihood of them being adopted by 
  a Rose is low. It’s far more likely that a Blade Fae 
  would take an interest. Because of these difficulties 
  and risks, many Nightmares eventually choose to 
  leave their Mortal lives behind, sometimes just 
  cutting ties and not interacting. Others choose to 
  have a Changeling made, as their apparent death 
  can give friends and family a closure that they 
  wouldn’t get from a disappearance. Some never 
  do fully distance themselves from their Mortal 
  lives. Changelings, in particular, have a tendency 
  to never completely let go of their Mortal friends 
  and families, and many Fae with this origin like 
  to keep an active hand in Mortal affairs.
  romantiC
  Maintaining even platonic relationships with 
  Mortals is difficult. It puts Nightmares in a 
  situation where they can’t discuss large parts of 
  their life with Mortals. It also risks the Mortals’ 
  lives given their proximity to the Nightmare; 
  sterility and a Nightmare’s ageless state adds to 
  the difficulties.  In a romantic relationship these 
  problems become magnified by the regular and 
  close interactions.
  
  13
  setting
  A Nightmare becoming romantically or sexually 
  involved with a Fae is uncommon in the Rose 
  Court, as it’s a large breach in decorum on the part 
  of the Fae, though it doesn’t break any laws. The 
  vast differences in status and raw magical power 
  make any sort of ongoing involved relationship 
  potentially hazardous for the Nightmare. The 
  weaker the Fae, the more likely the Nightmare 
  will survive disruptions to the relationship. This 
  is especially of concern should a Fae become 
  careless on their part. Nonetheless, it’s best to 
  avoid such relationships.  
  As such, many Nightmares end up restricting 
  dating to other Nightmares. While the Rose Court 
  frowns on romantic relationships within the 
  Pack, it’s common for Nightmares to date other 
  Roses, or Nightmares of allied Courts. The latter 
  is encouraged as a way of building ties, however, 
  dating members of unallied courts can vary from 
  a mild breach in decorum to breaking laws.
  Many of the Fae don’t entirely grasp the concept 
  of gender, and while they may have a preferred 
  form, most are capable of changing it on a whim. 
  This skill eventually becomes available to any 
  Nightmare, even those who are not Changelings, 
  and there is a large supply of form-altering trinkets 
  available. As such, the concept of a constant 
  form and associated gender tends to eventually 
  erode; many older Nightmares, even those with 
  a preference, tend to place little weight on the 
  sex of a potential partner.
  Language
  In addition to any Mortal languages a Night-
  mareknows, each court has its own language. 
  A Nightmare’s court’s language is instinctually 
  passed on when they are adopted, but its also 
  possible to learn other court languages. Pieces 
  of the language can theoretically be learned by a 
  Mortal, but without being adopted into a court 
  this is incredibly difficult, and the full meanings 
  are not discernible. The Rose language is very 
  lilting, nuanced, and drawn out, whereas the 
  blade language is incredibly fluid and fast. The 
  filth, by contrast, have a hissing buzzing drone 
  to their tongue.
  Fame
  The Nightmare population is relatively small, 
  and lives can depend on knowing who’s who. 
  As such, gossip spreads fast. This knowledge 
  can save a Nightmare from a surprise attack, and 
  provide you with knowledge of someone’s bane 
  or the information required to make an important 
  ally. However, gossip being what it is, is rarely 
  accurate—the stories are often exaggerated, about 
  the wrong person or just simply wrong. Usually, 
  half the information received this way is false in 
  some fashion.
  When determining who a Nightmare is, make 
  a Common Knowledge roll, modified by the 
  target’s Fame. On a success, you know what Court 
  they’re from and have heard enough to know the 
  strength of their Reputation. With a raise, you 
  have a clear idea of who they are, what they’ve 
  done and maybe even a bit about what Fae they 
  are. When the roll totals one, all your informa-
  tion will be wrong: you’ve probably mistaken 
  them for someone else. But on snake eyes, this 
  misinformation is dramatic enough to put you in 
  danger. Remember, even with a successful roll, 
  you’ll get some incorrect information.
  Because this is a common knowledge roll, in 
  addition to the target’s fame, there are modifiers 
  based on story. Being from a different court 
  inflicts a -2 penalty, while frequenting the same 
  eclipse may inflict a +1, +2 if you seem to live 
  there. Someone from outside the city, or in the 
  Undermarket, would have a -4 modifier. Important 
  people may have a +1, +2, or greater added to 
  this roll, as would those who have recently been 
  attributed with sensational deeds.
  
  14
  setting
  setting
  status
  A Nightmare’s Status affects how the Fae interact 
  with them. Someone with a high Status is granted 
  a greater level of respect within their court, and 
  begrudging respect and wariness from another 
  court. Status among the Roses is critical, difficult 
  to gain and easy to lose. It defines the worth of 
  a Nightmare and Nightmare Pack in the eyes of 
  the court.
  Those with high Status are in an elevated posi-
  tion within the court. They are well thought of, 
  given better assignments, and find they have 
  social contacts and resources that other packs 
  may never know exist. Nightmares with poor 
  Reputations find few resources, allies and poorer 
  jobs. A higher Reputation may give a Nightmare 
  or pack more flexibility if they make a blunder 
  that would otherwise embarrass them or be met 
  with repercussions. Leniency may be granted, at 
  the cost of the Status, but it’s often better than the 
  alternative. In extreme cases, a high Reputation 
  may help you avoid execution or exile.
  Proving effective at your role within the Court of 
  Roses is the best way to increase your Reputation 
  and Status, however, even the most competent 
  individual can drag themselves down by breaking 
  decorum.
  The Status statistic reflects your standing, or 
  rank, and level of respect within your court. It’s 
  a combination of competency, social favoritism 
  and adherence to the tenants of the court. Being 
  caught breaking the rules and social norms will 
  reduce, ruin or destroy one’s Reputation and Status.
  Rose Nightmares generally have Status stats 
  ranging from -5 to +3, and start at -1. This stat 
  is added to all tests to resist intimidation and 
  social attacks, regardless of court, and is only used 
  14
  
  15
  setting
  setting
  offensively when the person you’re interacting 
  with knows of you (see Fame, page 13). Status 
  can be used to add to intimidation rolls, regardless 
  of court, and is added to your Charisma when 
  dealing with Nightmares, Fae, and Mortal Allies 
  of your court and allied courts, such as when 
  bartering for better missions, pay and resources, 
  or negotiating for help.
  Status has effects on the individual and pack 
  level. Keep track of individual Status, and when 
  something happens that would affect the entire 
  Pack’s Reputation, add the modifiers to everyone’s 
  Status. Keep a record of the pack average, highest 
  and lowest Status, using each as appropriate.
  No one great action is likely to result in noticeable 
  increases in Status, but even the little things do 
  add up, pushing you up the social ladder. If an 
  action you take is to the advantage of the Rose 
  Court, you will gain Reputation as long as you did 
  not impinge on the rules and norms of the court 
  to do so. In contrast, any action you take that is 
  detrimental to the court, results in a decrease.
  Status is determined by GM Fiat, and is not easy to 
  gain. Some missions have built in Status rewards, 
  but most changes occur based on GM calls of how 
  well you’ve handled yourself in game with respect 
  to the customs, norms and rules of the court, and 
  how well acknowledged the actions are. If no one 
  knows that you did something, you can’t receive 
  or lose Status for it.
  •  Breaking Laws or Decorum is the fastest way to 
  loose Status, but keeping them doesn’t gain you 
  anything on their own.
  •  Failing in your tasks will cause your Status to drop.
  •  Completing your jobs well, and to the benefit of 
  the Rose Court will slowly increase Status
  •  Going above and beyond your tasks, again to 
  the benefit of the Rose Court, will increase your 
  Status faster.
  •  Gaining an advocate or friend of greater Status, 
  who speaks well of you, can speed your rise to the 
  same Status level as them. Direct acknowledge-
  ment of one of the Royalty or Inner Circle also 
  provides a Status boost, but increases risk; even 
  small breaks in Decorum are likely to be noticed.
  •  Simply surviving long enough will provide a 
  small boost to Reputation—when a Nightmare 
  reaches Veteran Rank, and again at Legendary, 
  automatically increase their Status by 1 point.
  rose LaWs and deCorum
  Breaking the Laws of the court can have con-
  sequences from increased duties to punitive 
  measures to execution, depending on the severity 
  and judgment of the council. Breaking decorum 
  will result in decreased status, access to resources 
  and social consequences, but no direct response, 
  other than possible remedial training. Technically, 
  no rules have been broken, just the social norms 
  of the court. Unless otherwise noted, Laws and 
  Decorum apply to all Roses, Nightmares and 
  Lords both.
  A Lord is required to explain the laws to their 
  Nightmares immediately, as they are expected 
  to adhere to the laws as soon as they are a Rose. 
  Learning Decorum is a more involved process. 
  A Lord is expected to guide their Nightmares in 
  this, but they are granted much more lattitude 
  for mistakes caused early on. Once officially 
  presented at court, however, a Nightmare is held 
  to the full standards. Every Nightmare is expected 
  to be presented at court within a few months of 
  being adopted, and cannot gain full access to Rose 
  resources until they are.
  LaWs
  •  A Rose’s first obedience is to the Royalty and Court.
  •  A Rose does not lie, break their word or turn 
  their back on an agreed deal.
  •  A Rose does not fraternize with an enemy of the 
  Court. These are both specific individuals and all 
  members of an enemy group, two such examples 
  15
  
  16
  setting
  are the Court of Blades and the Shadow Host.
  •  A Rose does not reveal themselves, the Fae, 
  Magic, or the Court to the Mortals. Nor do they 
  allow any unnecessary collateral damage. Any 
  attention brought to the Fae is a serious concern 
  and detrimental to the safety of all Fae. Should 
  this occur, it is to be brought to the attention of 
  the court immediately.
  •  A Rose does not seek to inflict harm on another 
  member of the Court of Roses, nor interfere 
  with their duties. A Lord may not “modify” his 
  or her Nightmare without consent; this is to be 
  considered harming another Rose. Only the Court 
  may impose such punishments upon its members.
  •  A Rose does not leave Arden without permission 
  from the Court.
  •  A Rose does not abandon a court member 
  •  A Rose does not use death magic, raise the dead, 
  speak to them, use necrotic spells, and so forth.
  •  A Rose Nightmare shows loyalty to their Pack 
  and Lord, second only to the Court and Royalty.
  •  A Rose Lord is responsible for the education and 
  actions of their Nightmare.
  deCorum
  •  A Rose always strives to excel in their tasks.
  •  A Rose does not show weakness to those not of 
  the Court of Roses.
  •  A Rose is honored by protecting the Court and 
  striking down its enemies.
  •  A Rose defends the reputation and dignity of the 
  Rose Court.
  •  A Rose is responsible for having his or her deals 
  enforced; allowing another to break their word 
  to you is a sign of weakness.
  •  A Rose does not ask a Nightmare about who or 
  what their Lord is—not only is this rude, it is 
  asking a Nightmare to reveal potentially harmful 
  information.
  •  A Rose does not ask after a Fae’s court affilia-
  tion, implying another Rose is not up to par is 
  exceedingly rude, outsiders should be easy to spot. 
  This question also reveals the ignorance of the 
  individual posing it, and is a show of weakness, 
  potentially to an outsider.
  •  A Rose does not touch another’s possessions 
  without permission, especially a Gifteds Gift.
  •  A Rose does not keep relationships, romantic or 
  otherwise, that endanger the court. However, 
  unless you break the law about revealing the Fae 
  to a Mortal, the Rose court allows pre-existing 
  relationships with Mortals to be maintained. 
  they’re still heavily discouraged due to the risk of 
  the Court, as well as the Moreal becoming a target 
  through their connection with the Nightmare.
  Striking up new relationships after being adopted, 
  however, has minimal improvements. Fraternizing 
  with a member of a non-allied Court, or having 
  a romantic relationship within your own Pack, 
  are greatly frowned upon.
  •  A Rose Nightmare aids a Pack member whenever 
  necessary.
  •  A Rose Nightmare does not track Favors or Debt 
  within their Pack.
  •  A Rose Pack is to be treated as family, and conflicts 
  within the Pack are not to be made public.
  •  A Rose is generous with the resources provided 
  by the court.
  •  A Rose should always aid a member of an allied 
  court where such aid does not impinge on the 
  Rose Court. This reinforces ties and provides 
  resources for when the Court of Roses is in need.
  •  A Rose is a gracious host, forgiving of a guest’s 
  minor infringements, informing them of the 
  rules and norms of the court, if unknown, and 
  providing all necessary resources for the guest’s 
  safety and comfort.
  •  A Rose is a courteous guest, demonstrating the 
  best of the Rose Court and following the rules 
  and expectations of the host.
  •  A Rose Lord should never have more than three 
  Nightmares at a time, nor excessive turnover.
  •  A Rose Lord does not adopt Nightmares incapable 
  of meeting the standards of a Rose.
  •  A Rose is expected to competently handle them-
  selves in any situation. Even a courtier must be 
  able to handle themselves in a fight, and a raider 
  not embarrass themselves at court.
  
  17
  setting
  LexiCon
  •  Adopted: The term used to describe indi-
  viduals imbued with a specific Fae’s power.
  Blade: Term for a Court of Blades member.
  •  Blind (slang): Someone not possessing the 
  Sight, usually refers to Mortals.
  •  Court (official and slang uses): A Fae 
  collective structure with a small number 
  of leaders and unequal power distribution 
  between members. Casually used as a 
  shorthand to refer to any Fae collective.
  •  Courtier: Anyone required to make regular 
  appearances at court. All socialites, diplomats 
  and champions fit this description, but also 
  some artists, tacticians and others. These 
  individuals are not expected to participate 
  directly in combat, though some do.
  •  Eclipse: Neutral ground, with a no-fighting 
  rule enforced by all local Fae Collectives.
  •  Fae: Magical beings, most with potentially 
  infinite life-spans and the inspiration for 
  many myths and legends.
  •  Filth: Term for a Parliament of Filth member.
  •  Lesser Fae: Less magically powerful Fae, 
  some have almost no magic. Usually they 
  occupy lower ranks within a Court.
  •  Favor (official): A unit commonly used 
  in Fae Barter representing future payment, 
  usually in labor.
  •  Fop (slang, derogatory): A Courtier who 
  avoids any participation in the war; a coward.
  •  Glamor: The innate magic that hides the 
  Fae and their creations from Mortals.
  •  Greater Fae: Magically strong Fae, these 
  individuals make up most of the top ranks 
  in a Court, though they can be found at 
  all levels.
  •  Grey (slang, derogatory): Often slung at 
  Eclipse Staff, this is used to claim someone 
  has a poor alliance to their court; a traitor.
  •  Host: A Fae collective with little structure, 
  and equal power distribution across members.
  •  Wild: A solitary Fae or their Nightmares, 
  usually these are particularly powerful 
  individuals as they don’t rely on the backing 
  of a court.
  •  Lord: Title for Fae in the Rose Court, 
  never used to refer to Nightmares. Not to 
  be used with a possessive pronoun e.g. my 
  Lord, your Lord unless indicating the Fae 
  that adopted you (my), or the Nightmare 
  spoken about (your, his, her, etc).
  •  Mortal (official and slang uses): This 
  term refers to humans, and all mundane 
  creatures, referencing the Fae’s potential to 
  live forever. Officially this term includes the 
  Sighted and animals, but it’s often used to 
  refer to just humans excluding the Sighted.
  •  Nightmare: Mortal humans and creatures 
  imbued with a Fae’s power, but not yet Fae 
  themselves. Includes those imbued with a 
  court’s power, not enough to become Fae.
  •  Noble Mortal: A Sighted with enough 
  magical and social power to be considered 
  on par with a Greater Fae.
  •  Pack: A group of Nightmares. A member 
  of your Pack is a Packmate.
  •  Rose: Term for a Court of Roses member. 
  •  The Sight: The ability to see through 
  Glamors.
  •  Witch: A Mortal capable of using magic, 
  but lacking the Sight.
  
  18
  CharaCters
  CharaCters
  artist
  You may be any kind of artist: craftsman, musician, 
  painter, orator, etc. Whatever your specialty, 
  you have a creative talent, a treasure to the Fae.
  Champion
  Called to defend or prosecute individuals accused 
  of breaking court law, you are capable both with 
  rhetoric and in trial by combat.
  dipLomat
  Involved in the politics and intrigues of Court, 
  your job is that of a politician when at home, and 
  representative when at another court.
  enForCer
  You guard an Eclipse, section of the Undermarket 
  or area of your court. Keep the law, bring in the 
  troublemakers and watch the other courts.
  heaLer
  You specialize in magical and mundane healing, 
  and are frequently sought out by other packs and 
  given more protection from your court.
  hunter
  You specialize in tracking down and bringing 
  in Nightmare and Fae alike. Some specialize in 
  bringing targets in alive, others function more 
  as assassins.
  investigator
  You’re skilled at finding hidden information 
  and solving puzzles. Your job is often to spy on 
  another court, though you’ll often come across 
  information you shouldn’t.
  oraCLe
  The rarest of the Sighted, you can see into the 
  future, past and across impossible distances.
  patroLLer
  You patrol an area of your court’s turf, guarding 
  it and intercepting anyone or anything that may 
  pose a threat.
  raider
  You’re one of the Fighters for the Rose court. 
  Instead of keeping a Rose area safe, you specialize 
  in hitting Blade territories to destabilize the hold 
  on it, steal something or get someone back out.
  saBoteur
  Masters of stealth, concealment and murder, with 
  one well-placed strike you can accomplish what 
  an army cannot.
  soCiaLite
  You have a hand in Mortal politics directly, 
  managing the Mortal allies, gathering information 
  and making sure the Court has access to the best 
  of Arden’s resources.
  spotter
  You’re good at seeing things–enemies, friends, 
  potential problems. Waiting for “visitors” or 
  picking targets, your job is to notice the unusual 
  and the Fae, and act on it.
  taCtiCian
  You’re not directly involved with the inter-court 
  fighting, you specialize in determining what needs 
  to be done, and by who. 
  
  19
  CharaCters
  CharaCter Creation
  The Nightmares of the Fae Courts are the center 
  of a Fae Nightmares game. When you have an 
  idea of the type of character you want to play, 
  then it’s time to fill in the details and bring your 
  Nightmare to life.
  CLass and Court
  Nightmares were once human but now something 
  else, not quite human, and not yet fully Fae. There 
  are four ways you may have been adopted; choose 
  between Sighted, Precious, Gifted and Changeling. 
  This book assumes you’ll be playing a Nightmare 
  member of the Court of Roses.
  traits
  Characters are defined by attributes and skills 
  which are collectively called traits, and both work 
  in exactly the same way. Attributes and skills are 
  ranked by die types, from a d4 to a d12.
  Every character starts with a d4 in each attribute, 
  and has five points with which to raise them. 
  Raising a d4 to a d6, for example costs one point.
  You then have 15 points to spend on skills. It 
  costs one point to increase a skill that is below 
  its linked attribute, and two points to increase a 
  skill at, or beyond, its attribute.
  derived statistiCs
  Charisma is zero unless you have Edges or 
  Hindrances that modify it.
  Pace is how fast your character moves in a standard 
  combat round. This is equal to six inches, unless 
  changed by Edges or Hindrances.
  Parry is equal to two plus half your Fighting 
  die type. Edges, Hindrances and some types of 
  equipment can modify your Parry score.
  Toughness is equal to two plus half your Vigor. 
  Edges, Hindrances and wearing armor can modify 
  Toughness.
  Glamor is zero unless you have Edges or Hindrances 
  that modify it.
  Status starts at a -1 and is altered by Edges and 
  Hindrances.
  Fame is zero unless modified by Edges and events.
  hindranCes
  You can take up to four points, one Major Hindrance 
  for two points, and two Minor Hindrances for 
  one point each. You can take more Hindrances if 
  you wish, but they will not grant you any extra 
  character creation points.
  For two points you can:
  •  Raise an attribute one die type, or
  •  Choose an Edge
  For one point you can:
  •  Gain another skill point, or
  •  Gain an additional $800
  gear
  Each character starts with $1,600 to buy gear 
  ($800 if you’re not from the Rose Court). This 
  may be split into Mortal and Fae currencies, as 
  chosen by the player. This is the time to pick up 
  any weapons, armor, tools or equipment your 
  character may need to start off.
  BaCKground detaiLs
  Finish your character by filling in a history or 
  background. Ask yourself why your character is 
  where they are and what goals, motivations and 
  aspirations they have.
  
  20
  CharaCters
  origins
  giFted
  Unlike the other Nightmares, a Gifted earned 
  their position, through helping a Fae, outwit-
  ting it, or any other manner of impressing their 
  Lord-to-be. In response to the human’s action, 
  the Fae in question bestowed a Gift of immense 
  magical power to this person. These range 
  vastly in form and function: Examples include a 
  pendant in the shape of a songbird that can guide 
  and instruct its wearer in the protocols of court 
  and who to be wary of; to a gear-work gun that 
  shoots bullets of burning steam which can pass 
  through any armor; or even a diamond-eyed doll 
  woven from the hair of a thousand crying infants 
  that can conjure up barriers of discarded toys to 
  protect its owner. A Gifted Nightmare can never 
  get rid of their Gift. Forgotten, discarded, even 
  destroyed, it will always return, perfect as it was 
  the day it was granted.
  CLass edges and hindranCes
  human ties
  The Gifted receive the free Edge for Humans.
  Bane
  You must take the Bane Hindrance.
  From me to you
  The Gifted receives a magical Gift from his or 
  her Fae. This Gift is bonded to the Gifted and 
  may only be used by them. Each Gift is unique; 
  see Gift Building, page 34.
  Fae adopted
  You can access Edges with the Fae requirement
  preCious
  The Precious impressed a Fae with mastery of a 
  particular skill. While the most popular type of 
  Nightmare, these individuals usually still find few 
  others with their particular abilities. Historically 
  the Rose Court has favored artists and entertain-
  ers as Precious Nightmares, however, with the 
  ongoing war between the Roses and Blades, 
  more individuals are selected for their survival 
  or combat abilities. The Precious are changed by 
  their Fae: their talent increased at the expense 
  of others deemed unnecessary byt the same Fae.
  As a result of this interference, the Precious find 
  themselves needing Fae foods for sustenance, and 
  some unlucky few find themselves addicted to a 
  particular food.
  CLass edges and hindranCes
  human ties
  You receive the Free Edge for Humans.
  Bane
  You must take the Bane Hindrance.
  naturaL taLent
  Precious begin with a d8 in one Attribute and 
  may raise it to a d12+2 via normal advancement; 
  the Expert and Master Edges then bring this 
  Attribute to a d12+4.
  honed sKiLL
  You must take a Skill up to d12 in character 
  creation. This Skill starts with a free d8.
  Fae diet
  Precious have the Fae Diet Hindrance, or an 
  addiction to a food with magical properties as 
  per the Major Habit Hindrance.
  Fae adopted
  You can access Edges with the Fae requirement.
  
  21
  CharaCters
  ChangeLing
  Changelings are creations of the Fae, left in the 
  place of a stolen child or Nightmare severing 
  ties. Created with a shard of the original’s spirit, 
  they’re perfect down to every detail and memory. 
  Splitting the Nightmare’s spirit is not without risk 
  though. Until all the pieces are reunited, both 
  Changeling and Original are weakened. As such, 
  most Changelings are intended to perish quickly. 
  Occasionally, however, the Changeling survives 
  when the Original could not. Unaware of their 
  inhuman nature, Changelings will simply pick 
  up life where it left off when they fell ill. Most 
  have a charmed life at this point, interacting with 
  Mortals and their world with a natural charisma. 
  Eventually though, a Changeling’s birthright will 
  awaken, granting the Sight, and the ability to 
  change form at will. Even after waking, Changelings 
  interact with the Mortal world more easily and 
  comfortably than any other Nightmare, and are 
  more likely to maintain their Mortal life.
  CLass edges and hindranCes
  Bane
  You must take the Bane Hindrance.
  soCiaL Creature
  Changelings have the innate ability to develop an 
  instant rapport with anyone. +2 Charisma and 
  select a free d6 in one of: Persuasion, Trickery 
  or Streetwise.
  maLLeaBLe Form
  You may disguise yourself as any humanoid, as 
  per the disguise power, with a Power Point pool 
  of five for transformations.
  Your body’s flexible structure also means that you 
  can’t resist damage as well as other Nightmares, 
  -1 Toughness.
  survivor’s Boon
  You’re immune to poison and disease, and suffer 
  no additional damage from called shots.
  Fae CraFted
  You can access Edges with the Fae requirement.
  sighted
  These are the rare Mortals who have an innate 
  ability interact with the Fae world; some people 
  are just more tuned in to the Supernatural than 
  others. This ability has been recorded as manifesting 
  through bloodlines, study, luck or a combination 
  thereof. Usually, it still takes a direct interaction 
  with the Fae or their magic to awaken the ability. 
  While the seventh son of a seventh son may be 
  born lucky and have Fae sight, another Sighted 
  may have studied fairy tales throughout college. 
  Twins, those born with each eye a different colour, 
  and the insane, are also said to be “blessed” by 
  the Fae. Because the Sighted did not have their 
  abilities bestowed on them by the Fae, they are the 
  most independent, only loosely tied to the court 
  without a Lord or Lady to answer to. This comes 
  at a cost; many Sighted find themselves treated 
  with distrust by the Fae and other Nightmares.
  CLass edges and hindranCes
  stiLL human
  Sighted come with the Free Edge for being human.
  oF neither WorLd
  -2 Charisma, except among other Sighted and 
  Noble Mortals.
  gLamorLess
  As a Mortal, you don’t possess a Glamor, nor do 
  you need one. Those looking for Nightmares 
  using the Sight suffer an additional -4 to spot 
  you, bringing the penalty 
  to -6, and anything that 
  targets Glamors does not 
  affect you.
  
  22
  CharaCters
  neW sKiLLs
  triCKery
  The Fae, many being incapable of outright lies, 
  rely on Trickery. While Nightmares are usually 
  still capable of lying, the practice is greatly frowned 
  upon by many of the Fae Courts. Being caught in 
  a lie would be devastating to one’s Reputation, 
  instead the culture uses and even holds a certain 
  esteem for the adept wordsmith.
  This skill is about manipulating information and 
  its presentation until it appears the way you want, 
  without resorting to outright falsehood. The truth 
  may be twisted, distorted, warped and omitted, but 
  not ignored. Be it by fast talking, logical fallacy, 
  or simply outwitting an opponent, Trickery is a 
  critical skill for Fae and Nightmare alike.
  This skill replaces Smarts when preforming 
  Combat Tricks. When Bartering or Haggling use 
  contested Trickery, modified by Charisma and, 
  only if appropriate, Status.
  Lying
  When lying, use the lower of Persuasion or 
  Trickery, modified by Charisma and opposed by 
  Smarts. If you’re caught in a lie, the hit to your 
  Reputation is dire.
  KnoWLedge
  Common Knowledge should be used for getting 
  general information about the city and groups 
  of people in it that any Nightmare in the city 
  might learn. For detailed information, specific 
  knowledge skills should used.
  Character backgrounds such as where they grew 
  up, social class and the like should have an effect 
  on what they know about the city.
  KnoWLedge (Fae groups)
  This knowledge is collective, specific and must be 
  bought separately for each Court, Host or group 
  other than your own: Blades, Wild, Filth, etc. 
  This skill covers knowing about the important 
  Nightmares Fae—officially and not, the structure, 
  the current state of affairs, attitudes, diplomatic 
  and military actions, resources and locations, 
  important allies, etc.
  KnoWLedge (magiC)
  This gives knowledge of the various Fae and 
  Mortal magics.
  
  23
  CharaCters
  neW hindranCes
  The Doubting Thomas Hindrances is not available.
  Bane (major)
  This hindrance may be taken multiple times with 
  a different trigger each time.
  Banes are the critical weaknesses of many magical 
  beings. In addition to the regular use of Hindrances, 
  the Bane Hindrance may be taken up to a maximum 
  of once per Rank for an additional Edge or two 
  skill points. These reflect a character becoming 
  more magically potent, and with the power, 
  more weaknesses. Banes may never be bought 
  off with Advances. Should an Edge and a Bane 
  be in conflict, the Bane takes priority. A Bane 
  chosen to fill the Origin requirement must be 
  listed here. However, after character creation with 
  GM approval, certain other Major Hindrances, 
  such as Obsession, Delusions and Phobias may 
  be taken as Banes. Some examples of these are: 
  Phobia (Roosters), Obsession (counting) and 
  Blind, however, many instances of Fae phobias 
  are more aptly described by the Ward Bane.
  CoLd iron
  You feel ill in the presence of Cold Iron, and suf-
  fer a level of fatigue when it’s near (within four 
  yards). When touching the metal, you become 
  Shaken and suffer a wound; when attacked with 
  Cold Iron, you suffer an additional d6 of damage. 
  Soak Rolls to absorb wounds caused by Cold Iron 
  suffer a -2 penalty.
  Fire
  You cannot voluntarily touch or pass through any 
  flame, and are automatically Shaken and suffer 
  an extra d6 of damage from fire and heat. Soak 
  Rolls to absorb wounds caused by fire suffer a 
  -2 penalty.
  running Water
  Running water is a barrier to you, crossing even 
  narrow streams requires an act of great will. Make 
  a Spirit check, adding a -1 penalty for every inch 
  on the map. With a success, you may cross at half 
  pace (round down). Failing this roll mans you are 
  shaken and unable to cross this stream of your 
  own violation and may not make another attempt 
  for a least 10 minutes. Upon crossing running 
  water, voluntarily or not, you are shaken and 
  suffer one wound. Only water that is flowing at 
  your surface level will affect you. Whenever it 
  rains, suffer a level of fatigue, and two levels in a 
  downpour. Soak Rolls to absorb wounds caused 
  by water suffer a -2 penalty.
  sunLight
  The touch of the sun may not burn, instead it 
  incapacitates you. An hour after sunlight no longer 
  touches you, you will recover, should you survive 
  your vulnerable state. Many Fae and Nightmares 
  with this hindrance turn to stone in the sun, 
  some simply collapse. You do, however, get the 
  Nocturnal Edge for free. Full spectrum light from 
  an artificial source will not incapacitate you, but 
  you will suffer a level of fatigue while exposed.
  
  24
  CharaCters
  Warding
  This Bane covers items traditionally thought of as 
  wards against the Fae: Holy symbols and ground, 
  Horseshoes, Rowan Arches, Pine Bough, Bells and 
  so forth. Many of these are used to bar entry or 
  protect a person from the Fae. Nightmares and 
  Fae with this Bane cannot cross wards easily, and 
  are shaken and take a wound if they touch one. To 
  cross a ward voluntarily, make a Spirit check that 
  is greater than the Casting skill or Spirit check of 
  the creator. Upon crossing, voluntary or not, you 
  are shaken and suffer a wound as for touching a 
  ward. Holy weapons and attacks deal an extra d6 
  of damage. Soak Rolls to absorb wounds caused 
  by wards or Holy magic suffer a -2 penalty.
  Can’t teLL a Lie (minor)
  Like many of the full Fae, you are incapable of 
  lying, and even stretching the truth can be quite 
  difficult. -1 to Trickery and Persuasion
  Fae diet (major)
  You cannot derive sustenance solely from human 
  food. You must consume at least one pound of 
  food or drink from a Fae realm each day or suffer 
  fatigue. A lack of Fae Food can lead to incapacitation, 
  but is not fatal. To recover from fatigue induced 
  by avoiding Fae Food, you’ll need to consume 
  appropriate foods in game. This food is not easy 
  to acquire, and can have 
  unpredictable side 
  effects. Each time you eat Fae Food with unknown 
  effects, roll on the Fae Food Tables. All but the 
  most expensive Fae Foods fall under this category.
  oBsession (major)
  An irrational obsession with something leading you 
  to actively seek out the object of your obsessions, 
  in some way, no matter the consequences. This 
  obsession will overwhelm your better judgment 
  and complications stemming from these actions 
  tend to be unconsidered until too late. Some 
  examples of this are: a Boggart harassing a family, 
  wherever they flee; Basket Woman collecting 
  children for dinner; or a Jackalope’s fondness 
  for whisky.
  praCtiCaL joKer (minor)
  You just can’t take people and things seriously. 
  The stuffier and more prudish they are, the more 
  tempting the target and lengths you’ll go to just 
  to get one up on them. Even though Rose culture 
  has a certain respect for trickery, this does not 
  always translate to your jokes, and keeping track 
  of who you’ve upset gets complicated.
  seCret (major/minor)
  This secret is devastating, capable of damaging 
  your reputation, or even getting you killed. To 
  make matters worse, it keeps threatening to get 
  out, requiring you to work at keeping it hidden.
  If your Minor Secret is made public, this Hindrance 
  must be replaced with a relevant Major Hindrance, 
  such as: Traitor, Enemy (Major) or Wanted (Major). 
  For a Major Secret getting revealed, replace the 
  Secret as above, and immediately drop Charisma 
  by four, if your character survives.
  
  25
  CharaCters
  temper (minor)
  Your character is more than a little hot-headed, 
  and prone to saying and doing the wrong things 
  when provoked. Suffer a -1 to Charisma and -1 
  to your starting Reputation.
  traitor (major)
  Though you’ve been forgiven or acquitted, ac-
  cusations of betraying the court still follow you. 
  Few are willing to offer you aid or resources, 
  nor are you trusted with valuable information 
  or important tasks. Your Status starts at -4 and 
  is capped at zero. You may not take the Gossip 
  Edge. If this hindrance is acquired in game, drop 
  Status by three, and if previously purchased, trade 
  the Gossip edge for a different edge.
  WeaK gLamor (major/minor)
  With the Minor version of this hindrance, your 
  character’s Glamor is a bit weak, but not disastrously 
  so, suffer a -2 to your Glamor.
  With the Major version of this hindrance, your 
  character’s inhuman appearance is not hidden 
  from Mortal eyes. You have to use disguises to go 
  out in public or spend most of your time hidden. 
  Suffer a -4 to your Glamor.
  Sighted characters with this hindrance do not have 
  a Glamor, but instead have particularly noticeable 
  features marking them as Nightmares.
  WeaK sight (minor)
  Your Sight is not as potent as it should be, suffer 
  a -2 to Notice anything magical.
  neW edges
  Only Arcane Backgrounds described in this book 
  are available, all Edges with these as requirements 
  cannot be taken. The Noble Edge has been replaced 
  with Public Figure, and Quick Draw has been 
  modified as described below.
  QuiCK draW
  Requirements: Novice, Agility d8+.
  In addition to the description in the core, Quick 
  Draw allows a Nightmare to activate a Fae Item, 
  including a Gifted’s Gift, as a free action.
  BaCKground edges
  eidetiC memory
  Requirements: Novice, Smarts d8+.
  You can recall information such as images, sounds 
  and behaviors with extreme ease. +2 to Common 
  Knowledge rolls.
  Fae mentor
  Requirements: Novice.
  A Fae has taken a particular interest in you, and 
  occasionally provides guidance with regards to 
  the new world open to you and your place in the 
  
  26
  CharaCters
  Court. This commonly is your Lord, but need 
  not be, in either case this Fae will expect your 
  aid when requested.
  puBLiC Figure
  Requirements: Novice.
  You are a well-known person in the Mortal realm. 
  With this edge, you receive +2 Charisma and 
  the Rich Edge. However, there are drawbacks. 
  With this fame comes memorability. Sneaking 
  anywhere is almost impossible, and people will 
  distinctly remember your presence and actions. 
  Your Fame is always at a minimum of +2, and 
  attempts to blend into a crowd just don’t work.
  ComBat edges
  armored Fae
  Requirements: Fae, Novice, Vigor d8+.
  Your skin is particularly hard, plated or otherwise 
  resists damage to an incredible degree. You have 
  two points of Natural Armor. This armor bonus 
  does not stack with worn or magical armor. This 
  edge may be purchased twice for a total of four 
  points of Natural Armor.
  BestiaL Weapon
  Requirements: Fae, Novice.
  This Nightmare has a natural weapon such as 
  horns or claws, and is never subjected to the 
  unarmed defender rules. In addition, when they 
  successfully make an unarmed attack with their 
  Bestial Weapon, add +d4 to their damage.
  improved BestiaL Weapon
  Requirements: Seasoned, Bestial Weapon, 
  Strength d8+.
  This character’s Bestial Weapon now adds an 
  additional +d6 to damage instead of +d4.
  Fast taLKer
  Requirements: Seasoned, Spirit d8+, Trickery 
  d8+.
  Adept at thinking on your feet, you may use a 
  Trickery-based Combat Trick as a free action 
  once per combat.
  proFessionaL edges
  Bodyguard
  Requirements: Seasoned, Agility d8+.
  Skilled at protecting others, you don’t hesitate to 
  take a blow meant for someone else. Once per 
  round, you may attempt to intercept an attack 
  meant for an adjacent ally by making an Agility 
  check, or at -2 for a ranged attack. If you are on 
  hold, you may add +2. On a success, treat the 
  attack as if it was directed at you, ignoring any 
  effects from a Called Shot.
  Counter-Caster
  Requirements: Seasoned, Arcane Skill d8+, 
  dispel power.
  You’re skilled at interrupting another’s magic. 
  Once per round, you may use the dispel power to 
  counter an enemy power without having to be on 
  hold or roll to interrupt the opponent’s action. 
  However being on hold grants a +2 to attempts 
  to use the dispel power. The power is still rolled 
  as opposed Arcane Skills as usual.
  enrapture
  Requirements: Seasoned, Arcane Background 
  (Performer) Spirit d10+, Performance d8+.
  There’s something particularly enthralling about 
  your Performances. When you use this ability, 
  everyone within earshot or line of sight (as 
  appropriate) of your Performance must make a 
  Spirit Check to pay attention to anything other 
  than you. On a failure, their next trait test is made 
  
  27
  CharaCters
  at a -2. This ability can only be used while using 
  the Preforming Skill without using powers.
  Line mage
  Requirements: Veteran, Arcane Background 
  (Any), Arcane Skill d8+, Spirit d8+.
  Practiced at using the Ley Lines to your benefit, 
  you’re not only able to use the Major Ley Lines 
  to better effect, but are also able to use the Minor 
  Lines. Halve the Power Point recharge time when 
  over any Ley Line, this stacks with the boost 
  from a Major Line. Gain a +1 to all Arcane Skill 
  Checks when over a Ley Line, and +2 to tapping 
  into the Ley Lines.
  tWiCe-honed sKiLL
  Requirements: Precious, Veteran.
  With repeated practice, even your magically 
  elevated skill may be increased. Gain a +1 to your 
  Honed Skill; this may stack with the Professional 
  and Expert Edges.
  soCiaL edges
  Can’t FooL a triCKster
  Requirements: Novice, Trickery d6+, Smarts d8+.
  You excel at seeing though attempts to twist words 
  and doge questions. Gain a +2 to resist Trickery.
  gLiB tongue
  Requirements: Novice, Trickery d8+.
  You’re particularly adept at manipulating information 
  and words; gain a +2 bonus to all Trickery rolls.
  gossip
  Requirements: Seasoned, Notice d6+, Persuasion 
  d6+, Streetwise d6+.
  You’re not only well-connected to the biggest 
  gossips, but the accurate ones too. Add +2 to all 
  Fame checks, and receive a greater proportion 
  of accurate information.
  Weird edges
  Beast Form
  Requirements: Novice.
  You may transform into a single type of creature 
  (see Beast Form Creation, page 35). You have a 
  5 PP pool for the transformation, which acts as 
  any other Power Point pool. This Edge may be 
  purchased more than once for alternate forms, 
  but each form draws from the same pool and does 
  not grant additional Power Points. If purchased by 
  a Changeling, this uses the same transformation 
  pool as their innate shape shift.
  eLementaL resistanCe
  Requirements: Fae, Novice, Vigor d6+.
  You have protection from a particular element 
  or damage type, usually your own element, but 
  not necessarily. This edge applies not only to 
  the “classic four” elements of wind, earth, fire 
  and water, but any that may be associated with 
  your Fae type: vegetative, acid, darkness, metal, 
  electricity and so forth.
  Gain armor +4 against one elemental damage type 
  that does not negate any of your Banes. This edge 
  may be taken more than once to select protection 
  from another different element type, but does not 
  stack with itself or other armors.
  FLight
  Requirements: Fae, Novice, Strength d6+.
  Whether gliding on bird-like wings or floating 
  on the wind, this Nightmare is capable of taking 
  flight. However, with this comes large wings, or 
  a noticeably light step that even strong Glamors 
  have difficulty hiding. Anyone attempting to see 
  through your Glamor has a +2 to the roll. Your 
  
  28
  CharaCters
  CharaCters
  Pace while in the air is six, gaining elevation 
  requires a strength check, and for each success 
  and raise you may increase your height above 
  ground by one. Attempts to preform difficult 
  maneuvers, such as tight turns and dodges, are 
  made with an Agility Check. You may “run” while 
  airborne, as you would on the ground. Use the 
  unstable platform rules while airborne.
  improved FLight
  Requirements: Flight, Strength d10+.
  The character now increases their areal pace by 
  +2, and gains a +2 to all Agility and Strength 
  Checks for maneuvers and elevation.
  Future sight
  Requirements: Novice, Arcane Background 
  (Oracle), Prescience d10+.
  You have the ability to see a short ways into the 
  future, allowing you to change it. Once per game, 
  you may spend a benny to retroactively turn a 
  scene into a vision. If your character was injured 
  in this scene, you must pass a Vigor check with 
  the wound modifiers applied, or you are shaken 
  and gain a wound. Rolling snake eyes inflicts a 
  permanent injury; gain the Bad Eyes Hindrance or 
  Blindness, if already suffering from poor vision.
  indeFinite transFormation
  Requirements: Veteran, Changeling OR Beast 
  Form, Spirit d10+.
  You’re able to maintain your transformed state for 
  a substantial length of time. The maintenance for 
  a transformation now costs 1 PP per 30 minutes.
  mimiC shiFt
  Requirements: Changeling, Novice, Spirit d8+.
  Some Changelings are able to take on not just 
  the appearance of an individual, but also some 
  functions of their appearance, such as toughened 
  scales or damaging claws. When you shift to 
  28
  
  29
  CharaCters
  CharaCters
  imitate someone with physical edges you meet 
  the requirements of, you may copy the effect of 
  a single edge, at the additional cost of 2 PP.
  improved mimiC shiFt
  Requirements: Heroic, Mimic Shift.
  You may now copy the effects any physical edges 
  you meet the requirements of at the additional 
  cost of 2 PP per edge.
  noCturnaL Fae
  Requirements: Fae, Novice
  As a being who cannot venture out in the day, or 
  simply prefers not to, you don’t suffer darkness 
  penalties on vision-based trait tests, but you must 
  make a Vigor check to avoid fatigue on exposure 
  to bright light, and every 10 minutes thereafter.
  strong gLamor
  Requirements: Fae, Novice.
  You have a thicker than normal Glamor. All 
  Glamor checks to spot you suffer an additional 
  -2 penalty.
  suBtLe shiFter
  Requirements: Novice, Changeling, Stealth d8+.
  When imitating a Mortal’s form, there is an 
  additional -2 on opponents Glamor check to spot 
  you. This may stack with strong Glamor.
  tenaCious shiFter
  Requirements: Seasoned, Spirit d8+, Changeling 
  or Beast Form.
  You’re able to remain in a transformed state despite 
  distractions and pain. Gain +2 to Spirit checks to 
  maintain any shape-shifted form.
  WaLLCraWL
  Requirements: Fae, Novice.
  You can walk on walls, and even upside down, 
  as if on normal ground.
  Water Fae
  Requirements: Fae, Novice.
  You cannot drown in water and your base pace 
  while swimming is equal to your swimming skill 
  die.
  Widened sCope
  Requirements: Sighted, Novice, Notice d8+.
  You can see things that even the Fae have dif-
  ficulty with, such as Changelings and those in 
  other forms. Never suffer Glamor penalties to 
  your Notice rolls.
  Legendary edges
  target audienCe
  Requirements: Legendary, Arcane Background 
  (Performer), Performance d10+.
  Your mastery of Performance is such that you may 
  cast an area of effect (AOE) spell and selectively 
  exclude individuals from the effects, at a casting 
  cost of -1 per person.
  guard mage
  Requirements: Legendary, Arcane Background 
  (any), Arcane Skill d8+.
  Setting and holding defenses for yourself and 
  others is second nature. You may ignore the 
  spell-casting penalty for maintenance of up to 
  two defensive spells.
  29
  
  30
  CharaCters
  giFted raider
  I love my axe. You show me an assault rifle which can 
  cut through a two-foot steel door, and never runs out 
  of ammo. At least once a week, someone shoots at me 
  and the looks of shock and fear on their face when I slice 
  their bullets in half never stops being funny. Besides, I 
  know it won’t jam up, start bleeding or turn into a cloud 
  of butterflies around the Fae. I love my axe.
  Origin: Gifted; Lineage: Mahwaew
  attriButes
  Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  sKiLLs
  Conjuring d8, Driving d6, Fighting d10, Notice d6, 
  Stealth d6, Trickery d4
  derived stats
  Charisma: 0; Pace: 6; Parry: 7; Toughness: 8 (3)
  hindranCes
  Bane: Running Water, Code of Honor, Loyal, Temper
  edges
  Gift: Gift Weapon, Shrinkable. 15PP, deflection, smite
  gear
  Cell (prepaid), Motorcycle Top (Armor +2, resilient), 
  Motorcycle Legs (Armor +2, resilient), Switchblade 
  (str+d4, -2 to be Noticed if hidden), $440 cash
  
  31
  CharaCters
  preCious sCuLptor
  I’ll have you know I’m not just some fop hiding away from the war. 
  Fighting’s not my strongest skill, and I can’t go outside without attracting 
  too much attention, but what I can do more than makes up for it. My 
  creations now walk, talk, and breathe! I can make a songbird that 
  sings when enemies are near, living statues to guard your back, and 
  Enchant weapons so they better harm the Fae.
  Origin: Precious; Lineage: Asrai
  attriButes
  Agility d4, Smarts d12, Spirit d8, Strength d4, Vigor d6
  sKiLLs
  Enchanting d12, Fighting d4, Knowledge 
  Magic d6, Notice d8, Repair d8, 
  Throwing d4, Trickery d8
  derived stats
  Charisma: 0; Pace: 6;  
  Parry: 4; Toughness: 5
  hindranCes
  Bane: Sunlight, Fae Diet, 
  Absent Minded, Can’t tell a 
  lie, Weak Glamor (minor)
  edges
  Arcane Background (Maker): 
  10PP, summon ally, tripwire, Water 
  Fae, Darksight
  gear
  Workshop and tools, portable tool kit, 
  sculpting supplies (x40), smartphone, rapier 
  (str+d4, parry +1, bramble), $40 cash.
  
  32
  CharaCters
  ChangeLing dipLomat
  As far as the doctors could understand, I had 
  a stroke that put me into a coma. I should have 
  died, but instead I had an impossible overnight 
  recovery. Two years later, this black cat shows up 
  and announces that I’m a fairy tale backup of the 
  original me. Long story short: the original me was 
  killed and it seems the old me’s killer is trying to do 
  the new me in too. I’ve got a few clues about who 
  it is, and they all point to it being another Rose 
  Courtier. Nothing surprising there, ignoring the 
  laws only matters if you get caught.
  Origin: Changeling; Lineage: Puka
  attriButes
  Agility d4, Smarts d8, Spirit d10, Strength d4, Vigor d4
  sKiLLs
  Intimidation d4, Investigation d8, Knowledge Rose 
  Court d6, Notice d6, Persuasion d8, Shooting d4, 
  Stealth d6, Streetwise d6, Trickery d8
  derived stats
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 4(1)
  hindranCes
  Bane: Cold Iron, Malleable Form, Arrogant: Social, 
  Vow (minor): Loyalty and Obedience to the Rose 
  Court, Enemy (minor)
  edges
  Social Creature, Malleable Form: Humanoid 
  Disguise, 5PP, Survivor’s Boon, Charismatic
  gear
  Smartphone, Cell (prepaid), court clothes (light 
  armor), disguise outfits: 2x cheap, 1x nice, Glock, 
  $150 cash.
  
  33
  CharaCters
  sighted spotter
  I was strong-armed into the Court of Roses after sneaking into 
  the wrong party. Let it slip that I could see through the attendants 
  Glamors, and that was it. Being a Rose has its benefits; they took care of 
  some nasty debt and my Pack has a good apartment, but I’m not falling for 
  the smoke and mirrors they throw up. I’ll do anything I can for my Pack, 
  they come before some fickle court that speaks in circles and only meets 
  the letter of their word.
  Origin: Sighted; Lineage: Mortal
  attriButes
  Agility d6, Smarts d8, Spirit d8, Strength d4, 
  Vigor d6
  sKiLLs
  Driving d6, Fighting d6, Investigation d6,  
  Notice d10, Shooting d6, Stealth d6, Trickery d8
  derived stats
  Charisma: -2; Pace: 6; Parry: 5;  
  Toughness: 7(2)
  hindranCes
  Of Neither World, Curious, Loyal,  
  Secret (minor): Sibling with the Sight
  edges
  Alertness, Glamorless
  gear
  Backpack, Binoculars, Camera (disposable), Cell 
  (disposable), flashlight, Rose Jacket (medium 
  armor +2, see notes), Sightstone, Arden City Map, 
  Dagger (str+d4, beacon, 1x enchantment space), 
  skeleton key, $157 cash.
  
  34
  CharaCters
  giFt BuiLding
  When given, the Gift provided to the Gifted 
  Nightmares may start with three abilities.
  All Gifts have to be activated, which takes an action 
  and makes them easier to spot. This grants a +2 
  to Glamor Checks against them. Gifts that have 
  used all their Power Points do not have enough 
  magic to deactivate or maintain their Glamor, 
  becoming visible without using the Sight. Gifts 
  that do not use Powers always have 15 Power 
  Points.
  A typical Gift has a toughness of 10, and requires 
  a Called Shot at -2 to hit. Damage rolled against 
  a Gift must equal or exceed its toughness in 
  one blow. It must be slashing, blunt or magic 
  damage. As with all damage against non-living 
  objects, this roll does not ace. A Gift will return 
  to its owner 1d4 hours after breaking or without 
  physical contact.
  giFt aBiLities
  Comes When CaLLed
  Requirements: Novice, Gifted.
  As long as it is unbroken, this Gift will always 
  appear when needed. It may also stay away longer 
  when desired.
  giFt Weapon
  Requirements: Novice, Gifted.
  Your gift is intended as a weapon and does 
  str+d6 damage. Gift weapons are always based 
  on “archaic” or “high fantasy” weapons such as a 
  sword, shield, bow and arrow, spear, club, etc. 
  The Gift counts as a Natural Weapon for the 
  purposes of edges that affect those. You cannot 
  take Small Target Ability.
  guiding personaLity
  Requirements: Novice, Gifted.
  This Gift has its own personality, is generally 
  helpful and an adept guide, though at times they 
  may prove to be a minor nuisance. Gifts with 
  their own personalities are capable of activating 
  on their own, and using and preventing the use 
  of their abilities.
  Last Breath
  Requirements: Novice, Gifted.
  When this Gift breaks, it produces a Large 
  Template AOE attack of 3d6 centered on itself. 
  This attack does not affect allies.
  QuiCK reForm
  Requirements: Novice, Gifted.
  Your Gift rebuilds itself quickly after breaking, 
  returning in only 1d4 minutes instead of the 
  usual 1d4 hours.
  improved QuiCK reForm
  Requirements: Novice, Gifted, Quick Reform.
  The speed this Gift reforms with is incredibly 
  rapid, only 1d4+1 rounds.
  poWer
  Requirements: Novice, Gifted, Arcane Background 
  (Gifted).
  Choose a single power from the Arcane Background 
  (Gifted) on page 31. This ability may be taken 
  more than once.
  
  35
  CharaCters
  smaLL target
  Requirements: Novice, Gifted, Spirit d8+.
  This Gift is small and difficult to hit, being roughly 
  the size of pocket watch. Opponents targeting it 
  suffer a total of -6 to the called shot. You 
  cannot take the Gift Weapon Ability.
  sympathetiC Bond
  Requirements: Novice, Gifted, 
  Spirit d8+.
  The connection between you 
  and your Gift is particularly 
  strong, damage done to one 
  can be moved to the other. 
  After a hit is scored on the 
  Gifted or their Gift, but before 
  damage is rolled, this Gifted 
  may attempt to shift the damage. 
  On a successful Spirit check, treat 
  damage dealt to the Gift as targeting 
  the Gifted or vice versa. This damage roll bypasses 
  all armor that does not protect the original target. 
  The damage roll made on the Gift is treated as 
  against a non-living target as usual.
  suBtLe
  Requirements: Novice, Gifted.
  This Gift is not particularly noticeable, it may 
  have a strong Glamor, look completely 
  mundane, or just be shrinkable. 
  There is no additional penalty 
  to the Gifted’s glamor when 
  this Gift is activated, nor can 
  Mortals see what it truly is.
  tough
  Requirements: Novice, 
  Gifted.
  The Gift is particularly difficult 
  to break, with a toughness of 14.
  unremovaBLe
  Requirements: Novice, Gifted
  The Gift is physically attached to a part of the 
  character and must be broken to be removed. 
  These Gifts cannot have Abilities or Powers that 
  remove the Gift.
  Beast Form Creation
  Those Nightmares with bestial Fae often acquire 
  the ability to transform into a creature relating to 
  their Fae. But this ability can be attained through 
  many other means as well. Some even have 
  multiple creatures they may become.
  When transforming into a Beast form, you gain 
  the Agility, Strength and Vigor of the beast—and 
  those linked skills, but retain your own Smarts, 
  Spirit and those linked skills. Unfortunately, 
  magic abilities are not available in this form, 
  nor can you speak in this form. All beast forms 
  have the appearance and physical capabilities of 
  mundane beasts, including a natural weapon that 
  does strength damage, unless affected by Edges 
  or Hindrances.
  The form change costs 3 PP, but requires no skill 
  check, and lasts for 10 minutes. It costs 1PP to 
  maintain for every 10 minutes thereafter.
  
  36
  CharaCters
  Creating your Beast Form is much like character 
  creation, with some exceptions you have only 
  three points to distribute across attributes, seven 
  in skills, and one edge. All character Hindrances 
  apply, though you may take a Beast Form Hindrance 
  from the list below to gain an extra attribute, 
  edge, or two skill points.
  Any Edge may be taken in Beast Form, so long 
  as its requirements are met and it makes sense. 
  However, there are a few edges specific to Beast 
  Forms, listed below.
  You gain two points to spend on Beast Forms for 
  every rank above Novice. In addition, when leveling 
  you may opt to spend your level on improving 
  your Beast Form instead of your regular form.
  Beast Form hindranCes
  animaL mindset
  The instincts of your Beast Form are overbearing, 
  you suffer a -2 penalty to use of any Smarts or 
  Spirit linked trait.
  Bad eyes
  This type of beast cannot see well, all sight-based 
  trait rolls at a range of greater than five inches 
  are made at -2.
  ConspiCuous
  You’re a creature that’s not normally seen in the 
  city, or a particularly odd looking one. Nightmares 
  spotting you have a +2 to their Glamor checks, 
  and Mortals will notice that you look out of place.
  deLiCate
  Your Beast Form is of a more frail or delicate species 
  and, as such, you suffer -1 to your toughness.
  invoLuntary Change
  You do not control when you change to and 
  from beast form and, as such, do not use the 
  shape shifting power pool for this change. Some 
  outside factor controls your form, such as phase of 
  the moon or contact with water. This drawback 
  does come with two slight benefits, though. A 
  Nightmare whose beast form is triggered this 
  way automatically passes the spirit check to 
  avoid reverting to humanoid form when they 
  are shaken or wounded, and they do not have to 
  pay a maintenance cost to stay in the Beast Form.
  LegLess
  Your Beast Form is of some creature that does 
  not have legs. Your Pace on land is two.
  prey
  Your Beast Form is of a species predated upon by 
  animals common to Arden, or hunted by humans 
  for sport, food or as a pest.
  sKinshiFter
  You require most, if not all of the pelt of your 
  Beast Form to transform into it.
  sLoW
  Your Beast Form is of a particularly sluggish 
  creature. Your Beast Form’s Agility may not 
  increase past d8, and you suffer a -2 to all dodge 
  checks.
  Beast edges
  Carrying strength
  Requirements: Novice, Strength d8+, Beast Form.
  These beasts are much stronger than their Mortal 
  counterparts, and even the smallest of them can 
  do things such as carry a fully grown person.
  
  37
  CharaCters
  dexterous
  Requirements: Novice, Agility d8+, Beast Form.
  Most Beast Forms lack fingers and therefore 
  cannot use tools. You, however, do have hands, 
  with thumbs even!
  inFeCtious
  Requirements: Novice, Vigor d8+, Beast Form.
  For each wound inflicted by this creature’s natural 
  weapons, victims suffer an additional -1 modifier 
  to healing.
  speeCh
  Requirements: Novice, Beast Form.
  Not normally within the capacity of beasts, these 
  Fae animal forms still retain this ability.
  maLLeaBLe appearanCe
  Requirements: Novice, Beast Form.
  While in Beast Form, you can subtly manipulate 
  your physique. You have the ability to change size 
  and shape to some extent, such as lengthening 
  a back, shrinking, stretching a neck around a 
  corner, or changing the color of your fur.
  eagLe
  Attributes: Agility d8, Strength d6, Vigor d4
  Skills: Fighting d8, Flying d8
  Hindrance: Animal Mindset
  Edges: Flight, Natural Weapon
  seaL
  Attributes: Agility d6, Strength d8, Vigor d4
  Skills: Fighting d4, Swimming d10
  Hindrance: Skinshifter
  Edges: Carrying Strength, Water Fae
  rat
  Attributes: Agility d8, Strength d4, Vigor d6
  Skills: Lockpicking d6, Stealth d10
  Hindrance: Prey
  Edges: Dexterous, Speech
  
  38
  CharaCters
  CharaCters
  magiC
  Fae Magic is most commonly linked to objects, 
  those who can make said objects are highly prized 
  Nightmares, as are Performers with their strange 
  ability to change the very air around them. The 
  Ritual and Oracular Magics are available only to 
  the Sighted; the Gift Magics to the Gifted; and 
  the Performer and Maker Magics to the Precious, 
  Gifted and Changelings.
  magiC outside oF ComBat
  Due to the decreased danger and distractions 
  present, maintaining powers outside of combat is 
  much less draining on the caster. Powers may be 
  maintained for a minute for each round that they 
  would be maintained in combat, unless otherwise 
  stated by the power.
  trappings
  Pick one or two types of trappings that thematically 
  suit your character. While these should themati-
  cally be the only trappings you use, remember 
  that the trappings listed in the Savage Worlds 
  book are suggestions, and if you like an effect, as 
  long as it makes sense, feel free to use it under a 
  different theme.
  All trappings that count as a Bane cost an extra 
  PP to cast: e.g. holy, sunlight, fire, torrents of 
  water, and so forth.
  poWers
  Each Arcane Background has a different list of 
  powers they have access to. Those listed in bold 
  script can be found on page 44 in the Powers 
  section, all others are in the Savage Worlds Deluxe 
  rules (SWD). The powers elemental manipulation 
  and succor have been modified from the SWD, 
  and the modifications can be found in this book. 
  Those marked with an asterisk are powers the 
  Rose Court has banned the use of. The summary 
  table of the different powers available by Arcane 
  Background uses the same notation.
  arCane BaCKground 
  (perFormer)
  Arcane Skill: Performance (Spirit)
  Starting Power Points: 10
  Starting Powers: 2
  Casters with this Arcane Background channel 
  their energy into a performance of some sort; 
  Orators, Dancers, and Musicians commonly. 
  Unlike the Gifted and Makers, Performers are 
  able to cast Fae Magics without props. They have 
  the distinct advantage that their powers cannot 
  be temporarily taken away by another. However, 
  they lack the raw power the Gifted often begin 
  with, and there is a greater chance of backlash 
  from poorly cast powers. Performers start with 
  two powers and a 10 PP pool from which to cast 
  all Powers.
  When a one is rolled on the Perform die, make 
  a Vigor check: on a success the caster is merely 
  shaken, but on a failure they’ve injured themselves 
  and are unable to cast spells until 1d4 days have 
  passed; as well as suffering from mundane effects 
  of the injury. For example, an Orator may lose 
  their voice, while a dancer might twist an ankle.
  This is the only magic type that allows for team 
  casting. Arcane Performers may work together 
  38
  
  39
  CharaCters
  CharaCters
  to cast a better spell and to split the Power Points 
  cost of the spell as they choose. After the initial 
  casting, the power is maintained by the leader 
  alone. The Lead caster makes the base Performance 
  check, and must have the power being cast along 
  with any special abilities being used. All casters 
  aiding the leader make a Preform check, granting 
  a teamwork bonus of +1 to the leader, or +2 with 
  a raise. However, if they fail their roll, a -1 penalty 
  is applied and a critical failure spoils the entire 
  spell. Not all Performers helping with the spell 
  need to provide Power Points, however, anyone 
  providing Power Points to the spell needs to make 
  the cooperative check.
  Powers: barrier, beast friend, blast, blind, boost/
  lower trait, burst, confusion, deflection, disable 
  defenses, dispel, drain PP, elemental manipulation, 
  fear, glamor manipulation, havoc, like new, light/
  obscure, pummel, puppet*, quickness, slow, slumber, 
  speak language, speed, stun, succor, warrior’s gift, 
  wisp light.
  arCane BaCKground 
  (giFted)
  Arcane Skill: Conjuring (Spirit)
  Starting Power Points: 15
  Starting Powers: Special
  Fae magic can be unpredictable, these Nightmares 
  have been given a Gift that can serve as a focus, 
  helping them harness their magical inheritance, 
  should they choose to pursue it. These are powerful 
  items that take time and skill to fully use; if they 
  are not activated, or if they break, the Gifted will 
  be unable to call forth their magic until the Gift 
  returns. Gifted casters start with a 15 PP pool to 
  cast powers from, and up to three starting pow-
  ers as determined during Gift Building. Powers 
  are cast with the Conjuring skill while the Gift 
  is activated. Rolling a one on the Conjuring die 
  shakes the caster, this may cause a wound. Only 
  the Nightmare bonded to the Gift may use its 
  39
  
  40
  CharaCters
  abilities. To build the Gift, and for more informa-
  tion, see page 34.
  Powers: armor, barrier, beast friend, blast, blind, 
  bolt, boost/lower, burrow, burst, confusion, damage 
  field, darksight, death touch, deflection, detect/conceal 
  arcana, disable defenses, dispel, drain PP, elemental 
  manipulation, environmental protection, farsight, fly, 
  greater heal, grow/shrink, glamor manipulation, 
  havoc, heal, intangibility, invisibility, like new, light/
  obscure, pummel, puppet*, quickness, slow, slumber, 
  smite, speak language, speed, stun, succor, teleport, 
  transfiguration, wall walk, warrior’s gift, wisp 
  light, zombie*.
  arCane BaCKground 
  (maKer)
  Arcane Skill: Enchant (Smarts); Repair (Smarts)
  Starting Power Points: 10
  Starting Powers: 1
  This Arcane Background allows the Caster to 
  create and enchant magical items. Makers start 
  with 10 PP to invest in items for each of their 
  Powers.
  Powers: armor, barrier, beast friend, blast, blind, 
  boost/lower trait, burrow, burst, confusion, damage 
  field, darksight, deflection, detect/conceal arcana, 
  disable defenses, disguise, entangle, environmental 
  protection, far sight, fly, grow/shrink, havoc, heal, 
  intangibility, invisibility, like new, light/obscure, 
  quickness, slow, slumber, speak language, speed, stun, 
  succor, summon ally, transfiguration, tripwire, wall 
  walk, warrior’s gift, zombie*.
  Creating items to host speLLs
  Creating items capable of holding a spell requires 
  the Maker Arcane Background, a workshop, a fair 
  amount of time, and quality supplies, at least a 
  portion of which are Fae in origin. It’s possible to 
  create items that can support more than a single 
  spell. However, these get increasingly difficult, 
  time consuming, and require better and more 
  magical materials.
  Items that can support a single spell can be created 
  with a basic Repair check in 1d6 hours from almost 
  completely mundane materials, requiring a single 
  Fae component. Items that can support two spells 
  need at least one noticeable component from a 
  Fae Realm, take 2d12 hours to make and suffer 
  from a -2 penalty to the Repair check. Items that 
  can support three spells need to make of at least 
  50 percent magical components, take 2d6 days to 
  make and suffer a -4 penalty. The greatest number 
  of spells any one piece can support is four; the 
  item needs to be made from completely magical 
  
  41
  CharaCters
  components, takes 4d12 days to make and the 
  roll suffers a penalty of -8.
  Attempting to create an item without the proper 
  tools will also impart a -2 penalty.
  Even if creating the item is a failed roll, the time 
  and materials are still spent. If failed and a one is 
  rolled on the skill die, a complication from the 
  failure occurs; consult the Malfunction table below. 
  A raise on the Repair roll means you’ve created 
  a higher quality item that is easier to enchant, 
  granting a +1 to the Enchanting roll.
  enChanting items
  Not everything can be Enchanted. M undane items 
  cannot hold the magic, and few magically made 
  items can hold an enchantment more than once; 
  the Maker must already have created or possess 
  the item they plan on Enchanting. Materials 
  that count as a Bane cannot be enchanted, even 
  if you do not suffer from that Bane. Embedding 
  a spell requires basic tools, but takes time, 1d6 
  minutes per Power Point. The Enchantment may 
  be cast without even basic tools at a -2 penalty, 
  or rushed to be cast in 1d4 rounds at the same 
  -2 penalty. However, it’s best to have Enchanted 
  items prepared before you need them. A failure 
  when Enchanting an item damages it, inflicting a 
  cumulative -1 penalty to subsequent Enchanting 
  attempts, but only ruins the item on a critical 
  failure, at which point the Malfunction table 
  below is consulted.
  The Enchantments on these items trigger as 
  determined by the Maker, usually on breaking or 
  throwing the item, though other actions may be 
  used. All aspects of the spell must be determined 
  when Enchanted: duration, potency, trigger 
  condition and any other variables. These items 
  can be used by anyone who knows the trigger 
  condition, making them valuable for trade, sale, 
  or gifts, but also a risk if the wrong person finds 
  them. Items can only be Enchanted and triggered 
  once, though it’s possible to remove powers that 
  were never triggered and reuse the item.
  Power Points begin to recharge after the item 
  they were invested in is used, or the Power 
  maLFunCtions
  When the caster fails their roll with a one 
  on the skill die, draw a card to determine 
  what goes wrong.
  Creating an enChantaBLe item
  Suit
  Effect
  Hearts
  Ruin: The item you are working 
  on is destroyed.
  Clubs
  Damage Tools: The tools you were 
  using are destroyed and need to be 
  replaced. Ruin item.
  Diamonds Chain Reaction: All Fae Supplies 
  in a SBT are destroyed. Ruin item.
  Spades
  Damage Workshop: requires 2d6 
  hours to get it back into shape. 
  enChanting an item
  Suit
  Effect
  Hearts
  Ruin: The item you are Enchanting 
  is destroyed.
  Clubs
  Premature activation: The power 
  activates immediately, targeting or 
  centering on the caster. Ruin item.
  Diamonds Reverse effect: Unknown to you, 
  the effect of the enchantment is 
  inverted. If not possible, treat as 
  Explosive Escape.
  Spades
  Explosive Escape: The Enchant-
  ment wrests from your grasp, dealing 
  3d6 damage to a LBT centered on 
  the maker. Ruin item. 
  
  42
  CharaCters
  overwritten. An item that was given away or 
  sold is used at the GMs discretion, not the point 
  of sale, and the item’s Maker knows when it’s 
  used. All Power Points must be available when 
  you begin Enchanting an item.
  muLtipLe enChantments per item
  Enchanting multiple powers onto a single item 
  can only be done if the item was designed to hold 
  more than a single power. This process cannot 
  be rushed, and there is a cumulative -2 penalty 
  to the Enchantment roll for each enchantment 
  already on the item. For example, Enchanting a 
  throwing dagger with the smite power when it 
  already has the entangle power would require an 
  Enchantment roll at -2. Further Enchanting the 
  dagger with the sleep power would require an 
  Enchantment roll at -4. The trigger conditions for 
  the powers do not have to be same, though if they 
  are, the order they activate in is also determined 
  when casting. Enchanting an item already carrying 
  the maximum number of enchantments it can 
  hold causes the last power enchanted onto the 
  piece to be overwritten, wither a single-use or 
  multi-use enchantment.
  arCane BaCKground 
  (oraCLe)
  Arcane Skill: Prescience
  Starting Power Points: 10
  Starting Powers: 2
  Known throughout legend for their abilities to 
  see into the past, future and across vast distances, 
  Oracles are an odd type of Sighted. They have 
  the ability to do things that no one else can, and 
  a greater subtlety to their magic, leading many to 
  believe them incapable of destruction and harm. 
  Few gain complete control over their abilities, 
  most find themselves at the whim of whatever 
  grants their visions, powers can be triggered at 
  the GM’s discretion with no Power Point cost. 
  When an Oracle fails a Prescience check, they are 
  shaken and temporarily blinded until he or she 
  recovers from their shaken status, but on a one 
  this is a longer-lasting condition. While blind, 
  the Oracle suffers a -6 to all vision-based Trait 
  Rolls and has their Parry reduced to two.
  Powers: barrier, beast friend, blind, confusion, 
  darksight, death touch, deflection, detect/conceal 
  arcana, disable defenses, dispel, displaced vision, 
  divination*, drain PP, farsight, fear, invisibility, 
  light/obscure, mind read, past sight, puppet*, speak 
  language, stun, telepathic bond, tripwire, wall walk, 
  warrior’s gift.
  arCane BaCKground (rituaList)
  Arcane Skill: Ritual (Smarts)
  Starting Power Points: 10
  Starting Powers: 1
  Among the Sighted there are those who create 
  their magic, whether through alchemical reduc-
  tion, objects the caster has created a connection 
  to, devices they’ve constructed themselves or any 
  of an infinite number of objects a Ritualist needs 
  their foci to channel their powers through. This 
  Arcane Background functions like the Weird Science 
  Arcane Background in the Savage Worlds Deluxe 
  and may malfunction as such. The exception that 
  all powers are cast through foci, not necessarily 
  gadgets, and use the Arcane Ritualist skill when 
  cast. Each focus has the full allotment of Power 
  Points available to the caster. This item may be 
  passed to another to use, however, without the 
  Ritual Skill, these have limited usefulness.
  Powers: armor, barrier, blast, blind, bolt, boost/lower, 
  burrow, burst, confusion, dark sight, death touch, 
  deflection, detect/conceal arcana, disguise, dispel, 
  displaced vision, divination*, elemental manipulation, 
  entangle, fly, greater heal, havoc, heal, intangibility, 
  invisibility, like new, light/obscure, pummel, puppet*, 
  quickness, slow, slumber, smite, speed, stun, succor, 
  summon ally, telekinesis, teleport, transfiguration, 
  tripwire, wall walk, wisp light, zombie*.
  
  43
  CharaCters
  Powers marked with an asterisk are powers the Court of Roses has banned the use of. 
  Powers listed in bold script can be found in this book.
  
  44
  CharaCters
  poWers
  Elemental Manipulation and Succor have been 
  included in this section to clarify their effects in 
  this setting
  disaBLe deFenses
  Rank: Seasoned
  Power Points: 3
  Range: LBT
  Duration: 1 minute (2/minute)
  Trappings: Violent wind, electric pulse, clinging 
  shadows
  This power temporarily suppresses both magical 
  and mundane sensors, protections and monitor-
  ing devices, though it cannot affect Banes. The 
  devices are shut down or halted in whatever way 
  is impossible to detect, without direct monitor-
  ing. Cameras relay a still frame, and tripwires, 
  including the power, won’t send a signal until 
  after the Disable Defenses Power halts.
  This power can also be used to hide from scrying 
  and other spying methods.
  death touCh
  Rank: Seasoned
  Power Points: 3
  Range: Touch
  Duration: Instant
  Trappings: Cold touch, grasping tendrils
  Some are able to heal themselves by taking from 
  another. This touch attack deals 2d6 damage, or 
  3d6 is an additional three PP are spent. If the 
  attack successfully deals damage, the caster may 
  heal one wound from themselves.
  dispLaCed vision
  Rank: Novice
  Power Points: 2
  Range: Spirit x 2 miles
  Duration: 1 minute (1/minute)
  Trappings: Glowing mirror
  You may look through a mirror to see out another 
  one. Other smooth, highly reflective surfaces may 
  be used to look into at a -2 penalty.
  eLementaL manipuLation
  Rank: Novice
  Power Points: 1
  Range: Smarts x 2
  Duration: 3 (1/round)
  Trappings: Simple gestures
  The impact of this power applies to one “element” 
  only, chosen when the spell is purchased, and not 
  limited to the classic four, but to elements associ-
  ated with your Fae type, or particular Rituals. For 
  example, an Emp may take elemental control of 
  electricity due to its association with electronics, 
  but the elements of fire, water and so forth would 
  be beyond its abilities. This spell may be taken 
  more than once to cover multiple elements. As 
  before this power enables the caster to perform 
  tricks with an element to cause a variety of effects 
  with the chosen element, and summon a small 
  amount of it, so long as the caster does not mimic 
  another available Power, and the GM has veto 
  power on effects. In addition to the examples in 
  the Savage Worlds Rules of Earth, Fire, Water 
  and Air, there are many more you may opt to 
  take; plant, acid, darkness, metal, electricity and 
  so forth. See also Savage Worlds Core.
  Metal: The caster can bend metals at whim to 
  create hazards or distractions.
  
  45
  CharaCters
  Electricity: The caster can cause electricity spikes 
  to damage and shut down electronic equipment, 
  erase data or to make electronic devices behave 
  erratically, they can also cause sparks and minor 
  electric shocks.
  gLamor manipuLation
  Rank: Novice
  Power Points: Special
  Range: 1/2 Smarts
  Duration: 3 (1/round) or 5 minutes (1/minute)
  Trappings: Subtle hand gestures, air distortion
  Manipulations of the senses are innate to the 
  Fae, and often the first and last resorts when 
  other tools fail. This spell allows one to perform 
  minor manipulations of Glamor. Particularly 
  small manipulations cost one PP, e.g. changes 
  to a photo, hiding the signature on a letter or 
  making an old trinket appear brand new. To 
  manipulate something the size of a sheet of 
  paper, the cost is two PP. A person-sized object 
  would cost three PP, and four to subtly affect an 
  entire room. Normally, those attempting to see 
  through a created Glamor must make a Sight roll 
  versus your casting. If you chose to strengthen or 
  weaken a Nightmare’s Glamor, at three PP cost, 
  you modify their Glamor by one for a success, 
  and two for a success and raise. If unwilling, this 
  is opposed by Spirit.
  LiKe neW
  Rank: Novice
  Power Points: Special
  Range: Touch
  Duration: Instant
  Trappings: Sweeping broom, whirlwind, water 
  deluge
  This power allows the caster to quickly and ef-
  ficiently clean places, repair aesthetic damage, but 
  also do the reverse and prematurely age a mundane 
  item. The power does more than simply tidy the 
  dirt away from a location, but in fact completely 
  eliminates dirt, grime, bacteria, fingerprints, 
  hairs, skin cells and fibers. The cost of the power 
  varies with the size of the area being affected; any 
  handheld item costs one PP, a larger item like a 
  table two PP and a room four PP.
  past sight
  Rank: Novice
  Power Points: 4
  Range: Touch
  Duration: Instant
  Trappings: Glowing eyes, time rewind
  You get flashes of information about the past. 
  It’s left to the GM’s discretion as to how much, 
  relevance and so forth, though raises should grant 
  clearer information.
  suCCor
  Rank: Novice
  Power Points: 1
  Range: Touch
  Duration: Instant, or 3(1/round)
  Trappings: Curative tonic, laying on of hands, 
  prayer
  In addition to the uses in the Savage Worlds 
  Core Book, Succor can be used to relieve the 
  fatigues caused by Banes while still exposed to 
  them. This effect lasts for three rounds, or more 
  if the maintenance cost is paid. See also Savage 
  Worlds Core.
  teLepathiC Bond
  Rank: Novice
  Power Points: 2
  Range: Spirit x 2 miles
  Duration: 1 minute (1/minute)
  Trappings: Whispering voice, person projection
  You may communicate with Packmates and oth-
  ers you are particularly close to over impossible 
  distances for up to one minute. By spending an 
  additional two PP, you may contact someone you 
  have spoken to in person but are not close to. If 
  the target chooses to, Telepathic Bond is resisted 
  
  46
  CharaCters
  CharaCters
  by a Spirit Check. Other powers may be cast at 
  the target through Telepathic Bond, as long as 
  they do not require physical contact. The target 
  suffers a -2 to all other actions while telepathic 
  bond is being maintained.
  transFiguration
  Rank: Seasoned
  Power Points: 3
  Range: Touch
  Duration: 3 (2/round)
  Trappings: Mouse, hairbrush, stuffed animal
  This Power enables someone to transform things, 
  for short periods of time, into inanimate objects 
  or small animals as chosen when purchasing the 
  power.
  If targeting an inanimate object, this ability 
  transforms the item automatically into another 
  item or small animal. If targeting an opponent, 
  this ability is resisted by a spirit check, at -2 with 
  a raise.
  Maintaining the animate status of the target costs 
  regular Power Points. Changing the target from 
  something animate to something inanimate, or 
  vice versa, requires double Power Points. Harm 
  inflicted on an inanimate object does not impart 
  that harm to the target.
  tripWire
  Rank: Novice
  Power Points: One per segment
  Range: Touch
  Duration: Special
  Trappings: Thin strand of light, carvings in the 
  walls
  This power alerts the caster when it’s crossed, 
  dispelled or destroyed. If cast with a raise, will 
  provide basic information about what activated 
  it. These last until they are taken down, however, 
  the Power Points spent on it do not recharge until 
  the tripwire is taken down and disabled.
  Wisp Light
  Rank: Novice
  Power Points: One per light
  Range: Smarts x2
  Duration: 3 (1/round)
  Trappings: Floating balls of light, ethereal flames
  This spell allows the caster to summon multiple 
  mobile lights. Each is summed anywhere within 
  range, can be moved independently on the caster’s 
  whim, covers a SBT, and negates up to -2 Darkness 
  penalty, or -4 with a raise. This can be stacked with 
  multiple lights. Lights that move out of the range 
  are un-summoned without affecting the other 
  lights. Individual lights can also be intentionally 
  un-summoned without affecting the others. The 
  maintenance cost supports all summoned lights, 
  though the summoning cost is per light. Lights 
  must be summoned simultaneously, and individual 
  arcane skill rolls made for each. The caster may 
  choose to pay double costs for summoning and 
  maintenance to have the lights be invisible to all 
  others.
  46
  
  47
  gear
  gear and CurrenCy
  tWo systems oF CurrenCy
  There are two systems of currency in this game: 
  Mortal money, which is almost entirely scorned 
  by the Fae; and the Fae system of Bartering, Favors 
  and Magic. Mortal money can be used to buy 
  mundane items and, on rare occasion, one may 
  find a Maker willing to accept it for low-level 
  items. However, the vast majority of spells, en-
  chantments, magic items and help will need to 
  be bartered for. Magic items are given a value, 
  but there is no actual currency, your characters 
  are likely carrying small valuable items—magical 
  gems or metals, minor enchantments and so 
  forth—to use when bartering. The final cost of 
  an item will depend on your bartering skill and 
  what you have to trade. The Fae and Nightmares 
  of most Courts also deal in Favors; essentially 
  delayed payment via actions, jobs or tasks. We 
  will using the 
  symbol to denote the use of Fae 
  Currencies.
  The separate currency for the Fae is important, 
  otherwise it’s too easy to break the system in 
  terms of finances. Plus, it provides incentive to 
  deal with the Parliament of Filth.
  Bartering
  When purchasing anything Fae, you’ll have to 
  barter. The roll is contested Trickery + Charisma, 
  and for each success and raise, decrease the price 
  by 10 percent to a maximum of 40 percent, but if 
  the roll is failed the cost is increased by 10 percent 
  for each success and raise your opponent receives, 
  with no maximum.
  vaLue oF a Favor
  Sometimes the only way to get something is to 
  offer a favor. To some these have a value over 
  and above other options, as they allow for flex-
  ibility in claiming them. Different individuals will 
  value their Favors differently than those others, 
  at times. when Bartering, the description is a more 
  accurate statement; This is used as an approximate 
  only. The level at which these are claimed is 
  determined by the value placed on them at barter. 
  A small Favor is a minor inconvenience but no 
  real trouble, or a single use and simple item. These 
  are valued at about 100 . Most Favors, unless 
  specified, are claimed for difficult or inconvenient 
  tasks, but not ones likely to be a huge danger, and 
  have a value of about 500 . A large Favor is 
  something big—potentially life threatening, 
  reputation-tanking or violating court law. The 
  Favor cost of items listed here are approximates 
  and will vary based on many factors, such as where 
  you buy something, and what you’re offering in 
  trade.
  Where
  Generally basic supplies, and a few specialty items, 
  can be purchased through your Court directly; the 
  Roses and the other local Courts prefer to deal 
  on an individual basis, either when negotiating 
  for payment for jobs, or by allowing Nightmares 
  
  48
  gear
  to contact the makers or suppliers directly. The 
  best places to find potent magical items are the 
  Undermarket and the Goblin Bazaar. The Under-
  market has its standards and laws, whereas the 
  Goblin Bazaar is more of a local free-for-all. Banes 
  however, are almost never available through a Fae. 
  There are a few other place to get magical items; 
  a pair of Noble Mortals, Sycorax and Mags, who 
  run a shop, and other individuals in the general 
  area may be up for Bartering. 
  WorKing For the FiLth
  Jobs from the Filth are a great way of getting 
  money fast, but not a good way to become wealthy. 
  The pay is often less than you could get through 
  a Mortal for a similar job, and you’ll be expected 
  to pay union dues to the Parliament. However, 
  there are definite benefits to working for the Filth. 
  The pay can be split into Mortal currencies and 
  Fae valuables, your identity is better protected, 
  and not too many gangs cover health and dental. 
  The best-paying contracts are usually reserved 
  for permanent and long-term Filth members, 
  and occasionally offered to selected members of 
  other courts.
  magiC items
  Magical items are most commonly of Fae make; 
  however there are Sighted and Noble Mortals 
  capable of making magical items as well. Fae-
  made items do not count as magical unless they 
  are made entirely of Fae materials, or Enchanted. 
  Enchanted items are considered magical for the 
  purposes of dealing damage, spotting them and 
  anything else referencing magic. As a Nightmare, 
  you are a magic being, and thus even your fists 
  are technically a magic weapon for the purposes 
  of dealing damage. 
  Mortal-made items cannot hold an Enchantment, 
  and even most Fae-made weapons and items can 
  only carry one. Caster-maintained powers do not 
  count as Enchantments for these purposes, the 
  only things that do count must be built into the 
  item. For example, a Ritualist casting smite on 
  a sword would not override an already existing 
  Enchantment, but a Maker casting the same 
  power would. 
  enChantments
  This is the term used for magical powers and 
  abilities imbued in items. Certain Enchantments 
  are permanent, and generally expensive. Others 
  are temporary, or activate a limited number of 
  times. Currently, only single-use enchantments 
  may be created by player characters (PCs). Multi-
  use enchantments can only be applied to items 
  by a non-player character (NPC) Maker. See the 
  Maker Arcane Background on page 40 for more 
  information. 
  muLtipLe enChantments
  Items with the ability to hold extra enchantments 
  are made of superior materials and craftsmanship, 
  and as such cost more. Double the cost of the 
  item for each extra enchantment it can carry. So, 
  for example, a dagger valued at 50  could accept 
  one enchantment, so an equivalent dagger that 
  can accept two enchantments would cost 100 , 
  or 200  if it can hold three enchantments. Ap-
  plying multiple layers of spells is also incredibly 
  difficult, and purchasing this works the same way. 
  The first spell is easiest to apply and costs the 
  standard rate, for example 100 ; the second would 
  cost 200 ; and the third, if you can find someone 
  to do the work, 400 ; and so forth. 
  FiLth enChantments
  Some Parliament of Filth Makers have the peculiar 
  ability to Enchant even completely mundane 
  items, however, peculiarities of the method used 
  mean that only those who are immune to poisons 
  and stench can use them without necessitating 
  
  49
  gear
  a Vigor check at -2 every round. When failed, 
  treat as a paralytic poison. 
  ranged Weapons
  A bow, sling or other such weapon may 
  be Enchanted if appropriately made, but 
  items fired from these do not count as 
  magical weapons. For this, the arrow, quarrel 
  or sling stone needs to be Enchanted. 
  Modern guns are too mechanically 
  complex to work properly with Enchant-
  ments. The bullets can be Enchanted if 
  made appropriately, but this increases 
  the volatility of the weapon. If a one 
  is rolled on the wild die, the effect 
  activates in the gun on its wielder, 
  though the bullet may still meet its 
  target if the shooting die is a success. 
  Gun-like items of Fae-make are made 
  through multiple layers of Enchantment 
  already, so while it might be possible 
  to apply new Enchantments, it would 
  be extremely difficult to do. 
  Weapons
  Archaic-styled weapons can be bought 
  from Mortals, but you’ll find that these 
  are generally of very poor quality, likely 
  to break and can’t carry enchantments. 
  For this reason, most Nightmares get these 
  weapons through the Fae. Though, guns, 
  being highly mechanical, don’t agree with 
  the Fae and need to be bought from Mortals. 
  Pistols and the occasional sawed-off 
  shotgun are the most commonly used as 
  they’re easy to hide. Fae-made weapons 
  are generally more expensive than their 
  mundane counterparts, but all Fae-made items 
  can hold a minimum of one Enchantment.
  arChaiC styLed Weapons
  Archaic weapons bought from Mortal 
  shops are not typically made to a combat 
  standard, nor can they carry Enchant-
  ments. They will break if you roll a 
  one on your skill die. This applies 
  to both hand and ranged weapons. 
  Even if built to combat standard, Mortal 
  weapons cannot carry an Enchantment.
  Bane Weapons
  The Courts generally don’t have 
  many, if any, individuals capable of 
  making Cold Iron items, Wards 
  or other Banes, and as such these 
  items are incredibly difficult and 
  expensive to get. 
  Warded weapons are typically much 
  less expensive to purchase than other 
  Bane weapons, however, finding 
  someone with the capability and 
  faith willing to do so can be ardu-
  ous. In addition, if used by someone 
  not of the faith it’s Warded by, the 
  effects only last up to a week before 
  the Ward must be re-blessed. 
  Weapons that use streams of water will 
  shake those with the running water 
  hindrance, and inflict one wound, as if 
  the target had crossed running water. 
  Cold Iron items are notoriously dif-
  ficult and time consuming to make, 
  in addition to being fragile. Cold Iron 
  is iron untainted by impurities. The 
  usual Forging process imbues iron 
  with strength by incorporating carbon, 
  but this also dilutes its potency for harming 
  the Fae. When a one is rolled on either the 
  skill or wild die, an item made of Cold Iron 
  shatters, however, if the other die is a success, 
  damage is still dealt as usual. 
  
  50
  gear
  armor
  modern Body armor
  Type
  Armor Weight
  $
  Notes
  Sports Equipment
  +1
  10
  100
  400 Covers torso, arms, legs; 50% chance will protect. 
  Rose Leather Jacket
  +1
  6
  -
  500 Covers torso, arms. See “Rose Armor” notes.
  Rose Trench Coat
  +1
  10
  -
  800 Covers torso, arms, legs. See “Rose Armor” notes.
  Motorcycle Jacket 
  +2
  10
  350
  600 Covers torso, arms.
  Motorcycle Leg
  +2
  4
  250
  400 Covers legs.
  Motorcycle Jacket 
  (plate inserts)
  +4
  15
  500
  750 Covers torso, arms.
  Flak Jacket
  0/+4
  12
  100
  200 Covers torso. Effective against ranged attacks only. Concealable.
  Kevlar Vest
  +2/+4
  8
  400
  -
  Covers torso, negates 4 AP. Concealable. See notes in Savage 
  Worlds.
  Kevlar Vest 
  with inserts
  +4/+8
  12
  800
  -
  As Kevlar, but ceramic inserts are +8 vs bullets. Notice at -2 
  to spot if covered.
  arChaiC styLed Body armor 
  Type
  Armor Weight
  $
  Notes
  Hardened Leathers
  +1
  15
  450
  600 Covers torso, arms, legs. 
  Chain Hauberk 
  +2
  25
  600
  800 Covers torso, arms, legs.
  Plate Corselet
  +3
  25
  500
  700 Covers torso.
  Plate Arms
  +3
  10
  250
  400 Covers arms.
  Plate Leggings
  +3
  15
  250
  400 Covers legs.
  armor
  Visible armor attracts attention, both from the 
  Mortal public and police, but also makes you 
  very noticeable to other Nightmares and Fae. As 
  such, many Nightmares prefer to use Enchanted 
  items, armor they can hide, or at least armor that 
  is somewhat explainable. Archaic-styled armor, 
  however, is much easier to find from the Fae. 
  Armor weights are effective when worn and 
  properly fitted; see the Savage Worlds Rule Book 
  for more information. 
  rose armor
  These armored jackets look like regular leather 
  jackets with large rose emblems enchanted onto 
  them. If worn by someone not of the Court 
  of Roses, the emblems blacken and the armor 
  enchantments dispel permanently. This makes it 
  easy to spot court members when wearing these 
  jackets for both allies and enemies. 
  shieLds
  Like visible armor, these will attract notice. See 
  Savage Worlds Core for more shield specifics.
  
  51
  gear
  heLmets
  Type
  Armor Weight
  $
  Notes
  Pot Helm
  +3
  4
  125
  300 50% vs. head shots. 
  Steel Helmet (enclosed)
  +3
  8
  200
  450 Covers head. Includes neck protection
  Motorcycle Helmet
  +3
  5
  120
  -
  50% vs. head shots.
  Steel Pot (helmet)
  +4
  5
  50
  120 50% vs. head shots.
  shieLds
  Type
  Armor Weight
  $
  Notes
  Shield (small)
  0
  8
  50
  120 +1 Parry. See Shield notes.
  Shield (medium)
  0/+2
  12
  150
  400 +1 Parry. See Shield notes.
  Shield (large)
  0/+2
  20
  300
  700 +2 Parry. See Shield notes.
  meLee Weapons
  BLades
  Type
  Damage Weight
  $
  Notes
  Switchblade
  Str+d4
  1
  30
  80
  -2 to be Noticed if hidden.
  Dagger
  Str+d4
  1
  10
  50
  Great Sword
  Str+d10
  12
  440
  650 Parry -1, 2 hands.
  Long Sword
  Str+d8
  8
  380
  450 Includes scimitars.
  Rapier
  Str+d4
  3
  150
  200 Parry +1.
  Short Sword
  Str+d6
  4
  180
  300 Includes cavalry sabers and katanas.
  axes and BLudgeoning
  Type
  Damage Weight
  $
  Notes
  Axe
  Str+d6
  2
  120
  280
  Battle Axe
  Str+d8
  10
  350
  460
  Great Axe
  Str+d10
  15
  400
  600
  AP 1, Parry -1, 2 hands.
  Telescoping Baton
  Str+d4
  1
  50
  80
  Collapsible, -2 to be Noticed if hidden.
  Brass Knuckles
  Str+d4
  1
  20
  50
  Wielder considered an Unarmed Attacker.
  Brass Knuckles 
  (Cold Iron)
  Str+d4
  2
  -
  2000
  Wielder considered an Unarmed Attacker. See Bane 
  Weapons (Cold Iron).
  Flail
  Str+d6
  8
  150
  220
  Ignores Shield Parry and Cover bonuses. Parry -1.
  Warhammer
  Str+d6
  8
  180
  320
  AP 1 vs. rigid armor.
  Maul
  Str+d8
  20
  400
  500
  AP 2 vs rigid armor, Parry -1, 2 hands.
  
  52
  gear
  poLe arms
  Type
  Damage Weight
  $
  Notes
  Spear
  Str+d6
  5
  120
  280 Parry +1, Reach 1, 2 hands.
  Halberd
  Str+d10
  18
  380
  800 Parry -1. Reach 1, 2 hands.
  Wooden Staff
  Str+d4
  8
  20
  200 Parry +1, Reach 1, 2 hands.
  Reinforced Staff
  Str+d8
  15
  370
  420 Reach 1, 2 hands.
  Sasumata (modern)
  Str+d4
  8
  200
  280 Reach 1, 2 hands. A raise on the roll to hit pins the opponent. 
  Opposed str to escape.
  BaLLpoint sWord
  Cost: 1200
  Weight: 3
  Notes: Str+d4, parry +1, shrink, mark.
  A one-handed rapier of black metal and polished 
  chrome that shrinks into a ball point pen when 
  not in use. When a target has been successfully 
  hit, it marks them, granting +1 to hit this target 
  until their next action. 
  CrystaL KniFe
  Cost: 80
  Weight: 1
  Notes: str+d4, shatters on first wound.
  A delicate and beautiful blade cut out of crystal. 
  Once this dagger pierces a foe’s armor, it breaks 
  off dealing an additional 2d4+4 damage, and 
  renders the weapon unusable.
  FiLiBuster sWord
  Cost: 1000
  Weight: 8 
  Notes: str+d8, stops all attacks for one round 
  when unsheathed.
  An ornate bastard-sword decorated with thick 
  gilding, this peculiar weapon stops all attacks 
  when unsheathed, whether friend or foe.
  iCe’s grasp
  Cost: 1800
  Weight: 15
  Notes: str+d8, parry+1, reach 1, 2 hands, freeze.
  This heavy staff is carved to resemble an icy talon 
  grasping a sphere which emanates a cold wind. 
  Foes that are shaken by this weapon are frozen 
  in place and cannot take move or free actions 
  until they deshake.
  mortis daggers*
  Cost: 2400  (pair)
  Weight: 1 each
  Notes: str+d4, blood charge
  These matched daggers depict a grim scene of 
  skeletons and reapers. For each wound dealt by 
  these weapons, a single Power Point is generated 
  and stored, up to a maximum of five. The wielder 
  must have a spirit of d8+ to charge or access the 
  power points, and the daggers must be used as 
  a pair.
  pyre axe
  Cost: 2000
  Weight: 
  12
  Notes: str+d10, AP 1, Parry -1, 2 hands.
  This redwood axe is perpetually engulfed in 
  flame. The wielder must be protected from fire 
  or automatically catch fire, suffering 2d10 damage 
  each round. On each connecting strike, the target 
  must make a roll to avoid catching fire, and a 
  Vigor roll or suffer one level of fatigue.
  Warded stave
  Cost: 800
  Weight:8
  Notes: str+d4, Parry +1, Reach 1, 2 hands. Warded.
  This lightweight oak staff has been blessed by 
  follower of Arduinna, making it function as a 
  Ward Bane weapon. If wielded by any not of this 
  faith, it must be re-blessed on a weekly basis or 
  become an ordinary staff.
  
  53
  gear
   ranged Weapons
  shooting
  Type
  Range
  Damage RoF
  $
  Weight Min Str Notes
  Short Bow
  12/24/48
  2d4
  1
  150
  300
  3
  -
  Must shoot in round aimed.
  Long Bow
  15/30/60
  2d6
  1
  300
  500
  5
  d6
  Must shoot in round aimed.
  Compound 
  Bow
  15/30/60
  2d6
  1
  700
  1500
  2
  d8
  Crossbow
  15/30/60
  2d6
  1
  500
  1200
  10
  -
  AP 2, 1 action to reload. Modern 
  versions use similar arrows to bows.
  Sling
  4/8/16
  Str+d4
  1
  20
  50
  1
  -
  Squirt Gun
  2/4/8
  -
  1
  40
  -
  10
  -
  Holds five shots. See Bane Weapons.
  Water cannon 5/10/20
  -
  1
  70
  -
  15
  -
  Includes 10-foot hose and tripod. 
  Must connect to outdoor tap. See Bane 
  Weapons (running water).
  Cat’s Bite
  10/20/40
  3d6
  1
  -
  3400
  5
  -
  Shoots Cactus Cat spines. Holds six 
  rounds.
  throWing
  Type
  Range
  Damage
  $
  Weight Min Str Notes
  Axe, Throwing
  3/6/12
  Str+d6
  20
  60
  2
  d6
  Knives, Throwing 3/6/12
  Str+d4
  15
  30
  1
  -
  Bolos
  3/6/12
  Str+d4
  10
  30
  4
  d6
  Grapple foe. Agility -2 to escape.
  Spear
  3/6/12
  Str+d6
  50
  80
  5
  d6
  Fussee 
  (Signal Flare)
  3/6/12
  -
  10/6
  -
  2/6
  -
  Will shake those with Sunlight Bane when 
  ignited, and impose -1 penalty in SBT while 
  burning. Burns for 10 minutes. Negates up 
  to -1 darkness penalty in SBT.
  Cyclone Jacks
  3/6/12
  special
  -
  50
  1/5
  -
  These jacks deal 2d6 damage to whoever steps 
  on them, then release a MBT Havoc Spell.
  Force Feed
  3/6/12
  Special
  -
  50
  1
  -
  Roll once on the Fae Food Table, everyone 
  under a MBT suffers this effect.
  Ice Wasps
  3/6/12
  special
  -
  100
  1/5
  -
  A swarm of wasps attack the nearest target. 
  See Savage Worlds Bestiary. 
  Piranha Grenade 3/6/12
  2d6 each
  -
  100
  2/6
  -
  Three mechanical piranha attack near-
  est target, move on to next until broken 
  (toughness 8).
  If important axes, knives, bolos and spears can be recovered on a d6 roll of 3-6.
  
  54
  gear
  ammo
  Name
  Weight
  $
  Notes
  Hunting Arrow
  1/5
  50/6
  20
  -
  Broad-Head Arrow
  1/5
  70/6
  30
  +1 damage.
  Teflon Arrow
  1/5
  90/6
  35
  AP 2.
  Sling Stone
  1/10
  -
  10
  Stones can be found for free with a Notice roll and 1d10 minutes 
  searching, dependent on terrain.
  Cactus Cat Spines
  1/10
  -
  80/6 Can be taken from a Cactus Cat. Usually about 500 useable quills 
  per Fae.
  If important arrows and sling stones can be recovered on a d6 roll of 4-6.
  transport
  Name
  Acc/TS Toughness Crew
  $
  Notes
  Metropass
  -
  -
  -
  150
  -
  Monthly. One person at a time. Transferable after 
  trip is complete. Access to Arden busses and Subway.
  Bicycle
  1/2
  8(2)
  1
  -
  Skill check is Agility.
  Car, clunker
  8/30
  8(2)
  1+3
  400
  -
  On any failed driving roll, the car breaks down and 
  must be repaired.
  Canoe
  1/2
  8(2)
  1+3
  2500 3000 Includes four paddles.
  Sailboat, small
  2/6
  8(2)
  1+3
  3000 5000 Includes two paddles.
  Sailboat, large
  1/8
  12(2)
  2+6
  10000 15000 Able to hold two spells.
  neCtar Wind pipe
  Cost: 1000
  A musical pipe made of carved yew. When played 
  correctly it can turn a group of Nightmares into 
  bees and teleport them long distances. Once on 
  arrival, they will return to their true form. While 
  traveling, use the swarm bestiary entry for stats.
  tin snaiL
  Cost: 15000
  Acc/Ts: 5/16, Toughness: 8(2); Crew: 0+6
  A rare and effective transportation device. This 
  mechanical snail is capable of transporting several 
  people to a predetermined location in complete 
  stealth by stopping time in the Mortal world. 
  The snail cannot be set to a location it has never 
  been to. 
  reed Boat 
  Cost: 3000
  Acc/TS: 2/30; Toughness: 18(4); Crew: 0+20
  This small reed transforms into a large boat that 
  steers itself. Once it reaches its destination the 
  boat revers back into an ordinary reed. 
  toy taxi
  Cost: 1000
  Acc/Ts: 20/40, Toughness: 11(3); Crew: 0+4 
  This tiny die cast toy taxi resembles a child’s 
  toy. When placed on a road, a taxi will drive up 
  immediately. The summoned taxi will deliver its 
  passengers to any Mortal destination, including 
  those out of its regular range, but will need to be 
  paid regular fare. 
  
  55
  gear
  speCiaL items
  Name
  Weight
  Uses
  Notes
  Book of Faces
  3
  100
  1 per 
  image
  Touching one of these pictures while attempting to copy it adds +2 
  to the shape shifting roll. Contains five forms, four copies of each.
  Sparrow Earring
  -
  80
  1
  +2 to checks using etiquette and decorum. 
  Skeleton Key*
  -
  150
  1
  Opens any door with a key hole.
  Ghost Sail*
  50
  2000 Repeat Hides any sailing vessel from scrying, and both mundane and magic 
  sights.
  Maw Ring
  -
  200
  1
  A harmless looking ring which will devour its wearer. Must be placed 
  on target’s finger, and is resisted by Agility -2.
  Pigeon Pipe 
  1
  160
  1
  Smoke pigeons can be directed to tear apart nearby enchantments, 
  wards and spells.
  Lunar Lamp
  2
  500
  Special This globe hovers wherever it is set, providing light only to the person 
  who activates it. It can be reused after a night with a full moon has 
  passed.
  Dragon Eye
  -
  1’500 Repeat A lens for professional cameras, this enables an early 20th century 
  camera (pre-35 millimeter film camera) to capture images uninterfered 
  with by Glamors. 
  Quarts Tracker
  1
  50
  1
  +2 to tracking a Nightmare or Fae
  Ouroboros Ring
  -
  60
  1
  Transforms the wearer into a Hoop Snake (page 185) for 1 hr
  Clockwork Apple
  2
  2500
  1
  Acts as the Future Sight Edge for one day.
  Sightstone
  1
  90
  Repeat +2 to Sight checks
  Gemini Ring
  1
  540
  Repeat Changes sex of wearer while worn, all features otherwise remain 
  the same.
  Color Comb
  -
  220
  1
  Changes natural hair color permanently to a color set by the user. 
  Glamor Salve
  3
  800
  1
  Aids the wearer’s Glamor for 24 hours. Negates a minor weak glamor 
  hindrance, or decreases a major to a minor.
  Court mimiC
  Cost: 1000
  Weight: - 
  Often found as a cameo, set of cufflinks or ear-
  rings, these items are of mixed value. These small 
  pieces of jewelry allow one to appear perfectly as 
  a member of a specific court, altering not only 
  the wearer, but also their clothes—as long as the 
  item is visible. The wearer’s true court crest is 
  depicted in their ornamentation. A notice roll at 
  -6 must be passed to spot the crest. The effects 
  last for a maximum of 24 hours, and the item can 
  only be used once
  intrigue Board
  Cost: 1500
  Weight: 8
  Carved from shadow realm stone, this board can 
  be used once a day to receive an answer to one 
  question a day about social or political machina-
  tion in action against a specified individual. Due 
  to the limitations of the board, the answers play 
  out as a chess game, and require a Smarts roll at 
  -2 to decipher.
  
  56
  gear
  ongoing enChantments 
  Weapons onLy
  Type
  Notes
  pierce
  800
  +2 Armor Piercing.
  heavy
  1200 Turns weapon into a Heavy Weapon.
  bramble
  300
  +1 to Parry.
  greased
  250
  AP 4, Damage -1. See Filth Enchantment.
  infested*
  500
  Wounds continue to suffer 2d6 damage each round until a turn is sacrificed to remove 
  insects. See Filth Enchantment.
  necrotic*
  1000 -2 to opponents deshake. Blade and Filth Favorite.
  scythe*
  1500 +2 to damage. 
  thorn
  1300 +1 to fighting, no effect on Parry.
  Worn onLy
  Type
  Notes
  light armor
  500
  +1 armor.
  armor
  800
  +2 armor. Requires heavy materials, e.g. thick leather.
  pad-foot
  1600 +2 Stealth.
  haste
  700
  Increase pace by two. Can only be cast on lightweight materials or shoes.
  entice
  800
  Negotiation +1.
  crystal voice
  800
  Persuasion +1.
  iron voice
  1000 Intimidation +1.
  ready
  520
  Wearer never suffers unarmed defender.
  resolve
  600
  +1 to deshake attempts.
  ivory heart
  Cost: 4000
  Weight: 1
  An extremely rare ivory charm in the shape of a 
  stylized heart, this item alters the breaker’s skills. 
  Rewrite the character sheet of the Extra or Wild 
  Card that crushes this item, maintaining the same 
  court affiliation, gear, experience, and personality.
  undermarKet toKens 
  These tokens can be dropped into any Mortal 
  subway station, and will grant passage to one of 
  the Undermarket entry points. However, if any 
  Mortals are watching, the Enchantment will 
  not take effect, and the token will still be in the 
  machine. As such, very rarely you’ll get them 
  randomly when buying the regular tokens.
  Cheap toKens
  Cost: 20 /5
  Weight: -
  These get you a spot in the back car--standing 
  room only, and being in the last car it’s a bumpy 
  ride. You’ll get to the Undermarket lower levels.
  vip toKens
  Cost: 250
  Weight: -
  The car runs smoothly, and there’s comfortable 
  seating with complimentary Fae food and drink. 
  These cars will take you to the top levels. 
  
  57
  gear
  generaL
  Type
  Notes
  beckon
  400
  Item appears instantly when called by name. 
  charge
  2000 May be charged by a caster from their own magic to store up to 3PP for later. One PP may 
  be stored per day. (Does not count towards caster’s PP pool). 
  blood charge* 2000 Forms a pool of PP (up to five) for each wound inflicted.
  drift
  50+
  Cost by container size. Halves weight of items contained. A 50F casting can hold a couple 
  of trinkets. Double the price when doubling the size, and so forth.
  flies
  60
  Reduce Weight of carried weapon to zero when not in use by transforming it into a swarm 
  of flies. Maximum amount that can be carried by flies at any one time is 15 pounds. Harming 
  the swam damages the items carried. See Filth Enchantment.
  float
  50
  Halve the weight of the item.
  hidden 
  100
  Takes a raise over holder’s glamor to see. Hidden from Mortals.
  shrinkable
  50
  Shrinks item. -2 to notice when shrunken. 
  toxic
  150
  When hit, roll a d6; on a six, any material that the attack hits is ruined, armor loses one point 
  of protection. See Filth Enchantment.
  resilience
  50
  Item is immune to magically induced damage.
  Fae Foods
  Type
  Addiction 
  Check 
  Modifier
  Duration
  Uses
  Effect
  Amber Cupcake
  100
  -
  24 hours
  1
  Gain d8 knowledge in Fae History. Make a Fae Food 
  Roll.
  Marbled Cupcake
  140
  -
  24 hours
  1
  Gain d8 knowledge in Minor Fae Courts. Make a 
  Fae Food Roll.
  Carrot Cupcake
  140
  -1
  24 hours
  1
  Gain d8 knowledge in Undermarket Politics and 
  Customs. Make a Fae Food Roll.
  Emerald Cupcake
  100
  -1
  24 hours
  1
  Gain d8 knowledge in Knowledge Ley line Movements. 
  Make a Fae Food Roll.
  Glass Flowers
  120
  -4; specific
  1 hour
  Repeat Imparts a sensation of Euphoria and satisfies Fae Diet 
  Requirements. Instead of the regular Fae Food roll, make 
  a Spirit check at -4 to avoid addiction. If addicted, treat 
  as Long-Term Chronic, Minorly Debilitating Disease.
  Blood on 
  the Tongue
  2’000 -2; specific
  30  
  minutes
  5
  Anyone drinking this, including Changelings, suffers 
  intoxication as if they’re drunk. Gain the effects of 
  the Widened Scope Edge. Instead of the regular Fae 
  Food roll, make a Spirit check at -2 to avoid addiction.
  Fae Fruits
  60
  -
  -
  1
  Make a Fae Food Roll.
  
  58
  gear
  misCeLLaneous items
  Type
  $
  Weight
  Backpack
  40
  80
  2
  Quiver (up to 20 arrows)
  50
  80
  2
  Winter Sleeping Bag
  150
  200
  4
  Blanket
  20
  30
  4
  Umbrella
  5
  10
  2
  Flashlight (10-inch beam)
  20
  -
  3
  Candle (two-inch radius)
  1
  5
  1
  Lighter
  1
  -
  -
  Matches (20 uses)
  1
  -
  -
  Flint Striker
  5
  -
  -
  Sport Water Bottle 
  (1L; weight when full)
  10
  30
  2
  Flask (metal)
  5
  30
  1
  Grappling Hook
  20
  45
  2
  Lock Picks
  60
  200
  1
  Compass
  20
  60
  -
  City Map
  8
  -
  -
  Whetstone
  10
  15
  1
  Handcuffs
  40
  120
  2
  Climbing Rope (20 feet)
  20
  50
  2
  Binoculars
  90
  220
  3
  Shovel
  15
  20
  5
  Crowbar
  10
  50
  2
  Hammer
  10
  25
  1
  Tool Kit (portable)
  60
  500
  5
  Workshop & tools
  500
  1200
  50
  Supplies to make simple 
  Enchantable objects
  -
  50/10
  5
  CLothes
  Type
  $
  Weight
  Camouflage Fatigues
  80
  140
  -
  Hiking Boots
  100
  250
  1
  Winter Parka
  250
  400
  3
  Winter Boots
  150
  300
  1
  Winter Gloves and Hat
  10
  50
  -
  Outfit (cheap)
  50
  120
  -
  Outfit (nice)
  120
  200
  -
  Formal Wear
  700 1’000
  -
  eLeCtroniCs
  Type
  $
  Weight
  Camera (disposable)
  15
  1
  Camera (digital)
  150
  1
  Wrist Watch
  20
  -
  Desktop Computer
  800
  20
  Laptop Computer
  1200
  5
  Tablet
  250
  1
  GPS
  150
  1
  Prepaid Cell Phone 
  (30 minutes of talk time)
  30
  -
  Smart Phone
  300
  -
  
  59
  game master's setting
  Game Master’s 
  Section
  
  60
  game master's setting
  themes
  There is a subversive theme in this game; it’s no 
  mistake that the main plot point requires the 
  characters to break one of the laws of the court, 
  and presents the opportunity before they are 
  likely to be familiar with those rules. Though 
  lying is banned, and heavily punished, there’s a 
  new skill in place that centers on deception and 
  guiding misinterpretation. It’s intentional that 
  the favor system can place the characters in a 
  position where they must break the rules of the 
  court. By choosing between honoring their word 
  or a different law, and of course, that the position 
  the courts place their Nightmares in is counter to 
  the Mortal laws they spent their Mortal life with.
  Court struCtures
  Most Fae collectives have those Fae with the 
  most physical, magical or social might on the top 
  and the weaker ones occupying lower positions. 
  However, there are differences in structure and 
  function. The most common structures are 
  Courts, Councils and Hosts. Courts typically have 
  a distinct hierarchical structure, with very few Fae 
  at the very top as leaders or rulers and holding 
  significantly more power than those below them. 
  Councils generally function similarly to courts, but 
  with greater accountability at the highest level, 
  and more Fae holding these positions. Hosts are 
  usually much more egalitarian. Their leaders, if 
  there are any, do not hold much more power in 
  the court than any other individual. Some hosts 
  are barely distinguishable from Solitary Fae, others 
  have a much stronger community.
  In many ways these organizations are influenced 
  by human structures, especially the younger 
  collectives. But they by no means are intended to 
  be perfect reflections. The distinctions of Seelie 
  and Unseelie and not Fae concepts are Mortal 
  ones, relating to varying courts’ treatment of the 
  Mortals who interact with them.
  CoLd iron Bane
  We’ve written the book using the cold-
  forged, pure iron definition common 
  in modern Urban Fantasy. However, 
  there is some debate about what the 
  term means in its historical context, 
  so we have included setting rules for 
  different meanings. Care should be 
  taken to balance the impact of the 
  other Banes if these are used instead.
  Weapon: Old slang from when peas-
  ants were unable to own weaponry. 
  Ignore the breakage rules, and Cold 
  Iron cannot act as a barrier. Because 
  this is a more open interpretation of 
  what counts as Cold Iron and negates 
  its largest risk, the material should be 
  much more prominent in your world. 
  Literal: The iron is chilled. Ignore 
  the breakage rules. Cold Iron more 
  prominant in setting. This interpreta-
  tion would make the city very difficult 
  to navigate in the winter for anyone 
  with this Bane, but would be almost 
  non-existent in the summer, and has 
  some other interesting implications 
  for characters with cold- or heat-based 
  powers. 
  All Iron: A poetic descriptor used 
  because Iron feels cold to the touch. 
  This would mean anything constructed 
  of Iron activates the Bane, makeing 
  the Cold Iron Bane unplayable in 
  this or any other city setting, but is 
  playable outside of the cities. Ignore 
  the breakage rules. 
  
  61
  game master's setting
  adoption
  The Fae are imperfectly imMortal. They do 
  not age, they do not fall to disease, but they can 
  be killed through violence or poison. They are 
  also unable to reproduce as Mortals do—a flaw 
  with the first Fae that has been passed down. 
  Instead of genetics, the magic power that runs 
  through a Fae carries the signature of what it is, 
  both its strengths and weaknesses. This power 
  is fragmented and shared and as such, Fae can 
  imbue a suitable individual with the magic that 
  makes them unique.To these beings, this is the 
  only way to pass on the lineage. Those individuals 
  imbued with a Fae’s magic- Precious and Gifted 
  Nightmares- often find that their Fae’s inability 
  to have children is quickly transferred to them; 
  Changelings have been unable to do so since 
  their creation.
  While intelligent Fae typically prefer to adopt 
  humans, and bestial Fae instinctively adopt those 
  physically similar to themselves, these are not 
  rules, and as such there are a variety of variations 
  from the basic Fae lineages. Intelligent adoptees 
  of Bestial Fae often have a more difficult path 
  through Nightmarehood, as they rarely have a 
  collective to lean on. But if they survive, they do 
  retain both their intelligence and the instincts 
  of their lineage. While an intelligent Fae may 
  choose to adopt an unintelligent beast in order 
  to have a pet or tool more suited to their needs, 
  these creatures never gain sapience, as Fae remain 
  a bestial variation of their lineage.
  history
  The Fae have long memories and many still 
  remember when their armies clashed with the 
  humans on the battlefield. It was during the 
  Ancient War led by the Nine Strangers; the King 
  and Queen of Anthesteria were cut down on the 
  field of battle. A new Queen climbed to the top 
  amid the chaos and uncertainty, but watched 
  as the King she rose with also fell in battle, and 
  then another. Where once they had ruled the 
  humans with an iron fist, now their kingdom came 
  crashing down. Driven from their lands, amid the 
  slaughter, it was the Queen of Anthesteria who 
  understood without discourse both the humans 
  and Fae were destined for extinction. The Queen 
  sought parlay with the strangers, who presented 
  a contract that would force the Fae and Mortals 
  apart, and agreed to a ceasefire of a year and a day 
  to allow all the Royalty and Leaders of the Fae 
  to commune. Though the terms were less than 
  ideal, the Fae were desperate, and the Queen of 
  Anthesteria petitioned the leaders of the remaining 
  Fae courts and hosts, including the Host of Retali-
  ation’s Sword Thane, to accept the terms offered. 
  This Thane was a powerful force in allowing the 
  contract to pass, as there wasn’t a court that was 
  not in debt to the Host of Retaliation.
  In accordance with the negotiations, the Fae 
  retreated in safety to the few places of magic and 
  secrecy left to them, and left humanity behind. 
  Soon the Mortals regulated the Fae to myth, as 
  little more than children’s stories and old wives 
  tales. As time progressed the truce was slowly 
  forgotten, and dismissed by the Mortals, tenants 
  of the contract were regulated to ritual. As these 
  were no longer obeyed, cracks and fissures began 
  to form, allowing the Fae access to the Mortal 
  world again. Weakened in number, vastly changed, 
  and wary they have made their way back into 
  the world.
  
  62
  game master's setting
  modern timeLine
  When the Fae return to the Mortal dimension, 
  it is through gates, appearing on Ley Lines at 
  seemingly random locations across the world. 
  Arden City with its location near several Ley 
  Lines, large and diverse human population has 
  been the site of several gates since the accords 
  began to fall. Wild Fae were the first to enter this 
  area, most of whom eventually left Arden as it 
  became increasingly populated and industrialized. 
  Moving into the forests of the north, and the less 
  polluted rivers and lakes to the east and west, 
  allowed them to avoid contact with humans and 
  interference from the encroaching courts. The 
  Storm’s Wind formed of those Fae who chose to 
  remain. The Parliament of Filth sent a new Lord 
  Stewart and small retinue to claim a seat near the 
  marina, a key trade location. The Lunar Council 
  and Court of Frost each briefly attempted to claim 
  a foothold in the city, centering their claims on 
  the coast and mountain foot.
  Shortly thereafter the Court of Blades moved to 
  take control of Arden, placing their stronghold in 
  the thriving industrial sector to the east, pushing 
  the Storm’s Wind and Lunar Council south and 
  the Court of Frost west. Fearful of the chaotic 
  Court of Blades holding unchecked control over 
  three major Ley Lines, the Queen of Anthesteria 
  announced that the Court of Anthesteria was to 
  shift their gate to Arden City. Knowing this move 
  would put the court into direct conflict with the 
  Court of Blades the council elected to remove the 
  Queen from her position. The motion passed, but 
  instead of re-electing a new Queen, it split the 
  court. Due to current Queen of Anthesteria’s long 
  history and effectiveness as leader of the court, 
  many Fae choose to stand behind the Queen and 
  not the council. The old Queen and her followers 
  came to Arden, and the younger King staying 
  with the now smaller Court of Anthesteria in 
  Stratford, England. The Anthesteria fragment 
  joined the Storm’s Wind, who had not been 
  pushed far by the Blades, and were re-carving 
  out access to their Ley Line. This alliance formed 
  the Court of Roses, naming themselves after a 
  resilient plant indigenous to both regions of the 
  new court’s origins. The newly formed Court of 
  Roses claimed the western end of Arden, now 
  the wealthier end of the city. Comparatively, the 
  Court of Blades’ region has become dilapidated 
  as the years pass on. Though each of these courts 
  has enough power to level Arden City, doing so 
  would not only decimate the human population 
  and local environment, but more importantly, 
  would also destroy the Ley Lines that are a source 
  of the court’s power.
  The Court of Roses and Blades are waging an 
  escalating shadow war with each other. Open 
  conflict has been rare, but has occurred on occasion, 
  and is usually blamed on gang violence by the 
  local police and media. The Parliament of Filth 
  has grown greatly in power during this conflict 
  due to its neutral stance and mercenary dealings.
  
  63
  game master's setting
  aspeCts
  The Aspects started the Ancient War. Without 
  them, it would simply have been a massacre of 
  the human race and a slow dwindling of the Fae. 
  Records are unclear—did they create the critical 
  weaknesses of the Fae, or simply bring knowledge 
  of them to the Mortals? Some claim they are the 
  first Fae, but others state them to be manifestation 
  of common traits and roles of the Fae, more still 
  think each was a single Fae that began collecting 
  power from others. All agree they are among the 
  oldest Fae. Whatever they are, the Aspects are 
  active in the world, and while they did start the 
  Ancient War by aiding the Mortals, all seem far 
  more concerned with the Fae. Some of the Fae 
  have chosen to follow a particular Aspect, to gain 
  skills unshared by others, boons and favors of the 
  Aspect, or with the hope of being assumed into 
  the Aspect instead of death. These Fae would 
  merge with the Aspect, becoming a small piece 
  of the overall personality.
  morpheum
  The Morpheum are incredible predators. Created 
  during the Ancient War, they are impervious to 
  Fae Magic and actively hunt the Fae, Nightmares, 
  and anything that hints of their magic, consuming 
  them and augmenting its own power with that of 
  the Fae. While completely immune to Fae Magic, 
  these creatures are highly resistant to other forms 
  of damage, and their healing is such that they 
  cannot be destroyed; only driven off. The first 
  Morpheum were living siege engines, while the 
  latter ones became apex predators without rival. 
  While a handful of Fae across the planet remember 
  the indestructible threat of the Morpheum, many 
  Nightmares and Fae regard these creatures as 
  defeated, if they know anything of them at all.
  Creation and Binding
  The Morpheum were first created by Noble 
  Mortals to be unstoppable weapons during 
  the Ancient War with the Fae. A small group 
  of Noble Mortals were able to bind an Aspect, 
  and with it created the first Morpheum. When 
  the Morpheum was unleashed, it was under the 
  control of Noble Mortals who created it. At first 
  it hunted Nightmares and weak Fae, augmenting 
  its power with their own, until eventually it 
  was able to topple entire Fae cities overnight. 
  Further Morpheum were created by the Mortals 
  by slivering off pieces of it and refining them. 
  When a peace was brokered between the Fae 
  and humanity, the Noble Mortals bound each 
  Morpheum to the objects used to create it, as 
  they could not be destroyed. These Noble Mortals 
  took on the duty of safe-guarding the relics and 
  all knowledge relating to the Morpheum, and 
  charged their descendants with the same as part 
  of the peace treaty. Eventually these descendants 
  would become the Guard of Unmaking. The 
  Guard is obligated to provide aid in reclaiming 
  missing relics, and binding any released Morphia, 
  though the exact nature of this aid is unspecified. 
  Should any of the Guard release or create a new 
  Morpheum, or the High Keeper refuse to meet 
  the stated obligations, their protections in the 
  treaty crumble. The Relics for Vengoth and Krew 
  were stolen at the same time as the High Keeper 
  Joesph Aerugo disappeared, presumably taken 
  by his murderer.
  
  64
  game master's setting
  vengoth, the imposter
  Vengoth is the youngest and weakest among the 
  Morpheum but also the most cunning. While 
  older Morpheum rely on their invulnerabilities 
  and sheer strength, Vengoth uses a variety of 
  tactics. From infiltrating as its prey, and utilizing 
  terror and surprise to scatter them, to sneaking 
  in the dark, Vengoth always targets just a few 
  Nightmares or Fae at once.
  Though all Morpheum are shape shifters, Vengoth 
  is the unparalleled master. The Morpheum shape 
  shifting suffers from crippling dual flaws. They 
  cannot hide their eight spider-like eyes and white 
  coloration. Vengoth instead incorporates these 
  flaws into new forms, allowing them to blend in: 
  black eyes are easily mistaken for buttons, while its 
  pale coloration can pass as white clothing, albino 
  skin or a creature’s fur. Capable of mimicking 
  not only form, Vengoth can also copy skills and 
  mannerisms.
  the Court oF roses
  The Court of Roses is known for its stronghold’s 
  opulent and graceful display of power, and 
  their diplomats’ more subtle displays. The Rose 
  Realm projects an image of strength and vitality 
  with warm woods and morning light, vaulted 
  ceilings and halls adorned with magnificent art. 
  Courtiers at home tend towards one-upmanship 
  and extravagant ornamentation and rich clothes, 
  while those diplomats abroad are expected to be 
  less garish, but no less richly dressed.
  hierarChy
  The Court of Roses is highly hierarchical, with 
  a pure top-down power structure, past the up-
  permost levels of the Royalty, Crown Knights 
  and Council. At the top of this hierarchy are the 
  royalty: the King and Queen of Roses. Second most 
  influential are the Council and Crown Knights. 
  Powerful Fae, both magically and socially, fill 
  the next levels, eventually in lower ranks of less 
  powerful. Fae are the highest ranking Nightmares, 
  (Henry, Felix and Savant). Lesser Fae fill these 
  
  65
  the Court oF roses
  ranks and the ones below, mixing status with 
  the higher ranked Nightmares. New Nightmares 
  come in near the bottom of the rankings, but 
  lower than even these individuals are those who 
  have disgraced themselves—Fae and Nightmares 
  unable or unwilling to do their duties or maintain 
  their composure in court.
  the royaLty
  The Royalty are selected by the council and can 
  be removed from their position by the same. The 
  Queen’s role is internal—control of the Court of 
  Roses members and course of action, while the 
  King’s is external: diplomacy and war.
  The Queen of Roses is the longest reigning royal 
  of this court, and was the tactician in the Ancient 
  War who pushed through the negotiations and 
  eventual treaties with humanity. The knowledge 
  and wisdom that comes with the experience of 
  the Queen is one of the most valuable resources 
  the Court of Roses has. This is to such an extent 
  that the last attempt to remove the Queen from 
  her position split the Court of Anthesteria, and 
  lead to the formation of the Court of Roses. The 
  King of Roses was originally the leader of the 
  Storm Band, a small but potent collective of Fae 
  who agreed to join with the Anthesteria frag-
  ment to regain access to the Ley Lines and have 
  enough number to stay in their home. While the 
  mingling of the two groups into the Court of Rose 
  did not restore the court to the power lost by its 
  fragmentation, it did go a long way to allowing 
  the court to maintain their presence in Arden. 
  While fear and power are tools the Royalty and 
  Knights will use, the Court of Roses runs more 
  on a system of diplomacy, trickery and the control 
  of sensitive information. The words and wishes 
  of the Royalty are law within the Court of Roses. 
  the CounCiL
  Directly under the Royalty in the Court of Roses 
  hierarchy are the Council and Crown Knights. 
  The council holds the authority to make decisions 
  concerning anything that does not fall directly 
  into the domain of one of the Royalty or Crown 
  Knights, which is very little, but also anything 
  that these Fae choose to pass down- commonly 
  highly contentious issues. The Council is primarily 
  responsible for electing the Royalty, and removing 
  them if they no longer serve the court as well as 
  another would. The Council is a collection of 12 
  members of the Court of Roses and its composi-
  tion is constantly changing. The council holds 
  the ability to remove and re-elect a new member 
  into their midst at any time, and is the only body 
  in the Court of Roses with the authority to do 
  so. The only stipulations they must work within 
  are that at least two members of the council must 
  be Fae from the Anthesteria Fragment or their 
  Lineage, and two other members must be Fae 
  from the Storm Band or their Lineage.
  the CroWn Knights
  The Crown Knights are considered members of 
  the council for all purposes except decisions of 
  membership on the council, and elections of the 
  Royalty. The positions of Crown Knight are held 
  by three individuals, each is a capable military 
  leader and combatant. Jointly chosen by the 
  Royalty, the position of Crown Knight is one that 
  commands respect, power, and obedience. Should 
  It is important to note that King 
  and Queen are titles of positons of 
  power and politics, and not connected 
  to perceived gender or lineage. Nor is 
  there any implication of a romantic or 
  familial relationship between the two.
  
  66
  the Court oF roses
  a new King or Queen be brought to power, each 
  Crown Knight position must be re-designated. 
  Each Crown Knight is responsible for the military 
  organization and use of a segment of the Court of 
  Roses or their resources. Crown Knight Darq is 
  responsible for the organization of the Nightmares 
  and the brunt of the direct skirmishes. Henry, 
  Felix and Savant were appointed to their posi-
  tions by him, and report directly to Darq. Crown 
  Knight Haba is responsible for organizing the Fae 
  militarily, and determining when this is necessary, 
  as the potential loss of power is a substantial cost 
  to the Court of Roses. Crown Knight Madeline 
  is responsible for working with the allies of the 
  court, often serving in a diplomatic fashion, and 
  managing the Mortal resources the Court of 
  Roses has access to. 
  nightmares
  Nightmares occupy a dichotomous position within 
  the Court of Roses. On one hand they are vital 
  to the Court of Roses and form the backbone of 
  its martial, diplomatic and material resources. 
  On the other hand a Nightmare can only rise so 
  high in the Court of Roses. In the Court of Roses 
  the upper echelons of the power structure are 
  reserved for the Fae alone. 
  There is an open acknowledgement Nightmares 
  will eventually become Fae and it is in their best 
  interest to be ready for that time. However, the 
  court considers them not yet ready for substantial 
  authority and power within the court. Nightmares 
  have the ability to eventually become Fae, and 
  with the supports the Court of Roses offers, this 
  is more common than in many others—if slower. 
  Most Nightmares, though, have a generally shorter 
  life span than they would have had as a Mortal; 
  most meet with a violent demise within a few 
  years of their adoption. Membership in a large 
  or effective pack helps ensures a longer life span 
  and higher likelihood of a Nightmare reaching 
  their full potential as a Fae.
  adoption
  The process of a Fae adopting a Nightmare involves 
  imbuing a Mortal with a piece of the adopting 
  Fae’s power, and that of the Court of Roses. It’s 
  the Fae’s power that grants the Nightmare with 
  their supernatural abilities, the Sight and direction 
  their power will grow in. The Court’s fragment 
  provides the Rose language and slows their aging 
  until the Nightmare collects enough magical 
  power of their own. Roses are particularly sparing 
  with their power imbued, as they gain none of 
  it back on a Nightmare’s death, and their losses 
  are high due to the war with the Blades. Sighted 
  who become members of the Court of Roses are 
  given a sliver of the court’s power, enough to 
  grant the Rose language, and slow their aging, 
  but without a particular Fae’s power, their magic 
  and abilities remain human.
  Rose Fae are expected to choose their Nightmares 
  carefully, and to provide basic training to keep 
  them alive and in line with the laws and culture 
  of the Court of Roses. Though this instruction is 
  often lacking when rushed, it is meant to include 
  information on the laws of the court, manners, 
  who’s who, dangerous Fae Beasts, the war with the 
  Court of Blades, and any other information they 
  deem critical. The Court of Roses is unusual in that 
  it takes over financial and training responsibilities 
  from the individual Lords, once the Nightmares 
  reach a basic level of knowledge and ability. 
  However, prior to a Nightmare’s presentation at 
  court, their adopting Lord is expected to provide 
  what they can of the resources the Rose Court 
  would after their presentation. Many Fae, in fact, 
  are known to go overboard at this point, and it’s 
  common to hear of Nightmares who had their 
  Mortal debts cleared, a wardrobe for court or a 
  new workshop provided.
  A Fae Lord should never have more than three 
  Nightmares at a time. To do otherwise greatly 
  diminishes the Lord’s power and limits their 
  
  67
  the Court oF roses
  effectiveness as a member of the court. A Lord 
  who has a high turnover of Nightmares is 
  considered irresponsible and a poor teacher who 
  can’t help their Nightmares survive. Rose Fae 
  who continuously lose their Nightmares may be 
  knocked down in rank and denied the privilege 
  to adopt Nightmares into the Court of Roses. The 
  Lord is also expected to choose a Nightmare who 
  can contribute and is worthy of being a Rose. 
  To have anything less is a drain on the time and 
  resources of the court, which could go to those 
  who are more able. 
  The Court of Roses has considerable resources 
  available, to both Nightmares and Fae. Such 
  resources include: library, armory, stables and 
  training. Access to most of these resources is 
  regulated and monitored by Savant, while Head 
  Librarian Charta is in charge of the library and 
  Felix is responsible for training.
  Theoretically a Nightmare’s Lord should have no 
  impact on their status and vice versa. This is rarely 
  true. There is a back-and-forth political relation-
  ship between a Nightmare and their Lord where 
  the status and actions of one will affect the status 
  and actions of the other, though the actions of a 
  Nightmare have a much greater impact on their 
  Lord’s status than the reverse. As such, to have a 
  particularly valuable or high-status Nightmare is 
  one way for a Fae to boost their own position and 
  ingratiate them to the court. In some cases, the 
  Lord will also bear some punishment for a law 
  broken by the Nightmare, if they’re deemed to 
  have failed in instructing them, or that the problem 
  should have been apparent before adopting them.
  LoWer numBers
  Due to the peculiarities of Rose Decorum, and 
  the Court’s adoption flaw, Rose Fae do not adopt 
  many Nightmares. Most have only one or two 
  at a time, and any more than three is looked at 
  askance. The court compensates for their lower 
  adoption rate and numbers in a few ways, the 
  most notable of which are the increased resources 
  and training they provide their Nightmares, and 
  a near second is their active forging and calling 
  on Favors and alliances with other courts.
  While the Court of Roses claims a capable and 
  well-taught Nightmare with resources is more 
  effective than a dozen who lack either, the effect 
  is not so extreme. The Court of Roses’ shortfall in 
  Nightmare numbers can be a crippling liability, 
  and the loss of even one pack has a significant 
  effect that takes longer to recover from.
  reCruitment
  Despite their low adoption rates, the Roses rarely 
  take in Nightmares or Fae from other courts. Any 
  entrants must prove their worth beforehand, 
  above and beyond what any adopted in Rose 
  must, and be vouched for by a member of the 
  council. Those they do accept are usually from 
  allied courts, and these individuals find themselves 
  under heavy scrutiny for a prolonged period of 
  time. Few Roses originate from outside courts, 
  two notable examples are Henry from Dust’s Host 
  and Deres from the Court of Blades.
  dipLomaCy
  The Court of Roses puts considerable resources 
  into maintaining and forging connections with 
  other Fae and Noble Mortal Collectives and, as 
  such, has a high number of envoys, diplomats 
  and ambassadors. Their vast network of allies, 
  agreements and favors with other courts and 
  powerful individuals gives the Court of Roses 
  access to many variable resources. In addition, 
  as the Court of Roses is ruled by the original 
  Queen of Anthesteria, many of those who owed 
  the Court of Anthesteria, attribute their debts to 
  the Queen instead, and there are those Favors 
  she collected while the Ancient War was ending. 
  When in particularly dire straits, the Queen has 
  had to call on these Favors owed to her, and they 
  
  68
  the Court oF roses
  are slowly being whittled down by the War with 
  the Court of Blades.
  LaWs
  The laws of the Rose Court are taken seriously; the 
  council and royalty consider these laws critical to 
  the survival of the Court of Roses. Violating them 
  can result in anything from public admonishment 
  to execution, depending on how severely the laws 
  were broken. They were primarily designed to 
  keep the world of the Fae secret from Mortals 
  and maintain the integrity and defensibility of 
  the court. 
  Roses are also not permitted to leave Arden without 
  permission from the Court of Roses, and there is 
  considerable wariness of members—especially new 
  ones—those trying to flee the war, decreasing their 
  numbers further. For similar reason, members 
  of the Court of Roses both Fae and Nightmares 
  are not allowed to harm each other or interfere 
  with their duties. This includes social sabotages, 
  and a Lord modifying their Nightmares without 
  their consent. For a Rose to do so to another Rose 
  not only weakens that member but the entire 
  court, and with their lowered numbers, this is 
  an appreciable impact. 
  Counter to the Court of Roses’ standard approach 
  of diplomacy and pulling on strings, the court 
  holds a law that a Rose does not fraternize with 
  an enemy of the court. This is a recent law created 
  when the Court of Roses went to war with the 
  Court of Blades, as the Blades are known for 
  enticing members of other courts, and especially 
  those they war with into their court. This practice 
  strengthens the Court of Blades while at the same 
  time weakens their enemies. The Rose prohibition 
  has significantly reduced the opportunities for 
  the Court of Blades to use this tactic. 
  At one point in history, the Fae suffered incredible 
  losses, almost getting wiped out at the hands of 
  the Mortals. Still remembering this event, and 
  well aware that Mortals vastly outnumber the 
  Fae and Nightmares Globally, the Court of Roses 
  demands secrecy to avoid another catastrophic war. 
  triaL
  Those suspected of breaking Court Law have the 
  right to a trial, with the Court’s council presiding 
  judgment. The accused individual and the ac-
  cuser both are able to name a willing Second to 
  represent them. The Second is essentially backing 
  the person, and will share in the punishments or 
  rewards in all but extreme cases. A Second never 
  shares an execution sentence, but these are rare 
  occurrences in the first place.
  
  69
  the Court oF roses
  Most minor grievances are settled by arguing 
  their cases to the council. However, any member 
  of the Court of Roses facing a trial has the right 
  to call for a duel at any point in their trial. The 
  challenged representative chooses the type of 
  duel, while the council sets the date and any extra 
  conditions. Only the accused (or accuser) or their 
  declared Second may participate in the duel, and 
  for this reason most try to find a Second who 
  compliments their abilities as best they can, to 
  avoid opponents focusing on weak spots. 
  FormaL dueLs
  Formal duels occur at court—often as a way to 
  settle grievances brought to the court or as part 
  of a trail, but also as entertainment. As such, the 
  stakes can range from a reputation hit to execu-
  tion depending on the seriousness of the duel. 
  Multiple duels are usually run simultaneously, 
  in the ever-shifting tournament grounds; all but 
  the most pressing and pivotal duels are fought 
  in groups, with a usual minimum of four duels 
  at the same time. While combative duels are the 
  most common, formal duels, Performers and 
  Craftspeople facing another artist generally instead 
  enter into the relevant art competition, though 
  this still occurs in the same location as the other 
  duels and, as such, they have to contend with the 
  chaos of the shifting terrain and fighting going 
  on around them. 
  Even the combative duels are not as simple as who 
  wins or loses the fight. There are multiple stages, 
  and the entrants are judged on their performance 
  in all of them. It is possible to win the “Combat” 
  and still lose the duel, and vice versa. Killing or 
  irreparably wounding an opponent is a certain 
  way to loose, while breaking Rose Decorum 
  will severely hinder your chances. Though rare, 
  occasionally the council will declare the duel has 
  no winner, as both participants were not up to 
  their expected standard—and both pairs subject 
  to penalty.
  The three stages to a formal duel are: the presenta-
  tion, the match and the feast.
  The presentation before the council, and royalty 
  if present, is the official start of the duel. Typically 
  this stage is extremely short. During the presenta-
  tion, the accuser states who they are accusing, 
  their grievance and their Second. In response, the 
  accused must either accept the accusation as true, 
  or claim it to be false and name their Second. In 
  a trial where a participant called for a duel part 
  way through, any proceedings prior to the duel 
  are considered to be part of the presentation and 
  are taken into consideration, as is the challenged 
  participant’s choice of duel type.
  The second phase of the duel, the match, is 
  normally the main body of the competition, and 
  opens and closes with a salutation, where both 
  participating members are expected to address each 
  other respectfully. This is the stage of the duel that 
  occurs in the Tournament Grounds, a constantly 
  changing arena. Duelists are evaluated on their 
  skill in the match, presentation and adherence 
  to Rose Decorum—even a poor fighter can come 
  out ahead if they have excellent showmanship 
  and the other does not.
  The final phase of the duel is the feast, where unlike 
  the other stages of a duel, Seconds, accuser and 
  accused are all evaluated here, even if the Seconds 
  have not otherwise been active in the duel. The 
  duelists are free to accept help from Packmates, 
  allies and anyone else as the audience is able to 
  attempt to sway the result of the duel through 
  their interactions with the duelists and council. 
  New Roses, or those from outside the court, often 
  slip up at this stage, not realizing it’s still a part of 
  the duel itself, and don’t take the opportunity to 
  curry favor and sway the council in their favor.
  After the feast concludes the duel, the council 
  announces the winner of each duel and any 
  penalties to the loser and their Second, effective 
  immediately. 
  
  70
  the Court oF roses
  deCorum
  Unlike laws, decorum is informal. Consisting of 
  the social norms and unspoken rules, decorum 
  is not formally enforced, but violations can have 
  significant impacts on status and reputation, or at 
  the least make one appear rude or foolish. Those 
  who maintain perfect decorum are often well 
  thought of at court, and extended the trust of 
  the court, and benefits of their good reputation. 
  paCK
  The Court of Roses considers Nightmare Packs 
  to be a form of familial unit, and with this goes 
  certain expectations. Nightmares are to aid a pack 
  member whenever necessary, and can expect 
  to receive similar aid in turn. Taking this call 
  to aid to the extreme and taking advantage of 
  pack members is incredibly poorly looked upon. 
  Examples include tracking debts, or relying on 
  members to consistently provide unnecessary 
  services such as providing funds, services or 
  materials. Conflicts within the pack are not to be 
  made public, a necessity as a pack needs to appear 
  strong, so as not to be preyed on by enemies of 
  the court or rivals from within. 
  manners and FormaLity
  The Aos Si and many other Fae are known for 
  their peculiarly temperamental and vengeful 
  natures. One of the fastest ways to end up dead 
  in this world is to personally insult the powerful 
  Fae residing in it. Being polite is the safest, even 
  when the target does their best to be undeserving 
  of it such as a Clurichaun, never call an Aos Si or 
  Sidhe of any kind “Fae” or “Fairy,” always repay 
  your debts and keep your word—though thanks 
  and clothes are an insult to any House Fae, while 
  food is almost always welcomed by any.
  The Court of Roses also has its own formalities 
  within the court relating to relative status. Speaking 
  casually to someone above your station without 
  being directly invited to do so is being disrespect-
  ful and may incur the wrath of the specific Fae 
  or Nightmare, if they decide the slight is great 
  enough. This can be cause for a duel, though the 
  response is often more direct. Speaking casually 
  to another below your status is a quick way to 
  drop your status down to theirs, and can even 
  be interpreted as mockery. In either case, it’s 
  important to know about those you’re speaking 
  to, and where they stand in the court to prevent 
  unintended slights and misunderstandings.
  Genearally, no matter the difference in status, 
  Nightmares within the same pack are expected 
  to interact with each other on a more casual 
  basis, without the formality and manners that 
  might otherwise be due. Fae Lords each have 
  their own preferences in terms of manners and 
  protocol from their Nightmares. These preferences 
  range from casual to formal depending on how 
  they view their adoptive Nightmares—as family, 
  apprentices, or vassals.
  giFt giving
  The Court of Roses, being a fairly wealthy 
  court that monetarily supports its members, 
  brings gift giving in as a formal expectation in 
  certain situations. Some such examples are at a 
  Nightmare’s presentation, an audience with the 
  council or royalty, or at your own formal duel. 
  Though aware of other Collectives’ treatment 
  of Gifts as part of a Favor exchange or payment, 
  unless it is explicitly stated, a gift from a Rose 
  does come with no strings attached. Gifts are 
  valued on their significance more than their 
  expense, and a functional gift is insulting, no 
  matter how expensive—with a good meal being 
  the one exception. A chest filled with jewels is 
  far less appreciated, possibly even insulting, while 
  the pen used by a famous musician to write their 
  first song or a boxing glove with the blood of a 
  worthy rival on it are far more valuable.
  
  71
  the Court oF roses
  entertainment
  The Court of Anthesteria historically preferred 
  adopting entertainers—musicians, playwrights, 
  fencers; and many Rose Fae still have this pref-
  erence. Combined with the Court of Roses’ 
  resources, this has lead to the Court of Roses 
  having many Nightmares emeshed in the local 
  arts and entertainment scenes. Rose culture 
  predominantly favors attending venues where 
  their members are on stage—or better yet, being 
  one of the participants. Such events range from 
  the symphony, private art exhibits, gourmet 
  meal sampling to duels. Multiple locations in the 
  west end of Arden are open only to members of 
  the Court of Roses and its allies, while more are 
  open to the general public, but carefully exclude 
  enemies of the court. 
  The Court of Roses is known internationally for 
  its extravagant parties and live entertainment 
  when hosting visiting diplomats—rivaled by few 
  others, but notably the Court of Anthesteria in 
  Stratford. 
  dueLs
  Informal duels are more common than the 
  formal variety, and one of the most popular 
  forms of entertainment. Performers are most 
  fond of this form of challenge, and often start 
  them up spontaneously—other informal duels 
  are less common, as a fight has a risk of injury, 
  while a maker’s duel requires significant time and 
  monetary expense.
  If a challenge is given, the duel tends to follow 
  more closely the format it would in a formal duel 
  (see “Formal Duels” under the Laws section above), 
  but often there is no actual challenge, instead 
  the entire duel consists of the match stage, with 
  audience interaction replacing both feast and 
  judgment. These informal duels rarely end with 
  anyone loosing reputation, unless their showing 
  was incredibly poor. Similar to the formal duels, 
  the match isn’t everything, but unlike them, it’s 
  not decorum that matters as much as presenta-
  tion, and being remembered by the audience. A 
  friendly duel is done more as an excuse for the 
  participants to show off than anything else.
  Key Figures
  Queen oF roses
  A member of the Court of Anthesteria from before 
  the ancient war, this Queen Kore & King Nuesh 
  rose to power during a prolonged period where 
  the court was without a leader, the previous one 
  having been defeated by the Morpheum Tanis. 
  The council was formed by this pair as a fallback 
  should the Royalty fall again, to prevent the 
  court from becoming leaderless. This Queen is 
  the Fae who initiated the negotiations between 
  the Mortals and the Fae courts, and one of the 
  driving forces in bringing them to a resolution, 
  eventually bringing a painful and hard won peace 
  to both sides. When the Court of Anthesteria tried 
  to remove her from power, there was a schism 
  and she left to form the Court of Roses and took 
  some of the more powerful and influential Fae 
  with her. She and the new King of Roses rule 
  jointly as equals.
  Fond of shape-shifting, the Queen of Roses adopts 
  widely varying both male and female appearances 
  regularly. Her forms are stunningly attractive 
  A Gifted Nightmare’s Gift is considered 
  to be a part of them as much as an 
  arm or a leg. As such, the Gift is not 
  treated as an object, and touching the 
  Gift without permission is considered 
  to be a personal violation.
  
  72
  the Court oF roses
  the Court oF roses
  and easily identified by the flowers growing in 
  her hair and slight green tint to her skin. Those 
  who have met the Queen feel her power radiate 
  from her in waves of warm light, inspiring both 
  fear and awe in Nightmares and Fae alike.
  King oF roses
  The King of Roses emerged from the Storm’s 
  Wind host by reclaiming their first Ley Line. By 
  repeatedly pushing back the armies of the Court 
  of Blades and channeling the West Arden Ley 
  Line to devastate their enemies the future King 
  consolidated his reputation as both a warrior 
  and a leader. When the Storm’s Wind and the 
  Anthesteria Fragment began to negotiate the 
  terms of an alliance, the respect he had earned in 
  battle meant that when Fae from both factions 
  proposed not just an alliance, but a merging of 
  the two, he was championed as King. He agreed 
  to take the position, only if the council was to 
  be exactly half formed of Fae from the Storm’s 
  Wind for 101 years, and that his position could 
  not pass to a Fae from the Anthesteria until after 
  this time. Such a deal ensured that the members 
  of his host had time to gain power, maintain 
  their presence and influence the culture of the 
  new Court, despite being fewer in number. The 
  council has fluctuated since then, but the King 
  still remains the same. Those of the Rose court 
  know the King is rarely at court, save when the 
  situation is extreme enough to warrant his direct 
  involvement. The King prefers to travel, so as to 
  leverage his stronger ties to local collectives in 
  negotiations, and eliminate threats from outside 
  of Arden seeking to predate on the Rose court, 
  weakened as it is by constant war. 
  A great thunder bird, the King is a large and imposing 
  warrior, whose eyes crackle with lightning even 
  in his most subtle forms. Great golden wings and 
  feathered horns add to his intimidating stature, 
  and are a staple in his preferred forms. 
  72
  
  73
  the Court oF roses
  the Court oF roses
  Lord aLzeid graF, 
  the poison rose
  Bitterly resentful, Alzeid Graf is sworn to the 
  downfall of the Court of Roses and his Nightmare, 
  Shengli, and is working with the Blade Rear-Guard 
  Patrick to do so. When his Nightmare grew into a 
  Fae, she used confidential information to blacken 
  Alzeid Graf’s reputation and have him cast out 
  from the council. Fiercely proud, and with a 
  temper to match, Alzeid Graf has since caused 
  the fall of many. His sharp tongue, bold attitude 
  and powerful position give him no shortage of 
  enemies. A nine-tailed fox, he has been a council 
  member since before the split from the Court of 
  Anthesteria. Still a high-ranked courtier, he has a 
  vast array of favors he hoards jealously, and uses 
  to large effect. 
  CroWn Knight darQ
  One of the few Fae in the Court of Roses almost 
  as old as the Queen, Darq has been with the 
  court for a long time. For most of this he served 
  as a diplomat and military teacher, only recently 
  taking on the mantle of Crown Knight. Wickedly 
  intelligent and highly skilled with military tactics 
  he is suspected of penning the “Art of War” under 
  a pseudonym while residing with the Jade Tribune. 
  Darq is a conundrum to the rest of the council, 
  as he actively involves himself with the politics, 
  but unlike most of those Crown Knights who 
  have done so, he is incredibly honest, direct and 
  stubborn. This Crown Knight demands the best 
  from his Nightmares and protégés, and is a stern 
  but compassionate teacher. He is known to make 
  appearances at various Rose training grounds to 
  provide instruction and advice, especially at his 
  protégé Felix’s boxing club.
  CroWn Knight madeLine
  More comfortable amidst the politicking and 
  posturing of court than in a battlefield, Crown 
  Knight Madeline is known for weaving thick 
  and intricate walls of words, not permitting her 
  opponents to speak until she leaves an intended 
  opening and trap, such that they will damn them-
  selves. Despite the role’s lower esteem in the eyes 
  of many Fae, Crown Knight Madeline has, by her 
  own choosing, remained in the role of dealing with 
  the Mortals and covering up publicly seen magic. 
  Her specializations in illusory and Glamor magics 
  and trickery make her incredibly good at this job, 
  and have lead to some underestimating her. She 
  is also an incredibly competent battle caster—and 
  when one expects illusions, the real spell may 
  be ignored. It’s rumored that her ever-present 
  guardian construct is in fact a transformed foe.
  CroWn Knight haBa
  Crown Knight Haba is predominately responsivle 
  for coordinating specialist and military teams, 
  in addition to acting as the court’s penultimate 
  assassin. Despite her high rank, Crown Knight 
  Haba is quite blunt, freely speaking her mind 
  with little tolerance for word games and political 
  machinations. Those who encounter her find that 
  she is pragmatic, tenacious and does not tolerate 
  fools or ignorance. As such, she is rarely seen at 
  court. She is incredibly loyal to those who earn 
  her respect and trust, and her devotion to the 
  Court of Roses is unquestioned. Of the three 
  current Crown Knights, she’s held her position 
  the longest. 
  A Glaistig, she has the legs and hooves of a deer 
  with the stealth and agility to match. Armed 
  with an enchanted bow and arrows made by her 
  personal artificer, she acts as the King and Queen’s 
  personal assassin, hunting down high-priority 
  and dangerous enemy targets, as well as Rose 
  defectors. 
  nightmare henry
  The tactician responsible for assigning Nightmare 
  packs their special assignments and regular duties, 
  Henry reports directly to Crown Knight Darq.
  73
  
  74
  the Court oF roses
  Originally a member of Dust’s Host, Henry started 
  as a cowboy and smuggler in Arizona, and was 
  adopted in the 1880s by a Jackalope. The original 
  Henry was shot and killed by a Mortal rival. His 
  Changeling’s brush with near death and prolonged 
  illness left him less cocky, more cautious, and 
  more strategic in his planning.
  Henry and his Lord were in Arden in the early 
  1920s, as part of an agreement between the two 
  Fae collectives. After his Lord was killed in a Blade 
  raid, Henry remained in Arden to get revenge. 
  Eventually he was able to officially switch courts 
  and become a full member of the Court of Roses, 
  and his quick climb to such a high ranking position 
  is unprecedented for an outsider.
  nightmare FeLix
  Adopted by a Bmola due to their interaction in the 
  Stonewall raid, Felix is a fierce fighter and tough-
  as-nails instructor, specializing in martial arts and 
  boxing. Mentored by the Crown Knight Darq, she 
  has taken over as head of the Manse, where she 
  is responsible for training new Nightmares and 
  combat training for those who still need it. Felix’s 
  job is to ensure newer Nightmares can survive 
  and succeed in dangerous situations, whether 
  in battle or in court. Felix was part of the queer 
  movements of the mid 60s, and she continued 
  to be a part of the activism into the early 80s, 
  leaving the communities when her stalled aging 
  began to get attention. 
  nightmare savant
  Savant is in charge of controlling and monitoring 
  Nightmare access to the Court of Roses’ resources. 
  An expert sniper, he often stays hidden in the 
  background keeping an eye on his pack mates, 
  Henry and Felix. Short and broad, his naturally 
  rotund appearance is exaggerated by the sheer 
  volume of guns and gun-like devices he carries 
  on him in a specially designed coat. His eternally 
  cheerful and good-natured attitude, love of martinis 
  and good food, and incredibly protective nature 
  have many suspecting he’s a House Fae Nightmare 
  of some sort.
  nightmare deres
  A fighter pilot in the World War II Battle of 
  Britain, Deres was adopted by the then Blade 
  Rear-Guard Skadi. Over seven feet tall and 320 
  pounds of muscle, Deres is an imposing figure and 
  brutally effective in a fight, but with a rigid idea 
  of what is right that has not entirely adapted to 
  modern morals and the Court of Roses’ culture. 
  He joined the Roses after a prolonged and personal 
  altercation with another member of the Court 
  of Blades.
  Initiated when his partner Brian was murdered by 
  members of one of the Honor Guard’s Fuill, Deres 
  retaliated by picking off the Honor Guard’s backup 
  and family until he was able to take on the Fae 
  Lord Directly. This left an opening for his Lord 
  Skadi and Fuill to take out the remaining Honor 
  Guard and Thane, vaulting Skadi to the position 
  of Thane, and leaving her heavily in his debt. He 
  requested the debt be cleared by releasing him 
  from his duties to his Lord, Fuill, and the Court 
  of Blades. Shortly thereafter, he requested to join 
  the Court of Roses—with a caveat. He would not 
  initiate attacks with Court of Blade members who 
  are loyal to his former Lord—but those who owe 
  allegiance to Thane Sgàile, or both, are fair game.
  The Court of Roses, for the most part, doesn’t 
  know what to do with him, as their acceptance of 
  his petition had more to do with political reasons 
  than wanting him in the court. Closely watched 
  and not granted full access to the Court of Roses 
  resources, it’s clear that many do not consider 
  him a proper member of the Court, and many 
  are highly suspicious of his loyalty to the Court of 
  Roses. Despite this, and his very apparent Court 
  of Blade origins, he’s fostered a strong rapport 
  with many of the Court of Roses raiders.
  
  75
  the Court oF BLades
  the Court oF BLades
  To an outsider, the Court of Blades is a chaotic 
  and unorganized collection of thugs. In reality, 
  the Court of Blades is a complex and highly fluid 
  court held together by a web of allegiances and a 
  strict code of honor. Their high turnover makes 
  identifying marks critical. Most members of the 
  Court of Blades have visible tattoos and piercings 
  marking them as members of the court, and each 
  has an identifying weapon, their Aimn. There are 
  few resources to go around, including time for 
  training. As such, Blade Nightmares are subject 
  to a trial by fire entry into the Fae World with 
  few, if any, supplies to help them. 
  There is a deep schism running through the 
  Court of Blades’ power structure, hamstringing 
  its effectiveness. Without a unifying threat or 
  single purpose, the Court succumbs to infighting 
  and internal vendettas. Paradoxically the structure 
  also lends itself well to cooperative team-based 
  tactics, usually on a small scale, but on those 
  occasions when the Court of Blades can put aside 
  their internal disputes, they can be devastating. 
  The Court of Blades’ large number of Nightmares 
  is both a great strength and weakness. Its high 
  turnover has lead to a highly adaptable structure 
  that can handle rapid change with little difficulty, 
  but this turnover extends to highest levels, includ-
  ing their leadership, and has resulted in a loss of 
  history, experience and records of debts owed 
  to the Court. This turnover has also, over time, 
  attracted Fae and Nightmares who are more in 
  tune with death, winter and darkness, finding it 
  a natural fit. 
  The Court of Blades places an emphasis on honor, 
  freedom and strength. Many Nightmares and Fae 
  believe honor supersedes the law and will make 
  their choices accordingly. It is the value of honor 
  that keeps the Blade Court functional, despite its 
  fractured politics. Those members who are deemed 
  honourless are cast out, hunted down and killed. 
  struCture
  The Court of Blades has an extremely fluid 
  structure that is quick to recoup after losses and 
  able to respond to a variety of threats quickly. The 
  disadvantage to this highly adaptable structure is 
  that the Court of Blades is constantly changing, 
  which lends itself to instability. There is high 
  turnover not only with the new Nightmares, but 
  at all levels of the court, including its Thanes.
  LexiCon
  Triath: The formal title of a Fae who 
  adopts a Nightmare, or has otherwise 
  aquired them into their Fuill; counterpart 
  to Lord in the Court of Roses.
  Fuill: Of the same blood; family; 
  sharing the same Triath
  Uachdaran: This is a secondary Lord, 
  someone owed fealty due to debt. such 
  as receiving a valuable gift from them; 
  payment is in labor or fighting and 
  takes a long period of time to repay.
  Slighe: the stronghold realm of the 
  Court of Blades; connects pieces of 
  the different territories together.
  
  76
  the Court oF BLades
  the Court oF BLades
  At the top of the Court of Blade’s hierarchy are the 
  two Thanes, who rule separately. On the surface, 
  the Thanes rule by fear, violence and their own 
  strength, however, much more of their power 
  comes through honor and the intricate webs of 
  loyalties their Fuill hold. Each Thane chooses their 
  own Honor Guard and Rear Guard, paying them 
  for their loyalty and service by gifting land from 
  their holdings in the Slighe. These positions are in 
  the Thane’s Fuill and the highest positions within 
  the Court of Blades, after that of the Thanes. The 
  position of Honor Guard slightly outranks that 
  of Rear Guard, and there are only two for each 
  Thane. These Fae are expected to act as both 
  bodyguards and second in command with a more 
  aggressive role, while Rear Guards are expected 
  to spend much of their time and resources on 
  defense of the Court of Blades’ territory. 
  At the higher levels of the court, the Fae and 
  their Fuills owe loyalty to only one of the two 
  Thanes. Middle- and lower-ranking Court of 
  Blades members often owe fealty to two or more 
  Lords. The first is their Triuth or Fuill head, 
  and the second they owe a debt of service to, 
  usually for land in the Slighe, access to valuable 
  resources or a blood debt. In most cases, both the 
  Triuth and the Uachdaran are Fae, though not 
  necessarily so. The further down the hierarchy 
  one moves, the more overlap and double loyalties 
  one encounters to the point where lower-ranking 
  individuals rarely have a clear faction, owing fealty 
  to both. Ideally, the two Thanes would work to 
  the same purpose, and the Court of Blades can be 
  devastating at these times, however, more often 
  than not, they work at cross-purposes, and the 
  divide between the two factions within the court 
  becomes noticeable, causing problems for those 
  low in the hierarchy. 
  the FuiLL
  In the Court of Blades, the Fuill is the most 
  important structural unit. A Fuill in the Court 
  of Blades is a unit made of Nightmares, their 
  Triath—typically the Fae that adopted them—and 
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  77
  the Court oF BLades
  the Court oF BLades
  any Fae directly subordinate to the Triath. Each 
  Fuill is different and the dynamics are diverse, but 
  the Court of Blades considers this to be a familial 
  unit, and most act as such, though a Triath is 
  free to interact with their Nightmares as they 
  see fit. Should a Fuill suffer the loss of its Triath, 
  its members may dissolve the Fuill and seek to 
  join a new Fuill, or a member of the Fuill may 
  take up the position of Triath, usually a Fae, but 
  occasionally a Nightmare will do temporarily. 
  Tasks and duties are passed to a Triath to deal with 
  directly, or given to a member of their Fuill to deal 
  with. In this way, tasks can be passed along, broken 
  into smaller parts and doled out, or directly dealt 
  with by the Traith. A Triath is held accountable 
  for any job given to them, including assignments 
  and missions they have passed along to others. 
  Because of the shared responsibility, many higher 
  ranking Fae will still hand a substantial number 
  of the more important jobs to members of their 
  Fuill who can’t pass them down. In theory, this 
  practice leads to higher-ranking Fuills having a 
  vested interest in the success of those beneath 
  them, however, in practice this rarely results in 
  any meaningful training or resource sharing. It 
  also means that the higher-ranking individuals 
  have little control over who completes any specific 
  task, unless given to a Nightmare of theirs.
  paCKs
  A pack in the Court of Blades is very different 
  than their counterparts in the Court of Roses. 
  Tight knit packs are an abnormality among the 
  Court of Blades, and a Blade pack operates as a 
  team to accomplish a specific objective. Packs 
  are usually large with a mix of experience levels 
  among its members. Most have a core group of 
  two or more members from the same Fuill, with 
  individual members who are sought out based on 
  what skill sets are needed. It’s common for fallen 
  members to be replaced by new Nightmares, and 
  more packs to be split up and merged with other 
  packs, depending on the mission needing to be 
  accomplished. 
  reCruitment
  Court of Blades Fae typically adopt larger numbers 
  of Nightmares than those of other collectives, 
  generally having between six to 10 Nightmares 
  at any one time. Blade adoption forges an active 
  link between the Triath and Nightmare. As such, 
  the Triath can manipulate the power invested 
  in their Nightmares, giving more or taking back 
  what they’ve given and, most importantly, when 
  a Court of Blades Nightmare dies, the power 
  invested in them returns to their adopting Fae. 
  When a Fae from the Court of Blades dies, the 
  power is dispersed to all the Nightmares who have 
  an active adoption link to them. This results in 
  the Court of Blade losing no raw magical power 
  from individual deaths, until a member with no 
  adoption links dies.
  re-adoption
  Re-adoption occurs within the Court of Blades, 
  typically upwards in the hierarchy. The original 
  power tie to the Nightmare’s Lord is severed, and 
  a new one forged. If the original Fae is a Blade, the 
  power returns to the Fae as if the Nightmare died. 
  This re-adoption is generally treated as a normal 
  trade, either offered in payment for something, or 
  to buy off a particularly large debt. However, it is 
  considered a dishonor to re-adopt a Nightmare to 
  someone lower in the Hierarchy, while adopting 
  a Nightmare upwards as a reward is looked on 
  favorably, and can have considerable benefit in 
  terms of resources or favor. This is a common 
  way for Blade Nightmares to rise in the ranks, 
  and it is rare for the Nightmare to be “traded up” 
  without consulting them first. 
  Court of Blades Fae will also re-adopt members 
  of other courts if they can. In most cases the 
  Nightmare is willing to come to them, however, 
  in some cases they may be prisoners or repaying 
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  78
  the Court oF BLades
  an outstanding debt. Blade Fae will preferentially 
  target Nightmares they see as valuable: either 
  very competent fighters or makers, and will 
  typically adopt Nightmares that members of their 
  Fuill know well. The most common instance of 
  an unwilling adoption is as an alternate way of 
  honorably meeting a vendetta—essentially forcing 
  the blood-debt to be paid by claiming a Nightmare 
  who is a member of the same “Fuill.” Because of 
  the way the Court of Blades hierarchy works, a 
  Fae who wishes to become a member of the Court 
  of Blades must find a Triath to accept them into 
  their Fuill, this is impossible to force as there is 
  no adoption link to re-forge in a Fae.
  resourCes
  The Court of Blades is notably resource poor—while 
  the raw magical power of its members may not 
  be lost easily, almost everything else is. Looting 
  a corpse for any useful resource, whether previ-
  ously an enemy, ally and even family is normal 
  and not a mark against one’s honor, nor is using 
  it as fodder for necromantic magics. Resources 
  in the Court of Blades specifically belong to a 
  Fuill, pack or individual, the only property of 
  the Court of Blades is the Slighe, and it is treated 
  as the personal property of the current Thanes. 
  The Court of Blades values items based on practical-
  ity: things needed for survival, weapons, food or 
  territory are highly prized. Gifts given within the 
  court of blades always come with strings attached 
  or obligations to be fulfilled, and giving a Blade 
  a gift is seen as attempting to gain their debt and 
  a hold over them. The recipient may repay the 
  giver in kind, or in loyalty and service. In cases 
  where the gift is extremely valuable, the loyalty 
  is expected until death. 
  Generally Mortal territories are held by Packs, 
  and many of them keep several safe houses and 
  emergency caches of weapons and medical supplies. 
  These resources are generally used in defence of 
  the territory, but may also be made available to 
  other packs for a fee. Each pack fiercely guards 
  its territory from rival courts but also members 
  of their court who are looking to increase their 
  own territory and rank.
  Resources and materials accessed through one’s 
  Triath and Fuill are not considered gifts but family 
  resources, and not technically subject to the rules 
  of obligation and repayment—though a new 
  Nightmare will find their Fuill and Triath miserly 
  with resources until they’ve proven themselves. 
  In addition, adopting a Nightmare in the Court of 
  Blades and giving them their Aimn, however, is 
  considered to be a very large “gift” and therefore 
  the Nightmare owes their Fae Triath substantially. 
  honor
  The Court of Blades has a culture based on honor, 
  and losing and gaining honor is serious, and 
  it is expected for a Blade to take pride in their 
  accomplishments and victories. Those who are 
  considered honorable find that they are in a better 
  position negotiating with other members for 
  Packs and trade, and may have the opportunity to 
  move up in the command chain of the court. But 
  to see the benefits of this, others need to know 
  of it. High numbers and turnover mean that one 
  has to make themselves stand out both in actions 
  and promoting themselves. While other courts 
  consider “Blade boasting” to be stupidly rude or 
  ignorant, the Court of Blades structure requires 
  that those who are due respect claim it. 
  Accomplishments such as a victory over superior 
  numbers or a well-known opponent are worthy 
  of honor; along with these are surviving deadly 
  fights, “acts of bravery” such as sneaking into 
  a Rose party and making it into and out of the 
  Blood Pits alive. Blade Makers share in the honor 
  of any victories where their works are used—an 
  enchanted dagger that immobilizes the enemy 
  or a custom-crafted sword used to deliver the 
  killing blow against a powerful foe are worthy of 
  
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  the Court oF BLades
  honor along with those who wield them. There 
  are particular rules of honor surrounding the 
  Aimn, discussed under that section. A Triath 
  who weakens or kills their own Nightmare is 
  considered honorless and has essentially caught 
  itself in an unpayable Blood Debt. Outside of an 
  assassination attempt, there is little where such 
  an action would not be considered dishonorable. 
  This threat of honor loss is the only protection a 
  Blade Nightmare has from their Triath; there are 
  no other laws or customs that do so. 
  Favors
  Members of the Court of Blades are responsible 
  for enforcing their own contracts. Those un-
  able to do so are considered weak, and often 
  set themselves up as an easy target within the 
  court. Blades, unlike Nightmares in many other 
  courts, are expected to deal with the infractions 
  directly. On the flip side, to break an agreement 
  by not paying what you owe is a large stain on 
  one’s honor, and subject to the retribution that 
  entails from the entire court.
  Because of this, members of the Court of Blades 
  are extremely cautious about offering favors and 
  will generally prefer to over pay for something 
  instead of owing a favor, or taking an underpay-
  ment instead of a later one. Unlike with the 
  Roses, if someone you owe a favor to dies or is 
  otherwise unable to collect on it, this is still a 
  mark against you. As a debt that cannot be paid 
  back permanently lingers, even a small favor is 
  not worth owing. Many Blades clear their debts 
  as quickly and cleanly as possible, and if unable to 
  do so they work to ensure the one who holds their 
  debt stays alive long enough that they can fulfill 
  it. As appealing as this may seem to the person 
  negotiating for the favor, a Blade will consider 
  any effort put forward to guard them a part of 
  working off the debt, even if not negotiated for. 
  BLood deBts and vendettas 
  Blood Debts occur when a member of the Court 
  of Blades kills another member or maims them in 
  such a way to render them permanently useless. 
  There are a few other ways in which they may 
  occur—such as the theft of an Aimn. Occasion-
  ally, a Triath or Fuill may decide to leverage a 
  blood debt against a member of another court if 
  they feel their Fuill member was killed through 
  a honorless means, though this is rare as it’s 
  almost impossible to collect on. The size of the 
  blood debt is proportional to the honor of the 
  Blade harmed, and paid to their Triath. In any 
  case, a blood debt is a very large debt, requiring 
  substantial resource transfer or work. 
  Blood Debts are a deterrent to the severity of 
  the internal fighting that occurs in the Court of 
  Blades. Despite the court’s reputation, intra-court 
  fighting is not as violent as other courts think or 
  as the Blades make it out to be. Fuill members 
  are expected to seek revenge for a Fuill member 
  or partner whose blood debt has not been paid. 
  If a blood debt is unpaid, the Fuill is expected to 
  kill the offending party and transfer the debt to 
  the offending party’s Fuill. This can occasionally 
  lead to a series of vendettas where neither Fuill 
  will recognize an owed blood debt, though again, 
  this is not common. Another way to repay the 
  blood debt is through re-adopting a member of 
  the guilty party’s Fuill to the one harmed—after 
  the offender has been killed. 
  aimn
  When a Nightmare is adopted to the Court of 
  Blades, they are given a bladed weapon known 
  as their Aimn. Literally translating to “name,” the 
  Aimn is a record of a Blade’s honor. Aimns can 
  range from daggers, spears, short swords or any 
  other bladed weapon, though as they are expected 
  to be with their owner at all times, they are usually 
  smaller weapons. It is required that a Blade keep 
  
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  the Court oF BLades
  their Aimn updated, and the script on it gives 
  important information about the individual: their 
  Triath, Fuill, pack and position within the court 
  and a record of their most important achievements. 
  A Blade is expected to have their Aimn on them 
  at all times, and to leave it behind is a major mark 
  against one’s honor, and even from a purely practi-
  cal point of view a terrible idea. Blades without 
  their Aimn run the risk of being mistaken for an 
  imposter and killed, and as they have “left their 
  name behind” no blood debt is incurred. Failing 
  to recover a fallen Blade’s Aimn is a large stain 
  on one’s honor, while recovering one from an 
  enemy is a boost. 
  A fallen Nightmare’s Aimn may be given to a new 
  Nightmare. The enchantments and script from 
  the previous Nightmare remains, and while not 
  considered part of the new Nightmare’s history, 
  there is still an expectation to live up to the 
  previous Blade’s legacy. For this reason, Aimns 
  are not always passed to the newest Nightmare, 
  but the one who is expected to fulfill the role and 
  function of the fallen Nightmare most closely. An 
  Aimn which has formerly belonged to someone 
  who has disgraced their Fuill, Tirath or Court 
  will be destroyed instead.
  LaW
  •  Obey your Triath, Uachdaran and Thane.
  •  Do not aid the enemy.
  •  Do not lie.
  The Court of Blades has few laws, relying instead 
  on its honor code to manage the conduct of its 
  members. Breaking Blade law is punished harshly. 
  Those who are ostracized find themselves without 
  allies or access to resources necessary for survival, 
  while still needing to be wary of the Parliament of 
  Filth and Court of Roses as well. Often, members 
  are not simply ostracized, but also hunted by their 
  previous court. Very few collectives will take a 
  Nightmare ostracized from the Blades, as there’s 
  a perception of the court being wild and lawless. 
  Those who chose to become members of the 
  Shadow Host may have access to that land and 
  its members, but many collectives actively hunt 
  down Shadow courtiers, often entering into the 
  Shadow Realms themselves. 
  The law against lying is relatively new, and 
  the Court of Blades is not strict on enforcing 
  it—metaphor, exaggeration and all but the most 
  bald-faced lies are excusable, and even then, it’s 
  only a small mark against one’s honor. However, 
  if the infraction occurs under outside collectives’ 
  rule, in the Undermarket or an Eclipse, the Blade 
  owes a debt to the affected party, and has lost a 
  larger amount of honor. This law was only created 
  because the Undermarket was threatening to close 
  its doors to the entire court. Blade members were 
  regularly caught breaking the Undermarket’s rule 
  against lying, and the Court of Blades’ particular 
  honor system made surviving the Blood Pits a 
  deed worth boasting about. As such, this was an 
  embarrassment to the Undermarket that they 
  demanded be dealt with. 
  mortaL interaCtion
  The Court of Blades is indifferent about Mortals 
  knowing of the Fae’s existence. Most Nightmares, 
  however, still keep their Fae nature concealed 
  as those who draw attention to themselves are 
  higher priority targets for the Court of Roses. 
  Likewise, catching the attention of the Arden 
  City Police Department also makes going about 
  their business unnecessarily difficult. In dealing 
  with humanity, there is an issue of practicality 
  and convenience most Blades weigh when making 
  decisions. Many Blade Fae consider humanity a 
  useful means of supplying resources, or at most an 
  irritation which gets in the way of their activities. 
  Despite this general disregard for humanity, Blades 
  are more likely than Roses or Filth to maintain 
  familial and romantic ties with Mortals, and the 
  court has a substantial number of Mortal allies, 
  
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  the Court oF BLades
  some of whom are ignorant of the Fae, but many 
  who are not. 
  entertainment
  Unlike the Court of Roses, few Blade Nightmares 
  are adopted without a practical role, and hence 
  there are very few who are entertainers. Due 
  to this, most Blades will use Mortal venues 
  for downtime and entertainment, and busier 
  locations are generally seen as the safest from 
  Roses. There is also a tendency for some of the 
  more brash Blades to sneak into clubs, bars and 
  parties associated with the Court of Roses, as it’s 
  also worthy of boasting about later. 
  history
  The known history of the Court of Blades exists 
  only as short segments followed by long periods 
  of silence, forgotten by all but a few Fae in other 
  ancient collectives. No Fae from the Court of Blades’ 
  origins remain. However, seeing the turnover and 
  loss of knowledge plaguing the court, a long-dead 
  Fae created an item, the Heart of Blades, to record 
  the history of the court and reveal it only to a 
  member of the Court of Blades—this relic has 
  been missing for generations. 
  The history within the Heart of Blades tells of many 
  things, including the beginning of the Court of 
  Blades. During the battle of Black Forests, several 
  Fae war hosts were ambushed and crushed. Among 
  the blood and fire the Sword Thane of Ciar rallied 
  the surviving Fae and counterattacked. The human 
  army broke under the unfettered ferocity of the 
  retaliating Fae, and fled leaving the Black Forests. 
  This was the formation of a new collective, the 
  Host of Retaliation, with a unique purpose. The 
  Host fought not to win the war, but to buy time 
  for remaining Fae to escape. Throughout the war, 
  the Host of Retaliation grew larger as it gained 
  members from Fae and Nightmares of broken 
  courts, and those who separated from their courts 
  to join in the defense. After the fulfillment of the 
  agreement ending the war, when the Fae were 
  safe from the threat of the Bane carrying Mortal 
  armies, the Sword Thane disbanded the Host 
  of Retaliation, and many were secured spots in 
  other collectives. However, some of the Fae chose 
  instead to stay as a last defense, should they be 
  needed again, and formed the Court of Blades; 
  debts owed were transferred to the new collective. 
  To this day, there are still Fae who owe the court 
  their lives, for saving them from oblivion.
  Key Figures
  thane sKadi
  Thane Skadi is the younger of the two Thanes 
  who rule the Court of Blades. Strong, clever and 
  merciless, she has earned the respect and loyalty 
  of her faction instead of just inheriting it with the 
  position. As a Frost Giant, she cuts an imposing 
  figure, standing substantially taller than most 
  Fae, and wielding a weapon most could not lift. 
  Thane Skadi wields a specially crafted weapon, 
  shaped like a man catcher with a central spike, 
  it’s incredibly effective at breaking swords and 
  other more delicate weapons, while its sharpened 
  outer edges allow it to be used like a pole-axe in 
  battle. Despite this, she has the loyalty of only 
  a small faction of the Blades, as she has been in 
  power for less than a decade. Aware of Thane 
  Sgàile’s attempts to have her killed, she has not yet 
  returned the attempts, as she needs him in place 
  to keep control over his portion of the Court of 
  Blades and a new Thane would be unable to do so.
  modi, oF thane sKadi’s 
  honor guard
  A Stone Coat, Honor Guard Modi has been a 
  member of Skadi’s Fuill from before she claimed the 
  Thane position, and was crucial in accomplishing 
  this. Incredibly strong and ferocious, combined 
  
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  the Court oF BLades
  with an unshakeable loyalty to his Fuill and Thane, 
  Modi is Thane Skadi’s most trusted ally, after the 
  death of the Rear Guard, Bior. Distaining armor, 
  Modi prefers to rely on his naturally toughened 
  skin and ability to crush enemies before they can 
  do any noticeable harm. Wielding an enchanted 
  bone axe, Modi is capable of cutting through 
  swathes of enemies, stone and metal without 
  effort, and is a terrifying force on the battlefield.
  oCtoBer, oF thane 
  sKadi’s honor guard
  An ambitious Aos Sidhe of Fire, October earned 
  her position by publically challenging and killing 
  Thane Skadi’s previous Honor Guard Sgiath in a 
  duel. A young Fae, her origins as a performer are 
  noticeable as she wields her magic with words, 
  burning opponents, and using her Phoenix Bone 
  Knives as back up if an enemy gets in close enough 
  for melee. As an Honor Guard, October hunts 
  out and eliminates attackers who are hidden, or 
  at a distance.
  thane sgàiLe
  Thane Sgàile has kept his positon as Thane of 
  the Court of Blades for a surprisingly long time, 
  and the majority of the court owes more loyalty 
  to Sgàile than Skadi. He earned his position in 
  the Blade Court through sabotage, assassination 
  and manipulation. Distrustful of Thane Skadi, 
  his attempts to kill her and her Fuill have been 
  frustratingly fruitless. Rising to power in the late 
  Edwardian era, Thane Sgàile still retains the style 
  and manners of this era, and a charismatic front 
  barely concealing his ruthlessness. He wields a 
  pair of Praxis Daggers created during the Ancient 
  War. These unique weapons are always at his 
  side and ensure each failed attack against him 
  only adds to his power.
  aLessa, oF thane sgàiLe’s 
  honor guard
  Chosen by Thane Sgàile for his Honor Guard 
  because of her potent magic and ability to take 
  control of a fight, Alessa has an incredible ability 
  to cause confusion and havoc, disrupting a single 
  opponent or an entire battlefield, such that Sgàile 
  and Morgan can capitalize on it. Known for toying 
  with her victims before killing them, she’s a cruel 
  Fae, even for the court of Blades. The sound of 
  her voice is enough to send even powerful Fae 
  of the Blade court in the other direction, and her 
  only edged weapon is her Aimn, a long needle-like 
  rapier thickly engraved with glowing script.
  morgan, oF thane 
  sgàiLe’s honor guard
  Though zirs current public identity is that of the 
  (late) Morgan Walther, this Honor Guard has no 
  consistent form ze takes on in Fae dealings. An 
  expert with combat shape shifting and trench 
  knives, Morgan is an agile and difficult foe to hit in 
  combat, though ze prefers to use Gun-Like-Devices 
  as many Fae neglect to account for ranged attacks 
  of their caliber. Formal and distant, with a dry 
  sense of humor Morgan is incredibly secretive 
  even with zir Fuill. To zir Nightmares, Morgan 
  is a kind, supportive and a patient instructor who 
  earns their loyalty. To zir enemies, however, 
  Morgan is cutting and derisive, provoking them 
  to rage and capitalizing on their mistakes. 
  patriCK, oF thane 
  sgàiLe’s rear guard
  Intimidating and calculating, Patrick is one of 
  Thane Sgàile’s Rear Guards. As a Glashtyn, he has 
  the raw physical power and magics to make him 
  a terrifying combatant, but also the charm and 
  social enchantments to maintain an amiable façade, 
  distracting from his true goals. Not content with 
  this position, he has been plotting to take on the 
  
  83
  the Court oF BLades
  role of Thane—with no concern for the damage 
  he may do to Arden or the Court of Blades in the 
  process. He chooses his Nightmares carefully, 
  calculating a careful balance between current and 
  future use to him, and smart enough to do as he 
  needs, but not so clever that they might decipher 
  his plans. Patrick is stern and demanding with 
  his Fuill and he expects strict obedience, with 
  unpleasant repercussions if not met.
  Forgotten history
  The following is currently lost to the Court of 
  Blades and unknown to their membership.
  The Court of Blades was born from the remains 
  of the Host of Retaliation. During the Battle of 
  the Black Forests, Mortal armies surprised several 
  Fae hosts and inflicted heavy loses. It was among 
  the blood and fire that the Sword Thane rose up 
  and rallied the remaining Fae, and struck back. 
  When the champions of the Mortal armies saw 
  the ferocity of the Thane and the rise of a new 
  Warhost, their courage broke. The Mortals fled 
  leaving the Black Forests to the Fae. It was here 
  that the Host of retaliation adopted new members 
  and renamed itself the Court of Blades. The Thane 
  of Swords became the first Thane of Blades, and 
  engaged on a mission to save and protect the Fae 
  from humanity. As the war continued, the Host 
  of Retaliation grew as it gained members of the 
  scattered remains of Fae collectives, courts and 
  armies. The Host of Retaliation fought to buy 
  time so other Fae could escape. They tirelessly 
  protect even the weakest Fae so they could flee 
  to safety. To this day, there are Fae who look 
  favorably on the Court of Blades for rescuing 
  them from certain oblivion.
  
  84
  the parLiament oF FiLth
  the parLiament oF FiLth
  The Parliament of Filth is a modern Fae collec-
  tive that considers itself unionized. Known as a 
  mercenary court, the Parliament of Filth contracts 
  out the services of its members. The Parliament 
  of Filth also takes on temporary members, 
  contractors, who belong to other courts. When a 
  specialized set of skills is needed, these individuals 
  are recruited for a short-term contract by a union 
  representative. Some Fae courts associate a stigma 
  with doing work for the Parliament of Filth. The 
  decent wages, “health and dental” and the fact the 
  Parliament pays in Mortal currencies is enough 
  for many Nightmares to take the risk. When a 
  court is in need of some of the best mercenaries, 
  fighters or specialists, the Filth boast some of the 
  highest quality—with prices to match.
  memBers
  Easily identified by the potent stench they emit, 
  Parliament of Filth members are immune to 
  scent-carried enchantments and all environmental 
  contaminants. In the Parliament, there are two 
  types of members, full members and contract or 
  temporary members. The Parliament of Filth will 
  often contract members from other courts and 
  grant them temporary dual-citizenship under a 
  specific, limited contract. This entitles temporary 
  members to the rights, benefits and duties of 
  being a member of the Filth until the contract has 
  been completed in full, or cancelled by the Lord 
  Steward or Registrar. This includes the miasma 
  that surrounds and protects Filth members.
  Adopting a majority of their members from 
  the homeless and marginalized, they have a 
  disproportionately high number of Sighted 
  members—people who were not able to mix in 
  with the regular Mortals well, or cope with 
  the new reality they were seeing that few others 
  could. The Parliament is also generally better 
  at finding Sighted individuals before the other 
  courts, and many collectives. The comparatively 
  low number of Changelings stems from a different 
  cause entirely—Filth members have tiny packs, 
  and are thrown headlong into the mercenary 
  culture, the temporary weakness caused by having 
  a Changelings substantially decrease the survival 
  rate of the original Nightmares, and as such, 
  making one requires gaining approval from the 
  Lord Steward. Due to the mercenary nature of the 
  court, and shallow political structure, Nightmares 
  need to be able to hold their own fast. By necessity, 
  Nightmares who are adopted into the Parliament 
  of Filth receive a much higher investment of power 
  by their Union Representative than Nightmares 
  would from their Lord or Triath in either the 
  Rose or Blade Court.
  union representatives
  In the Parliament of Filth, one’s adopting Fae, 
  or “Lord,” becomes their Union Representative, 
  except under exceptional circumstances. The Union 
  Rep is responsible for bringing issues that require 
  higher level involvement to the Lord Steward 
  or Registrar after they have passed through the 
  Council of Union Representatives. On the signing 
  of a contract, temporary members are assigned a 
  Union Rep. If one feels a Union Rep is failing to 
  do their job appropriately, a grievance can be filed 
  with the Council of Union Representatives, which 
  will be investigated by one of their members or, 
  depending on the allegations, the Lord Steward.
  
  85
  the parLiament oF FiLth
  paCKs and CreWs
  Nightmares in the Parliament have their own 
  packs. These groups of Nightmares range from 
  two to three at most and are tightly knit; in many 
  regards they are similar to packs in the Court 
  of Roses. Members of a Parliamentary Pack are 
  responsible for each other. A Parliament of Filth 
  crew is a group of Nightmares who are assembled 
  under a given contract in order to complete it, 
  often with a mix of permanent member packs 
  and temporary members. These crews are more 
  reminiscent of the Court of Blades, in that they 
  are a group bound by a goal not comradery, and 
  need to work well despite a rapidly changing mix 
  of individuals.
  ContraCts
  Contracts can be proposed and paid for by the 
  members of the Parliament or an outside party. 
  Many contracts are set by outside courts, bringing 
  a large amount of resources in the Parliament. 
  The Parliament of Filth also takes a cut of every 
  contract as administrative fees. The more lucra-
  tive contracts are bid upon by packs and crews 
  already a part of the Filth, whereas lower-value 
  contracts have a predetermined price. The rules 
  for contracting members of the Parliament of 
  Filth are straight forward and must always comply 
  with union regulations.
  WorKing For the FiLth
  The Parliament of Filth is unique among the local 
  Fae courts as it deals in Mortal currencies—cash, 
  prepaid credit cards and more modern untraceable 
  currencies, currency the Roses consider distasteful, 
  and the Blades often find themselves needing. For 
  many Nightmares with rent, bills or even just in 
  need of spending money, working a temporary 
  contract for the Parliament is easy compared to 
  selling magic knick-knacks for money. 
  A Nightmare must be wary when taking a contract 
  as it could mean working with or for members of 
  an enemy court. Even Nightmares who are careful 
  with the contracts they take still risk furthering a 
  goal that harms their court and themselves. One 
  practice of the Parliament is to here a lead diplomat 
  from a different court they are in negotiations 
  with. They give the Nightmare a reverse-gas-
  mask to hide their identity and then send them 
  to negotiate against their own court on behalf of 
  the Parliament. Because of these considerations, 
  the Court of Roses holds substantial disdain for 
  its members taking contracts with the Parliament, 
  however, it is not an uncommon practice, just 
  one no one will admit to.
  gear
  Weapons
  The Parliament is one of only a handful of Fae 
  Courts that is capable of enchanting Mortal 
  materials, but the peculiarities of the enchantments 
  render the weapons dangerous to yield unless by 
  a member of the Parliament, and even then, the 
  enchantments are limited to mechanically simple 
  items. The armor and weapons of the Filth are 
  usually described as foul, disgusting and deadly. 
  It is common for weapons and armor to collect 
  their own auras of decay, such as corrosive rust, 
  weeping sores or infestations of carnivorous 
  maggots. Due to the contaminating nature of 
  Parliament of Filth weapons, even a scratch by 
  one can be as deadly as a strike to vital organs, 
  though generally slower. Even the Filth are careful 
  with their own weapons, as they are not fully 
  immune to them.
  aura oF stenCh suppressors
  The stench is the one of the most effective advan-
  tages a Filth Nightmare has over its opponent in 
  a fight. Anyone facing a parliamentary member 
  in a battle must not only fight their opponent 
  
  86
  the parLiament oF FiLth
  but also their gag reflex. However, there are 
  times when subduing this advantage is a neces-
  sity. Nightmares that belong to the Parliament 
  have access to reverse gas masks. When worn, 
  the gas mask removes a Nightmare’s stench and 
  thoroughly hides the wearer’s identity behind a 
  very powerful glamor. There are also dog collars 
  and similar that subdue the stench, but do not 
  hide the wearer’s identity. The gas mask is the 
  only option given to temporary members and 
  the favored Parliament of Filth aura suppressor.
  territory in arden
  The Parliament of Filth is spread across the world 
  and occupies a vast collection of small territories 
  in almost every major city with a Ley Line. Each 
  territory is the responsibility of a single Lord 
  Steward, who is in turn responsible to the Prime 
  Magistrate. Territories of the Parliament of Filth 
  are traditionally abandoned streets, garbage-strewn 
  alleys, city dumps, industrialized sectors, manu-
  facturing plants and areas too contaminated for 
  Mortals and Nightmares without the Parliament 
  of Filth’s environmental immunity. The Arden 
  Branch of the Parliament of Filth has two small 
  territories: the first is a small area in the downtown 
  core, near the old marina; the second surrounds 
  the city’s main recycling center. This lack of 
  territory is deceptive, as underneath the city the 
  Parliament of Filth has uncontested control of 
  the entire sewer system.
  struCture
  As an international court, the Parliament of Filth 
  has territories and chapters spread across the globe. 
  These chapters are independent of each other 
  but, when necessary, can draw on support from 
  one another and can bid against each other for 
  large scale contracts, or those specifically opened 
  to them. Each chapter holds its own territory; 
  members from other chapters are required to 
  report to the local chapter Registrar to acquire 
  permission to enter. 
  The Parliament adopts pseudo-unionist behavior in 
  each of its chapters. Major decisions, which affect 
  the entire Parliament, must be voted on and ratified 
  by the international membership, however, these 
  occurrences are rare. Most decisions are smaller 
  scale, and only the affected chapters are given a 
  vote on the matter, any permanent member who 
  is up to date on their dues may vote on these mat-
  ters. The Parliament of Filth has a fairly shallow 
  hierarchy and while roles are quite ridged based 
  on seniority, there is no disrespect aimed at those 
  lower on the chain, or temporary members. At 
  the top of the hierarchy is the Prime Magistrate 
  who oversees the entire Parliament of Filth. The 
  Prime Magistrate approves the appointment of 
  new Lord Stewards, and demotes them when 
  necessary. Second are the Lord Stewards, who 
  are each responsible for a single chapter, then the 
  Registrar—an internally elected representative 
  of the chapter to the other chapters and to other 
  collectives. Fae occupying the council of Union 
  
  87
  the parLiament oF FiLth
  Representatives report directly to the Registrar 
  and Lord Steward, and have a slightly higher status 
  than other Union Representatives. Each Union 
  Representative is responsible for their assigned 
  contractors. This includes any Nightmares they 
  have adopted, temporary members assigned to 
  them, and Fae not powerful enough to claim 
  a representative position. There is typically a 
  secondary hierarchy within a particular Union 
  Representatives contractors, based on effectiveness 
  and seniority, with temporary contractors at the 
  very bottom of the pile.
  union reguLations
  The following regulations apply to all members of 
  the Parliament of Filth including, but not limited 
  to, full-time members, temporary members or 
  those from visiting chapters.
  •  Fae and Nightmares under contract are considered 
  to be members of the Parliament of Filth for the 
  duration of their contract or pending its cancel-
  lation as validated by a Union Representative.
  •  Each member of the Parliament of Filth is subject 
  to all of the rights, privileges and responsibilities 
  therein.
  •  A member of the Parliament will, not even under 
  contractual obligation, inflict harm on another 
  member of the Parliament. Any term in a contract 
  that would require harming a Parliament of Filth 
  member is void by design, with the remainder of 
  the contract, and payment to be valid.
  •  All grievances against a member of the Parliament 
  must be presented to the appropriate Union 
  Representative, who will convey a committee and 
  strike an inquiry into alleged allegations.
  •  All broken contracts are to be followed up on 
  and verified by a member’s association Union 
  Representative.
  •  A member of the Parliament’s word is binding 
  and considered to be a verbal contract. Do not 
  lie, to do so undermines the nature of contracts 
  and the foundation of the Parliament.
  •  A member of the Parliament is not to be questioned 
  about their collective of origin by another member 
  of the Parliament.
  •  A member of the Parliament’s mask is their right 
  and all members have the right to refuse any 
  request or demand to remove it.
  •  Parliamentary resources are not to be used to 
  further the goals or interests of another Fae 
  collective or individual, including those of the 
  accessing member.
  •  Union dues are due to paid by one season after 
  joining and every following year at the same time. 
  If a temporary member, then an additional due is 
  to paid at the completion of any contract longer 
  than one season.
  •  Any member of the Parliament of Filth found 
  to be abusing their privileges as a member may 
  have them revoked.
  •  Any member found to be in violation of contract 
  may be subject to cancellation, additional duties, 
  remedial action, or other forms of compensation 
  as determined by a meeting of Chapter Union 
  Representatives and the Lord Steward.
  •  Union Representatives may not alter their 
  Nightmares without consent. Any modifications 
  must be filed with the Lord Steward followed 
  by a meeting with both Nightmare and Union 
  Representative.
  union dues
  The Parliament requires payment of an annual 
  due from each of its members, in addition to a 
  cut of all contract work. In exchange, it provides 
  members with a variety of benefits including health 
  and dental benefits. While monetary currency 
  and valuables have their place, dues are paid in 
  the form of objects of knowledge, of which the 
  interesting ones are given to the Prime Magistrate 
  by the Lord Stewards. Objects of knowledge can 
  vary from a major corporation’s tax receipts for 
  five years to a treasured keepsake, present for 
  secret negotiations. Information from such items 
  is invaluable as the Prime Magistrate discerns 
  information from them through an almost 
  Oracle-like power.
  
  88
  the parLiament oF FiLth
  Key Figures
  the prime magistrate
  The Prime Magistrate is the head of the Parlia-
  ment of Filth and orchestrates their activities on 
  a global scale. Once a year, the Prime Magistrate 
  holds audience with each Lord Steward privately 
  to teach, guide, reward and punish. The Prime 
  Magistrate functions in a parental role, taking 
  an interest in the success and well-being of each 
  of its members. A fairly young but surprisingly 
  powerful Fae, its physical form is a floating island of 
  garbage, usually occupying a position in the South 
  Pacific Gyre. It obtains the collected knowledge of 
  anything that touches its surface. The increased 
  accumulation of garbage and important pieces of 
  information brought by the Lord Stewards add 
  to its knowledge, creating a living archive that 
  guides the course of the parliament. Though its 
  position entitles it to make broad sweeping and 
  binding demands, the Prime Magistrate prefers 
  to leave all but the most immediately necessary 
  decisions to a vote from its collective.
  the Lord steWard
  Each chapter’s Lord Steward is responsible in 
  overseeing the direction of the chapter and ensuring 
  the will of the Prime Magistrate is carried out, 
  and that they uphold any binding contracts and 
  decisions by the Parliament of Filth as a whole. 
  In times of crisis, Lord Stewards from different 
  chapters will assist each other with resources 
  and manpower. Taken from the ranks of the 
  Filth, the Lord Stewards are chosen for both 
  their political acumen and their capabilities as 
  warriors. They are expected to work alongside 
  other members of the Filth, which creates a more 
  informal, but no less-effective power structure 
  among parliamentary members. 
  Arden Branch’s Lord Steward is unmistakable. 
  Appearing mostly human with gossamer wings, 
  he looks to be wearing a very ornate full-face gas 
  mask. However, the bright coloration, antennae 
  and bug-like eyes are his own face, the gas-mask 
  only covers his mandibles. Known for his reckless 
  assaults in combat, the Lord Steward is highly 
  respected, but many expect that the position will 
  open sooner than usual, and this has influenced 
  the court’s choice of Registrar. Secretive and 
  quiet, the Lord Steward rarely speaks, but when 
  he does, the clear thought behind his words holds 
  much weight.
  the registrar
  The Registrar is the second in command to the 
  Lord Steward and one of the few diplomats the 
  chapter has. The Parliament of Filth prefers to 
  have Registrars who originated from outside the 
  Parliament, and can offer alternative insights into 
  their allies and enemies. When grievances are 
  filed about contract violation from outside the 
  Parliament of Filth, it is the Registrar who deals 
  with the matter and renders judgment. Should 
  the Lord Steward die or disappear, the Registrar 
  is to fill the position until a replacement Lord 
  Steward is appointed. 
  Arden Branch’s Registrar is a Dullahane who goes 
  simply by Eric. Tall and lanky, his right arm and 
  a chunk of his throat are made of corroded gear 
  work and enchantments. Blade tattoos are visible 
  on his other arm and the remnants of his throat. 
  He joined the Parliament permanently when the 
  Doctor saved his life and replaced the dissolved 
  limb and voice box, and quickly gained a strong 
  reputation before eventually being voted into the 
  Registrar positon. More calculating and cynical 
  that is typical for the Registrar position, Eric is 
  quick at assessing others’ strengths and weakness, 
  using both in negotiation or a fight. He keeps a 
  large trophy collection from his many victories, 
  and displays them with pride, quick to recite their 
  history and how they came into his possession. 
  
  89
  eCLipses
  the doCtor
  Every chapter has at least one doctor, as the 
  Parliament takes care of its members, valuing the 
  experience and training put into them. 
  The Arden Branch’s doctor is simply referred to as 
  the Doctor or the Good Doctor. He is an amiable 
  but frightening physician; his calm demeanor and 
  stoic nature belay his grotesque medical practices, 
  ranging from enchanted rats who eat infected flesh 
  to parasitic mites capable of binding lacerations 
  and knitting bones. His plague doctor’s mask and 
  wide-brimmed hat are not removable, being a 
  part of him. Accompanied by an aura of fear, his 
  disconcerting nature and grotesque cures often 
  cause patients to resist seeking his medication 
  attentions—especially those who can get them 
  elsewhere. 
  eCLipses
  Originating in the Ancient War, these neutral 
  oases have continued to exist, even in Arden. 
  They must follow rules set in place by all the local 
  courts instead of a single one, as they belong to 
  no particular court. Easily identifiable to those 
  with the Sight, all Eclipses are marked with the 
  symbol of a crescent moon overlaying the sun. All 
  follow a similar set of rules, the details of which 
  may vary slightly between them.
  Eclipses are the only official locations in Arden 
  where members of the different courts may 
  congregate without conflict. Breaking the laws 
  of the establishment is a quick way to anger 
  every local court—including your own. As such, 
  they are used for a variety of purposes. Some 
  are looking for a refuge from the war and a safe 
  place to relax; others are conducting business 
  with untrusted individuals. Though conflict is 
  not allowed on the premise, there are still risks. 
  There are those who choose to spy and predate 
  on the other Nightmare patrons, reporting on 
  suspicious activities, or following targets offsite. 
  In recent years, the rules of the Eclipses have been 
  extended to cover not only the Eclipse proper and 
  any Mortal portion of the business, but also the 
  surrounding blocks, as individuals using them as 
  ambush locations brought unnecessary attention 
  to the Eclipses by Mortals and the police.
  These locations are run by Fae with power to 
  rival the leaders of any minor court. They’re 
  also protected and staffed by members of all the 
  courts in the region, and these staff members are 
  considered to be neutral to any inter-Fae conflicts 
  for the duration of their tenure with the Eclipse. 
  Staff breaking neutrality, even off shift, are subject 
  to reprisal by the injured court.
  eCLipse ruLes
  •  No Mortal, except those of allied 
  Noble Mortal status, is permitted 
  access to an Eclipse.
  •  No one banned entry to Arden or 
  the Undermarket may use an Arden 
  Eclipse, save the above mentioned 
  Noble Mortals.
  •  No Banes are to be brought into an 
  Eclipse. Nightmares and Fae with 
  Bane attributes must keep them under 
  control at all times.
  •  No combat or inflicting harm on 
  another patron.
  
  90
  Fae marKets
  the goBLin Bazaar
  If you need something illicit, dangerous, distasteful 
  or completely forbidden, the Goblin Bazaars are 
  your best bet to find it. Unlike the Undermarket, 
  there are multiple Goblin Bazaars. All are local 
  locations, large cities may have several, while rural 
  and suburban areas often have just one serving 
  multiple locations. Almost impossible to find, 
  these locations are known for snatching their 
  customers unaware. One might walk down an alley 
  or open any door and find themselves stumbling 
  into the local bazaar. Those who actively seek 
  them will never stumble upon the Goblin Bazaar, 
  however, it is possible, if incredibly difficult, to 
  intentionally get to, there are tricks and keys if 
  you know how to get them. Similarly, leaving 
  is almost as difficult. The bazaars only let those 
  who aren’t searching for an exit to leave. There 
  appears to be little rhyme or reason as to who 
  finds the bazaars, though they definitely have 
  their favorites, and Nightmares and Fae are more 
  likely to do so than Mortals and beasts.
  There is no mistaking a Goblin Bazaar when you 
  enter it. The smells of strange meats 
  and vegetables being cooked permeate 
  the air, and the cries of vendors selling 
  their wares sound far off and muted, 
  echoing across the paths. Vendors in 
  the Goblin Bazaars can and will sell 
  almost anything to anyone, 
  as long as they can pay. 
  Illegal weapons, cold 
  iron, Mortal items and 
  magical narcotics are 
  sold alongside exotic 
  flowers, children’s toys 
  and broken enchant-
  ments. The Goblin 
  Bazaars are open to any 
  who walk into it: Mortals, 
  members of the Shadow Court, wealthy, poor, 
  human or beast, it doesn’t matter. There are few, 
  if any, rules in the Goblin Bazaar save buyer, and 
  vendor, beware. This makes the Goblin Bazaar 
  a dangerous place of business, as customers and 
  vendors alike need to watch their backs, least 
  they become goods themselves.
  With the Goblin Bazaar’s lawless nature, security 
  and dealing with thieves becomes the responsibil-
  ity of each individual vendor. As such, only the 
  smallest stalls can afford to forgo security—whether 
  Enchantments or personnel. The varied clientele 
  also means that most shopkeepers won’t rely on a 
  Nightmare or Fae’s word and, as such, contracts 
  tend to be both extremely short term and backed 
  up with collateral.
  hierarChy
  There is an informal hierarchy of vendors within 
  most Goblin Bazaars. This relates directly to the 
  size and grandeur of their stall. 
  The lowest ranking can only eke 
  out a blanket or tarp and a small 
  piece of ground to claim as their own. 
  Stall owners, and those with tents, 
  have secured more space and actual 
  substance to their storefront. At 
  the top are shop owners—these 
  individuals have been a 
  part of the bazaar 
  long enough to build 
  a permanent store, 
  usually these claim a 
  substantial amount of 
  space, and because of 
  their solid walls, they’re 
  much easier to oversee.
  
  91
  Fae marKets
  the undermarKet
  Stepping into the Undermarket is overwhelm-
  ing—the pathways packed with Nightmares and 
  Fae from across the globe, the sounds of countless 
  vendors hawking their wares, the sights of widely 
  varied stalls and products. Deep underground, 
  and with no lighting provided, the Undermarket 
  should be incredibly dim, but instead it’s brightly 
  lit with the glow of Enchantments and magic 
  from the vendors. 
  The Undermarket exists in the largest Fae Realm 
  connected to the Mortal world. Incredibly vast, 
  it has connections to almost every Fae Collective 
  on the planet, and serves as a marketplace for 
  them all. The Undermarket lines the inside of a 
  giant mountain, with hundreds of levels growing 
  inwards like a shelf fungus. The center is empty, 
  and looking up and down across this gap, it is 
  possible to see the levels above and below.
  The level corresponds directly to prestige and 
  price of the stalls, as well as safety—as one goes 
  to the higher levels the quality of goods, services 
  and clientele increases until you reach the topmost 
  levels reserved for members of royalty, councils 
  and other Fae leaders. Conversely, as one descends, 
  the levels become darker, dirtier, less patrolled, 
  and the standards more questionable. On these 
  lower levels, despite the penalties, there are pick 
  pockets and thieves who survive by preying on 
  others, and dubious merchants who will try and 
  swindle or frame customers.
  marKet Lords
  The Undermarket is ruled by a council of 13 
  Market Lords. Each has a series of levels that they 
  preside over as the ultimate authority, second 
  only to the laws they have collectively declared.
  The Market Lords adopt large families, generally 
  picking from among their vendors and regular 
  customers. The position of reigning Market Lord 
  is inherited, as while uncommon, Market Lords are 
  occasionally killed. When this happens, the position 
  is passed to one of the Market Lord’s children, 
  though they must be Fae, and not Nightmares 
  to take the role. While only one descendant may 
  inherit the reigning Market Lord position, there 
  are many positions that the others fill, including 
  security, collections, secretarial, processing and 
  so forth. The Market Lords’ ability to invest their 
  power in many Nightmares simultaneously and 
  still remain powerful enough to be unchallenged 
  is unheard of outside of the Market Lord families, 
  and has garnered them much respect, fear and 
  admiration.
  Any Fae or Nightmare of a Market Lord Family, 
  who is a potential reigning Market Lord, also 
  carries the title Market Lord.
  The Market Lords are instantly recognized by 
  their heavy green wool cloaks and carved staffs. 
  Potential Market lords have a thin strip of silver 
  along the edges of the hood and cloak, while 
  reigning Market Lords have a thick strip of silver 
  silk several inches wide. Most adorn their cloaks 
  with a family crest, and goods from the very best 
  and personal favorite vendors on their levels. The 
  staves are thick, full staves with Luminescent 
  green runes and symbols carved into them. 
  These staves are incredibly powerful, but more 
  importantly a symbol indicating that one is of a 
  Market Lord family. Each Market Lord’s staff is 
  different, hand carved by the Market Lord while 
  still a Nightmare.
  While the adoptees of the Market Lords carry traits 
  and appearances relating to their original Fae, 
  
  92
  Fae marKets
  there are certain features that are consistent. Like 
  many of the nocturnal Fae they have golden eyes, 
  but also almost translucent skin and white hair. 
  Tall, with exaggerated and oversized features, they 
  have an eerie grace to their movements. Market 
  Lord families are also known as the Dé Dána, 
  one of the branches of the Tuath Dé Danann, the 
  direct ancestors of the Sidhe races and goblins, 
  and one of the oldest Fae Races.
  seCurity
  The Undermarket is responsible for providing 
  security for its vendors and customers, as such, 
  there are a large number of Nightmares and Fae 
  who patrol the different levels. These individuals 
  are known as Wardens, and are descendants of 
  the reigning Market Lord. The Wardens are 
  afforded a large amount of autonomy, acting 
  as judge, jury and executioner of Undermarket 
  Law. Each has the right to contact their reigning 
  Market Lord directly in case of unclear breach of 
  law, or a critical security decision. Though they 
  do not have the right to ornament their hood 
  and cape, each has a uniquely carved staff, as do 
  all the Dé Dána. Wardens always travel in pairs, 
  though in the lower levels and when training or 
  working with younger Wardens, these pairs tend 
  to gather into larger groups.
  Regardless of how you get to the Undermarket, you 
  have to pass through one of the many entrances, 
  which will take you right by the Mirror-faced 
  Bean Nighe. Unlike the Wardens, these sentries 
  are not descendants of the Market Lords. A part of 
  Market Security, these Fae act as sentries, looking 
  for potential problem customers by scanning 
  through everyone’s future. While the far future 
  is difficult to predict, the immediate future is far 
  easier and more accurate to detect. Many also 
  offer the possibility of a glimpse of your own 
  potential future, for a small fee.
  LaWs
  The laws of the Undermarket are clearly posted 
  on every entrance and at every market square:
  •  No one shall disobey the order of a Market Lord.
  •  No lying or misrepresentation of a good, service 
  or any other.
  •  No one shall break the peace.
  •  No one shall commit theft.
  •  No one shall impersonate a Market Lord or 
  Market Security.
  •  Cold Iron is not permitted.
  •  Warded items are not permitted.
  •  Only approved vendors may sell goods and services, 
  though customers may offer them in trade to an 
  approved vendor.
  •  The use of powers, magic and enchantments 
  outside the services rendered by a vendor licensed 
  with such a business is expressly forbidden.
  •  The Undermarket is responsible for security and 
  protection of its vendors and customers.
  •  All illegal activity is to be reported to the first 
  guard seen. Neither customers nor vendors are 
  to engage the lawbreaker.
  •  Vendors must pay a tithe of 5 percent of profits 
  to their reigning Market Lord, in addition to the 
  floor fee.
  •  The following are denied entrance to the Under-
  market and expressly forbidden from purchasing 
  or selling in the Undermarket: The Shadow 
  Host, Noble Mortals, Court of Blood, Witches, 
  any Mortal not a member of a Fae Collective 
  (reference minor groups.)
  Justice is swift, with most violators of Undermarket 
  law being sentenced to the Blood Pits, or occasion-
  ally into service to the injured vendor. Those sent 
  to the Blood Pits participate in gladiatorial-style 
  fights, where their portion of the wagers made 
  on them goes towards paying off their debt for 
  breaking the law, and the harm inflicted by their 
  actions. Once these debts are cleared, assuming 
  they survive, their name is cleared.
  
  93
  other FaCtions
  transportation
  It’s fairly simple to get to the Undermarket, once 
  you’ve been there. The difficulty is always in get-
  ting that first token or key—or a later one if you 
  forget to stock up. The tokens, purchasable from 
  any stall, tend to take you to their level and zone.
  While it is possible to walk around the Undermarket 
  and there are stairs between levels, the Under-
  market is incredibly vast and crowded, making 
  this a long and arduous task over any substantial 
  distance. Various enterprising individuals have 
  devised ingenious ways to get their customers 
  to where they want to be—only faster. Ranging 
  from sedate and peaceful to zany, unpredictable 
  and dangerous, some of the methods are: renting 
  a griffin mount, using a catapult, hopping in a 
  teacup elevator or riding in goblin-pulled rickshaw. 
  Though the options are limitless, fees and prices 
  are negotiated individually, and usually relate to 
  the method’s level of safety.
  minor groups
  WiLd
  Often simply referred to as the Wild, these are 
  solitary Fae who are not a part of any Collective. 
  Many of these Fae reside in wildernesses or 
  cities without Ley Lines, as it takes an incredible 
  amount of magical power to retain their footing 
  against larger groups. Not all Wild Fae will take 
  on Nightmares, some can’t afford to spend the 
  power, others simply don’t want to deal with 
  them. Of those that do, however, they typically 
  adopt a small group, as to adopt fewer would be 
  a death sentence for their Nightmares.
  
  94
  other FaCtions
  There are a few extremely powerful Wild Fae 
  residing in Arden, however there are only a 
  handful, as the three powerful Collectives in the 
  area and their war make this an incredibly dif-
  ficult prospect. None of these Fae currently have 
  Nightmares, except Adsila, who has arranged for 
  her Nightmares to have positions as Eclipse Staff 
  at Aquaregima and the Crowbar. The Wild Fae 
  in Arden remain neutral, not wanting to attract 
  the attention and ire of any of Arden’s Collectives.
  LoCaL WiLd Fae
  •  Adsila is one of the Halfway People, and a curious 
  explorer. She tends to pass through Arden more 
  than stay. 
  •  Citlali is an intelligent snow snake, he runs a 
  small ice cream stand in Arden’s summer, using 
  the freezers to keep cool. 
  •  Des is a Bean Nighe, who stays near the downtown 
  core and is extremely friendly with the Parliament 
  of Filth.
  the midnight order
  The Midnight Order is a human secret society. 
  Though the Fae are passingly aware of them, they 
  are considered an ineffective, minor and badly 
  informed threat. It was formed in 1873, when its 
  founder came across an old text written during 
  the Ancient Fae War. Piqued by the supernatural 
  as any proper Victorian Noble would be, and 
  thrilled with the prospect of forming a society, 
  its founder thought of the group as a hobby and 
  boy’s club. As such, the book was very poorly 
  translated before eventually being lost. While the 
  group does continue to this day, it is still using 
  the version transcribed by its founder, which not 
  only contains an abundance of misinformation, 
  but is also woefully out of date and is of little 
  use. The Midnight Order does not recognize a 
  difference between Nightmares and Fae, nor do 
  they realize there are different groups. Mostly 
  made up of people who’ve had unpleasant run 
  ins with the Fae, the Midnight Order’s members 
  are convinced that they are protecting humanity 
  by bringing down the Fae.
  Made up completely of Mortals, most members 
  do not have the Sight, though a few do. Their 
  heavy reliance on unsighted Mortals provides 
  one of the only advantages the Midnight Order 
  has: there is nothing supernatural about the Order 
  or their means to tip off Nightmares and Fae. 
  Semi-militaristic at its lower levels, the Midnight 
  Order operates as a loosely connected series of 
  teams. Barely organized, there is no formal or 
  regular connection between different cells, and 
  there are very few of them. The heads of the local 
  Midnight Order are from old wealth families, and 
  meet on a regular basis. Rotating locations, these 
  meetings occur in the homes of head members, 
  or at a local county club.
  the Court oF Frost
  The Court of Frost was one of the first Fae Courts 
  in Arden City, along with the Lunar Council 
  and Storm’s Wind. Driven out by the Court of 
  Blades, the Court of Frost moved west while the 
  Lunar Council fled to the south and Storm’s Wind 
  pushed back, eventually joining the Anthesteria 
  fragment. The Court of Frost is an ally to the 
  Court of Roses and its members hold a fierce 
  grudge towards the Court of Blades for driving 
  them out of Arden. Though a small court, the 
  Court of Frost is efficient and tenacious, and 
  famous for its relentless bounty hunters, who 
  are known to track down dangerous Nightmare 
  and Fae criminals across the North American 
  continent. Known for their courage, generosity 
  and hospitality, the Frost only allies itself with 
  those they trust, not acknowledging alliances of 
  convenience. After the Court of Frost left Arden, 
  they took a sizeable territory for themselves from 
  the Host of Slate, allies of the Court of Blades. 
  This has hamstrung the Court of Blades’ supplies, 
  and they exact some measure of glee in knowing 
  they’ve caused substantial difficulty for the Court 
  of Blades. 
  
  95
  other FaCtions
  the host oF sLate
  The Host of Slate is a large, loosely organized 
  collection of Fae and Nightmares. The Host of 
  Slate is known to run weapons and contraband 
  Fae items for various collectives and Wild Fae 
  they have allied with. Master smugglers, the Slate 
  in many ways act as couriers and go-betweens, 
  and the life-line larger groups rely on to keep 
  them stocked in weapons and similar necessities. 
  The Host of Slate is still recovering from losing 
  a large section of their territory and resources to 
  the Court of Frost.
  the Lunar CounCiL
  Along with the Court of Frost and Storm’s Wind, 
  the Lunar Council was one of the first Fae collectives 
  in the City of Aden. Driven out by the Court of 
  Blades, the Lunar Council fled to the south, only 
  to be pushed even further by the Storm’s Wind. 
  The Lunar Council is a small collective composed 
  of Fae and Nightmares who share the sunlight 
  bane, most carrying some degree of madness. 
  The Lunar Council is ruled by a council of its six 
  oldest members, who enforce their will through 
  a well-orchestrated web of manipulation and 
  intimidation. Acting by influencing Mortals in 
  positions of power, they aim to sculpt the social-
  political environment to their desires. They have 
  adopted a militant stance, and are still increasing 
  their ranks of Nightmares in the hope of one day 
  returning to Arden to claim the Ley Lines.
  the topaz Briar
  Exclusively composed of of artists, performers and 
  makers from other collectives, each trying to hone 
  their craft, the Topaz Briar is a combination of 
  collective, school and agent. Members are granted 
  temporary leave by their collective to join the 
  Topaz Briar and permission to return to their 
  original court, once their studies and mastery are 
  completed. The Topaz Briar has an official stance 
  of isolationist neutrality and refuses to partake in 
  politics or actions against or with other courts. 
  Many speculate it has been this ideology that has 
  allowed them to survive for so long.
  the anthesteria Court
  The Anthesteria Court once boasted itself as the 
  oldest and most powerful court in all of Europe. 
  This was until a schism occurred when the council 
  tried to remove the ruling queen from power. The 
  Queen and her loyalists splintered off to form the 
  Court of Roses and left for North America. The 
  Anthesteria Court still holds a tenuous grasp of 
  power in Europe, specifically England, though it 
  is once a former shadow of its original grandeur. 
  Though the Anthesteria Court and the Court of 
  Roses refer to each other as cousins, and officially 
  have amiable relations, there is still much animosity 
  between them both.
  the shadoW host
  Any banished or exiled Nightmare or Fae may 
  join the Shadow Host. With no laws, ruler or 
  standards of behavior to be accountable to, the 
  Shadow Host is a very loose collection of members 
  with no stability or real safety. Named for its 
  use of the Shadow Realm as its only territory, 
  members nonetheless spend as little time in this 
  magic-draining locale as possible. The Shadow 
  Host only exists to join forces together against 
  those members of collectives hunting them, and 
  secondarily aids in distribution of resources and 
  knowledge available to its members. It’s not 
  uncommon to find a Shadow using magic and gear 
  iconic of a court different than the one they were 
  exiled from. Because of the differing strengths 
  of the Fae collectives, this can be devastating if 
  combined correctly.
  
  96
  other FaCtions
  noBLe mortaLs
  The title of Noble Mortal is given to those Mortals 
  who are as magically powerful as the Fae. Should 
  one appear at a Fae Court, they are generally 
  considered to have the same rank as a visiting 
  diplomatic Fae. Given the past history between 
  the Fae and Mortals, there is mutual distrust of 
  each other, and such an occurrence rarely occurs. 
  Many Noble Mortals belong to one of several 
  factions that subscribes to their own laws, rules 
  of engagement and political treatise with the Fae 
  and each other. There are few Noble Mortals 
  who do not belong to a faction, but this a rarity 
  as the Fae Courts, and certain Mortal groups, 
  target solitary Sighted and Noble Mortals to join 
  them, or as enemies. Not all Noble Mortals have 
  the Sight, though many do. Most of the solitary 
  Noble Mortals lack the Sight, granting them 
  reprieve from the Fae collectives’ harassment.
  the Fate Weavers
  The Fate Weavers are a faction of Noble Mortals 
  whose membership is predominately made of 
  oracles with ritualist magic. Among Noble Mortals, 
  this particular faction is known for its magic 
  that can unravel objects and change the course 
  of the future. The motives of Fate Weavers are, 
  for the most part, largely unknown, but they are 
  diligent and zealous in policing their own, and 
  maintain a peaceful neutrality. During times of 
  conflict and open war, a single Fate Weaver can 
  change the course, should their neutrality be 
  suspended. Very ridged in their control of their 
  members, only one Fate Weaver has ever been 
  able to successfully elude them.
  the CoLLeCtors
  The Collectors are a relatively young faction 
  of Noble Mortals. Tasked with the retrieval of 
  relics and items of incredible magic power, and 
  the safeguarding of them, the Collectors have a 
  vast collection kept hidden from the rest of the 
  world. Originally, the faction was founded by 
  Sycroax, who eventually betrayed them when 
  she stole several of the most powerful relics in 
  their collection. In a united effort, the Collectors 
  subdued her and then imprisoned Sycorax in a 
  penitent tower. Since then, the Collectors have 
  stood watch over the tower and its inmates as 
  part of their atonement for their founder’s fall.
  the guard oF unmaKing
  The Guard of Unmaking was founded after the 
  Ancient War’s end to protect the tenants agreed 
  on with the Fae by the creators of the Morphiae 
  and their children. The Guard are the oldest 
  surviving faction of Noble Mortals in Arden. 
  They have an extremely high number of Sighted 
  in their numbers and practise a form of ancestor 
  worship, valuing faith, family and magical power. 
  The numbers of the Guard have been shrinking 
  for the last hundred years. Members must be born 
  into the faction though those who marry and 
  have a child with a member of the faction may be 
  accepted into the order. The Guard do not trust 
  the Fae, but neither do they hunt them. Instead 
  they keep the Treatise honored and therefore 
  cannot be harmed by either Fae or Nightmare. 
  However, the Guard abhor necromantic magic 
  and those who wield it, and will actively attempt 
  to stop them. If a member of the Guard releases 
  a Morphiem, the treatise between the Fae and 
  humanity is undone. If another party releases 
  one, the Guard are obligated to help acquire the 
  objects necessary to rebind or provide information 
  vital to this occurring.
  
  97
  gazetteer
  gazetter
  the mortaL City
  Each court has a vested interest in many locations, 
  from a minor influence in a pub to running a 
  training center or emergency safe house exclusively 
  for their Nightmares. These locations are usually 
  in the courts’ territories, but some are in neutral 
  areas, and a few rare ones are jealously guarded 
  secret hidden in enemy territory.
  the arden City LiBrary 
  Table: Mortal
  Modifier: -2 in Blade territory, 0 in Rose, otherwise 
  -1
  Special 1: Blade Librarian (Generalist Blade)
  Special 2: Sighted Child (Mortal + Sight ability)
  Arden has one of the largest public library systems 
  in the country, with a collection of over 100 
  branches. Membership is free to all residents of 
  Arden, and it’s likely there is a nearby branch 
  as they’re scattered fairly evenly across the city. 
  Some are better stocked and cared for than others, 
  but almost all books can be requested from any 
  branch. Only particularly valuable books, avail-
  able for viewing at the Main Downtown Branch 
  cannot. While this library system is completely 
  mundane, there is a large collection of old and 
  peculiarly accurate books on fairy tales, legends, 
  lore, cryptozoology, parapsychology and, of 
  course, many other books a Nightmare may find 
  useful. Members of the Court of Blades have been 
  known to access them far more frequently than 
  Roses, due to their lack of centralized resources. 
  The Gazeteer contains a variety of inter-
  esting locations, with random encounters, 
  but this is not intended to be a complete 
  image of the city or its Fae influence. 
  Run-ins with enemy packs, rivals, and 
  the police, Fae bringing in their overly-
  dramatic tensions, and so forth can occur 
  anywhere. The local book store, fast food 
  joint, park, sports arena or art gallery may 
  resonate deeper with your players than 
  the locations here. These are meant as the 
  starting points from which to build your 
  own Arden; though many can be adapted 
  to a variety of location types.
  using the enCounter taBLes
  Each location has a Table, Modifier, and 
  one or two Special encounters. The Table 
  refers to one of the five main encounter 
  tables found on page 115, while the modi-
  fier tells you what to add or subtract to 
  the total roll. (Each table will state what 
  dice to roll and total). When you look up 
  this number on the table you will find 
  one of three types of descriptions: specific 
  encounters will be in plain text and have 
  a page number provided, bold text means 
  you need to roll on a secondary table, and 
  the entry “Location Specific” refers to 
  the encounter listed under the location 
  as Special, and directs you to a specific 
  NPC or statline. 
  
  98
  gazetteer
  the arden dome
  Table: Mortal
  Modifier: -1
  Special 1: Parliament of Filth Scalper (Filth Maker)
  Special 2: brawl (20x Mortals, 4x Blade Generalist)
  The Arden Dome is a large stadium located in 
  the eastern part of downtown, connected to the 
  WALK. Home to several sports teams, it also 
  serves as a convention and concert hall. Members 
  of the Blade Court can frequently be found here, 
  due to the Dome’s proximity to their turf. With 
  security often being lax, brawls after a poor game 
  are not unheard of, and a perfect time to settle 
  personal scores.
  arden FinanCiaL 
  BanK and trust
  Table: Lower Levels: Mortal; Upper Levels: 
  Wardens and Wardens in Training only
  Modifier: 0
  Special 1: Market Security NM Team (2x Warden, 
  4xWarden in Training)
  Special 2: ML Kao (Use De Danna Statistics)
  Arden Financial’s banks are scattered throughout 
  Arden, but it’s the central office that is of interest 
  to Nightmares. Occupying a full city block, this 
  chrome and granite monstrosity arches high into 
  the sky, seeming to disappear into the clouds. 
  Run by Market Lord Kao (use De Danna, page 
  174), the central office offers Nightmares and 
  Fae useful services, for a fee. Safe boxes that are 
  protected from magic and Mortal interference 
  can be rented. Goods may be sold to interested 
  Vendors for resale. Undermarket Law is enforced 
  in this location. 
  CLuB distriCt
  Table: Mortal
  Modifier: -1 in Blade territory, +1 in Rose, 
  otherwise 0
  Special 1: Loud Drunk Mortal with Temporary 
  Sight (Mortal + Sight ability)
  Special 2: Dungavenhooter Fae
  Circling around the northern downtown core is 
  a chain of clubs, pubs and other nightlife centers. 
  Most of the clubs wax and wane in popularity, 
  but a few have stayed fairly constant. The arc 
  of this district just barely crosses over into both 
  Rose and Blade territories at its extremes, and 
  hosts the Echidna Eclipse at its center. Generally, 
  Nightmares stay to their side of the district, but 
  some of the more brazen, or drunk, individuals 
  will cross over for a fight with the other side. 
  
  99
  gazetteer
  arden star media
  Table: Mortal
  Modifier: +1
  Special 1 & 2: Rose Reporter 
  Located in the lower floors of a business block 
  just outside of the downtown core, Arden Start 
  Media is a Television and Newspaper company 
  with a conservative lean. Recently it has come 
  under fire for publishing claims of corruption 
  among several high ranking officials, including 
  statements that a would-be mayor has gang ties. 
  Despite the backlash, there appears to be some 
  validity to these claims as all parties mentioned 
  are under external police investigation. The Rose 
  Court has a strong hand in this media company 
  with many of the executives and reporters being 
  their Nightmares. As such, most exposes target 
  individuals and organizations with Blade, Filth 
  and Noble Mortal ties.
  hospitaLs
  Table: Mortal
  Modifier: -1 in Blade territory, +1 in Rose, 
  otherwise 0
  Special 1 & 2: Nurse. If in Rose territory Rose 
  Healer, else Blade Healer (Gifted Healer, page 152)
  The Roses have gone to considerable lengths to 
  ensure Nightmares in to the Mortal hospitals are 
  brought to their attention, as have the Blades. 
  Ideally, members of the court are part of the staff 
  and able to redirect patients to “private hospitals” 
  where allied Nightmares may be treated, safe 
  from attack, Fae Diets will not go ignored and 
  those of the opposing courts are detained. In a 
  hospital with a presence from the enemy court, 
  these members are often well-bribed Mortal allies, 
  paying particular attention to transfer reports. 
  rose territories
  Table: Mortal
  Modifier: +1
  Special 1 & 2: Rose Fae
  The Roses have laid claim to the west side of Arden, 
  which has become the domain of the rich and 
  powerful. While most of the city is built upwards 
  in apartment blocks, condos and other multistory 
  buildings, here you’ll find parks, single family 
  houses and even mansions along the water. The 
  Rose domain extends southward from the north 
  west of tip of Arden’s boundaries to the river, 
  but avoids most of downtown. The Rose Court 
  has claimed substantially less territory than the 
  Blades, but is able to defend it much more rapidly. 
  duLse marina
  Table: Mortal
  Modifier: +2
  Special 1: Adsila (Use Halfway People, page 183)
  Special 2: Rose Bean Nighe Fae
  A small marina on the west river, well into Rose 
  Territory, Dulse Marina caters to wealthier citizens, 
  wanting the use of the Marina’s security, and 
  those boating in for vacations. There are multiple 
  Rose Nightmare Packs responsible for guarding 
  this area, as the particularly dangerous nature of 
  water bound Fae combined with the powers tied 
  to waterways make this location a vulnerable one. 
  Those Nightmares seeking access should have a 
  convincing reason for being there.
  the tutior Condos
  Table: Rose
  Modifier: -2
  Special: Savant
  As a safety measure, new Roses are often moved 
  into Court operated apartment complexes located 
  well within Rose Territory. Protected by both 
  
  100
  gazetteer
  Mortal and magic security, with a large propor-
  tion of Nightmares these are some of the safest 
  places a Rose can be. Staying here comes with a 
  different challenge; surrounded by other Rose 
  Nightmares and Fae, tenants and visitors are 
  under near-constant scrutiny. 
  the Brass street 
  Boxing CLuB
  Table: Rose
  Modifier: -2
  Special: Felix
  The Brass Street Boxing Club has been around 
  in some form or another since Arden’s earliest 
  days and is located in the southern center of Rose 
  territory. Founded to hone Nightmares combat 
  skills, the club focuses on melee and skirmish 
  techniques. Run by Felix, this is a prime location 
  to show off what you’re made of, to try to get the 
  better jobs, and of course, to learn. The club also 
  runs various martial arts classes for Mortals, which 
  not only covers the costs of running the locale, 
  but allows the trainers to identify people who 
  may make particularly competent Rose fighters, 
  and bring them to the attention of Fae looking 
  for that type of Nightmare. 
  haroLd’s puB
  Table: Rose
  Modifier: -2
  Special: Henry
  With thick Oak doors, worn leather seating and 
  sectioned off pool tables, Harold’s is a welcoming 
  and warm English-style Pub. Run by a Doormouse 
  family, Harold’s is a favorite of multiple Raider 
  Packs and Henry, as a place to relax, have a few 
  pints, and compare notes with other front-line 
  Roses. Generally calm, Harold’s will quickly 
  become a frenetic and boisterous location when 
  someone comes in with good news, or drinks go 
  on special. When fighting is thick, or news of a 
  death reaches the court, however, the bar is eerily 
  quiet and empty, only its tiny proprietor present, 
  preparing his bar for the returning Roses. All 
  members of the Court of Roses are welcome here, 
  though the occasional Mortal or Blade manages 
  to slip in. The drinks are almost exclusively Fae 
  Foods, and Harold himself is a master at mixing 
  amazing concoctions—though he rarely knows 
  what the side effects will be. 
  sWeet sounds
  Table: Rose
  Modifier: -1
  Special: Fae drinks special – 2 for 1
  A rooftop club, Sweet Sounds holds a surprisingly 
  large ground level stage, capable of hosting an opera 
  or orchestra. Glass tables and seating are raised 
  such that the stage is clearly visible to all. Gallery 
  quality art decorates the entrance hall. Favored by 
  courtiers and visiting diplomats, Sweet Sounds is 
  open only to the Court of Roses and their allies. 
  When no performance is scheduled, a small bar 
  and the patio are open, with a spectacular view 
  of Arden’s downtown and west end. 
  BLade turF
  Table: Mortal
  Modifier: -1
  Special 1 & 2: Blade Fae
  The eastern end of Arden is dominated by pockets 
  of Blade influence, and is easily the largest territory 
  claimed by any court in Arden. Due to the large 
  amount of space and the way the Blades divide up 
  their territories, the Court of Blades tends to be 
  spread thinly over much of this area, decreasing 
  response effectiveness, but they’re extremely 
  effective at re-claiming any areas lost. The area 
  claimed holds a large segment of Arden’s industrial 
  zone and is substantially more densely housed than 
  the wealthier west end. Gang activity runs barely 
  checked, and many of the buildings are in various 
  
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  states of disrepair and decay. A small wealthy area 
  on the river closer to downtown and upstream 
  of the shipping docks has a handful of mansions 
  rivaling the best of the west end, with wisperings 
  of fortunes built on weapons and drug running.
  shipping and doCKyards
  Table: Mortal
  Modifier: -2
  Special 1: Glutton Snail Fae
  Special 2: Kelpie Fae
  With a larger number of water Fae and Nightmares, 
  the Court of Blades has a better presence on the 
  river than the Court of Roses. Blade members 
  control large sections of the industrial zone, 
  including active shipping centers and dockyards. 
  This allows easy access to the east river way, which 
  to the right Fae and Nightmares can be safer and 
  more useful than travel over land. Controlling 
  the major industrial docks also means controlling 
  one of the access points for smuggling resources 
  into and out of the city on a larger scale. Some 
  of the most powerful members of the Court of 
  Blades use these dockyards as their own personal 
  marina and stomping grounds, and there is heavy 
  competition for territory. 
  doWntoWn Core
  Table: Mortal
  Modifier: 0
  Special 1: Pushy Salesperson (Mortal)
  Special 2: Des (use Bean Nighe, page 169)
  Skyscrapers dominate the downtown core, and 
  the crowds that congregate here represent a wide 
  and varied swath of the city’s population. As no 
  court has a claim on Arden’s core, and each uses 
  it to varying extents, this is the place Nightmares 
  and Fae are most likely to accidentally cross paths 
  with members of another court. While there 
  may be no claims on the downtown core itself, 
  certain businesses and locations are favored by 
  different courts. 
  northern CLiFFs
  Table: Mortal
  Modifier: 0
  Special 1: Cannibal Dwarf Fae
  Special 2: Slide-Rock Bolter Fae
  A large cliff pens in Arden City’s north border. 
  Sparse trees line the top of the cliffs, creating a 
  thin strip of forested green-belt. Generally ignored 
  by the Rose, Blade and Filth collectives, this cliff 
  is frequented by a few Wild Fae. 
  prospero’s BooKs
  Table: Custom. You will encounter Mags and 
  Sycorax, roll once for each of their temperaments.
  Mags, Roll a d10
  1-5: Distractible
  6-8: Playful
  9: Glee
  10: Rage 
  Sycorax, roll a d10
  1-4: Helpful
  5-7: Aloof
  8-9: Pushy
  10: Destructive
  This three-story brownstone bookstore is tucked 
  away just outside the downtown core. Go down 
  the walkway between Armard’s Custom Suits 
  and Sweet Considerations’ Confectionery, and 
  you’ll find the bookstore hidden behind the two 
  newer stores. Those with the Sight will be able to 
  see it from the street, as the bookstore stretches 
  into the sky, endlessly contorting into different 
  non-Euclidian shapes. 
  Stepping inside, visitors are greeted by the warm 
  scents of ink and dust. Stacks of rare and used 
  books intermingle with no apparent organiza-
  tion. A large collection of rare and antique masks 
  dominates the back wall, displayed like paintings 
  in a gallery. Those who take the time to read 
  their descriptions will find that these masks are 
  all magical, with various origins and histories. 
  The masks span a wide range from those with 
  
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  unknown creations, to those from various Noble 
  Mortal Factions and Fae. Multiple Parliament of 
  Filth Gasmasks are present.
  Built as a Penitent Tower, it was warped into 
  the bookstore over time by Sycorax and Mags 
  to lure unwary Nightmares, Sighted Mortals and 
  Witches to trade for items that would enable them 
  to break free. The wards used to keep Sycorax 
  and Mags inside the tower also ensure that no 
  Noble Mortal or Fae can enter—Nightmares and 
  weaker Mortals are able to, however.
  tempLe oF unmaKing.
  Table: Custom, roll a d10
  1-4: Guard of Unmaking Adherent
  5-6: Guard of Unmaking Sentry
  7-9: Guard of Unmaking Keeper
  10: Guard of Unmaking High Keeper Liora
  Originally constructed in the late 1700’s by the 
  Guards of Unmaking, when the new settlement 
  of Arden was still free from the Collectors and 
  their harassment. Designed as a fortress to 
  protect their relics against both Fae and other 
  Noble Mortal groups, the Temple occupies a 
  small rocky outcropping in the midst of one of 
  the Arden River’s feeder rivers. Only two stories 
  above ground, the temple descends well into the 
  thick stone, and under the River it’s built over. 
  Though rocky, the grounds surrounding the Temple 
  are used as a garden, growing various medicinal 
  plants, and many necessary for spells and rituals. 
  Regular security updates have been maintained. 
  Mixed in with the old architecture and Banes are 
  cutting edge Mortal security systems and Mortal 
  Defense Magics. The building and grounds are 
  thickly warded. Surrounded by running water and 
  a cold iron fence, the grounds are spotted with 
  fountains and filed cold iron shavings, warding 
  plants grow throughout the gardens. Two small 
  pillars of flame sit outside the main doors, and 
  even at light the grounds are incredibly well let, 
  with lights specifically designed to weaken those 
  Fae with a Sunlight Bane (suffer a level of fatigue 
  while under these lights). 
  The Temple center is a grand room, with many 
  niches dedicated to historic members of the 
  Guard. Most prominent are those for the Noble 
  Mortals who fought in the Fae War and became 
  the founding members of the Guard, each with 
  their own carefully carved statue. These niches are 
  richly decorated in gold, silver and cold iron inset 
  with brilliant blue crystals. When looked at with 
  the Sight, these crystals give of a softly glowing 
  white mist. Guardian constructs and traps line the 
  underground regions of the Temple, while living 
  quarters for the Keepers and Apprentices occupy 
  strategic positions on the first and second floors.
  eCLipses
  Le petite L’oiseau
  Table: Mortal, any interactions with Mortals 
  occur in the front
  Modifier: +1
  Special 1: Mayor (Mortal)
  Special 2: Blade Gancanagh Fae
  Le Petite L’Oiseau is an expensive and exclusive 
  French restaurant in the financial district 
  downtown. Nearer the west end than the east, this 
  location is frequented by the wealthiest members 
  of Arden, behind its front it serves as an Eclipse. 
  Past the valet parking and heavily guarded doors 
  is a narrow red carpet, leading to the Maitre’d. 
  Nightmares, Fae and Noble Mortals are permitted 
  through the large oak doors to the Eclipse proper, 
  and memory spells ensure they’ll be forgotten by 
  the Mortal patrons. 
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  One of the grandest Eclipses, L’Oiseau’s is a 
  Rose Court favorite, and rarely sees Blade or 
  Filth patrons. They tolerate Noble Mortals and 
  Wild Fae, but are not welcoming to them. Fae 
  maintains a connection to a Fae Realm in which 
  the Eclipse is held. Here giant trees grow between 
  the mahogany tables, under a perpetual sunrise. 
  This orange and red hued light and the falling 
  leaves have earned this Eclipse the nickname the 
  Autumn Café—often used to differentiate it from 
  its Mortal Front. 
  L’Oiseau serves only Fae Food and Drink, which 
  are wondrously exquisite, but still come with all 
  the usual risks of magical foods. Payment and tips 
  are expected to be Fae as well; Mortal currency is 
  not accepted. A particularly good or poor tipper 
  will not be forgotten.
  aQuaregima
  Table: Mortal, any interactions with Mortals 
  occur in the front
  Modifier: +1
  Special 1: Eleanor Anwyl
  Special 2: Eclipse Security
  A famous luxury relaxation center, near the edges 
  of Rose Court territory, Aquaregima draws in 
  visitors in from across the country. Walking 
  though the tall glass doors, guests are greeted 
  by Eleanor herself, or one of her two seconds, 
  and then guided to their appropriate sections. 
  Mortals on the main floor, Nightmares and Fae 
  down the stairs and through a Ley-Line gate. The 
  steps are formed out of living rock, with glowing 
  crystals set in the walls for light. Once through 
  the staircase, Aquaregima opens up into a wide, 
  naturally lit expanse. Softly lit, the air has an 
  almost sedative feel. Blue crystalline tile borders 
  the edge of a lake that reaches out to the horizon. 
  For those particularly important or high-paying 
  clients, these steps lead to a private room. Often 
  Eleanor’s beautiful singing can be heard winding 
  through the cavern and across the lakes.
  Aquaregima has a high percentage of water Fae 
  on staff, a large number of which are healers. 
  While closer to Rose Territory than is safe, a large 
  number of Blades still use the Eclipse because of 
  this. Roses, however, favor its use as a Spa—perfect 
  for mingling, catching up on gossip and getting 
  ready for an appearance at Court. Parliament of 
  Filth members rarely use this eclipse, as they have 
  contract health coverage, and no spa treatment 
  gets through their court aura. While visiting 
  members of other Fae Courts are greeted with 
  warmth, Eleanor holds little regard for Wild Fae 
  and Noble Mortals, only allowing them into the 
  Eclipse when an Arden court member claims 
  responsibility for them.
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  the CroWBar
  Table: Mortal, any interactions with Mortals 
  occur in the front
  Modifier: -1
  Special 1: Citlali 
  Special 2: Collector Noble Mortal
  For the uninitiated the crowbar is just another 
  working class pub in a rough neighborhood. Located 
  in the north end of town, within a stone’s throw 
  of the Northern boundary of Blade Territory, 
  it’s a favorite drinking hole for factory workers, 
  drifters and the disenfranchised. While this area 
  is known to have its share of violence, it rarely 
  spills over into the bar—and none of the employees 
  have been seriously harmed in the last six years; 
  the same cannot be said for the instigators. The 
  lowest key of the Eclipse locations, it’s favored by 
  Blade Court members, and far more welcoming 
  to Noble Mortals and Wild Fae than the others. 
  Here, as at L’Oiseu, the front is a Mortal business 
  and only those with The Sight are permitted in 
  the back rooms. Unlike at L’Oiseau there is no 
  memory spell on the entrance to the back; instead 
  rumors of gangs, drug dealings and shootings 
  circulate. 
  CLuB eChidna
  Table: Mortal
  Modifier: 0
  Special 1: Blade Nm flirt (predatory; Generalist 
  Blade)
  Special 2: Blade Nm flirt (genuine; Generalist Blade)
  Loud, bold and Ostentatious, Echidna hosts 
  an eclectic mix of visuals and sounds. Glitzy 
  chandeliers hang from graffiti painted ceilings, 
  ivory tables and iridescent bars frame the dance 
  floor and stage. With no rhyme or reason to the 
  sets, one night can begin with house music and 
  transform into an industrial night themed drag 
  show, where another can start as a rave, and close 
  with smooth jazz and comedy. 
  Fae and Nightmare clientele are waved in past 
  the line, but even Mortals without the Sight are 
  welcome. Going to Echidna’s isn’t notably pricey, 
  but there is the usual club two drink minimum, 
  and while cash is accepted for mundane drinks, 
  Fae Drinks need to be paid in Favor.
  The loud noise, changing lights and press of bodies 
  makes following and spying on anyone almost 
  impossible—many Nightmares come here to avoid 
  their own court keeping tabs on what they’re 
  doing and who they’re meeting. This Eclipse’s 
  most frequent clientele are Nightmares flouting 
  the social conventions and rules about associating 
  with members of another court—and those who 
  choose to prey on them. While the Nightmare 
  security ensures that the laws of the Eclipse are 
  enforced, the neutral zone only extends so far. 
  Echidna’s rules are slightly varied from the normal 
  Eclipse set.
  •  Instead of restricting Mortals from the premise, 
  Nightmares and Fae are banned from using Magical 
  abilities, and those with weak Glamors are required 
  to keep unexplainable features covered. As this 
  is a nightclub, however, most explain away their 
  features as body mods, costumes and makeup. 
  •  Because of the presence of drunk Mortals, it’s 
  impossible to enforce a totalitarian no combat rule; 
  minor scuffles can and do occur, and unless any 
  real physical harm occurs, recompense is minimal.
  •  The Mortals here are explicitly protected; no 
  harm is to come to these individuals in the eclipse, 
  nor are they to be followed off Eclipse grounds. 
  
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  rose Court 
  The Court of Roses has a single large Fae Realm 
  they use as a central court and stronghold. The 
  location’s entrance occurs inside an open castle-
  like building with vaulted ceilings and numerous 
  windows letting in a soft morning light. Grown 
  over centuries from living wood, the building is 
  huge and ever changing, situated in the middle 
  of lush gardens. 
  the rose tree and 
  entranCe haLL
  Table: Mortal, any interactions with Mortals 
  occur in the gardens
  Modifier: +2
  Special 1&2: Crown Knight Haba
  Amidst the manicured flower beds of Arden’s 
  Botanical Garden is an enormous Ash Tree 
  growing over with wild roses. To those with 
  The Sight the tree is made of thick brambles 
  from which the flowers grow. This Rose Tree’s 
  roots tap directly into the West Arden Ley Line, 
  allowing it to grow in the Mortal world and feed 
  power into the court. 
  This tree is a gate to the Rose Court’s realm, 
  held and maintained by the shared power of the 
  King, Queen and Council. As such this location 
  is heavily guarded by both Nightmares and Fae.
  When in use, the brambles will part forming 
  an arch. Stepping through you enter into a hall 
  of brightly lit, pale wood. Murals depicting the 
  Rose Court’s history are embedded and grown 
  out of the walls. At the end of the hall is a single 
  door, which leads to where in the court you are 
  needed. Through here you will find the throne 
  room, great halls, libraries, relics and seemingly 
  endless rooms to fulfill almost every need. Each 
  room and location has a sense of life, movement 
  and brightness, and all are designed to impress 
  through artistry and luxury. 
  throne room
  Table: Rose
  Modifier: -2
  Special: Court in Process (Roll 5 times on Leader Sub-
  table for Leaders present, Queen automatically present, 
  roll on random rose table for encounters in audience) 
  Resembling a semi-circular Amphitheatre, the 
  Throne Room has a solidity and strength to it 
  and a clear focus on the stage. Formed of a living 
  mass of wild and cultivated roses grown into 
  wondrous and grotesque forms, the stage itself 
  curves into two grand thrones. Always in bloom, 
  the health and strength of the court is reflected 
  in the brambles. 
  Here the royalty commands audience, decrees are 
  made and the direction and life of all the members 
  of the rose Court is decided. Those petitioning 
  the court, or receiving audience from the Royalty 
  stand in the Orchestra before the thrones. This 
  is a place where even the most cut-throat among 
  the Roses show the best in decorum and a social 
  misstep can be deadly. Attendance is purely by 
  invitation and only courtiers are permitted to 
  speak to the room.
  grand haLL
  Table: Rose
  Modifier: -2
  Special: Crown Knight Madeline
  Opulent, bright and beautiful, the Grand Hall 
  opens up to a mid-morning sky. Colored light 
  
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  shines in through stained glass nestled in tree 
  branches and rose petals drift across the vast 
  dance floor. Vast, this hall is a reception place 
  for large social gatherings. Lesser halls are used 
  on a regular basis, but this one is for entertaining 
  visiting dignitaries or the entire Rose court on 
  feasts and holidays.
  This is a diplomat’s battlefield: a place of carefully 
  picked words, back-stabbing and hidden agendas, 
  where the goals are to better one’s own position, 
  that of the Rose Court, or simply to tear down an 
  enemy. The slightest misstep, social mistake or 
  breach in protocol can be one’s undoing. Intrigue, 
  hidden agendas and manipulations - subtle and 
  overt - become the weapons of a far stranger 
  battle than the one outside. 
  LiBrary
  Table: Rose
  Modifier: 0
  Special: Head Librarian Charta (use Brownie, 
  page 172)
  Softly lit with ample seating, this library spans 
  the equivalent of many city blocks and multiple 
  stories. Modern and archaic tomes fill the shelves 
  with little apparent order, some older than the 
  Ancient War. Charta, the head librarian, can 
  occasionally be heard to boast that his collection 
  rivals that of an Ivory Tower. Access to this 
  library is available to every Rose Court member, 
  though it is heavily monitored. Records of books 
  and information accessed are kept and some 
  information is restricted.
  the dungeon
  Table: Rose
  Modifier: +2
  Special: Prison Break (2xRandom Blade Fae, 
  1xBanshee Combat Mage, 2xBall Tailed Cat Thug, 
  5xGeneraist Blade)
  Here you’ll find prisoners of the Rose Court. Cells 
  vary from damp stone to highly luxurious suits. 
  Heavily protected with magical defenses and both 
  Fae and Nightmare guards, unauthorized access 
  is almost impossible.
  the royaL gardens
  Table: Rose
  Modifier: -1
  Special: Shredder Vines: Agility -2 to avoid. Vines 
  attack dealing 2d10 damage to anyone making 
  noise within range 2.
  This area appears as a more decadent and expansive 
  continuation of Arden’s Botanical Garden, with 
  mundane varieties growing amongst magic species. 
  Like the rest of the Rose Stronghold, the Gardens 
  can only be accessed through the main entrance, 
  however, it has multiple exits leading to various 
  parks in Rose territory.
  Wandering through the gardens, is tranquil and 
  even sedative. A variety of features can be found, 
  from decorative fountains, to defensive mazes, to 
  functional open spaces and seating.
  tournament and 
  dueLing grounds
  Table: Rose
  Modifier: -1
  Special: Crown Knight Darq
  Within the Rose Gardens are the Tournament 
  and Dueling Grounds. The grounds themselves 
  constantly shift, bringing a need to be adaptive 
  into the fights. It is common for there to be 
  multiple duels at once amongst the ever-changing 
  landscape. Surrounding seating is contained in an 
  open-topped structure of living wood. 
  
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  BLade Court
  the oLd arden zoo
  Table: Blade; weather effects halve their effect
  Modifier: +2
  The entrance to the Court of Blades’ Stronghold 
  is located in the remains of the old Arden City 
  Zoo. When founded, the Arden City Zoo was a 
  place of wonder and excitement filled with exotic 
  creatures. Over time people started to disappear 
  and though no culprit was found, the zoo itself 
  came under suspicion. Rumors spread of strange 
  occurrences, unexplained deaths and wispers that 
  the supernatural was involved causing the zoo to 
  quickly fall out of use. Eventually the zoo shut down 
  and the land was abandoned. Latter attempts to 
  reuse the space have all ended in disaster.
  sLighe
  Table: Blade
  Modifier: 0
  Located in the remains of the desolate Old Arden 
  Zoo, the Court of Blades’ entrance is subtle. Walk 
  along the Ley Line Path and the zoo’s overgrown 
  enclosures shift into twisted and barbed steel cages, 
  the sky darkens as the sun sets and a perpetual 
  nightfall reigns. Bitter wind cuts through the 
  open spaces and ice and snow coat the lower 
  ones. Strange plants line the paths and fierce 
  beasts roam the landscape. Dipping underground 
  and back up through stone arches is a path that 
  bypasses the worst of the environment. 
  Even those of the Court of Blades tread with 
  caution here as a wrong step can have dire 
  consequences. Those who do not belong to the 
  court may find themselves shunted to Mortal 
  exits deep in Blade territory, or worse, trapped 
  in one of the cages. Those who know the way 
  can find any part of the Blade Court Stronghold 
  by walking the labyrinthine Slighe paths. Those 
  who are unfamiliar with Slighe will still be able to 
  traverse the more public locations in the Slighe, 
  where there are instructions carved in Blade script 
  at junctures. There are many locations along the 
  paths that serve as domains of powerful Fae or 
  defensive structures. These domains are disjointed, 
  as they are different Fae Realms tied together 
  by the Slighe. Many of the defensive structures, 
  however, are built from natural formations of the 
  Slighe, such as the standing stones and the cages.
  standing stones
  Table: Blade
  Modifier: -2
  One of the Slighe’s natural defenses, Standing Stones 
  occur at locations with a higher concentration 
  of the Ley-Line power. Tapped directly into the 
  Ley-Line magic, these structures literally hum with 
  power; they amplify the magic of any Blade or 
  Slighe creature nearby and also produce shielding 
  magic, wreaking havoc with projectiles. Even 
  minor damage to the structures results in explosive 
  backlash capable of destroying everything in the 
  area (LBT, 4d8damage), temporarily draining that 
  part of the Slighe of power and disconnecting any 
  Realms tied to that area.
  
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  Cages
  Table: Blade
  Modifier: +2
  A reflection of the zoo’s defunct habitats, twisted 
  metal cages litter the Slighe. Usually activated 
  accidentally, an unlucky misstep in the Slighe can 
  lead to being entrapped in one of these. Those 
  contained in the cages usually have limited time 
  to escape, as the court’s more sadistic members 
  are free to harm and torment those contained 
  at will. Occasionally the cages are intentionally 
  used to trap a trespasser or enemy, though more 
  useful prisoners may be ensorcelled and held under 
  guard to prevent their escape. Usually these are 
  Mortals; occasionally a valuable enemy Nightmare 
  may be kept this way. It is considered a show of 
  status to have a Mortal thrall, even more so a 
  Nightmare—though this is considerably more 
  dangerous. 
  personaL domains
  Various Greater Fae have personal domains 
  here. Each domain is its own small Fae Location, 
  with a gate tied to the Slighe and feeding off of 
  its Ley-Line connection. As such, domains vary 
  significantly, but most share an aesthetic of cold 
  stone. Those Fae who possess these domains have 
  a safer location for them and their Nightmares 
  to retreat to and to store valuables. As these 
  domains feed off the Slighe though, they come 
  at a cost—usually loyalty or debt to one of the 
  Thanes. Each Thane, their Honor Guard and 
  the Rear Guard will have a large domain, while 
  other supporters may be granted smaller ones. 
  the FiLth
   the oLd doCKs
  Table: Mortal
  Modifier: 0
  Special 1: Lord Steward
  Special 2: Registrar
  The creak of buckling timbers mixes with the 
  rhythmic splash of waves, screech of seagulls 
  and the occasional sound of footsteps. The barest 
  scent of salt mixing with refuse hints at the river’s 
  not too distant connection to the ocean. The Old 
  Docks were once the hub of Arden’s commerce, 
  industry and tourism. As industry shifted eastward 
  and cars became commonplace the docks fell 
  into disrepair. The now derelict Old Docks only 
  remain due to their historic status. 
  Long claimed by the Parliament of Filth, this is 
  considered the seat of their power and one of 
  their two above ground locations. 
  arden BranCh Center
  Table: Filth
  Modifier: -1
  Special: Cage Match (Event; Lord Steward, 
  Registrar and Doctor all present. Roll Twice on 
  encounter table for those met in the stands)
  Without the direct connection to a Ley Line that 
  the Court of Roses and Court of Blades have, the 
  Parliament of Filth has little power to sink into a 
  stronghold. Instead of a labyrinthine expanse they 
  have a single large room that serves as Throne 
  Room, Court and Dueling grounds.
  
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  In the center of this grey and dingy room is a flat 
  span of concrete, outlined by shoulder-height bars. 
  Used both as stage and tournament grounds, this 
  fighters’ cage is surrounded by raised bleachers. 
  Despite being the center of the room, the cage is 
  not the focus. Dominating the room is a bright 
  and dirty pile composed of stark and shiny bits of 
  glass, twisted metal, plasticand forgotten jewelry. 
  Hidden in this mass of lost and discarded wealth 
  is the Lord Steward’s seat.
  The personal domain of the Lord Steward, the 
  Filth’s Arden court center holds one advantage 
  due to its unrooted nature. Its entrance can be 
  moved anywhere in the Filth territories as needed. 
  However, as the gate is easier to open and hold 
  closer to a Ley Line it is most often at the old 
  docks, feeding off branches of the river’s Ley Line. 
  seWers
  Table: Filth; if 12+ rolled, Mortal is a Sewer 
  Repairman
  Modifier: +2
  Special: Alp Luachra
  While the Parliament of Filth has little control 
  over Arden’s surface, they rule the underground. 
  The Filth control the sewers and underground 
  passages which run through the entire city, 
  including those under the other court territories. 
  These sewers are an intricate mesh of large modern 
  sewers overlaying, connecting and replacing 
  antiquated stonework sewers. The multiple 
  turns, splits and connections this causes create 
  a wonderful escape route; however, the refuse, 
  stench and rotting debris floating through the 
  sewers make this environment a poor one for 
  any but the Parliament’s members. Those who 
  venture into the sewers without a Parliament of 
  Filth Nightmare (and mask) only do so as a last 
  resort.
  parLiamentary 
  advanCed Care
  Table: Filth
  Modifier: -1
  Special: The Filth Doctor
  The Parliament of Filth has their own hospital 
  hidden in their dock-based territory. Disguised 
  as a run-down warehouse, the hospital is where 
  the Doctor brings his patients who are beyond 
  field treatment. Amongst the rusting steel, strange 
  specimens in jars and obscure and abhorrent 
  smells, there is no better place to take an injured 
  or ailing member of the Parliament of Filth.
  
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  The Hospital is significantly larger than it looks 
  from the outside. Composed of eight floors, the 
  top two take up the visible warehouse, and are 
  rarely used, while the other six read below the 
  ground. The public areas of the hospital, floors 
  four and five, connect directly to the sewers, 
  providing easy access without being noticed by 
  Mortals or the other courts. These levels host a 
  surgery room, triage, small lab and emergency 
  room. Occasionally the lowest three floors of 
  location will tap into the river Ley Line, allowing 
  strange plants, funguses and molds grow. It’s from 
  these that the Doctor is able to make the most 
  potent remedies and poisons. While the salves, 
  concoctions, creatures and devices used here 
  seem medieval and primitive, they are highly 
  effective—at least, if one is immune the poisons 
  and toxins that contaminate the air and remedies. 
  reCyCLing Centre
  Table: Filth
  Modifier: +1
  Special: Homeless Mortal
  The major recycling collection center for Arden 
  City is located in the middle of the subway loop. 
  It’s here, the only location that accepts large 
  volumes of recyclables, that the city’s recycling 
  programs deliver materials for sorting before they 
  get shipped out of Arden. Many of Arden city’s 
  homeless and poor converge here.
  The second of the Parliament’s above ground 
  locations, this location is used as a listening post, 
  but holds little strategic significance otherwise. 
  The nature of the center, taking in something old 
  and repurposing it, fits well with the Parliament 
  of Filth’s ideology. Their Nightmares tend to find 
  this location useful for finding items for their 
  union dues, and getting information from the 
  visiting Mortals.
  the undermarKet
  the undermarKet
  Table: Undermarket
  Modifier: 0
  Special: Living Signpost
  There is only one Undermarket, and it serves 
  almost the entire Fae and Nightmare population 
  of the world. Built inside a seemingly endless 
  mountain, there is a clear vertical hierarchy. Those 
  of wealth, status and power shop at the pinnacle, 
  while the poor frequent the less patrolled and 
  cleaned bottom levels. Its mood can be described 
  simply as more: more dark, more bright, more 
  chaos, more wondrous horrors. Here you can find 
  everything from weapons, love and histories 
  to fortune telling, curses and almost anything 
  imaginable—for a price. Of course, there are rules 
  and exceptions that are ruthlessly enforced by the 
  Market Lords and their Enforcers. 
  arden undermaKet 
  aCCess station 
  Table: Undermarket; vendors cannot set up here, 
  any rolled are illegally selling
  Modifier: -1
  Special: New Nightmare trying to use a cellphone
  Dropping a special Token into any of Arden’s 
  automatic Subway entrances will take the next 
  
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  Nightmare or Fae into the Undermaket Station 
  for Arden City—as long as no Mortals can see 
  the entrance. While any automatic entrance in 
  Arden can be used, there is only the one station 
  for the city. Trains pass through every three 
  hours, and the trip varies in length, typically in 
  excess of an hour. Undermarket Law is in effect 
  the moment one enters into the Undermarket 
  Station, and this is boldly declared by signage at 
  the entrances, and in the station itself. The laws 
  are clearly laid out below the warning signs, and 
  when approached, the signage is able to display 
  maps of the Undermarket, the next train time, 
  and where your token will deposit you.
  The station itself looks incredibly mundane at 
  first glance, but the lights are glowing crystals, 
  and down the train’s path is roughly hewn rock, 
  coated in a luminescent lichen and damp from a 
  source-less drip of water. As the three-hour mark 
  for the next train approaches and the station fills, 
  it becomes apparent that there is some sort of 
  Glamor suppression here, as the Mortal Facades 
  that most Nightmares and Fae naturally wear can 
  be seen though without effort. 
  the BLood pits
  Table: Undermarket
  Modifier: +1
  Special: Challenged to a Fae-Food eating contest
  A massive monument to gambling and violence, 
  the Blood Pits reside on the lowest level of the 
  Undermarket. While there is an exception 
  to the standard rules of the Undermarket in 
  the Pits themselves, the rules still apply to the 
  stands. Hosting gladiatorial fights to the death, 
  the matches pit entrants against each other and 
  terrifying monsters for the entertainment of the 
  masses. Single combat is rare; most matches are 
  themed and skirmish battles. 
  Entrance into the fights is usually a punishment 
  for violating market law, though some enter the 
  fights voluntarily to earn a cut of the gambling 
  earnings. The duration in the pits is related to the 
  severity of one’s crime, and the debt incurred by 
  it. Once a person’s debt has been paid off through 
  the Blood Pits, they are free to go and their crimes 
  are forgiven. Armor, weapons and other gear are 
  provided to those who do not have their own, 
  though these are of a low quality and often heavily 
  damaged unless a vendor is sponsoring a fighter 
  to show off their wares. Gambling on the matches 
  is always a chaotic and thriving business for the 
  arena masters, and heavily regulated. Interfering 
  with matches and outside bets are punishable by 
  fines or entry into the pits.
  LoW LeveLs
  Table: Undermarket
  Modifier: +2
  Special: Shadow Nightmare (or other banned 
  faction) sneaking around (use Blade Generalist, 
  page 145)
  The stalls here tend to be closed off from the 
  street and difficult to see into. These levels are 
  known to be dangerous, dirty and dark. Security 
  is sparse, not due to low numbers, but rather 
  because the Wardens will only travel in larger 
  groups for their own safety. 
  Shops on these levels tend to be more generalist, 
  with a wide variety of stock, but nothing spectacular. 
  Re-sellers and stalls with only the owner as the 
  vendor and service provider are common. Many 
  goods here come with unknown secondary effects 
  as they’re pre-owned, or made by craftspeople 
  still learning their skill. 
  mid-LeveLs
  Table: Undermarket
  Modifier: 0
  Special: Someone falling from a higher level
  
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  These are the majority of the levels, and where 
  most of the Undermarket’s business occurs. The 
  stalls here are tightly packed, with wares and 
  products spilling over into the streets, the sounds 
  of Vendors hawking their wares can be defining. 
  Most stalls maintain a large crew of vendors and 
  suppliers to be able to meet the demand at these 
  levels. 
  upper LeveLs
  Table: Undermarket
  Modifier: -1
  Special: Changeling copyshifter, mimicing you
  These levels are substantially smaller than those 
  below them, but the stalls here are more spacious 
  than those of the mid and lower levels. Security 
  covers a larger area, though its less frequently 
  needed. Vendors here tend to be highly special-
  ized craftspeople with only a few support staff. 
  Competition to get into and stay on these levels 
  is fierce as it comes with a degree of respect not 
  granted to those of the lower levels, and the profits 
  per sale can be substantially higher. 
  the pinnaCLe
  Table: Undermarket
  Modifier: -2
  Special: Rose Leader Sub-table
  At the very top of the Undermarket are levels 
  reserved only for the Leaders of Fae courts, Wild 
  Fae with control large Ley Line segments, and 
  those they invite. Space here is less fiercely fought 
  for than on the upper levels where clientele is 
  not restricted, those vending here are seeking 
  political favor, not wealth. 
  arden’s goBLin Bazaar 
  the Bazaar!
  Table: Mortal
  Modifier: 0
  Special 1: Shadow Court Nightmare
  Special 2: Guard of Unmaking Adherent
  The Goblin Bazaar is a roving market of extremely 
  ill repute. Many have accidentally stumbled into 
  it, after all, you don’t find the Goblin Bazaar, it 
  finds you. One of the most unsavory, dangerous, 
  and criminal places for a Nightmare to be found, 
  it has a desolate, empty feel, no matter how busy. 
  The Bazaar specializes in selling to everyone and 
  everything that dare be there. 
  goBLin Food truCKs
  Table: Mortal
  Modifier: 0
  Special 1: Collector Apprentice
  Special 2: Mislabeled food
  While there is no end of fried rat stands and 
  guess-what-this-is-on-a-stick vendors sometimes 
  the Goblin Food Trucks offer an unusual fare for 
  the Bazar: clean, sanitary, food with no strange 
  side effects—or with their Fae Foods, predictable 
  ones. Nearly a dozen or so ram-shackle and 
  strangle decorated food trucks range from the 
  grotesque to the sublime with cuisine to match. 
  While it seems odd, even just a bottle of clean, 
  
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  untainted water is hard to come by and fetches 
  an obscene price.
  BLood pits
  Table: Mortal
  Modifier: 0
  Special 1: Shadow Court Nightmare
  Special 2: Sighted Mortal, no Group affiliation 
  Run by an illiterate goblin, the Bazaar’s Blood Pits, 
  or as its sign proclaims, “Blud pilz,” fall immensely 
  shy of the grandeur of the overdone Undermarket 
  Pits. The Blood Pits are a large makeshift gladi-
  atorial arena made of wooden blanks, bleachers, 
  pieces of stone wall and whatever can be scavenged 
  together. The only rule is for the spectators: don’t 
  interfere, or you’ll be next round’s entertainment. 
  Matches are often solo head-to-head fights, with 
  occasional team entries, or matches against Fae 
  Beasts. Those who willing enter may be doing 
  so for money, glory or as part of a payment for 
  something purchased in the bazaar, while some 
  merchants throw in thieves they’ve caught. It’s 
  also common to find abducted Mortals thrown 
  into these pits. Gambling on matches is popular, 
  and while potentially profitable, you’re more likely 
  to end up with useless bric-a-brac. 
  hoB’s Bite
  Table: Mortal
  Modifier: 0
  Special 1: Shadow Court Nightmare
  Special 2: Blade Sub-table
  A sickly, frail hobgoblin vends here. The vendor 
  declines to give a name, and so only goes by 
  “Hob.” There are few works on display, instead 
  each item is custom made. Specializing in Cold 
  Iron, this stall is one of the few places such items 
  can be purchased. Despite very little to steal, the 
  stall still has an impressively large guard who 
  answers to “Bite” and seems to be fiercely loyal, 
  if a bit slow witted.
  mme izaBeLLa’s
  Table: Mortal
  Modifier: 0
  Special 1: Shadow Court Nightmare
  Special 2: Des
  Mistress Isabella can be found in a small tent 
  of red, gold and green silks. An old wooden 
  sign proclaims her as a mystic offering to read 
  fortunes, and predict the future. One of the few 
  vendors with regular customers, Mme Izzy has 
  a reputation of being one of the safer vendors, 
  but her eerily accurate readings come at a high 
  cost. A fate-weaver of little talent, Mme Izzy is 
  able to follow the threads of fortune and make 
  slight alterations, but has fled the guild. As such, 
  she’s cursed to be unable to set foot on any land 
  the Weavers touch.
  BiCKer KnoCKs
  Table: Mortal
  Modifier: 0
  Special 1: Shadow Court Nightmare
  Special 2: Collector Noble Mortal
  Bicker Knocks’! Everything you never knew 
  you always wanted, second hand! Most people 
  will hear Bicker Knocks long before they see it. 
  With the restraint and fashion sense of a 1920s 
  carnival showman, Bicker, a tall, wrinkly Mortal 
  with drooping jowls, stands out even in the 
  Bazaar. Bicker Knocks’ tent looks like nothing 
  so much as a junk sale run amok. Baubles, knick 
  knacks, brightly colored things, memorabilia, 
  used clothing and valuable antiques can all be 
  found here: provided one is willing to take the 
  time to look. Quite the haggler, Bicker will be 
  glad to upsell, swindle, and charm any potential 
  rube—sorry, customer. His leg-breaker and guard, 
  Knocks, is large even by troll standards, and is a 
  capable adversary having won numerous Blood 
  Pit tournaments before Bicker hired him on. 
  
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  Brigantine CastLe
  Table: Mortal
  Modifier: 0
  Special 1: Roland (Use “Vendor” page 163)
  Special 2: Ben (Use “Mortal Security Guard” page 
  158)
  Lit up with torches and an eerie red light, 
  Brigantine Castle stands out like a beacon at the 
  edge of the Goblin Bazaar. An ominous looking 
  structure, it’s perched at the end of a long pier. 
  Tethered by the front gates are two grey griffins, 
  snapping and shrieking at visitors; when they 
  quiet, the carnival sounds of the Goblin Bazaar 
  can be heard drifting across the water.
  Passing through the gate, Brigantine Castle’s 
  grounds are large. They are occupied by an odd 
  and changing assortment of folks, decorations, 
  and attractions from a skeletal merry-go-round to 
  mini-golf and a rubber-masked fachen. The only 
  constants are the castle itself, Roland, its exuberant 
  boggart and keeper, and Ben his grounds man. 
  The front entrance spans two large stories, but 
  can only be glimpsed for a moment before settling 
  swiftly into darkness. The castle itself smells of 
  must and salt and seems to be constantly moving 
  just outside of your vision. Wispy, fiery lights float 
  through the air leading towards various doors, 
  and behind these, the maze from which the castle 
  gets its fame. Taking up almost the entirety of 
  two floors, the maze contains room after room 
  of horrific, terrifying, and macabre scenes, many 
  seeming to be targeted at their viewers. Though 
  disturbing, the intent is not malicious—as Roland 
  will tell you, fears must be faced before they can 
  be conquered. This maze is also the only known 
  stable exit from the Bazaar—but it can only be 
  used once by any person.
  Boasted as the Bazaar’s only safe location, Roland 
  takes great pains to keep it that way. With an entire 
  floor dedicated to guest rooms and few amenities, 
  Castle Brigantine is open to any who require a 
  place to stay or hide, or those who need help, so 
  long as they obey his few rules: no violence, no 
  theft, and do your work. Payment is collected in 
  tasks, working on the castle and maintaining the 
  grounds, mostly. On occasion he also provides a 
  service dressing up the fantastic and magical as 
  mundane movie props and prosthetics.
  
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  LoCation enCounters
  
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  117
  savage taLes
  savage taLes
  BreaK-in invite
  Begins: after “Jewel Raid” at Arden Financial 
  Bank and Trust
  Market Lord Reaver is eccentric, clever and 
  paranoid. He also dabbles in Mortal commerce 
  and is a collector of rare and valuable Mortal relics 
  and memorabilia. After his private quarters were 
  robbed, he has integrated modern security and 
  Fae magics to create a new security system. He 
  is offering a reward for any individual or group 
  who can successfully crack his security and make 
  it into his personal chambers within 24 hours. 
  So far, three different attempts have been made 
  by different contestants and all three have failed 
  with two teams having to be hospitalized while 
  the third is missing.
  media CLean up
  Begins: in Arden Star Media
  A new Nightmare Pack made of newly adopted 
  Roses got carried away when they ran into a group 
  of Blades. Everything went wrong. There are 
  plenty of Mortal witnesses who reference “strange 
  events” and pass rumors about “freaks with super 
  powers.” There’s a real risk of media exposure 
  severely crippling the interactions of the Fae in 
  Arden. The media needs to be distracted so this 
  incident is overshadowed and quickly forgotten. 
  The catch is that there can be no trace of magic 
  or hint of anything supernatural.
  the perFeCt drug
  Random incidents are being reported of Mortal 
  temporarily gaining Fae powers. There are only a 
  handful of occurrences which have all been covered 
  up by the Court of Roses. The Nightmares have 
  been tasked with finding out the connection to 
  these Mortals, who is responsible and to stop it. 
  There are six victims, four of which are dead due 
  to Fae-related complications. 
  Each individual is part of a new clinical drug trial 
  for cancer medication. One of the lead research-
  ers at Brightline Pharmaceuticals has been able 
  to frequent the Goblin Bazaar where they are 
  purchasing Fae plants to use as a key ingredient in 
  their development for an anti-cancer medication.
  These savage tales here are designed 
  as one or two part games and interludes 
  that can be dropped in between other 
  games, or on their own. Some have a 
  trigger event or location linked to the 
  tale, others do not. 
  “The War” and “Vengoth the Destroyer” 
  are both campaigns. When running these 
  latter two, we advise reading over the 
  entire plotline before running the games, 
  referencing the locations, encounters, and 
  relevant setting information.
  
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  savage taLes
  CoChon à L’oiseau
  Begins: in Le Petite Oiseau
  One of the lead chiefs of le petit oiseau seeks out 
  the Nightmares as she is desperate. She agreed to 
  duel with a rival chef from the Court of Blades 
  as to who is the better culinary master. The loser 
  has to spend the next year transformed into a pig. 
  To make matters worse the other chef’s Fuill has 
  been terrorizing her staff, interfering with food 
  shipments and threatening her patrons. The duel 
  requires a chef and up to four assistants. No one 
  will work with her and she’s in risk of losing by 
  forfeit without help.
  midnight train
  Begins: in the Undermarket
  Word has gotten out that a Changeling Blade 
  Operative is on their way to the Undermarket to 
  purchase a large shipment of supplies and weapons. 
  Who the changeling is and what they are using 
  for payment are unknown, but they know that 
  the changeling will be on the Undermarket train 
  shortly and there is still time to catch them. The 
  Nightmares must make sure this transaction does 
  not happen or else the Blades will be far better 
  armed than before. 
  onCe upon a time 
  A rare volume of fairy tales is being revealed 
  at a fundraiser the Arden Library International 
  fundraiser. This particular book has several tales 
  never seen before, including mention of the 
  Aspects, the Court of Roses and details about 
  Changelings, Gifted and Precious, along with 
  parts of Fae history. The Nightmares are sent 
  to infiltrate the fundraiser and get the book. 
  Unknown to the Nightmares, the Host of Blades, 
  Parliament of Filth, Collectors and Lukans have all 
  sent representatives with the exact same mission. 
  missing eChidnae
  Begins: in Club Echidna
  Nightmares and Mortals are disappearing from 
  Club Echidna. Among them has been a pair of 
  Nightmares from the Host of Blades and a Mortal 
  alley to the Court of Roses. Suspicions are begin-
  ning to raise as the Court and Host blame each 
  other. Among one of the missing is a friend of 
  the Nightmares. 
  There is a Dunghaven Hooter outside the club 
  where smokers go. The Hooter has been preying 
  on those who have been drinking heavily. This 
  Hooter has the ability to disguise itself as a statue 
  and hides amongst the other bohemian art at the 
  back surrounding the smoking pit.
  street CLeaners
  Begins: during the “End the War” campaign
  The Court of Roses has prepared a major counter 
  offensive against the Court of Blades. The problem 
  is that half a dozen Blade Fuills have entrenched 
  themselves at a critical bottleneck, which feeds 
  into Arden’s financial district from the downtown 
  core. The Nightmares have twenty-four hours to 
  clear out the Fae and Nightmares before the bulk 
  of the Rose forces attempt their lighting strike.
  not so saFe house
  Begins: during the “End the War” campaign
  Ox, Siren, Jessie and James are a Nightmare pack 
  that took refuge in a safehouse about 30 minutes 
  ago. A large group of Blades has the building 
  surrounded. The Nightmares are the closest ones 
  to the safehouse and most likely to be able to get 
  them in time. Blade reinforcements are on their 
  way and it is only time before the safe house is 
  breached. The Nightmares need to rescue fast as 
  there is a Knight of Blades coming with the next 
  wave of reinforcements.
  
  119
  savage taLes
  KiLLer Court
  Begins: in Rose Court
  Raven has been accused of murdering her pack. 
  She claims a changeling impersonated her. When 
  her trial was clearly not going her favor, she called 
  for a trial by combat. Raven is requesting one 
  of the Pack is be her second, and to fight in the 
  combat for her. Though Raven may be innocent, 
  she is known for being ruthless and cold-hearted. 
  She is not well liked among the Roses who are 
  not Raiders.
  start your engines 
  Begins: in any Eclipse location
  The Nightmares are challenged to a “friendly” 
  street race by a rival pack trying to make a name 
  for themselves. This garners the attention of the 
  Roses and other patrons for the eclipse. There is 
  little the Nightmares can do without losing face. 
  The Nightmares’ rivals, however, have planned 
  this challenge and laced the race route with traps. 
  First one back wins.
  Can’t We aLL not 
  get aLong
  Begins: during the “End the War” campaign
  The war is not going well for the Court of Roses. 
  The Host of Blades is operating like a well-oiled 
  machine and the Court has decided this must 
  end if there is any chance of survival. The Blades 
  need to start infighting again and mistrusting one 
  another. The Nightmares are being tasked to create 
  infighting, chaos, and dissension among the ranks. 
  Even more important, a Blade named Medusa 
  seems to be one of the key figures keeping the 
  Fiulls in line and is known to spend most of her 
  time in the Eclipses where she feels untouchable.
  it’s my party
  The celebrations in the Mortal world are known 
  to be wild, chaotic and unmatched by any other 
  court. These parties can go from the sublime 
  to the dangerous to the ridiculous and now the 
  biggest one is being thrown. During the festivi-
  ties, dancing, drinking, duels and debauchery the 
  Nightmares come across a Nightmare from the 
  Host of Blades hiding in the washroom. This 
  brand new Nightmare has no idea what’s going 
  on as she was dropped off here by some Blade 
  friends and told to enjoy the evening. This cruel 
  practical joke could have dire ramifications if the 
  Blade Nightmare is found in the middle of a Rose 
  celebration. The Nightmares need to decide what 
  to do: find a way to get this wayward guest out 
  of the festivities before things go awry, deal with 
  the Blade themselves, or leave it up to chance to 
  decide.
  Woe is i
  Someone is attacking Nightmare packs in Arden. 
  The Blades, Parliament of Filth and Roses have 
  all fallen prey to these mysterious assailants. 
  Worse, all the courts are pointing fingers at each 
  other and accusations are being thrown around 
  while the assailants are still at large. The Society 
  of Woe, a Mortal secret society, knows about 
  the Nightmares and is targeting them in order 
  to protect humanity. The problem is they don’t 
  know as much as they think they do and assume 
  the Nightmares are the same as Fae and that 
  all belong to the same court. Being Mortal, the 
  Sighted can’t spot them with their magic or Fae 
  sight. This means the heroes are going to need 
  to do some sleuthing in order to find them or 
  set up a trap and uncover what’s really going on.
  
  120
  savage taLes
  one night in arden
  The Court of Slate is sending a V.I.P. to the 
  Host of Blades to see if they will assist them in 
  their war effort. A small team of Blades has been 
  assigned to wine and dine the ambassador and 
  seek his court’s favor. The Nightmares need to 
  ensure that by the evening is over the diplomat 
  will have a miserable time and no intention to 
  aid the Host of Blades
  death oF the party
  A high ranking diplomat approaches the Night-
  mares for a favor. There is a formal masquerade 
  ball tomorrow night and his guests are unable to 
  attend. He says his reputation will be ruined if he 
  shows up alone. He has invitations, will supply 
  clothing and will sweeten the deal as much as he 
  can. The Masks will hide everyone’s true identity 
  completely for the evening. What he hasn’t told 
  the Nightmares is that one of them is a stand-in 
  for one of his high-profile guests who has been 
  receiving death threats. The assassins will identify 
  this person by their invitation and outfit. Their 
  goal is to dispatch their target before the end of 
  the night.
  seCrets gone astray
  Begins: during or after “Death of the Party”
  One of the Guests at the party mistakes one of 
  the Nightmares for her secret admirer. The plan 
  is the two of them will depart when they will be 
  least missed and runaway together. If the harder 
  the Nightmare protests the mistake the more 
  convinced of being a secret admirer they are 
  thought to be. Before they can escape together the 
  Guest’s actual admirer will appear and challenge 
  the Nightmare to a duel for honor’s sake.
  stop taLKing
  Begins: during the “End the War” campaign
  The Blades have been censured by the Parliament 
  of Filth for breaking contracts. These means in 
  the War the Roses have more breathing room 
  and currently exclusive rights within the city to 
  contract Filth mercenaries. Now the Blades are 
  meeting with the Filth in secret to re-negotiate 
  and end the censure and undoing one of the few 
  advantages the Court of Roses has at the moment. 
  The Nightmares need to infiltrate and disrupt 
  this meeting ensuring the censure is not revoked. 
  They must do it in such a way no one suspects 
  any Rose involvement.
  Fashion WeeK
  The Beltane festival is known to be one of the 
  highlights of the season. Makers from seven courts 
  will be competing in different contests. Felina is a 
  new Rose Maker of dresses and is participating in 
  the fashion show and competition. While she is 
  considerably talented, she needs help. Her supplies 
  have been disrupted, and she needs certain pieces 
  from different parts of the Mortal and Fae realms 
  to create her Masterpieces. To make matters 
  worse, her models have taken mysteriously ill, 
  and she needs someone to step in for them. 
  mortaL ComBat
  Begin: in Goblin Bazaar Blood Pits
  The Blood Pits in the Goblin Bazaar have started 
  showcasing “reality” matches. Abducted Mortals 
  are being thrown into the Blood Pitts for high 
  stakes matches. When they finish the match their 
  memories are wiped, then they are returned to 
  the Mortal realm unaware of what’s happened, 
  usually, but waking up with horrible nightmares 
  and very real scars, bruises and injuries. 
  
  121
  savage taLes
  seething
  The media is reporting a dramatic increase in 
  random acts of violence and crime in the last 
  two weeks. Tensions amongst the Nightmares 
  and Fae are increasing in each of the Courts and 
  the Parliament. The Seether population is sky 
  rocketing in Arden, causing a large portion of the 
  population to have these rage-inducing creatures 
  hitching a ride. To make things more intense, 
  they’re not hopping from host to host as much 
  as is typical. Somewhere in the city a strangely 
  prolific nest has been started. The Nightmares 
  need to eradicate the nest and help those afflicted 
  before the both Mortal and Fae societies erupt.
  a LittLe Less Bazaar
  A goblin approaches the Nightmares for help to 
  get to the Goblin Bazaar. The goblin admits that 
  he was a florist in the Undermarket who grew 
  tired of the Market Lords and left. He offers the 
  heroes an attractive collection of Fae plants 
  if they can get him and his wares into the 
  Goblin Bazaar safely. The goblin is 
  actually a saboteur and spy sent by 
  the Market Lords to spread discord 
  at the Goblin Bazaar and keep an 
  eye on potential rivals.
  a smear in time 
  Begins: any Eclipse or Rose Court 
  territory
  Lady Myst is a member of the Council 
  and been spurned by her romantic 
  interest. Not only did her lover 
  betray her confidence but also 
  fled to the Host of Blades. This 
  new Blade is now enhancing their 
  reputation by being the guest of 
  honor at a gallery opening. There, 
  their new artistic masterpieces will be revealed 
  with all donations allegedly going to charity. 
  Lady Myst, wants her former lover ruined and 
  publicly humiliated. She is willing to compensate 
  the Nightmares by becoming a friend and ally at 
  court should they have need of her. There’s one 
  catch: the gala starts in 48 hours and the both 
  Thanes will be attending.
  BaBysitter CLuB
  The heroes have been asked to look after the 
  Nightmare of a visiting envoy from an out of town 
  court. This Nightmare is young, rambunctious 
  and thrilled to be in the city. The heroes need 
  to show her a good time while making sure she 
  doesn’t elude them and to get into any trouble on 
  her own. She seems unconcerned with revealing 
  her abilities, getting into trouble, or having the 
  adventure of a life time. To make it worse she 
  is completely unconcerned the Roses are in the 
  middle of a war.
  dirty money
  Begins: in any neutral or Filth location
  The Nightmares are approached by Union 
  Representative for the Parliament of 
  Filth in need of Nightmares for a short-
  term High Value contract. The 
  Parliament has agreed to take a 
  contract for a tactical strike against 
  a Blade safe-house in large apartment 
  complex. The Court requesting this is 
  from outside of Arden and due to the 
  Morphieum attacks the Parliament 
  is shorthanded. The Nightmares 
  are offered the contract along with a 
  handsome bounty if the Parliament 
  is successful.
  
  122
  War pLot point
  Boogey Boogey Boo
  A Boogey is stealing children from their beds and 
  disappearing with them into the night. A friend 
  of one of the Nightmares comes to them for help 
  when their son and daughter go missing in the 
  middle of the night. They swear they saw the 
  Boogey and the police who have written them 
  off as crazy. They don’t know what to do.
  mediCaL sCourge hounds
  A pack of scrounge hounds ended up getting ac-
  cess to medical waste among other things. Now a 
  series of bizarre and well thought out killings are 
  being orchestrated against highly educated and 
  talented Mortals and Nightmares. The Medical 
  Scrounge Hounds are customizing their diet to 
  give themselves superior intelligence and abilities 
  seeking to rise above their humble beginnings 
  and carve out their own territory within the city.
  the War
  the undermarKet giFt
  Begins when: the Nightmares are called together 
  by Henry, to Harold’s Pub- it’s a fairly raucous 
  night. All should be Novice characters. 
  “This is easy; you just need to 
  get the Silent Messenger Vial 
  from Faolan on the 76th floor. 
  The payment’s already covered. 
  Don’t take too long.” Handing 
  each an Undermarket Token, he 
  says, “Just drop it in like a normal 
  subway token. These only work at 
  the automated entrances. Make sure 
  everyone is gone as Mortals in the 
  area will spoil the spell. There are 
  rules to follow in the Undermarket, 
  but basically don’t fight, lie, steal, 
  use magic, or bring in Mortals. But 
  keep your wits about you, accidents 
  happen. Oh, and the train doesn’t 
  stop, you’ll need to jump into it.”
  the marKet
  Once they’ve exited the train, the Nightmares 
  follow the massive crowd down a large roughly 
  hewn corridor to the entrance. The rules of the 
  Undermarket are posted on a gigantic bronze 
  plaque above the door.
  The 76th is among the lower levels of the 
  Undermarket. As you approach Faolan’s stall, 
  a fight breaks out, creating chaos and engulfing 
  the Pack, though no one is targeting your group 
  particularly. Everyone involved in the fight will 
  be arrested and thrown in the Blood Pits.
  If stats become necessary for the 
  brawl, use Bloodpit Fighter (page 
  145), Hound Goblin (page 182) and 
  Douglas (page 149) for the brawlers, 
  and of course, Undermarket Wardens 
  and Wardens in training (pages 163 
  and 164) for security.
  
  123
  War pLot point
  the BLood pits
  While you’re in the cells waiting for your match 
  to start, Douglas approaches the Nightmares.
  “There’s someone trying to heat up the war between 
  our Courts. There’s a Blade planning on assassinating 
  Thane Skadis’s favorite Rear Guard– and pin it 
  on your court. I don’t know exactly when, but soon, 
  so I need to get out of here fast so I can warn him.”
  The Blood Pit match is pitting a dozen different 
  fighters, including your group (use Blood Pit 
  Fighters, page 145, and Douglas, page 149), against 
  a giant Stiff-Legged Bear (page 195). During the 
  fight have the Player’s make a Notice check to 
  spot a sizeable commotion occurring in one of the 
  viewing boxes. Security has appeared en masse. A 
  large Frost Giantess and an immobile Fachen are 
  quickly being escorted out by Market Security.
  the night oF 
  WiLting roses
  Begins when: the Pack is summoned to meet 
  with Henry at the Rose Court. 
  introduCtion
  To meet with Henry, you’ll pass through the 
  pristine Rose Gardens and entrance hall which will 
  take you to a small, simple room where Henry is.
  Sliding a dossier and cell phone across the table, 
  Henry will tell the Nightmares, “The Court of 
  Blades has someone of ours, Chet, and we want him 
  back. The good news is we have someone they’re 
  willing to trade for. As far as we can tell, the Blade 
  we have is nobody important, so expect them to try 
  a dud transfer. Go to the rendezvous, drop of the 
  Blade, and bring our missing Rose to the Court 
  immediately. These exchanges happen from time 
  to time and it is easier than you think— just make 
  sure you get the right person.” 
  The hostage is being held in the lower dungeon, 
  and will agree to cooperate only if given back 
  her Aimn (see page 79), an enchanted dagger. If 
  the Pack agrees they’ll arrive at the rendezvous 
  without further incident; if they don’t the Blade 
  will repeatedly try and retrieve it.
  The rendezvous is an abandoned warehouse in 
  the North end of Arden, and the agreed-on time is 
  just after dusk. The warehouse reeks of old plastics 
  and metal. The chill of cold iron filings emanates 
  from the floor, and overflowing drainage pipes 
  spew running water across its surface. 
  Anyone who looked at the dossier will notice 
  double the number of Blades there should be. A 
  Notice check at -2 will reveal one sharpshooter, 
  two with a raise. 
  The Blades have been given instructions to kill 
  everyone involved with the pickup, including 
  the Blade hostage. Their first target will be the 
  Rose prisoner.
  If you can, make it personal; replace 
  “Chet” with any Rose your PCs have 
  befriended, and you don’t mind killing 
  off.
  This game is designed to be a good 
  first, or early game; it antagonizes 
  the main conflict in the setting, 
  provides a reason for the group to 
  stick together, and gives them a 
  contact in the Court of Blades, before 
  they’re familiar with the rules against 
  speaking with them.
  Use 2-3 New Blades (page 158) per 
  Wild Card, 2x Banshee Sniper Nightmare 
  (both hidden) and 1x Banshee Combat 
  Mage (page 144)
  
  124
  War pLot point
  After the fight, the Nightmares will discover 
  a thumb-drive embossed with the Rose Court 
  sigil on the ground beside the body of one of the 
  Blades. They can choose to hand this over or 
  attempt to get through the encryption themselves 
  [Knowledge(computers) at -2].
  There are two relevant pieces of information on 
  it. The first comes too late: the Blades are launch-
  ing an assault against the Roses. The second is 
  the reason: Thane Skadi’s former Honor Guard 
  was assassinated recently (while your characters 
  were in the Blood Pits) and the Blades believe 
  the Court of Roses orchestrated it. There is a 
  note that while it does look like a Rose weapon 
  was used, the writer has doubts, and suspects it 
  was an inside job and framing by one of Thane 
  Cleas’ supporters. 
  While the Nightmares are fighting with the Blade 
  Pack, a well-coordinated assault on multiple 
  Rose locations, including the Court’s portal tree 
  will began without warning. Though the brunt 
  of the attacks will be pushed off by the time the 
  Pack arrives back, Blade raiders are also making 
  attacks on Nightmares and Fae in the city who 
  belong to the Court of Roses. This increases the 
  likelihood of an encounter on their way back. 
  Roll twice on the Mortal encounter table at -1 
  and use both rolls. 
  When the Pack arrives back to the Rose’s portal 
  the area has been cordoned off by Police, and the 
  destruction stands out in stark contrast to the 
  earlier appearance. Past the cordoned off area, 
  out of sight from the perimeter, bodies lie strewn 
  across the paths, and there are several large craters 
  near the great rose tree. 
  the oraCLe
  Begins when: Henry contacts the Pack via the 
  phone.
  “Hey. I need you lot to give Tobias a visit. 
  We didn’t have a clue those Blade raids were 
  coming; that night was sudden even for them. 
  It was also extremely well organized and more 
  successful than it looks. They were able to hit 
  critical Rose personnel and resources. They’ve 
  got an inside leak or another way of getting at 
  our information. Hence, Tobias, he’s a fantastic 
  Oracle, and I keep running into walls hunting out 
  our leak. Be careful, he’s not fond of Nightmares, 
  but if you have any Sighted who owe you a Favor, 
  it’d be good to take them along.”
  Tobias lives in a rural area past the cliffs that cut 
  off Arden’s Northward growth, it will take the 
  Pack a couple hours travelling to get out of the 
  city and to this secluded region. 
  toBias’ home
  Tobias home is in a two-story building with a 
  large rusting sign out front: Williams & Williams. 
  The first level looks like an abandoned storefront 
  or office, while Tobias lives on the second level. 
  Tobias’ house has every type of Fae Bane integrated 
  into its design. The entire property is surrounded 
  by bright flood lights, and a diverted stream forms 
  a double moat with fire accelerant soaking the 
  ground between them. The accelerant also soaks 
  the ground in multiple ditches lined with kindling. 
  The house itself has holy symbols, wards, and 
  cold iron in every room, and various weapons are 
  hidden throughout. Cold Iron and wards litter the 
  scrapyard grounds. (Banes of sunlight, running 
  water, cold iron, silver, holy wards)
  The next plot point’s opening assumes 
  they pass on the thumb drive or the 
  information to Henry—otherwise you’ll 
  need to find a different way to point 
  them to Tobias’
  
  125
  War pLot point
  The Banes of Cold Iron and Wards 
  are always active; Running Water 
  and Sunlight banes are always active 
  outside the house; the floodlights are 
  full-spectrum, and will fatigue any 
  Nightmare or Fae with the Sunlight 
  bane. Those with the Fire Bane would 
  need to be wary of the ditches; the 
  accellerant can be easily lit by Tobais 
  from the front door, or anywhere else 
  along the ditches.
  Tobias (page 162) will come outside with his 
  shotgun and tell the Nightmares too leave, if 
  they don’t he will take shots at any non-Sighted 
  Nightmares. “Ya, I know what you’re here for, and 
  I don’t care. I don’t have time for other people’s 
  problems especially your fairy tale friends. I’ve 
  lost enough thanks your people. Get outta here.”
  If the Pack remains polite they may be able to 
  persuade Tobias to be reasonable. Persuasion 
  at -2, 0 if its coming from a Sighted, and +2 if 
  there is more than one Sighted member in the 
  group. If unsuccessful Tobias will lure them into 
  the scrap yard.
  If any member of the Pack attempts to attack, 
  intimidate, or coerce Tobias he will light the ac-
  celerant soaked into the ground and bolt into the 
  scrap yard where there is a small pack of Scrounge 
  Hounds (1xAlpha, 1-2 Betas per Wild Card, page 
  192) asleep amongst the derelict cars and piles. 
  A Notice check at will reveal the hounds, a raise 
  will allow you to spot Tobias’ scorpion construct, 
  “Babs” (page 162). These pets will attack the 
  Nightmares and respond only to Tobias.
  Fine. You want information from me? Then 
  you’ll do me a favor first. I was with your Court 
  a while—powers were a bit spotty, but it was good 
  to feel useful. Till the Blades got wind the Court 
  of Roses had an Oracle with’em, and sent someone 
  to deal with me. I wasn’t home, but Roscoe was. 
  Take out the Cap that killed my son. 
  No amount of threatening or cajoling will sway 
  him from this—he knows you can’t get the 
  information otherwise.
  
  126
  War pLot point
  Let’s get mCCraCKen
  Begins when: the Pack seeks out McCraken
  McCracken (page 157) has a bad reputation even 
  among the Blades. He’s solitary, dangerous and 
  lives on the outskirts in a heavily wooded area 
  near an abandoned road where he likes to waylay 
  travelers. For any encounter that occurs within 
  his turf, start the encounter with 2 zombies (as 
  per the power) per Wild Card.
  Tobias will know if the Pack is successful or not, 
  and when they return after taking out McCracken 
  he’ll give them piece of paper with a prophecy 
  written on it. “I can’t tell ya’ what you’re asking 
  for specific, it never works out easy like that, 
  but I got a message for ya anyways. Hope ya can 
  figure it.”
  Destroy the betrayers, quell the war.
  Raasay’s revenge, drowning under copper scales.
  An enemy to find the poisoned rose.
  With greed’s blood shed guard your path.
  The last, the lost heart, to buy your peace.
  raasay’s revenge
  Begins when: the Pack visit the Filth Docks
  The Pack may have heard that there’s a Horned 
  Serpent terrorizing the Filth Docks, but either 
  way, the scene when they arrive is unexpected. 
  Absolutely no one is out on the water, and very 
  few are on the shoreline or pier. There are fewer 
  boats tied up than is normal as well.
  Make a Sight check. Everyone who passes will 
  see a faint glimmer of copper under the docks, 
  where the Snake is, and patches of iridescent 
  copper smoke rise from the water around it. If the 
  PCs touch these gaseous clouds, they must pass a 
  Vigor check at -2 or suffer Poison and inflicted 
  Paralysis for 2d6 minutes.
  Small Horned Snake Nightmares (page 146) will 
  begin harassing the Pack as they approach the 
  water, though the real threat is the Fae Serpent 
  (Copper Horned Snake, page 186).
  The Horned Water Snake is used to hunting 
  weaker prey, when it takes more than one wound 
  of damage it will immediately flee under the 
  surface of the water. The Nightmares need to 
  follow the trail of blood it leaves in the water to 
  its Lair, there they will have to face the creature 
  on its own ground. If they are unable to follow the 
  serpent they will have to try again another day. 
  In the lair, they will an assortment of random 
  items. The vast majority of which are Mortal 
  trinkets and treasures of varying values, but 
  nothing outrageous. Most of the items seem to 
  have been scavenged from sunken shipping vessels. 
  Near a pile of shed snake-skin the Nightmares will 
  find the ground and any items are blackened and 
  blistered, as if they have been subjected to intense 
  heat. The water here is definitely warmer, and as 
  they approach anyone with the fire or holy banes 
  will be uncomfortable, but not affected by their 
  Banes. At the center of this effect they will find 
  Raasay’s Revenge, a rather plain, but odd looking 
  weapon, a cross somewhere between a sword and 
  a fishing gaff, with two oversided lugs making 
  the entire thing look like a cross with a hook at 
  the bottom end. Heavy and made of hand-forged 
  iron, it is hot to the touch and the tip is lightly 
  pitted as if by acid, but appears to be unaffected 
  by its time under the river, with no rust or wear.
  If no one in the party has boating 
  or swimming abilities, make sure they 
  have someone nearby they can barter 
  with for a ride—anyone who uses the 
  river will find this thing a menace, 
  and may be willing to take you on the 
  water to get rid of it.
  
  127
  War pLot point
   Other than the sword, the most valuable item in 
  the cave will be the horns of the snake, followed 
  by its copper scales. These can be used to make 
  powerfully magic items; +6 to crafting rolls using 
  each of the two horns, +2 to those using the scales.
  the Crannog in the sLighe
  Begins when: Harold has been missing for 
  a while—his pub is still open, run by another 
  dormouse, Beatrice, but the air is somber and 
  worried. This plot point triggers when the Pack 
  starts looking into this, or if they do not, when 
  Douglas seeks them out. 
  After some investigation (or if approached) the 
  Nightmares will find out the Blade Waterhorse, 
  Patrick is responsible for Harold’s disappear-
  ance—and it’s because Harold found out who his 
  accomplice in the Court of Roses is. 
  There’s a shortcut to Patrick’s domain in the Slighe 
  in a small warehouse located on the outskirts 
  of the city. When the Nightmares arrive they 
  will the small repurposed warehouses have a 
  few people guarding the area— Successful Sight 
  checks reveal that these are a mix of Mortals 
  (Mortal Gang Member, page 157) and Nightmares 
  (New Blades, page 158 and Precious Waterhorse 
  Fighter page 159)
  Once inside the Nightmares will find the entrance 
  to Slighe is an emergency exit hidden behind a 
  cramped storage section. If the Pack snuck by the 
  guards, make Sight checks at -4 until the exit is 
  found; each failure represents a patrol through 
  the warehouse by one of the guards, otherwise 
  there is no pressure to find the entrance quickly. 
  When the Nightmares enter through the door 
  they will themselves on a well-trod dirt path 
  through a skeletal forest, after following the 
  path for almost an hour the Nightmares come 
  across a large set of double bridges. Far below 
  they can hear a river rushing underneath the fog 
  of the bridge. Crossing the bridge will take the 
  Nightmares to Patrick’s home, a crannog. If the 
  Pack succeeds on a Notice Check at -2, they will 
  see a Dunhavenhooter swimming in the water, 
  Aglebemu by the water edge, and that there are 
  two entrances to the home, one that the Pack is 
  walking on, and the other leading directly into 
  the water. 
  The Waterhorse is Douglas’s Fae 
  Lord. The most help he will give the 
  Pack is arranging a time when noone will 
  be around to stop them from intruding 
  in the Fae’s Domain, and some basic 
  directions—it’d be suicidal for him to 
  get directly involved.
  raasay’s revenge
  Weapon Abilities: Str+d8 damage, 
  Two handed, Reach 1, Fuath Bane, 
  hooked: see notes, water resistance +4 
  and water breathing.
  This weapon acts like a ward bane to 
  those Fae and Nightmares of Fuath 
  lineages. It imparts its wielder with a 
  resistance to water magic (+4) and the 
  ability to breathe underwater. No other 
  enchantments can be applied. With a 
  raise on the hit, regardless of damage 
  dealt, the hook snags its target, acting 
  as a successful grappling check. The 
  target’s parry is decreased by two until 
  the weapon is disengaged. Both target 
  and attacker may be dragged (opposed 
  strength).
  Regular penalties to a wielder with 
  less strength than required apply, but 
  the water resistance and bane magic 
  are still active.
  
  128
  War pLot point
  Once inside the home, there are sectioned off rooms, 
  and a central pit with two Fire Dogs (page 178) 
  around lounging around it. Suspended above the 
  fire pit is a cage, with a single worn and bedraggled 
  Dormouse in it. Upon spotting you Harold will 
  immediately start yelling for help, getting the 
  attention of the Fire Dogs, Dunhavenhooter 
  (page 176) and Aglebemu (page165). 
  Once freed Harold scamper up to a pocket or 
  pouch and tell you he found out about the Kitsune 
  Alzeid’s betrayal of the court.
  He’s gone and plotted with the Blade against his 
  own court, the bitter old snake—all for him loosing 
  his place on the council! He’s got something that 
  greedy Waterhorse wants badly enough to threaten 
  to out him to our court over, says it will make him 
  Thane. So now, here I am, held hostage because of 
  the information. The Kitsune wants to kill me so 
  I can’t tell anyone he’s responsible for leaking our 
  information to the Blades., and the Waterhorse has 
  threatened to let me go to do just that. But now I 
  have! Told someone, I mean, so he shan’t get away 
  with it. He won’t right? You’ll put a stop to this, I’m 
  sure. And perhaps help hide me from the menace 
  until he’s good and thrashed?
  When the Nightmares leave the home, the bridge 
  they took in leads to the Slighe instead of the 
  warehouse. There’s an exit nearby though, so if 
  they’re quick, and someone can read the directions 
  written in Blade script, it should only take a half 
  hour to bolt through. For every half hour they are 
  in the Slighe roll on encounter table, minimum 
  of one roll.
  KiLL patriCK
  Begins when: the Pack goes looking for Patrick.
  As one of the betrayer’s mentioned in Tobias’ 
  prophecy, the Pack needs to take out Patrick.
  Most of this should be up to the Nightmares to 
  plan—they’re setting the trap after all—they can 
  go after Patrick on his turf in the crannog they’ve 
  been to, in a Mortal location, or somewhere 
  else they know he’ll go to–but don’t make it too 
  easy to get in and out of, the location should be 
  well within Court of Blades’ area or Slighe, or it 
  shouldn’t be an area this Fae is traveling to.
  The exact nature of the opponents should depend 
  on where they decide to engage with him, but 
  should include mostly members of his Fuill: Gifted 
  Waterhorse Mages (page 152), Precious Water-
  horse Fighters and the Re-adopted Waterhorse 
  Nightmare (page 159), Douglas (page 149), a few 
  Fae of various types, and Blade Generalists (page 
  145), and New Blades (page 158) to fill out the 
  ranks, and of course, Patrick himself (page 158).
  the poison rose
  Begins when: the Pack goes to find the Heart in 
  the Kitsune Alzeid Graf’s home.
  The Pack may be able to lure the Kitsune to a trap 
  and deal with him elsewhere, but they will still 
  need to search his rooms for the heart. Unlike 
  with Patrick, Alzeid Graf does not necessarily 
  need to be killed. 
  
  129
  War pLot point
  The Kitsune has a set of luxurious and well-
  defended private rooms in the Court of Roses 
  Keep due to his high status. Unless the Pack has 
  somehow acquired official permission to search the 
  rooms, they will need to do so without attracting 
  attention. The Kitsune will have heavily trapped 
  his quarters, with most of the traps having themes 
  of transformation and fire. 
  The entrance room is large, clearly an entertain-
  ing room. There is abundant seating along the 
  outer edge and an open space in the center of 
  the room. The furniture is ornately carved from 
  pale woods with plush maroon velvets and gold 
  gilding, and an abundance of glittering trinkets 
  are on display—the Kitsune is clearly not subtle 
  in his displays of wealth here. Two doors lead 
  off of the room at the far end. A crystalline tree 
  grows in the corner by the door, and has a few 
  items of clothing hung on it. Stone statues are 
  dispersed around the room, those by seats are 
  holding out trays as a small side table. On a few 
  of these are books, ornaments, and Fae fruits, 
  delicacies, and drinks. Scattered across the room 
  are various traps waiting for an unwary visitor 
  to stumble over them.
  gLoBe
  Decorating the surfaces holding the most valu-
  able of the Kitsune’s trinkets and ornaments are 
  various gems shaped as small globes and polished 
  to a high shine. When touched everyone in the 
  room except the Kitsune will be instantly shrunk 
  to a few inches tall as the gem begins to emit a 
  high pitched squeal. From hidden corners of 
  the ceiling a murder of crows will descend on 
  the now shrunken characters. When the crows 
  are defeated the Nightmares will return to their 
  original height.
  statues
  When any of the rooms traps are triggered, the 
  statues that are not holding trays will come to 
  life; and attempt to knock out and restrain the 
  Nightmares until the Kitsune Returns. Use two 
  to three statues per Wild Card. 
  snaCKs
  Half the food and drinks are poisoned with a 
  particularly subtle venom [-2; see poison rules]; 
  noticing that a piece of food or drink is poisoned 
  requires a notice check at -4. All the foods are 
  of Fae origin and those with poison will have 
  the Fae food roll take effect before the poison. 
  Each food only uses one of the sub-tables, roll a 
  d10 instead of the usual d100 when consumed. 
  The Fae fruits use the single day transformation 
  sub-table, the delicacies are finger deserts and use 
  the end condition transformation sub-table, while 
  the drinks (alcoholic and not) use the permanent 
  transformation sub-table.
  BooKs
  Most of the books are plain with fabric or leather 
  covers of different colors, however some others 
  have simple images embossed into them. A series 
  of the books are decorated with the emblems of 
  different Fae collectives; the Nightmares may 
  be able to recognize the emblems of the Court 
  of Roses, Court of Blades, Parliament of Filth, 
  Topaz Briar, Lunar Council, Court of Frost, or 
  Undermarket. One has magic pearls like those 
  you see floating around the Kitsune. Another is 
  decorated with a spiral of life. 
  Any book with a red, gold, or brown cover (1-4 
  on a d6) is a fire-trap, and will ignite the person 
  who opens them dealing 2d10 damage until the 
  fire is put out.
  The book with the spiral of life is on an ice blue 
  cover and feels oddly heavy, Smarts -2 check for 
  anyone who did research on the Heart of the Blades 
  to recognize the spiral as the one carved into it. 
  When opened, the reader sees a mirrored surface 
  with the spiral of life etched into it, and the three 
  arms of the design joined into a rounded triangle.
  
  130
  War pLot point
  War pLot point
  Touching the mirrored pages transports the 
  reader into the book, to a small, almost empty 
  room. The floor, walls, and ceiling are a black 
  smeared parchment, and the smell of dust fills 
  the air. The sound of crumpling and tearing 
  paper emanates from one of the walls, where 
  an ink-work version of the character is pushing 
  through the wall, tearing a hole, and revealing 
  a second room. The paper copy has all the traits 
  and abilities of the original, and will attack anyone 
  who enters the room, and prevent them from 
  passing through to the second room, following 
  them if they manage to get by. Attempting to 
  break through the paper wall takes a strength 
  -6 check, getting through one of the torn holes 
  requires a contested agility check. 
  On a pedestal at the back of the second room is a 
  small fist sized container, shaped like a rounded 
  triangle, a shape vaguely reminiscent of a heart, 
  ornamented with a spiral of life, and with three 
  swords puncturing through it. The pack will 
  be unable to open it - the container can only be 
  opened by a member of the Court of Blades. 
  When a character’s paper clone is incapacitated 
  it dissolves, and the associated Player Character 
  disappears from the room. Unknown to the 
  other characters, they’ve been transported to a 
  small apartment over a furniture store. Across 
  the street is Le Petit Oiseau. The characters will 
  have to retrieve the heart before all of them are 
  booted from the book room.
  If the Kitsune realizes he is losing the fight, and 
  the characters have let slip they’re looking for the 
  heart, he will attempt to break from them and 
  retrieve the book, grab the heart and flee – like 
  all the other defenses in the room, the book is 
  keyed to the Kitsune, and he can retrieve the 
  heart and escape through the book quite quickly. 
  At that point the characters will need to follow 
  and chase him down. 
  trisCiLLian oLive BranCh
  Begins when: the Pack goes to return the Heart 
  of Blades to one of the Thanes.
  A bit of research will tell the Pack that Thane Skadi 
  will be the better Thane to negotiate with, as the 
  Waterhorse Patrick was a part of Thane Cleas’ 
  Rear-guard, and Thane Skadi is the more active 
  of the two in pushing for the war heating up.
  Thane Skadi will not negotiate with any but those 
  who reclaimed and returned the Heart; as such 
  the Pack will need to ensure the Court of Roses 
  Council and Royalty are willing to abide by what 
  the Nightmares and Skadi agree to. 
  To find Thane Skadi, the Pack must enter into 
  the Slighe. Roll 4 times on the random encounter 
  table before you get to Thane Skadi’s personal 
  domain.
  The landscape here is icy and snow-coated, and 
  immense. Mountainous crags dominate the area 
  making walking across the domain dangerous. 
  Make agility checks to avoid falling damage (40+ 
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  feet). Thane Skadi’s home is a large turf longhouse, 
  and finding it require a tracking check at -2, or 
  a Notice check at -6. This may be re-attempted, 
  but requires significant time, for every failed 
  attempt to find the longhouse the Nightmares 
  must make another check to resist the effects of 
  Cold (40 below) as per the core rules, and make 
  another agility roll to avoid falling damage. 
  Once they near the longhouse they will have to 
  contend with Honor Guard October (page 155). 
  Thane Skadi, Honor Guard Modi (page 155) and 
  2 Nightmares per Wild Card (Blade Generalist, 
  page 145) are inside, and may be called out by 
  October as backup.
  Proving that Patrick is Buail’s assassin and that 
  they’ve killed him will enable the pack to leave 
  safely. However, to convince Thane Skadi to 
  call off her portion of the conflict and provide 
  the means to quell Thane Sgaile’s you’ll need to 
  hand over at least the Heart as payment. Killing 
  any of the Honor Guard or Nightmares will be a 
  significant impediment to negotiations, though 
  not insurmountable.
  The effects of the negotiations with Thane Skadi 
  will be immediate, though it will take a bit more 
  time before Thane Sgaile’s portion of the Court 
  of Blades backs off on the war. A peace agreement 
  between Thane Skaadi’s Court of Blades and the 
  Court of Roses will be made, but not with Thane 
  Sgaile’s portion. Though no peace agreement has 
  been made with the larger portion of the court, 
  there is significant pressure inside the Court of 
  Blades as both Thanes are using the re-appearance 
  of the Heart to attempt to push the other out of 
  power, and the information contained within 
  is also causing a significant amount of internal 
  stressors.
  vengoth the imposter
  attaCKed
  Begins: when the Pack accepts Tia and Robert’s 
  invite to negotiate.
  The Pack will have heard rumors of a magic eating 
  creature prowling around, and a large number of 
  Nightmares going missing—unusually, the Blades 
  aren’t taking credit. 
  You’ve been invited to meet with two members of an 
  expert raider pack at a local Diner. They’re asking 
  for your help finding their Packmate Brooke. As 
  you’re negotiating, you see Robert, who’s watch-
  ing the door, jump and bolt towards it excitedly 
  exclaiming, “Brooke!” Turning around, you hear 
  Tia mutter “Why is she so pale?” as she stands up. 
  Reaching Brooke, Robert falters and starts to back 
  up, too late, as Brooke’s arms lengthen into barbed 
  wire tendrils, and her mouth opens impossibly 
  wide into a jagged maw. Before you can react, Tia 
  expertly throws her Gift, a spear, at the creature 
  masquerading as Brooke. Impossibly, the Creature 
  effortlessly swipes the spear from the air, wraps a 
  barbed tendril around it, and you can hear Tia’s 
  deafening screams as the creature drains the spear 
  of all magic, then drops it, a dead piece of twisted 
  metal, before turning back to Robert. 
  After having her Gift consumed, Tia is in shock, 
  and barely responding to anything. Robert is 
  seconds away from being eaten.
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  If Tia survives this, her Gift will never regenerate, 
  and she’ll have no magic except the Sight left, 
  permanently.
  This is not a threat the characters can directly engage 
  and survive at their level, escaping is enough of 
  a challenge, as is deciding if they’re going to help 
  or abandon the other pack. If it’s not clear to the 
  players yet just how dangerous the Morphium is, 
  make sure they know they can’t kill it, yet. The 
  Morphieum is an intelligent enemy that feeds off 
  Fae magic, destroying whatever holds the magic, 
  be that inanimate, Fae, or Nightmare. Immune 
  to almost all damage, this campaign focuses on 
  gathering the supplies to take the creature out.
  the guards oF unmaKing
  Begins: When the Pack looks into information 
  on the creature that attacked them, their sources 
  will point them to a small Mortal Sect: the Guards 
  of Unmaking. This game begins when they seek 
  them out.
  Some basic research or gossip-mongering will 
  tell the Pack that the creature attacking was a 
  Morphium, and that there is an association with 
  the Noble Mortal sect, the Guards of Unmaking. 
  The Guards of Unmaking own a small Island in 
  the middle of Arden’s main tributary river, the 
  Caius, where their only temple is located. It’s a 
  hassle to get to, the ferry only runs at specified 
  times, and there’s no public posting about when 
  this is—it’s a lot easier to find an alternate way over. 
  When characters arrive at the temple, they find 
  the grounds are thickly warded. Surrounded by 
  running water and a cold iron fence, the grounds 
  are spotted with fountains and filed cold iron 
  shavings. Two small pillars of flame sit outside 
  the main doors, and even at night the grounds 
  are incredibly well let. Every Fae Nightmare 
  should be feeling their banes, even those with 
  the sunlight bane will be suffering -2 penalties 
  if they’re snooping around at night, as the light-
  ing is specifically designed to impact them. The 
  doors are locked at Nightfall, and unlocked in 
  the morning. There are three Guards (Guards 
  of Unmaking Sentry, page 154) at the temple 
  entrance, who will need to be persuaded that 
  you are there about the Morphium, and to let 
  the Nightmares in. 
  Entering into the temple, you can see a series of 
  small alcoves in the wall with one or more bright 
  blue stones in them, most also have incense or 
  flowers left as an offering. Everyone in the temple 
  other than the Pack is wearing either a blue or clear 
  stone of the same design. The guards are doing 
  the absolute least possible in terms of helping, and 
  making it very clear you’re not welcome, without 
  If the Pack does anything to endanger 
  the treaty the Court of Roses will come 
  down on them hard, and everyone 
  should acquire the traitor hindrance, 
  at least until amends are made, if you’re 
  a generous GM.
  If they choose to wait instead of going 
  through the door, they’re going to be in 
  the temple, surrounded by their banes, for 
  hours and everyone will be hostile. It is 
  a very good way of avoiding accidentally 
  endangering any of the Ancient Treaty 
  clauses though. If they go this route, 
  it’s unlikely the Nightmares have the 
  appropriate gifts to give to the High 
  Keeper in return for her hospitality. 
  This will make her much more wary 
  that the group is being deceptive. Turn 
  the social interaction into a dramatic 
  encounter. The gifts of hospitality 
  from the Guards of Unmaking are a 
  bowl of cream, heel of bread, and loose 
  tobacco, as is traditional.
  
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  actually telling you to leave. When pressed, they’ll 
  say you need to meet with the High Keeper, and 
  gesture to a door in the side of the building. “She’s 
  in the lower levels repairing some defenses after a 
  group of Collectors attempted to break in.” Once 
  you pass through the small, obscured door the 
  Keeper gestures to, you’ll see a narrow descending 
  staircase, lit by an old string of Christmas lights. 
  As you descend down the stairs you can hear the 
  youngest guard yell after you “break anything and 
  your court is in for it,” followed by the sound of 
  him being cuffed upside the head.
  Anyone with the Wards or Cold Iron banes will 
  be suffering -2 penalties the entire time they’re in 
  the temple, including underground. Other banes 
  will only periodically become a problem.
  Walking down the path, there are a few alcoves 
  like the ones upstairs, but older, and with fewer 
  offerings. Walking down the halls, you are rela-
  tively unscathed, seeing little of threat, but the 
  bloodstains in the stone hint that there is typically 
  more danger than you’re encountering. The first 
  room you enter into has a pillar in the center of 
  it, with many of the same stones you’ve seen in 
  the altars, but cracked and faded to a shadow of 
  the bright blue.
  The next room has broken security cameras, 
  automatic guns which are melted and contorted 
  out of shape with piles of spent casings under 
  them. There is a laser grid erratically flickering 
  on and off. Whatever part of the security system 
  it was a part of has been severely damaged but 
  the humanoid scorch marks on the floor suggest 
  it was at least moderately effective.
  The hallway past this room is narrow, and each 
  alter has a sword adorned with a blue gem in 
  front of it. Should any of the Nightmares touch 
  the swords, after a minute delay each touched 
  weapon will begin fighting the Nightmares, with 
  a faint blue ghostly person appearing to wield it 
  (Guard of Unmaking Spirits, page 153). Anyone 
  who specifies that they’re avoiding touching 
  anything, or the swords specifically, will need to 
  make an agility check to avoid brushing against 
  anything, but if successful will not be targeted 
  by the specters.
  The room beyond this hallway is a small steel 
  room with smooth seamless walls there are 
  strategically placed openings. The faint smell of 
  acid comes from each of the holes and there is 
  some residue clinging to the surface. This room 
  gives them impression of being a designed to fill 
  with acid. Players will notice the door which exits 
  the room acts a trigger. Once someone exits the 
  room the door will lock closed and the room fill 
  with aside trapping those behind. 
  In the next room the temperature drops several 
  degrees and everyone can see their breath. The 
  walls of this hallway are a thick and crystalline. 
  They appear to be covered in a jagged sheet of 
  ice several inches thick. There are a pair of Noble 
  Mortals with strange cloaks and cowls frozen within 
  two large blocks of ice. A successful Common 
  Knowledge check will reveal these individual 
  as members of the Collectors Sect. They can 
  be barely made out in the ice—it looks like they 
  are retreating. One of the Collectors has a staff 
  pointed in the direction you’re heading in, the 
  other appears to have been raising a gun.
  The next room I made of roughhewn stone both 
  black and glass-like. There is the faint bitter 
  smell of copper, charcoal and burnt flesh. A faint 
  rumbling can be heard coming from below the 
  room. Anyone with the fire bane will be extremely 
  uncomfortable in this room. There are several 
  dragon-like heads carved into the wall with small 
  pilot flames flickering in their mouths. 
  Opening the exit door, the rumble deepens, 
  and a damp cold creeps in. The air is filled with 
  mist, blocking vision beyond ten feet or so. 
  The characters are standing on a ledge which is 
  directly over the Caius River, with a suspended 
  
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  rope bridge traversing the distance obscured by 
  the mists. Clearly visible before the rope bridge 
  and the mists is an ivory pedestal with a bell and 
  hammer. Beside the pedestal reads a sign —“ring 
  bell for ancestors’ warning.” When the bell is 
  rung, five different blots of blue light will fire 
  at the bell from the mists. The rope bridge leads 
  to the other side, but it is adorned with more of 
  the blue stones, each of these ones glowing and 
  humming faintly. Whenever a noise audible 
  above the river’s rumble is heard the stones will 
  fire a magic attack at the source of the sound, 
  and the louder the sound, the more gems will be 
  within auditory range. The bridge can support 
  one person without making a load creak at every 
  step. The exit is buried somewhere in the mist, 
  and the room continues on beyond it.
  The door to the next room is hot to the touch, 
  and when opened the dry warm air washes over 
  the Pack. Flames can be seen licking the walls and 
  arcing across the hall. A blank covered book has 
  been left on the floor off to the side of the entrance. 
  Anyone who picks up the book will find it falls 
  open easily to an earmarked page with a song in 
  a foreign language. “Set to the tune of ‘You Are 
  My Sunshine.’” Anyone not singing that specific 
  song will have the fire close in on and around 
  them when they attempt to cross the hall. Have 
  the Nightmares make three separate Performance 
  rolls, or Spirit -2 rolls as they cross to sing the 
  hymn and fake through the pronunciation well 
  enough. Each time the roll is failed, the fire will 
  branch off the wall, attacking the Nightmares who 
  failed the roll for 2d8 damage. If anyone stops in 
  the hallways, add additional rolls for each round 
  stopped.
  Approaching the door, you can hear the sounds 
  of chatter coming from the next room.
  When you make it to the next room, you can 
  see the High Keeper (Guard of Unmaking High 
  Keeper Liora, page 153) and a small retinue (Guard 
  of Unmaking Keepers and Adherants, page 153) 
  in the midst of repairing a broken ward. She’s 
  incredibly shocked to see you, but quickly recovers 
  and deals with the Pack very formally, it is clear 
  there is a protocol. “I’m sorry; I don’t have the 
  traditional gifts of hospitality down here. What 
  brings the children of the Good Neighbors’ to our 
  temple?” None of her retinue will acknowledge 
  your presence—blatantly so. 
  When convinced of the Nightmare’s intent to 
  defeat the Morphium, or questioned on the beast 
  the High Keeper will tell the Nightmares:
  The Morphium you’ve encountered must be Vengoth 
  the Imposter, as we have been searching for its 
  chalice and sword for far longer than I’ve been 
  High Keeper. You’re lucky, Vengoth is one of the 
  youngest, and lacks the raw power of the older 
  Morphium—though it is an incredibly capable 
  hunter still. The Morphiuem were made by our 
  ancestors in the Great War in order to fight the 
  Fae—and they were incredibly effective weapons, 
  unable to be harmed by Fae Magic or even Mortal 
  weapons, they destroyed entire courts, boosting their 
  powers with the magic they consumed. However, 
  a problem came when the war ended—we had no 
  way of destroying the beasts, instead our ancestors 
  found a way to contain them. Ever since, it has been 
  our responsibility to ensure no new Morphium 
  are created, and the old ones stay contained. You 
  are required by the same agreements that have us 
  contain Vengoth’s siblings, to turn over our relics 
  should you find them, but, as you seek to contain 
  the Morphium, and will have at that point done 
  what seems impossible—you may keep them until 
  Vengoth is contained, so long as you are actively 
  seeking to do so. Now, you have your information, 
  and permission to borrow the sword and chalice 
  for their purpose, the defenses will permit you 
  to exit without hassle, so long as you have stolen 
  nothing of ours.
  As a rough guide, 1d4 gems within 
  range for a normal noise, 2d6 for a 
  particularly loud one. Each bolt deals 
  2d6 damage.
  
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  It’s clear the Fae and Nightmares are not well 
  liked by anyone of the Guard, but that they are 
  holding to their agreement—so long as you do 
  yours. The High Keeper is doing the Pack a favor, 
  though avoiding calling it such, in allowing you 
  to keep the relics should you find them, but also 
  an implied threat if they are not returned once 
  Vengoth is trapped. 
  BiCKer KnoCKs’
  Begins: When the Pack starts, or discusses looking 
  for the items to bind the Morphium.
  Sensing a group of customers, the Goblin Bazaar 
  will snatch up the Pack, when they walk through 
  a door or pass through a dark area, dumping them 
  off in the midst of the fairgrounds.
  After some exploring the Pack should come up 
  on Bicker Knocks, where Bicker will admit he 
  had the chalice and horn recently, won it off the 
  ill pastor, Pariah Joe, but it would be unethical 
  to release details on his customers! As he holds 
  out his left hand and rubs his fingers together. 
  After the pack successfully bribes Bicker (Trickery 
  -4). He’ll tell them “The cup was sold through an 
  intermediary to Sycorax at that bookstore, favorite 
  customer! The Sword is still here though! It’s 
  one of the rewards in the Blood Pits battle royal! 
  The tournament should be starting soon, if it 
  hasn’t already, but you might be able to get in as 
  a late entry if you hurry.” Then with a wry sneer, 
  Bicker adds “Oh, and you’ll want the gems too, 
  those went to Market Lord Kao-he thinks I don’t 
  know it was him, losing his touch the old bat is!”
  The Battle Royal is a last-one-standing event 
  where they’re allowing unlimited teams of up to 
  5 entrants in. When the Pack arrives they will 
  still be able to register, and are told they’ll need to 
  actually fight the entire time or forfeit a win—had 
  a problem with some Shadows hiding until the 
  other last group was standing—made for a boring 
  end. Most of the entrants will be goblins, but 
  there are some collectors, a few shadows, a couple 
  blade packs, a few very lost looking Mortals, and 
  various Fae.
  If the Nightmares win the Battle Royale they 
  will be able to request the sword as their reward, 
  once in hand, they and will immediately notice 
  that it’s missing some very large pieces—the gems 
  Bicker mentioned. Some of the gamblers who 
  won money on the Pack will be offering drinks 
  and questionable gifts.
  Getting out of the Goblin Bazaar will likely prove 
  much more difficult than getting there. Especially 
  if they’re looking for a way to leave.
  prospero’s BooKs
  Begins: When the Nightmares seek out Sycorax 
  about the Chalice 
  Prospero’s Books is located in an upscale part of 
  downtown, and stands out in stark contrast to the 
  boutiques and expensive bistros it’s surrounded 
  by. Once inside the Nightmares find themselves 
  in a contemporary bookstore that smells faintly 
  of old paper and candles. The walls are lined 
  with bookcases filled with modern second hand 
  and used books mixed in with archaic tombs and 
  volumes written in strange languages. One wall is 
  host to a collection of strange and magical masks.
  Run the encounter as a mass battle 
  where the party has 4 tokens, up to 7 
  if they can recruit others to help. The 
  ratio would be more unbalanced if it 
  wasn’t for the infighting between the 
  rest of the groups. Morale cheks do not 
  need to be made as the opponents do 
  not represent a unified force.
  
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  When the Nightmares enter the bookstore they 
  will find Sycorax sitting in a plush armchair reading 
  a paperback. When you walk in she sighs and 
  closes the book, but is polite and will comment, 
  “It’s been a while since we have had the children 
  of our, ‘Good Neighbors,’ visit us. What can we 
  do for you?”
  She will listen intently to what the Nightmares 
  have to say. Her curiosity picks up when she hears 
  about the chalice. Sycorax will turn to them and 
  make the following offer. 
  “I have the chalice and was planning on trading 
  it with the Fae themselves — but I suppose they’ve 
  no interest in dealing with the likes of Mags 
  and myself. It’s been a bit too long for us to be 
  remembered however you are here instead so this 
  what I propose. Well, I do need a few things that 
  you can get for me some are spell components 
  and others are the little pleasures of life. You need 
  to acquire everything on this list by midnight 
  tonight or the deal is off.”
  •  Shampoo and Conditioner
  •  Toothpaste
  •  River-water (at least 1L)
  •  Paper Towels
  •  Hearth-fire (burning, not embers)
  •  A Petal from the rose-tree
  •  Roller-skate wheels
  •  Croquet mallet
  •  Earl Grey Tea
  •  Good pair of steaks and quail eggs
  •  A full takeout dinner from Le Petite Oiseu
  •  Feathers from a dozen different pigeons
  •  Snow Snake Scales (and a pint of rocky road 
  ice cream)
  Once the Nightmares return with the items from 
  the list, Mags will hand one of the Nightmares 
  a balloon and tell them to blow it up. After the 
  balloon is inflated she will stab it with a long pin. 
  The balloon explodes and the chalice falls into her 
  hands. She will then hand the chalice over to the 
  Nightmares. The chalice is a heavy cup made of 
  elegantly carved white bone and adorned with 
  gold in intricate motifs and patterns. At this time 
  Sycorax and Mags will usher the Nightmares on 
  their way, saying the Bookstore will need to be 
  closed. 
  Sycorax and Mags are very powerful, 
  ruthless, and dangerous. Any attempt 
  to intimidate will be met with mirth 
  and amusement. If they are attacked 
  openly they will respond in kind. They 
  are powerful enough to simply outclass 
  the Nightmares which should be made 
  evident, however, they also need their 
  assistance. As such Sycorax will be more 
  than reasonable, Mags, however has far 
  less restraint. Also keep in mind that 
  they have no restrictions with regards 
  to lying, or any other Fae court rules 
  and conduct the Pack will be used to 
  dealing with by this point.
  The key pieces of the list are the last 
  pieces Sycorax and Mags need to break 
  out of the prison: the river water, 
  hearth-fire, rose tree petal, and the 
  breath, but all have to be of Fae origin 
  to break the lock holding them prisoner. 
  Sycorax is gambling on the items the 
  Nightmares collect are coming from Fae 
  sources. She does not want to specify 
  this and risk tipping them off. All the 
  other items are small luxuries they 
  are unable to obtain for themselves 
  or components for lesser and trivial 
  spells. If the needed Fae components 
  are provided then news of Sycorax and 
  Mags having escaped their prison should 
  find their way back to the Nightmares 
  along with news that the Noble Mortal 
  sects are all on high alert. 
  
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  jeWeL thieves
  Begins: when the characters plan and enact 
  the heist at the Arden City Financial and Trust 
  Headquarters. Everyone in the Pack should be at 
  least Heroic Rank
  With some research and/or investigation the 
  Pack will learn Market Lord Kao keeps extensive 
  his collection of rare Fae Creatures and Items 
  in his private office which is an entrance to 
  the Undermarket. This office is only accessible 
  through Arden Financial. Market Lord Kao is 
  eccentric and as cunning and dangerous as any 
  Market Lord. 
  Arden Financials’ home office is a tall building, 
  with a sterile aesthetic. The main levels of the 
  buildings have security cameras, Mortal security 
  and elevators which require special passcodes to 
  make it to restricted areas of the building, those 
  above the 3rd floor and those below ground. The 
  Mortal security are extremely competent profes-
  sionals but are ignorant of the Fae (use Mortal 
  Security Guards and Officers, page 158). They will 
  call for backup if needed before engaging anyone, 
  and are supervised by an Undermarket Security 
  member. The higher levels have Mortal security 
  personal and systems, and are mostly office spaces, 
  and are of little to no use to the Nightmares. 
   
  The below ground levels are protected with 
  Fae magics and have a rough-hewn aesthetic, 
  in contrast to the rest of the building’s steel and 
  glass. Security personnel here consists of teams 
  of Undermarket security who undertake active 
  patrols of three to five guards (use Warden in 
  Training and Warden, pages 163 &164). The 
  lowest level, however, has no security personnel, 
  and once entered cannot be exited the same way, 
  as the door disappears behind the Nightmares. 
  This lowest level is Market Lord Kao’s private 
  entrance to the Undermarket, and holds his col-
  lections of show pieces. Showcased in the halls 
  along the entrance, they are both impressive 
  displays of wealth, and security, acting as traps 
  for anyone not accompanied by Kao. All further 
  doors dissapear in the same manner.
  Stepping through the door to Market Lord Kao’s 
  personal level the Pack encounters a lush and dark 
  forest, the heavy smell of decay mingling with the 
  sharp green scents of cedar and fresh rain. The 
  air is humid, sweet, and thick with the sounds 
  of insects and birds in the canopy above. There 
  is a wide variety of plants, many growing up the 
  trunks of the massive tropical plants from both the 
  Mortal and Fae realms. As the characters follow 
  the path they will encounter a fork in the path. If 
  they continue to follow either fork they will find 
  themselves attacked from above by an Agropelter 
  (page 165), and the path will loop back on itself 
  (Notice -2 to realize it’s the same fork and not a 
  new one). To progress to the next stage the Pack 
  will need to leave the path entirely. Players must 
  make agility-4 checks to avoid brushing against 
  any suspicious looking plants, and Vigor -2 checks 
  if they don’t avoid them. The sweet scent in the 
  air originates from one of the many flowers 
  creeping up the trees and is a potent neurotoxin, 
  some of the brush-level plants have effects similar 
  to poison ivy, and others have massive thorns. 
  Effects are determined by a d6: 1-2 hallucinogenic, 
  3-4 one level of fatigue or 5-6 one wound. Once 
  out of sight of the path, the attacks from above 
  will stop, and they will be able to find a staircase 
  growing out of a particularly large tree, leading 
  up to the canopy top. At the top of the stairs is 
  an unlocked oaken door. 
  Stepping through the door, the air has the soft 
  sticky cling of humidity, the Pack is still in a 
  forest canopy, but air is warmer, the leaves are 
  glossier, and vines reach down from branches 
  above. Looking down, more of the same can be 
  seen, until the mist cuts off vision a few meters 
  below. Brilliant colored birds fly and hop through 
  the branches, many stopping to stare at the Pack 
  as they enter into their territory.
  
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  A network of strong 
  branches forms a sturdy and circuitous looking 
  path through the trees. Once the Pack uses the 
  path they will have a respite until they reach the 
  second tree, when the birds (Guard Bird Swarm, 
  page 152) will turn hostile and begin attempting 
  to knock them from the branches. A Bmola (page 
  170) with brilliant iridescent blue and green 
  plumage like a hummingbird, and tail feathers 
  twice the length of its body will also join in the 
  attack. Those Nightmares who are able to fly will 
  find the birds attempting to kill them outright, 
  and the Bmola focusing its attacks on them. 
  When the Nightmares reach the end of the path 
  they will find a wooden door, similar to the previous 
  one. This one, however, is locked. In the middle 
  of the door is a carving, painted green and blue, 
  of two long and narrow feathers. The characters 
  will need the long tail feathers from any of the 
  birds that have the same plumage as the Bmola 
  (Long-tailed Sylph) or the Bmola’s tail feathers. 
  Opening the door, the Nightmares are confronted 
  with a blast of cold, and the sting of tiny pieces of 
  airborne ice cutting into skin. Stepping through 
  the door they’ll find a clearly laid out path and 
  snowdrifts to either side of it, that vary from 
  being almost non-existent, to well above their 
  heads. Anyone who is not immune to the ef-
  fects of cold will need to make Vigor -2 checks 
  every four hours, or suffer a level of fatigue (see 
  situational rules for cold). An eerie, barely 
  human scream can be heard on the wind 
  (Smarts-4 to recognize the sound of a 
  Wendigo hunting scream). Following the 
  path will take the Nightmares directly past 
  the Wendigo (page 198), and make it more 
  difficult to escape, while leaving the path will 
  give the Nightmares an advantage to avoiding 
  it. Either way they will come across a frozen lake. 
  Covered in a sheet of ice is an oak door, with no 
  ornamentation.
  After unblocking the door, even before opening it, 
  the taste of salt permeates the air, and the white, 
  powdery trails of dried salt can be seen creeping 
  around the opening, and rust clogging the hinges 
  and handle. This door simply falls open once the 
  last of the ice has been removed. The Nightmares 
  will have to jump down through this door blindly, 
  there is nothing below their feet to step onto. 
  The sensation of falling doesn’t last long, and the 
  Pack will feel a gentle pressure envelop them, just 
  barely colder than body temperature.
  Movements take more effort and it takes a 
  moment for eyes to adjust to the dim lighting. 
  (Everyone without the Darksight Edge suffers 
  from the penalty for dark lighting -4). A rippling 
  flicker of green light can be seen far above, and 
  after a moment it becomes apparent that the Pack 
  is under water, and breathing just fine, anyone 
  with the running water hindrance is suffering a 
  -1 penalty to all actions, but that’s it. Treat the 
  Pack as if they all have the Aquatic edge for this 
  segment, and anyone with the Aquatic edge gains 
  +2 to any actions involving swimming.
  Close below the Nightmares, large corals and 
  brilliant flashes of color can be seen, swimming 
  closer, many of the corals are clearly of Fae origins, 
  swaying softly in the current, or creeping over 
  unsuspecting prey with barbed tendrils. Some of 
  the creatures are mundane fish and mammals, 
  
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  vengoth pLot point
  but few that should be able to live in the same 
  environment. A tiny blue-ringed Octopus (treat 
  as lethal poison if any character touches it) can 
  be seen perching on an albino coral beside a King 
  Crab and something that resembles a baby Hydra. 
  Roughly human-sized, Oysters with human eyes 
  and fangs around their edge can be seen watching 
  the Nightmares, and any other large creature that 
  swims by (Smarts-4 to identify these as Iron-Jaw 
  Oysters, and know that they produce golden “pearls” 
  that are a favorite among Fae delicatessens, but 
  have a very nasty bite; see page 156). 
  There is no path anymore, but swimming too 
  far from the coral the water begins to heat to an 
  unbearable boil, and the light fades until there is 
  none. The door will be set at an angle into a wall 
  of living (mundane) coral, and has an oyster shell 
  carving set with three fist-sized golden pearls. The 
  Iron-Jaw Oysters spotted earlier must be opened 
  until three large pearls are found to open the door. 
  Opening the door, water, the Nightmares, and any 
  creature unfortunate enough to be near them rush 
  through and spill out into the next biome. The 
  water dries up quickly, leaving the sea creatures 
  stranded, and the Nightmares momentarily 
  breathless until the water completely evaporates, 
  and with it whatever magic was enabling them 
  to breathe the water. The harsh tang of metals 
  mixes with the mellow dusty smell of sand as a 
  wave of intense heat washes over the Nightmares. 
  Anyone not immune to the effects of heat will 
  need to make a Vigor check at -4 every four hours 
  to avoid gaining a level of fatigue (see situational 
  rules for heat). A door, or something similar can 
  be seen far off in the distance, rippling through the 
  heat distortion. Sand dunes cover the landscape, 
  from which rocky spires jut out, the odd cactus 
  and dried desert rose dots the surroundings, but 
  the environment seems to be missing any sort 
  of creature. Notice -4 (hearing-based) to the 
  soft padding of a pair of Cactus Cats (page 172) 
  closing in on the Nightmares from behind a rock 
  outcropping. 
  The Nightmares can fight the Cats or evade them, 
  however, the door is carved with a representation 
  of seven of the large spines running down their 
  tails. Notice -6 will enable the Nightmares to find 
  just enough scattered around to pass through the 
  door, otherwise they’ll have to get them off the 
  Cats themselves.
  Instead of stepping into another strange wilderness, 
  the Pack steps into a large office richly decorated 
  with green and grey silk and silver metals. Around 
  the perimeter are intricately carved statues of 
  different Fae and Nightmares made of various 
  gem-like materials. Decoratively placed on shelves 
  behind glass are various gems, but the ones you 
  are looking for are laid out loosely on the surface 
  of Kao’s desk, along with a dozen other valuable 
  looking stones. 
  A closer look at the statues will reveal that each 
  statue is holding a gem, and that they are impos-
  sibly detailed, even by Precious Maker standards. 
  You can make out a Blade Aos Sí, made out of 
  gold streaked emerald, her tattoos looking almost 
  like frosted glass, and the enchantments on her 
  Aimn still faintly glowing. Nearby a Rose Puca 
  transfigured into something blue with the iridescent 
  banding of tiger’s eye stares past you, his tell-tale 
  eyes faintly gold even through the enchantment.
  If a Nightmare touches any of the gems in this 
  room directly (not the statues), but including the 
  ones for the sword, they will be unable to release 
  the gem and begin slowly turning into a statue. 
  The transfiguration starts at the point of contact 
  with the gem and spreads from there out quickly. 
  On a failed Vigor -4 check the spread will be 
  fairly quick, moving multiple inches per round. 
  Removing all of the affected flesh will stop its 
  spread, but if any at all is left it will continue to 
  move across the Nightmare. A simple dispel, heal 
  or greater heal will not work. On a successful check 
  the spread will be slow enough that it will take a 
  few days, enough time that they may be able to 
  find another way of dealing with it. Once out 
  
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  of the room the gems will be safe to touch, but 
  any transfiguration that has already begun will 
  continue to spread.
  The exit from this room is an oak door just like 
  the previous ones, with no carvings, which leads 
  into the Undermarket, level 459, one of Market 
  Lord Kao’s levels.
  the undermarKet CreW
  Begins: when the Nightmares attempt to get the 
  sword repaired.
  With the jewels in their possession the Nightmares 
  will need to repair the sword. Any makers in the 
  Pack should be incredibly nervous about trying to 
  fix it themselves. The jewels seem to be incredibly 
  fragile and each one is immersed in Mortal magic. 
  The gems are incredibly slick and glass-like, filled 
  with amber smoke. They may attempt to repair 
  the sword with a repair skill check at -8 for each 
  gem, of which there are 8. Failure will chip or 
  crack the gem, requiring that it be smoothed over 
  and fixed as well. To fix a gem without further 
  causing harm is at least 24hours of work. 
  With some research, the Pack hear of a smith, 
  Crew, in the Undermarket capable of putting the 
  stones back into the hilt of the sword, however, 
  there are also rumors flying as Market Security 
  is unusually very tight. If the Nightmares went 
  to Arden Financial as themselves, they will have 
  been spotted or caught on camera, and their 
  likenesses passed on to the Guards. However, the 
  theft will not have been advertised beyond the 
  Market Lord families. If caught it’ll be a very long 
  sentence in the Blood Pits in some of deadliest 
  matches there is to offer.
  Crew’s shop is on one of the higher levels of the 
  Undermarket, where it is typical for customers 
  to be dressed as if they were going to court—as in 
  a way they are. The majority of those who shop 
  here are all “sombodies” in the international Fae 
  world, and most shops here trade in political 
  favor more than currency and barter. Security 
  here is unobtrusive as possible and maintains 
  the appearance of catering to a select few. Those 
  who appear out of place due to dress or behavior 
  on these higher levels will be asked to leave for a 
  more “suitable” floor. Any who remain or cause 
  actual problems will find themselves escorted 
  directly to the Blood Pits.
  Like all the shops on this level, Crew’s is recessed 
  into the stone of the walls, which has been 
  smoothly polished and the natural olive veining 
  can be seen glowing faintly. Exquisitely beautiful 
  weapons, jewelry and custom pieces of equipment 
  are on display in the windows and inside. Above 
  the lavish shop his sign boasts “The Best Repair, 
  Refurbish and Repurposer for Your Irreplaceables”
  When shown the sword and gems Crew will whistle 
  through his teeth. “This is Noble Mortal work, and 
  old. Thankfully its mostly intact… enough anyways, 
  those gouges are rough work.” He scowls at the 
  scratches from where bicker pried out the gems. 
  Looking the pack up and down he sighs, “… though 
  fixing it will cost more’n you look like you can 
  grant. I’m surprised the guards haven’t chased you 
  off this level yet, don’t get Nightmares up here much. 
  The supplies alone to fix this won’t be cheap, I 
  have to admit the opportunity to work with old 
  magic appeals to me. Too few of my customers 
  request repairs and adjustments that are truly 
  interesting. I can cut you a deal, and you’ll be 
  compensating me for my time by getting ingredients 
  and supplies for other projects—you’ll owe me 
  If your group decides to get the sword 
  repaired in the Undermarket im-
  mediately, have security tighten up 
  dramatically a half hour to hour into 
  their search
  
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  vengoth pLot point
  still, but it’s as good as you can get anywhere. I’ll 
  need 12oz. Cactus Cat spines (approximately 100), 
  a Ball Tailed Cat tail, a Jackelope’s foot, seven 
  Sunstoneflowers, and a half ounce Mandrake Root 
  Extract—the good kind, thank you very much, I’ll 
  have nothing to do with the cheap illegal shit. It 
  won’t work right anyways, Noble Mortal Magic 
  is finicky. Too many rules.
  When the Nightmares have completed their end 
  of the deal Mr. Crew will have the sword ready 
  by the following week. When they see the sword 
  next it looks vastly improved, the wood of the 
  sword is gleaming with an eerie iridescent white 
  sheen, and the gems have taken on a wet black 
  shine. The entire thing is highly reminiscent of 
  the Morphium you’ve seen. 
  Ley in Wait
  Begins: When the Nightmares decide to charge 
  the Chalice. 
  The chalice is only active while enveloped in a 
  Ley Line. There are few places where a Ley Line 
  can be physically interacted with, these generally 
  occur underground at intersections and wells. In 
  Arden there are two locations where lines intersect, 
  though they are prone to shifting, and cannot 
  always be accessed. Both locations are typically 
  below the riverbed in the mud and rock, but at the 
  right times, the west and river line intersection 
  can be accessed through an abandoned subway 
  extension at Elm St. and Princess Ave., and the 
  east and river line intersection can be accessed 
  through caves in the bluffs, near the shipyards 
  in Blade territory.
  Passing from the Mortal Arden into the Ley 
  Line Realm is disturbingly easy, you can’t even 
  be sure exactly when it happened, only that this 
  Fae Realm has an eerie stillness to it, sounds 
  that should echo in the tight space instead sound 
  muffled and soft. A faint glow can be seen at the 
  far end of the corridor you’re travelling down, 
  travelling further there is an increasing amount 
  of litter, eventually becoming heaps of garbage, 
  rusted metal, and broken glass. Notice -2 to spot 
  the chewed remains of Mortals in the other debris. 
  A few moments later the Nightmares encounter 
  a pack of scrounge hounds. 2-3 betas per WC, 1 
  alpha (page 192). 
  When the pack successfully dispatches or loses 
  the Scrounge hounds they will come across a 
  roughhewn staircase which descends far below 
  to the Ley Line. The line appears as a river of 
  green light with a soft crystalline melodic hum, 
  the only sound not muffled. Flowing like water, 
  Bartering is possible, but he won’t 
  go too much lower. The only items 
  that will adjust are the amounts of 
  Cactus Cat spines and gemstones. All 
  except the mandrake root extract are 
  items they can purchase or hunt out 
  the creatures they come from. The best 
  place to find mandrake root extract 
  will be the lower levels of the Under-
  market and the price is highly variable 
  (400  to 2500 ). There are basically 
  two grades of extract: good, and ter-
  rible. The subpar version is signifi-
  cantly cheaper, and difficult to distin-
  guish from the good quality one (notice 
  at -4), but if it is used the sword will 
  be improperly repaired; -2 to all uses 
  of the weapon, and on a 1 the gems 
  will begin to pop out, shutting down 
  the special abilities of the sword. Once 
  all the gems are gone, the sword will 
  be unable to contain the Morphium. 
  Attempting to purchase the supplies 
  should require traversing across mul-
  tiple levels, and remember that they’re 
  likely to be trying to avoid market 
  security while this is going on.
  
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  vengoth pLot point
  the sporadically adjusts and reverses its course. 
  Down the path to access the line, however are 
  a few obstacles before they can access the line 
  directly. 
  If accessing the East intersection, they will find 
  a statue almost 10ft tall, carved out of Obsidian 
  laced with white veins. The statue is of a Dullahne 
  astiride a wild looking horse and holding a whip 
  in his right hand and glave in his left. The statue is 
  a guardian to the Ley Line and will attack anyone 
  who attempts to pass, and will not relent until 
  they are dead or out of range. Use the statlines 
  for a Dulahne and Kelpie, pages 176 & 180.
  If accessing the West intersection, the Pack will 
  find a solid barrier of thorny wild roses across 
  the foot of the stairs (Thorn Wall, page 161). 
  The thorns are acidic and drip acid from wicked 
  points, and the flowers release a sweet perfume 
  to lull its victims to sleep. The bleached skeletons 
  of past victems can be seen interwoven with the 
  vines. The Thorn Wall has the ability to grapple 
  hold, ensnare and actively attack anyone who gets 
  too close. The thorns are acidic The brambles lash 
  out at those nearby and attempt to drag them in. 
  Beside the Ley line they will find a large and 
  ornate, star-shaped fountain that appears to be 
  crafted from a collection of gems and metallic odds 
  and ends into a strangely post-modern art piece 
  (Magic Well, page 156). Instead of water running 
  through the fountain, it appears to be pulling 
  green light from the Ley Line into its basin and 
  cycling that through. Beneath the water jewels 
  and gold coins can be seen clearly. 
  The fountain is a living creature, similar to a 
  Venus-Fly-Trap, the only things it cannot digest 
  are jewels and gold. Once the surface of its water 
  (in fact, highly acidic digestive juice) is broken, the 
  arms of the fountain come up, and large teeth-like 
  extensions of metal teeth will just out instantly to 
  hold its prey as it curls up into a ball consuming 
  those standing to close to it. After it curls up it 
  will reset itself minutes later, once whatever it 
  caught is dissolved. 
  After the Pack make it past these guardians and 
  to the edge of the Ley Line they will need to soak 
  the chalice the Ley Line itself. The magic of the 
  Ley Line will awaken the chalice. 
  When the chalice is placed into the Ley Line, the 
  line falls completely silent for a moment, before 
  resuming, and you can feel the hairs on the back 
  of your neck rise as a wave of unfamiliar, and 
  invisible magic booms off the cup and rushes past. 
  You know this is calling the Morphium Vengoth 
  (page 163) here. 
  As long as the sword is being held, when the 
  Morphium comes within range of the sword, the 
  gems will glow with a dark aura, and an ethereal 
  copy of the sword is summoned for each gem, 8 in 
  total, if any gems are lost from the original, a copy 
  is un-summoned. Each copy of the sword is able to 
  harm and tire the Morphium, however, only the 
  original can bind Vengoth.
  Ley Line “water” poured from the chalice becomes 
  an invisible barrier the Morphium cannot pass 
  through, so long as the chalice itself is wet with 
  Ley Line water. The chalice can hold up to a half-
  liter of water at once. Though magical, once the 
  “water” is removed from the Ley Line it behaves 
  mostly as water, becoming subject to the effects of 
  gravity and evaporation. While Vengoth cannot 
  cross over the line, if it is able to break the line, it 
  will be able to cross at that point, and Vengoth is 
  an intelligent predator, capable of using items as 
  tools—though it is not its first inclination. Vengoth 
  will also recognize the items of its creation and 
  prison, and will aggressively target the wielders 
  of the chalice and sword, to force them to drop 
  the items and eliminate the threat they represent. 
  As neither item is of Fae Magic, it cannot simply 
  eat the items. 
  When Vengoth is incapacitated by the original 
  wooden sword, it will start to unravel like many 
  threads of a tapestry being pulled simultaneously 
  into the wooden sword through the black gems. 
  Once the Morphieum is bound to the sword the 
  Pack need to return it to the Guards, or risk them 
  retaliating.
  
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  enCounters
  enCounters
  aLzeid graF
  A high ranking courtier in the Court of Roses, 
  and a former member of the council, Alzeid is 
  very bitter about having been cast out from his 
  position, and turns his sharp tongue, and bitter 
  traps, on any who dare remind the court of his fall.
  Lineage: Kitsune; Group: Court of Roses
  Attributes: Agility d12, Smarts d12+4, Spirit 
  d12+6, Strength d6, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d10, 
  Persuasion d12, Trickery d12+4
  Pace: 6 Parry: 6 Toughness: 7 Charisma: 4 
  Status: 10
  Special Abilities
  •  Bane: cold iron, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: bolt, blind, deflection, detect/conceal arcana, 
  dispel, elemental manipulation (fire), glamor ma-
  nipulation, ignite (below), mesmerize (below), puppet, 
  quickness, transfigure.
  •  ignite: Vyubi may cause flames to spark around 
  a target, inflicting 3d4 damage. The target must 
  then test to see if they catch fire.
  •  mesmerize: the target of this spell must pass a 
  contested Spirit+Charisma check to be able to 
  attack Vyubi.
  •  Terrifying Beauty: Charisma +4, Intimidation +2.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Level Headed: Draw two initiative cards, pick one.
  •  Claws and Fangs: Str+d4 natural weapon.
  •  Can’t Fool a Trickster: +2 to resist Trickery.
  •  Human-shift: This Fae is able to shift between a 
  human form and a bestial form.
  This symbol, a heraldic rose, indicates 
  the character is a Wild Card 
  Many of the Encounter Nightmares listed 
  here are not specific to any type of Lineage. 
  An easy way to customize the encounters 
  once you have your encounter stat line is 
  to pick a Fae, and swap the standard bane 
  for one of that Fae, and add an ability or 
  two from the Fae to the Nightmare.
  neW “monstrous aBiLities” 
  Fae
  These opponents only take half damage 
  from non-magical weapons, but take full 
  damage from magical weapons and any 
  Banes. They are always Wild Cards, and 
  may use powers by rolling Spirit, up to 
  one power per round.
  greater Fae
  These Fae are more powerful. They are 
  invulnerable to mundane weapons, and 
  only take half damage from even magical 
  weapons, however they still take full damage 
  from their Banes. They are always Wild 
  Cards, and may use powers by rolling 
  Spirit, up to two powers per round.
  
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  BaLL taiLed Cat thug
  Fond of ambush tactics, this enemy uses her flail-
  like gift to crush or knock opponents unconscious.
  Origin: Gifted; Lineage: Ball Tailed Cat (Silver); 
  Group: Court of Blades
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Climbing d10, Fighting d10, Notice d6, 
  Stealth d10, Trickery d8
  Pace: 8 Parry: 7 Toughness: 6
  Gear: Aimn (Str+d4), hand mirror
  Special Abilities
  •  Bane: cold iron.
  •  Fleet Foot: rolls a d8 running die.
  •  Gift: Tough, Weapon (Str+d8), Quick Reform.
  •  Bane Fae Gift (Silver): Any Fae or Nightmares 
  with a Silver Bane suffers an additional wound on 
  contact with her Gift. Those with Wards Banes 
  do so as well, but may make a spirit check at -2 
  to avoid the additional wound.
  Banshee ComBat mage
  This Nightmare is known for her vocal magic 
  and competency with swords and firearms. This 
  Banshee Nightmare is tall, gaunt, and adorned 
  with numerous tattoos and piercings.
  Origin: Gifted; Lineage: Banshee; Group: Court 
  of Blades
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d6
  Skills: Conjuring d8, Fighting d10, Intimidate 
  d8, Notice d6, Shooting d6
  Pace: 6 Parry: 7 Toughness: 5; Glamor: -1
  Gear: Enchanted Long Sword (Aimn, Str+d8, 
  necrotic), Sawn-off shotgun (1-3d6*), Motorcycle 
  Jacket with Plate Inserts (Armor +4, torso)
  Special Abilities
  •  Bane: wards.
  •  Gift: 10 PP, blast, death touch, pummel.
  •  First Strike: may attack one foe who moves adjacent.
  •  No Mercy: May spend Bennies on damage rolls.
  BLade sighted spotter
  The Spotters are often responsible for directing 
  their pack during missions and call the shots 
  when thing go awry.
  Origin: Sighted; Lineage: Mortal; Group: Court 
  of Blades
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d4, Vigor d4
  Skills: Driving d6, Fighting d4, Notice d10, 
  Prescience d10, Shooting d8, Stealth d8, Trickery 
  d10
  Pace: 6 Parry: 4 Toughness: 4; Glamor: 2
  Gear: Aimn (Str+d4), Sniper gun, teleport scroll, 
  hand mirror
  Special Abilities
  •  Oracle: 15PP, displaced vision, past sight.
  •  Alertness: +2 to Notice.
  •  Glamorless: No Glamor to affect. -4 (total -6) to 
  see using Sight checks.
  •  Command: +1 to pack to recover from being 
  shaken in 5”.
  Banshee sniper nightmare
  These Nightmares are relatively new, displaying 
  few of the tell-tale signs of being a Banshee, but 
  excellent with a rifle, even if their melee combat 
  skills are not as developed.
  Origin: Precious; Lineage: Banshee; Group: 
  Court of Blades
  Attributes: Agility d12, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Intimidate d6, Notice d10, 
  Shooting d12, Stealth d8
  Pace: 6 Parry: 7 Toughness: 5; Glamor: -1
  Gear: Enchanted Shortsword (Aimn, Str+d6, 
  necrotic), Motorcycle Jacket (Armor +2, torso), 
  M1 (2d10, AP 2, Semi-Auto)
  Special Abilities
  •  Bane: cold iron.
  •  No Mercy: May spend Bennies on damage rolls.
  
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  BLade generaList
  Though appearances and capabilities vary they 
  will always have their Aimn, and at least one 
  tattoo of crossed swords.
  Group: Court of Blades
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d10, Notice d6, Shooting d8, 
  Stealth d6
  Pace: 6 Parry: 6 Toughness: 8(2)
  Gear: Long Sword (Str+d8), Enchanted dagger 
  (Str+d4, beckon) Blade Jacket (+2 legs, torso, arms), 
  desert eagle (2d8; 15/30/60; 7 clip; AP2; Semi)
  Special Abilities
  •  Bane: holy, fire.
  BLoodpit Fighter
  Charged with breaking Undermarket law, these 
  criminals are conscripted to fight in the Pits. These 
  fighters range in size, shape and background being 
  Fae, Goblins or Nightmares.
  Group: Undermarket
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Notice d6, Shooting d6, 
  Throwing d4
  Pace: 6 Parry: 6 Toughness: 6(1)
  Gear: Shortsword (Str+d6) OR Bow (2d6) and 
  6x Hunting Arrows, Bloodpit Armor (+1, torso, 
  arms, legs), 1xPiranha Grenade
  Special Abilities
  •  Bane: cold iron.
  •  Improved Nerves of Steel: Ignore 2 points of 
  wound penalties.
  Boggart Fighter
  Things of nightmares, Boggarts are experts at 
  sensing and capitalizing on others’ fears. This one 
  generally takes on the appearance of a skinless 
  Deer Woman.
  Origin: Gifted; Lineage: Boggart; Group: Court 
  of Blades
  Attributes: Agility d10, Smarts d6, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, 
  Throwing d8, Trickery d6
  Pace: 6 Parry: 5 Toughness: 7(2); Glamor: -2
  Gear: Meat Cleaver Aimn (Str+d6, necrotic), 
  3xthrowing daggers(Str+d4, 5/10/15), Skull 
  Faceplate (Gift)
  Special Abilities
  •  Bane: cold iron.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Gift: 15PP, Armor +2, Unremovable, elemental 
  manipulation (shadows), fear, shape change.
  ChangeLing Copy-shiFter
  This changeling excels at imitating others, not 
  just visibly, but also mimicking their voice and 
  mannerisms.
  Origin: Changeling; Lineage: Puka
  Attributes: Agility d8, Smarts d10, Spirit d12, 
  Strength d8, Vigor d4
  Skills: Fighting d6, Lockpicking d6, Notice d8, 
  Shooting d8, Stealth d10, Trickery d12
  Pace: 6 Parry: 5 Toughness: 3 Charisma: 2
  Gear: Pistol 2d6+1, Knife (Str+d4)
  Special Abilities
  •  Bane: wards.
  •  Social Creature: + 2 Charisma.
  •  Survivor’s Boon: Immune to poison and disease, 
  and suffers no additional damage from called shots.
  •  Malleable Form: 10PP, may disguise self as any 
  humanoid as per the disguise power.
  •  Thief: +2 Lockpicking, Stealth, Climbing and 
  trap related Notice and Repair.
  •  Mimic Shifter: may copy any physical edge when 
  changing appearance at an additional cost of 2PP 
  per edge. May mimic more than one edge at a time.
  CitaLi
  Citlali is an intelligent Snow Snake who runs 
  one of the only non-Eclipse neutral zones in 
  Arden—his ice cream shop.
  Origin: Fae; Lineage: Snow Snake; Group: Wild
  
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  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d10, Vigor d10
  Skills: Fighting d8, Intimidation d8, Notice d6, 
  Stealth d10
  Pace: 4 Parry: 6 Toughness: 7
  Special Abilities
  •  Bane: Fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: burrow, elemental manipulation (cold), death 
  touch, slumber.
  •  Fangs: Str+d6.
  •  Lethal Venom: Anyone bitten by a Snow Snake 
  must make a Vigor roll at -2. If failed, the target 
  dies in 2d6 rounds, if succeeded the target suffers 
  1 wound and exhaustion.
  •  Coiled Grip: +2 to grappling attacks and damage. 
  Citlali may maintain a grapple and bite in the same 
  round without incurring a multi-action penalty.
  •  Human-Shift: This Fae is able to shift between a 
  humanoid form and a snow snake form. While in 
  Snow Snake form Citlali gains the abilities below.
  •  Whip-strike: Snow Snakes may attack a single 
  opponent up to 1 inch away.
  •  Size -2: While upwards of 12 feet long, Snow 
  Snakes only weigh up to 20 pounds.
  •  Small: Attackers subtract 2 from their attacks to hit.
  CoLLeCtor
  Collectors have little magic of their own; instead 
  they are armed with magical items created by 
  Noble Mortals and Fae. A fully initiated collector 
  will have up to three apprentices at once.
  Origin: Sighted; Lineage: Mortal; Group: 
  Collectors
  Attributes: Agility d6, Smarts d10, 
  Spirit d8, Strength d6, Vigor d6
  Skills: Fighting d6, Gambling 
  d8, Knowledge (Magical Items) 
  d10, Notice d8, Ritual d8, 
  Stealth d10, Trickery d12
  Pace: 6 Parry: 5 Toughness: 5
  Gear: Various power granting 
  items (detail in special abilities), Magic Dowsing 
  Rod (+2 to all Notice checks to find magic items)
  Special Abilities
  •  The Sight: Those Collectors who naturally lack 
  The Sight have items that grant it to them.
  •  Ritualist-wielder: As collectors are skilled at 
  using Mortal Foci and Fae Enchantments made 
  by others, their abilities are highly unpredictable. 
  The most common items carried grant the use 
  of: blast, entangle, heal, invisible or shape change.
  CoLLeCtor apprentiCe
  A collector apprentices’ dress plainly and carry a 
  small number of trinkets and minor magical items. 
  On their way to becoming full-fledged members 
  of the Collectors, an apprentice still has to prove 
  their worth by stealing a powerful item.
  Origin: Sighted; Lineage: Mortal; Group: 
  Collectors
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Gambling d4, Knowledge 
  (Magical Items) d4, Notice d6, Stealth d8, Trickery 
  d6
  Pace: 6 Parry: 5 Toughness: 5
  Copper horned snaKe nightmare
  Recently adopted snakes, these Horned Snakes are 
  only just starting to grow in their characteristic 
  horns. Due to their smaller bulk, these Serpent 
  Nightmares are capable of movement on land at a 
  slow pace.
  
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  Origin: Beast
  Attributes: Agility d8, Smarts d4(A), Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d8, Intimidation d4, Notice d6, 
  Swimming d8
  Pace: 3 Parry: 6 Toughness: 5
  Special Abilities
  •  Bane: cold iron, electricity.
  •  Aquatic: Horned Snakes cannot drown. Their 
  Pace while in water is equal to 8, and they only 
  have to make swimming checks in exceptional 
  circumstances.
  •  Bite: Str+d6.
  •  Weak Poison: when the Copper Horned Snake 
  Spawn successfully inflicts a wound the target 
  must make a vigor check or be paralyzed for 
  1d4-1 rounds.
  •  Constrict: gains +2 to grappling attacks and damage.
  •  Size -1: These creatures are about the size of a 
  large dog.
  CroWn Knight darQ
  One of the Court of Roses’ Crown Knights, Darq 
  is a demanding but compassionate tactician and 
  teacher.
  Lineage: Sylph; Group: Court of Roses
  Attributes: Agility d10, Smarts d12+2, Spirit 
  d10, Strength d8, Vigor d8
  Skills: Fighting d12, Investigation d10, Knowl-
  edge (Fae courts) d10, Knowledge (history) d8, 
  Knowledge (tactics) d12, Notice d10, Trickery d8
  Pace: 6 Parry: 8 Toughness: 5
  Gear: Enchanted Katana (Str+d6+2, charge, pierce, 
  bramble)
  Special Abilities
  •  Bane: cold iron, fire.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: boost/lower, elemental manipulation (air), 
  havoc pummel, quickness, stun, wind storm (below).
  •  wind storm: This power creates pockets of vicious 
  winds, takes 2 turns to cast, and deals 4d8 damage 
  in a LBT. All within make Agility checks or are 
  knocked down and shaken. The storm then moves 
  as if it were a failed Area Effect Attack, and dies 
  after 2d10 minutes.
  •  Improved Flight: Darq’s gossamer wings and slight 
  frame allow him to fly with surprising dexterity.
  •  Level Headed: draw two initiative cards and act 
  on the better of the two.
  •  Quick Draw: May draw weapon as a free action.
  •  Improved Trademark Weapon: +2 to fighting 
  or shooting with a particular weapon (Katana 
  listed in gear).
  •  Improved Dodge: -2 to be hit with ranged attacks.
  •  Command: +1 to troops recovering from shaken.
  •  Inspire: +1 to Spirit rolls of all troops in command.
  •  Size -1: Darq is somewhat slight and short, as are 
  many Fae of his lineage.
  CroWn Knight haBa
  Crown Knight Haba is an incredibly dangerous 
  assassin and leader, responsible for coordinating 
  many of the Court of Roses specialist packs and 
  resources.
  Lineage: Glaistig; Group: Court of Roses
  Attributes: Agility d0, Smarts d10, Spirit d12, 
  Strength d12, Vigor d10
  Skills: Fighting d10, Knowledge (Politics) d10, 
  Notice d12, Persuasion d6, Shooting d12+2, 
  Swimming d8, Trickery d6
  Pace: 8 Parry: 7 Toughness: 7
  Gear: Compound Bow (2d6), 6 broadehead ar-
  rows (+1 damage), 6 enchanted armor piercing 
  arrows (LBT fear then 3d6 damage), 2 enchanted 
  broad-head arrows (+5 damage total, smite), 2 
  enchanted armor piercing arrows (transfigure 
  (statue for 10 min, resist at -6)), 2 enchanted 
  armor piercing arrows (SBT sleep, resist at -4), 
  Enchanted Shortsword (Str+d6, pierce, resilience), 
  lunar lamp
  Special Abilities
  •  Bane: cold iron, fire.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  
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  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: barrier, deflection, dispel, elemental manipulation 
  (water), enchanting appearance (below), heal, speed.
  •  enchanting appearance: the target must pass a 
  contested Spirit+Charisma check to avoid moving 
  towards the Glaistig at full pace.
  •  Fleet Foot: Glaistigs roll a d8 instead of a d6 when 
  running.
  •  Improved Dodge: -2 to be hit with ranged attacks.
  •  Improved Extraction: Ignore one foe’s free attack 
  when withdrawing from melee with successful 
  Agility roll. With a raise, no foe gets their free 
  melee attack.
  •  Marksman: Aim maneuver (+2 shooting) if does 
  not move.
  •  Adhesive Skin: +2 to all grappling checks and 
  damage.
  •  Regeneration (slow): Incredibly hard to kill, 
  Glaistigs can recover from the direst wounds in 
  2d6 days.
  •  Amphibious: Glaistigs may move through watery 
  difficult terrain at regular page, and can hold their 
  breath for up to 20 minutes.
  CroWn Knight madeLine
  Wickedly sharp witted and an expert with 
  elemental and illusory magics, Crown Knight 
  Madeline very often if found in foreign Courts 
  securing resources and aid, or maintaining the 
  Fae’s hidden presence from Mortals
  Lineage: Aos Si (Plant); Group: Court of Roses
  Attributes: Agility d10, Smarts d12+4, Spirit 
  d12+6, Strength d6, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d10, 
  Persuasion d12, Repair d12, Trickery d0
  Pace: 6 Parry: 6 Toughness: 7 Charisma: 4
  Special Abilities
  •  Bane: cold iron, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: armor, barrier, blast, dispel, elemental 
  manipulation (plant), entangle, fear, slumber, glamour 
  manipulation, heal, like new, transfiguration.
  •  Counter-Caster: May use dispel power once per 
  round without being on hold.
  •  Guard Mage: Ignore spellcasting penalty for up 
  to two maintained spells.
  •  Eidetic Memory: +2 to Common Knowledge rolls.
  •  Familiar: Crown Knight Madeline is never found 
  without her familiar, Rosaline.
  rosaLine
  Crown Knight Madeline’s construct familiar. Its 
  feathers are rose petals, and leaves jut out from 
  its body where the longest feathers would be.
  Lineage: Construct; Group: Court of Roses
  Attributes: Agility d12, Smarts d6 (A), Spirit 
  d10, Strength d8, Vigor d12
  Skills: Fighting d10, Notice d8
  Pace: 6 Parry: 7 Toughness: 8
  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae Construct: Immune to poison and disease, and 
  suffers no additional damage from called shots. 
  Cannot be healed, must be repaired.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Bodyguard: Agility (-2 for ranged) to intercept 
  attack for adjacent ally.
  deFense ConstruCt
  Defense constructs range in appearance from 
  lumbering golemesque automatons to gear-work 
  dogs to sleek streams of animate water, and are 
  only limited by their maker’s imagination.
  Origin: Construct
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Fighting d12, Notice d6
  Pace: 6 Parry: 8 Toughness: 10(4); Glamor: -2
  Special Abilities
  •  Fae Construct: Gain + 2 to de-shake, no extra 
  damage from called shots. Cannot be healed, must 
  
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  be repaired. Immune to poison, disease, fear and 
  tests of will. Can use powers by rolling Spirit, up 
  to once per round.
  •  Armored Shell: +4 Armor.
  •  Built-in Weapon: Str+d8.
  •  Powers: burst.
  dougLas
  Recently adopted, Douglas is friendly, and shows 
  no indicators of being a Blade, keeping his tattoo 
  covered. He has curly black hair, gold eyes and 
  black horse ears that should identify him as a 
  Waterhorse or Puka to anyone who stops to guess.
  Origin: Precious; Lineage: Fuath (Glashtyn); 
  Group: Court of Blades
  Attributes: Agility d10, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d12, 
  Swimming d8, Trickery d6
  Pace: 6 Parry: 5 Toughness: 8(2); Glamor: 0 
  Charisma: 2
  Gear: Enchanted Long Sword (Aimn, Str+d8+2, 
  beckon, scythe), Sawn-off Shotgun (1-3d6*), 
  Motorcycle Jacket (+2 Armor, torso, arms)
  Special Abilities
  •  Bane: fire, wards.
  •  Weak Glamor (Minor): Black horse ears & gold 
  eyes.
  •  Attractive: +2 Charisma.
  •  Stranglehold: Grappling +2.
  •  Aquatic: swimming is normally a free action, can’t 
  drown, pace 8 in water.
  eCLipse seCurity
  These Nightmares work together in mixed teams 
  from the Court of Roses, Court of Blades and 
  Parliament of Filth. Despite the wide variance in 
  appearance each member wears the standard silver 
  and black insignia of the eclipses they protect and 
  a matching armored uniform.
  speLLCaster
  These security members are adept spellcasters
  Origin: Gifted; Group: Eclipse Staff
  Attributes: Agility d8, Smarts d8, Spirit d12, 
  Strength d6, Vigor d8
  Skills: Conjuring d12, Fighting d8, Intimidate 
  d8, Notice d10, Trickery d6
  Pace: 6 Parry: 6 Toughness: 7(2)
  Gear: Eclipse Armor (+2, torso, arms, legs), Eclipse 
  Dagger (Str+d4, stun), Paper Crane Messenger 
  (instant written message to specified individual), 
  Cold Iron laced Handcuffs, Aimn (Str+d4) or 
  Gasmask as appropriate
  Special Abilities
  •  Bane: cold iron.
  •  Gift: 25PP, boost/lower, bolt, dispel, heal.
  Fighter
  These security members are highly capable melee 
  combatants
  Origin: Precious; Group: Eclipse Staff
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d10, Vigor d12
  Skills: Fighting d12, Intimidation d10, Notice 
  d8, Trickery d6
  Pace: 6 Parry: 8 Toughness: 10(2)
  Gear: Eclipse Armor (+2, torso, arms, legs), Eclipse 
  Sword (Str+d8, stun), Paper Crane Messenger 
  (instant written message to specified individual), 
  Cold Iron laced Handcuffs, Aimn (Str+d4) or 
  Gasmask as appropriate
  Special Abilities
  •  Bane: cold iron.
  •  Quick Draw: May draw weapon as a free action.
  •  Fleet-Footed: +2 pace d10 running die instead 
  of d6.
  eLeanor anWyL
  Petite with pale blue skin she has seaweed like hair 
  and large black eyes. Appearing as a humanoid 
  female her voice has a gentle lilt, and she is a 
  spectacular musician.
  Lineage: Undine; Group: Eclipse Owner
  Attributes: Agility d10, Smarts d12+2, Spirit 
  d12+6, Strength d0, Vigor d8
  Skills: Fighting d6, Healing d12, Intimidation 
  d10, Notice d10, Persuasion d12, Swimming d8, 
  Trickery d10
  
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  Pace: 6 Parry: 5 Toughness: 6 Charisma: 2
  Special Abilities
  •  Bane: cold iron, sunlight.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: curse (below), death touch, deflection, detect/
  conceal arcana, elemental manipulation (water), greater 
  heal, heal, storm (below).
  •  curse: Eleanor can impart Nightmares with the 
  nightmare hindrance until her conditions for 
  clearing the curse are met.
  •  storm: This power creates pockets of vicious 
  storms, takes 2 turns to cast, and deals 4d8 damage 
  in a LBT. All within make Agility checks or are 
  knocked down and shaken. The storm then moves 
  as if it were a failed Area Effect Attack, and dies 
  after 2d10 minutes.
  •  Attractive: Charisma +2.
  •  Aquatic: Undine are aquatic and cannot drown. 
  Their Pace while in water is equal to 8, and they 
  only have to make swimming checks in exceptional 
  circumstances.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  FeLix
  Felix is tall with a lean muscled physique; her 
  white hair almost hides the antler nubs emerg-
  ing from her brow. Preferring three piece suits 
  in whites and ice blues, Felix is a no-nonsense 
  fighter, tactician, and trainer. She is often found 
  with her Packmates Henry and Savant.
  Origin: Gifted; Lineage: Bmola; Group: Court 
  of Roses
  Attributes: Agility d12, Smarts d10, Spirit d10, 
  Strength d12, Vigor d10
  Skills: Conjuring d8, Fighting d12, Intimidation 
  d10, Notice d8, Shooting d8, Trickery d8
  Pace: 6 Parry: 8 Toughness: 11(4) Status: 5
  Gear: Pistol (2d6), Arcane Resistance Jacket (4)
  Special Abilities
  •  Bane: cold iron.
  •  Gift: 20PP, Armor +4, Quick Activation, Flight, 
  blast, quickness.
  •  Martial Artist: never unarmed, +d4 damage on 
  unarmed attacks.
  •  Well Known: +2 to all attempts to identify this 
  character by any Nightmare or Fae.
  FiLth doCtor
  The Filth doctor is unmistakable, a shadowy figure 
  with the forms of a plague doctor’s mask and wide 
  brimmed hat. He travels with numerous sewer 
  rats who are his primary companions.
  Origin: Fae; Lineage: Hatman; Group: Parlia-
  ment of Filth
  Attributes: Agility d8, Smarts d12, Spirit d12+2, 
  Strength d8, Vigor d10
  Skills: Fighting d8, Healing d12, Intimidation 
  d12, Investigation d12, Notice d10, Stealth d0, 
  Trickery d6
  Pace: 6 Parry: 5 Toughness: 6
  Special Abilities
  •  Bane: sunlight.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: death touch, disable defenses, dispel, greater 
  heal, fear, heal, intangibility, shadowwalk (below), 
  slumber.
  •  shadowwalk: Hatmen are able to slip in and out 
  of the shadow realm innately through shadows 
  in the Mortal realm.
  •  Terrifying Aura: Hatmen cause fear checks at 
  -2 when spotted, and add +2 to all intimidation 
  checks.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Ethereal: The opponent is immaterial and can 
  only be harmed by magical attacks.
  
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  FiLth driver
  Driving a car that is so corroded it’s amazing it even 
  runs, this Nightmare manages to move impossibly 
  fast and makes a mint as an emergency taxi.
  Origin: Precious; Lineage: Clurichaun; Group: 
  Parliament of Filth
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d4, Vigor d8
  Skills: Driving d0, Fighting d4, Gambling d6, 
  Notice d6
  Pace: 6 Parry: 5 Toughness: 6
  Gear: Yellow Cab (use Compact Car stats), Filth 
  dog collar
  Special Abilities
  •  Bane: cold iron.
  •  Ace: +2 to Boating, Driving, Piloting; may make 
  Soak rolls for vehicle at -2.
  •  Luck: +1 Benny per session.
  FiLth Fighter
  Wearing rusting and corroded armor and carrying 
  a strange assortment of trinkets, tools and cobbled 
  together weapons, filth fighters are none-the-less 
  incredibly dangerous and not to be underestimated.
  Origin: Precious; Group: Parliament of Filth
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d12, Knowledge(Sewers) 
  d6, Notice d6, Shooting d4, Tracking d6
  Pace: 6 Parry: 8 Toughness: 8(2)
  Gear: Filth battle axe (Str+d8-2, AP 4), Filth Jacket 
  (Armor +2 legs, arms, torso), shotgun (1-3d6*) 
  Fith Gasmask
  Special Abilities
  •  Bane: cold iron.
  •  Quick Draw: May draw weapon as a free action.
  •  Trademark Weapon: filth battle axe, +1 Fighting.
  FiLth mage hires
  Hired on from other courts, these fighters have 
  a wide range of abilities and wear loaned reverse 
  gas-masks to obscure their identities.
  Group: Parliament of Filth (Temporary)
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Conjuring d8, Fighting d8, Notice d4, 
  Throwing d8
  Pace: 6 Parry: 6 Toughness: 10(4)
  Gear: Shortsword (Str+d6), 1d4 Grenades (3d6, 
  MBT)
  Special Abilities
  •  Bane: cold iron.
  •  Gift: 10PP, Armor (+4), Tough, ONE of: bolt, 
  deflect, or smite.
  FiLth maKer
  Filth makers have a wide range of appearance and 
  skills, but always grungy. Often dressed in coveralls 
  or leather aprons they resemble a cross-between 
  artisan and butcher, tinkerer and surgeon.
  Origin: Precious; Lineage: Gremlin; Group: 
  Parliament of Filth
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Enchanting d0, Fighting d4, Notice d8, 
  Persuasion d8, Repair d12, Trickery d10
  Pace: 6 Parry: 5 Toughness: 5
  Gear: Travel Tools, Enchanted Bottlecaps (3xblast, 
  MBT; 3xstun; 2xtransfigure (rat), 1xtripwire, 
  1xdisable defenses)
  Special Abilities
  •  Bane: cold iron.
  •  Powers: 15PP, blast, disable defenses, stun, transfigure, 
  tripwire.
  •  Scavenger: Find an essential piece of equipment 
  once per session.
  FiLth heavy ComBatant
  Heavily muscled and wearing the mismatched 
  castaway fashions of the Filth, these Nightmares 
  are an intimidating sight favoring melee weapons 
  which leak pus and toxins.
  Origin: Precious; Lineage: Cliff Ogre; Group: 
  Parliament of Filth
  Attributes: Agility d10, Smarts d8, Spirit d8, 
  Strength d12, Vigor d12
  Skills: Fighting d10, Gambling d10, Intimida-
  
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  tion d10, Knowledge (Sewers) d10, Notice d8, 
  Throwing d8
  Pace: 8 Parry: 7 Toughness: 12(4); Glamor: -1
  Gear: Filth half mask, Puss Mace (Str+d10, 
  infested (if connects 2d6 damage that bypasses 
  armor each round after attack until action spent 
  to remove, does not stack)
  Special Abilities
  •  Bane: cold iron.
  •  Near-Fae: additional +4 armor against non-magical 
  attacks.
  •  Brawny: Toughness +1; load limit is 8xStr.
  •  Rock Flesh: Armor +4.
  •  Fleet-Footed: rolls a d8 running die.
  •  Size +1: Canker cuts a very tall, broad, and 
  imposing figure.
  FiLth spotter
  Unlike most filth members, spotters tend to rely 
  on the subtler dog collars instead of the gasmasks. 
  Even though they don’t suppress the aura of stench 
  as well, they are far less likely to be noticed by 
  other Nightmares this way.
  Origin: Sighted; Lineage: Mortal; Group: 
  Parliament of Filth
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d6, Gamboling d8, Notice d0, 
  Prescience d8
  Pace: 6 Parry: 5 Toughness: 6
  Gear: Filth collar, Filth Hammer (Str+d6-1, AP 4)
  Special Abilities
  •  Glamorless: No Glamor to affect. -4 (total -6) to 
  see using Sight checks.
  •  Alertness: +2 to notice.
  •  powers: 10PP, displaced vision, telepathic bond.
  FiLth thieF
  Lean and wiry with a Filth half mask covering his 
  mouth, his identity is not hidden, but the stench 
  is. This filth thief excels at breaking into out of 
  locations unseen.
  Origin: Gifted; Lineage: Aos Si (Smoke); Group: 
  Parliament of Filth
  Attributes: Agility d8, Smarts d10, Spirit d12, 
  Strength d6, Vigor d10
  Skills: Conjuring d12, Fighting d6, Knowledge 
  (Sewers) d8, Lockpicking d8, Notice d10, Trickery 
  d8
  Pace: 6 Parry: 5 Toughness: 8(2)
  Gear: Filth half mask, Filth leather jacket (armor 
  +1, torso), Filth dagger (Str+d4-2, AP 4)
  Special Abilities
  •  Bane: cold iron, wards.
  •  Gift: 25PP, disable defenses, elemental manipulation 
  (dust, air, smoke), intangible.
  •  Can’t Fool a Trickster: +2 to resist Trickery.
  giFted heaLer
  Mages specializing in healing, the best often have 
  mundane healing knowledge as well.
  Origin: Gifted
  Attributes: Agility d6, Smarts d8, Spirit d108, 
  Strength d4, Vigor d6
  Skills: Conjuring d10, Fighting d6, Heal d8, 
  Notice d4
  Pace: 6 Parry: 4 Toughness: 5
  Special Abilities
  •  Bane: cold iron.
  •  Gift Mage: 15pp, barrier, boost/lower, heal, succor, 
  elemental manipulation.
  giFted Waterhorse mages
  These Waterhorses lean a bit more to the gen-
  eralist side of things, and are competent melee 
  combatants, and skilled spellcasters. They have 
  the characteristic dark hair and gold eyes of most 
  Waterhorses.
  Origin: Gifted; Lineage: Fuath (Glashtyn); Group: 
  Court of Blades
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d10, Vigor d6
  Skills: Conjuring d10, Fighting d6, Notice d4, 
  Swimming d6
  Pace: 6 Parry: 5 Toughness: 7(2)
  Gear: Anim Gift Long Sword (Str+d8), Blade 
  Jacket (+2 legs, torso, arms)
  
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  Special Abilities
  •  Bane: fire.
  •  Stranglehold: Grappling +2.
  •  Aquatic: swimming is normally a free action, can’t 
  drown, pace=8.
  •  Gift Mage: 10pp, burst, elemental manipulation 
  (water).
  guard Bird sWarm
  These attacking birds form a swarm the size of 
  a Small Burst Template around each character, 
  and is treated like any other creature. When the 
  swarm is wounded it is effectively dispersed.
  Attributes: Agility d10, Smarts d4(A), Spirit d8, 
  Strength d6, Vigor d8
  Skills: Fighting d4, Notice d8, Tracking d6
  Pace: 10 Parry: 6 Toughness: 6
  Special Abilities
  •  Rapid Flight: These swarms can fly at a pace of 
  10, and are immune to ground-based effects.
  •  Beak and Talons: These swarms inflict many 
  scratches and pecks to their targets, inflicting 
  2d6 damage to everyone in the template. This 
  damage hits automatically and is applied to the 
  least armored location.
  •  Swarm: Parry +2; because swarms are composed 
  of many creatures, cutting and piercing weapons 
  do little to affect them. Area-effect weapons work 
  normally, and a character can make wide sweeps 
  through the swarm to inflict damage equal to 
  Strength.
  guard oF unmaKing adherent
  The guards of unmaking adherents are relatively 
  untrained but still have minor magics, and many 
  have the Sight. These are the regular people of 
  the sect.
  Origin: Sighted; Lineage: Mortal; Group: Guard 
  of Unmaking
  Attributes: Agility d4, Smarts d8, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Knowledge (Ancient Fae History) d4, 
  Notice d8
  Pace: 6 Parry: 2 Toughness: 5
  Special Abilities
  •  The Sight: though not all born into the Guard 
  of Unmaking have the Sight, almost half do, all 
  Adherents of the Guard may make a Sight check 
  at -4 instead of the usual -2.
  guard oF unmaKing spirits
  These ghostly figures have a will of their own, 
  and eminate from the blue gems embedded in 
  certain relics.
  Group: Guard of Unmaking
  Attributes: Agility d8, Smarts d8, Spirit d8, 
  Strength d8, Vigor d10
  Skills: Fighting d8
  Pace: 6 Parry: 6 Toughness: 5
  Gear: enchanted longsword (Str+d8)
  Special Abilities
  •  Etherial: These spirits are immaterial and can 
  only be harmed by magical attacks.
  •  Regeneration: when incapacitated, the spirit will 
  re-assemble on a successful Spirit-2 check, unless 
  the gems on the sword are broken, which counts as 
  a minor break in the treaty. Gem Toughness = 12.
  •  Location Bound: These spirits (and the swords) will 
  not leave the hallway the swords were placed in.
  guard oF unmaKing high 
  Keeper Liora
  The highest station within the Guard, The High 
  Keeper sets the tone for the order. Though elderly, 
  High Keeper Liora is an intimidating figure in 
  the traditional black-blue and white robes of her 
  order, emanating enough magic power that the 
  air around her crackles with energy.
  Origin: Sighted; Lineage: Mortal; Group: Guard 
  of Unmaking
  Attributes: Agility d4, Smarts d12, Spirit d12+2, 
  Strength d4, Vigor d6
  Skills: Investigation d10, Knowledge(Ancient Fae 
  History) d12, Knowledge (Local Fae Collectives) 
  d8, Notice d10, Persuasion d8, Prescience d12
  Pace: 6 Parry: 2 Toughness: 5
  
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  Special Abilities
  •  The Sight: High Keeper Liora of the Guards of 
  Unmaking has the Sight and is able to see through 
  Glamors.
  •  Poor eyesight and Colorblind: -2 to all vision 
  based Notice checks and automatically fails any 
  Notice check involving color.
  •  Oracle: 30PP, detect/conceal, displaced vision, divina-
  tion, future sight, mind read, past sight, telekinesis.
  guard oF unmaKing Keeper
  The Keepers are the priests and priestesses of the 
  Guard of Unmaking and responsible for maintaining 
  the alters and teaching their traditions.
  Origin: Sighted; Lineage: Mortal; Group: Guard 
  of Unmaking
  Attributes: Agility d4, Smarts d8, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Investigation d6, Knowledge(Ancient 
  Fae History) d8, Notice d10, Persuasion d4, 
  Prescience d10
  Pace: 6 Parry: 2 Toughness: 5
  Special Abilities
  •  The Sight: Keepers of the Guards of Unmaking 
  have the Sight and are able to see through Glamors.
  •  Colorblind: Automatically fails any Notice check 
  involving color.
  •  Oracle: 10PP, displaced vision, divination, past sight, 
  telekinesis.
  guard oF unmaKing sentry
  The sentries are the military arm of the Guards 
  of Unmaking, and one well-versed in fighting 
  magical opponents.
  Origin: Sighted; Lineage: Mortal; Group: Guard 
  of Unmaking
  Attributes: Agility d8, Smarts d8, Spirit d6, 
  Strength d8, Vigor d10
  Skills: Fighting d8, Intimidation d6, Investigation 
  d6, Knowledge (Ancient Fae History) d4, Notice 
  d8, Ritual d8
  Pace: 6 Parry: 6 Toughness: 8(1)
  Gear: Ceremonial armor (+1, torso), Ceremonial 
  sword (Str+d8-2)
  Special Abilities
  •  The Sight: Sentries of the Guards of Unmaking 
  have the Sight and are able to see through Glamors.
  •  Ritualist: 15PP, barrier, bolt, heal, smite, telekinesis.
  henry
  Henry is tall with a square jaw and has a unkempt 
  cowboy look about him, always wearing the same 
  brown leather jacket. Appearing middle-aged, his 
  mannerisms are noticeably old fashioned. He is 
  often found with his packmates, Felix and Savant.
  Origin: Changeling; Lineage: Jackelope; Group: 
  Court of Roses
  Attributes: Agility d10, Smarts d12, Spirit d12, 
  Strength d8, Vigor d10
  Skills: Drive d10, Fighting d8, Notice d10, 
  Persuasion d12, Trickery d12, Intimidation d10
  Pace: 6 Parry: 6 Toughness: 10(4) Charisma: 
  4 Status: 5
  Gear: 2xpistol-like-devices (6shots, 2d6, pierce), 
  Motorcycle Armor(torso, arms, legs, armor +4)
  Special Abilities
  •  Bane: fire.
  •  Survivor’s Boon: immune to poison and disease, 
  suffer no additional damage from called shots.
  •  Malleable Form: 10PP, humanoid disguise.
  •  Attractive Changeling: +4 Charisma.
  •  Can’t Fool a Trickster: +2 to resist Trickery.
  •  Improved Dodge: -2 to be hit with ranged attacks.
  •  Well Known: +2 to all attempts to identify this 
  character by any Nightmare or Fae.
  honor guard aLLyssa
  Honor Guard Alessa has an incredible ability to 
  cause confusion and havoc, disrupting a single 
  opponent or an entire battlefield with her magic.
  Lineage: Banshee; Group: Court of Blades
  Attributes: Agility d10, Smarts d10, Spirit d12+2, 
  Strength d6, Vigor d10
  Skills: Fighting d10, Intimidation d12, Notice 
  d8, Trickery d6
  Pace: 6 Parry: 7 Toughness: 7
  Gear: Aimn Rapier (Str+d4, Parry +1, necrotic, 
  scythe, beckon)
  
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  Special Abilities
  •  Bane: cold iron, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: blast, boost/lower, death touch, disable defenses, 
  dispel, divination, fear, havoc, intangibility, stun.
  •  Terrifying Beauty: Charisma +4, Intimidation +2.
  •  Fear -2: Banshees cause fear checks at -2 when 
  their wails are heard.
  •  Ethereal: The opponent is immaterial and can 
  only be harmed by magical attacks.
  •  Flight: Banshees float, never touching the ground. 
  Pace in air is 6, Strength check to gain elevation 
  (one inch per each success and raise), maneuvers 
  use Agility check. Use unstable platform rules 
  while airborne.
  •  No Mercy: May spend Bennies on damage rolls.
  honor guard modi
  Honor Guard Modi is Thane Skadi’s most trusted 
  ally, and an incredible force on the battlefield, 
  capable of cutting through swathes of enemies, 
  stone and metal without effort.
  Lineage: Cliff Ogre; Group: Court of Blades
  Attributes: Agility d12, Smarts d8, Spirit d10, 
  Strength d0, Vigor d12
  Skills: Fighting d10, Intimidation d10, Notice 
  d6, Stealth d8
  Pace: 8 Parry: 7 Toughness: 14(4)
  Gear: Aimn Hatchet (Str+d8, necrotic, scythe, beckon)
  Special Abilities
  •  Bane: cold iron.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: damage field, elemental manipulation (rock), 
  grow/shrink, slow.
  •  Rock Flesh: armor +4.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Fleet Footed: d10 running die instead of d6 and 
  pace = 8.
  •  Ambush Predator: +4 to attacks with the drop 
  in Blade territory.
  •  Command: +1 to troops recovering from shaken.
  •  Command Presence: Increase command radius 
  to 10”.
  •  Fervor: +1 melee damage to troops in command.
  •  Bodyguard: Agility (-2 for ranged) to intercept 
  attack for adjacent ally.
  •  Size +2: Cliff Ogres are large, but generally smaller 
  than their Giant cousins.
  honor guard morgan
  The youngest Fae of the Honor Guard, Morgan 
  is an agile fighter who prefers to keep opponents 
  at range using Gun-Like-Devices, and off-balance 
  though shapeshifting.
  Lineage: Puka; Group: Court of Blades
  Attributes: Agility d10, Smarts d12+2, Spirit 
  d12, Strength d8, Vigor d12
  Skills: Climbing d6, Fighting d10, Investigation 
  d10, Notice d8, Stealth d6, Taunt d10, Trickery d0
  Pace: 6 Parry: 7 Toughness: 10(2)
  Gear: Sphinx Claw-gun-like (2d10 SBT, 5/10/20, 
  RoF 1, 3 shots), 6x Sphinx Claws, Aimn Hatchet 
  (Str+d4, beckon, resilience, pierce), Enchanted clothes 
  (armor +2, torso, legs Can be shapeshifted)
  Special Abilities
  •  Bane: cold iron, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: darksight, detect/conceal arcana, disguise, 
  shape change.
  •  Flawed Shapeshift: A Puca will always have golden 
  eyes, dark fur, or an animal’s ears, no matter 
  its form, but may maintain shapeshifted form 
  indefinitely and transform up to once per round.
  •  Mimic Shifter: Morgan may copy up to one 
  
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  physical attribute per round.
  •  Command: +1 to troops recovering from shaken.
  •  Inspire: +1 to Spirit rolls of all troops in command.
  •  Linguist: Morgan easily learns new languages, 
  and speaks all the common ones.
  •  Can’t Fool a Trickster: +2 to resist Trickery.
  •  Glib Tongue: +2 to Trickery.
  honor guard oCtoBer
  An agile combatant, Honor Guard October 
  relies heavily on her magic, and prefers to keep 
  opponents at range, wielding her Phoenix Bone 
  Knives if any get too close.
  Lineage: Aos Si (fire); Group: Court of Blades
  Attributes: Agility d12, Smarts d10, Spirit d12+4, 
  Strength d8, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice 
  d10, Persuasion d8, Throwing d12, Trickery d0
  Pace: 6 Parry: 6 Toughness: 7
  Gear: 8xPheonix Daggers (Str+d4+2, roll to catch 
  fire, magical), Aimn Dagger (Str+d4, beckon, scythe)
  Special Abilities
  •  Bane: cold iron, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: armor, blast, deflection, detect/conceal arcana, 
  dispel, elemental manipulation (fire), fear, transfigure.
  •  Terrifying Beauty: Charisma +4, Intimidation +2.
  •  Can’t Fool a Trickster: +2 to resist Trickery.
  •  Marksman: Aim maneuver (+2 shooting) if does 
  not move.
  •  Steady Hands: Ignore unstable platform penalty; 
  Running penalty reduced to -1.
  •  Invulnerability (fire): October is immune to all 
  fire based attacks, including magical ones.
  iron jaW oyster
  These large stone oysters have disturbingly hu-
  man eyes dotted around their razer-sharp edges. 
  Roughly the size of a small table, they have been 
  known to take off arms.
  Origin: Construct
  Attributes: Agility d10, Smarts d4(A), Spirit d6, 
  Strength d0, Vigor d12
  Skills: Notice d12
  Pace: 1 Parry: 2 Toughness: 14(4)
  Special Abilities
  •  Bane: cold iron.
  •  Razor Edged Trap: Iron Jaw Oysters can snap 
  shut with incredible force and speed. If the target 
  fails an Agility -4 check, the Iron Jaw inflicts 3d8 
  damage immediately, and has the target successfully 
  grappled. Every round thereafter the Oyster will 
  deal grappling damage.
  •  Stone Shell: Armor +4.
  •  Construct: +2 to recover from being Shaken 
  Called shots do no extra damage; does not suffer 
  from disease or poison.
  •  Fearless: Iron Jaw Oysters are immune to fear 
  and Intimidation.
  •  Size +2: About the size of a small table and made 
  of heavy stone these Oysters weigh about the 
  same as a large horse.
  magiC WeLL
  These bestial Fae can be found near Ley Lines, 
  siphoning off the magic. With a strong glamor, 
  they fool even Nightmares and Fae, and look like 
  wishing wells filled with coin and precious items.
  Attributes: Agility d8, Smarts d4(a), Spirit d10, 
  Strength d10, Vigor d12
  Skills: Fighting d4, Notice d6
  Pace: 2 Parry: 6 Toughness: 12
  Special Abilities
  •  Bane: fire, wards.
  •  Fae: half damage from non-
  magical weapons, may use 
  powers by using Spirit, up to 
  one power per round.
  •  Powers: death touch, drain PP.
  •  Stranglehold: Grappling +2.
  •  Many Limbs: Parry +2.
  •  Snap Trap: If a target is 
  unaware and fails an 
  Agility -4 attack, the 
  
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  Magic Well automatically succeeds in a grapple 
  check.
  •  Magic Drain: For each round a grapple is maintained, 
  the target must make a Vigor roll at -2. On a total 
  of 1 or less the Nightmare takes a level of fatigue 
  and gains the permanent injury Magic Drained: 
  use of any powers or Fae abilities is done at a -1, 
  and the target gains the Weak Glamor hindrance 
  (minor) or steps it up to Major if already possessed. 
  On a Failure the target suffers one level of fatigue 
  and is shaken, and suffers the effects of Magic 
  Drained until they consume Fae Food.
  •  Regeneration (slow): Incredibly durable, Magic 
  Wells can only be killed if they are cut off from 
  a Ley Line’s magic until their basin empties (3d4 
  hours if not interfered with).
  •  Size +4: Magic Wells are large, roughly the same 
  size as a car or truck.
  •  Large: Attackers add 2 to their attacks to hit.
  mCCraCKen
  McCraken is a large by Red Cap who wears a 
  red woolen cap, cold iron boots and is heavily 
  muscled. He is known for wielding a cold iron 
  pike he decorates with skulls of those he defeats.
  Origin: Gifted; Lineage: Red Cap; Group: Court 
  of Blades
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d10, Vigor d10
  Skills: Conjuring d8, Fighting d10, 
  Intimidation d8, Notice d6, Taunt d6, 
  Throwing d6, 
  Track-
  ing d8
  Pace: 8 Parry: 7 Toughness: 11(4)
  Gear: Cold Iron Boots, Cold Iron Pike (Str+d8, 
  reach 2, requires 2 hands)
  Special Abilities
  •  Bane: fire, wards.
  •  Mean: Outsider.
  •  Gifted: Armor +4, 15pp, blast, confusion, fear, 
  quickness, zombie.
  •  Favored Weapon: The Red Cap gains an additional 
  +1 to Fighting and damage when using its Cold 
  Iron Pike and Boots.
  •  Combat Reflexes: +2 to recover from being Shaken.
  •  Fleet Footed: d10 running die instead of d6.
  •  Extraction: Ignore one foe’s free attack when 
  withdrawing from melee with an Agility roll.
  •  Mean: -2 to Charisma for mean temper and 
  surliness.
  •  Outsider: -2 Charisma, treated badly by those of 
  dominant society.
  mortaL gang memBer
  Mortals without the sight, these people non-the-less 
  are often influenced by Blade court members, as 
  that court maintains active ties to the major and 
  minor gangs in the East end of the city.
  Origin: Mortal
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Notice d6, Shooting d8
  Pace: 6 Parry: 6 Toughness: 5
  mortaL poLiCe
  Arden city police are predominately human, 
  though both courts have members on the force. 
  The blue uniform and gold crest is a common 
  sight in Arden.
  Origin: Mortal
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d10
  Skills: Driving d8, Fighting d8, Investigation d6, 
  Notice d8, Shooting d8
  Pace: 6 Parry: 6 Toughness: 11(4)
  Gear: Kevlar Vest with Inserts (Armor 
  +4/+8, torso) Baton (Str+d4), Glock (2d6, 
  
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  AP 1, Semi-Auto), 2-way radio, flashlight
  Special Abilities
  •  Call for Backup: within 1d3 rounds, Mortal Police 
  Officers are able to call all nearby officers—2d8 
  more reinforcements can be called in 5 minutes.
  mortaL seCurity guards
  Mortal Security guards wear uniforms denoting 
  their company. They have limited gear and 
  function more in an observe and report capacity.
  Origin: Mortal
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d6, Notice d6
  Pace: 6 Parry: 5 Toughness: 8(2)
  Gear: Baton (Str+d4), walkie talkie, flashlight
  Special Abilities
  •  Call for Backup: within 1d3 rounds, Mortal 
  Security Guards are able to call up to half the 
  available guards and officers.
  mortaL seCurity oFFiCers
  Mortal Security Officers have nicer uniforms 
  access to better equipment than regular security 
  guards, but otherwise serve the same role.
  Origin: Mortal
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d6, Vigor d10
  Skills: Fighting d6, Notice d6, Shooting d10
  Pace: 6 Parry: 5 Toughness: 8(2)
  Gear: Baton (Str+d4), Glock (2d6, AP 1, Semi-
  Auto), walkie talkie, flashlight
  Special Abilities
  •  Call for Backup: within 1d3 rounds, Mortal Security 
  Guards are able to call all the available guards and 
  officers—but will generally call only half.
  neW BLades
  New Blades predominately come from working and 
  lower class backgrounds. Most develop physical 
  similarities to their Triuth, and have gotten the 
  court’s customary tattoos and piercings.
  Group: Court of Blades
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Notice d6, Shooting d6
  Pace: 6 Parry: 5 Toughness: 7(1)
  Gear: Aimn Shortsword (Str+d6, beckon), Desert 
  eagle (2d8, semi-auto), Sports equipment (armor 
  +1, 50% to protect)
  Special Abilities
  •  Bane: wards, sunlight.
  patriCK
  A large Waterhorse, Patrick is adept at shifting 
  between his humanoid form and his horse-one. 
  Cunning and intelligent this Fae is behind the 
  recent increase in Blade attacks.
  Origin: Fae; Lineage: Fuath (Glashtyn); Group: 
  Court of Blades
  Attributes: Agility d0, Smarts d10, Spirit d10, 
  Strength d0, Vigor d12
  Skills: Fighting d12, Intimidation d10, Notice 
  d8, Persuasion d8, Swimming d12, Trickery d12
  Pace: 8 Parry: 8 Toughness: 10(2)
  Gear: Enchanted Great Sword (Str+d10, on 
  wound: Vigor at -2 or additional wound, Parry -1, 
  2 hands), leather jacket (armor +2, torso, arms), 
  Aimn (Str+d4, beckon)
  Special Abilities
  •  Bane: fire, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: blast, elemental manipulation (water), 
  enchanting appearance (below), havoc, quickness.
  •  enchanting appearance: the target must pass a 
  contested Spirit+charisma check to avoid moving 
  towards the Glastyn at full pace.
  •  Very Attractive: +4 Charisma in human form.
  •  Adhesive Skin: +2 to all grappling checks and 
  damage.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Aquatic: Glastyns are water Fae and cannot 
  
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  drown. Their Pace while in water is equal to 12, 
  and they only have to make swimming checks in 
  exceptional circumstances.
  •  Regerneration (fast): Glashtyns can make a Vigor 
  check each round to recover 1 wound, 2 with a 
  raise.
  •  Fleet Foot: Glashtyns roll a d8 instead of a d6 
  when running.
  •  Serrated Teeth and Hooves: Str+d8 natural weapon.
  •  Human-shift: This Fae is able to shift between 
  a human form and a horse form. Gains Size+2 
  when in horse form.
  preCious Waterhorse Fighter
  These Waterhorses have the characteristic dark 
  hair and gold eyes. They’ve been Nightmares 
  for a while and have a muscled physique, and 
  proficiency with their Aimn.
  Origin: Precious; Lineage: Fuath (Glashtyn); 
  Group: Court of Blades
  Attributes: Agility d10, Smarts d6, Spirit d8, 
  Strength d12, Vigor d10
  Skills: Fighting d12, Notice d6, Shooting d6, 
  Stealth d10, Swimming d8
  Pace: 6 Parry: 8 Toughness: 9(2); Glamor: -2
  Gear: Aimn Long Sword (Str+d8, necrotic), 
  Motorcycle Jacket (+2 armor, legs, torso, arms) 
  Sawn-off Shotgun (1-3d6*)
  Special Abilities
  •  Bane: fire, wards.
  •  Weak Glamor (Minor): Black horse ears & gold 
  eyes.
  •  Stranglehold: Grappling +2.
  •  Aquatic: swimming is normally a free action, can’t 
  drown, pace=8.
  raven assassin
  Agile and ruthless, the Raven Assassin delights in 
  toying with her victims. She has a pair of oversized 
  bone wings and wears a great raven-skull helmet.
  Origin: Gifted; Lineage: Raven Manitou; Group: 
  Court of Blades
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Conjuring d8, Fighting d8, Intimidation d8, 
  Notice d8, Stealth d10, Throwing d8, Tracking d8
  Pace: 6 Parry: 2 Toughness: 5; Glamor: 6
  Gear: Sword (shrinkable, Str+d8+1, 4x throwing 
  daggers (Str+d4, necrotic), 2x throwing daggers 
  (cold iron, Str+d4)
  Special Abilities
  •  Bane: fire.
  •  Combat Reflexes: +2 to recover from being Shaken.
  •  Extraction: Ignore one foe’s free attack when 
  withdrawing from melee with an Agility roll.
  •  Beast Form (Raven): 5PP, see Raven Assasin 
  Beast Form.
  raven assassin raven Form
  Larger than a typical raven, but not by much, this 
  form is rarely noticed as odd.
  Attributes: Agility d8, Smarts d4, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Flying d10, Intimidation d8, Notice d8, 
  Stealth d8, Tracking d8
  Pace: 7 Parry: 2 Toughness: 5; Glamor: 6
   
  re-adopted Waterhorse 
  nightmare
  This re-adopted Blade is shorter and thinner than 
  the other Waterhorses and has a pair of skeletal 
  wings. She still has the red eyes of another Fae, 
  but clearly has the ears of the Glastyn.
  Origin: Gifted; Lineage: Bagucks/Fuath (Glastyn); 
  Group: Court of Blades
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d6, Vigor d10
  Skills: Fighting d8, Notice d6, Stealth d8, Throwing 
  d8, Trickery d8
  Pace: 8 Parry: 6 Toughness: 7(1)
  Gear: Aimn dagger (Str+d4, beckon), 5xthrowing 
  daggers (Str+d4, pierce)
  Special Abilities
  •  Bane: wards, sunlight.
  •  Stranglehold: Grappling +2.
  •  Fleet-Footed: d10 running die.
  •  Flight: Pace in air is 6, Str check to gain elevation 
  (one inch per each success and raise), maneuvers 
  
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  use agility check. Use unstable platform rules 
  while airborne.
  •  Natural Weapon: Talons: Str+d6.
  •  Gift Armor: ‘ +1 armor, torso, arms, legs, head.
  •  Small: -1 Toughness (included in stats).
  rose ChangeLing sniper
  Ranged fighters, changeling snipers tend to 
  disguise themselves as mundane people to setup 
  and stay hidden before attacking.
  Origin: Changeling; Group: Court of Roses
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d6, Lockpicking d6, Notice d6, 
  Shooting d8, Stealth d8, Streetwise d6
  Pace: 6 Parry: 5 Toughness: 6(2) Charisma: 2
  Gear: Compound bow (2d6, beckon), 4xBroad-
  Head Arrow (+1 damage), 2xEnchanted Teflon 
  Arrow (pierce, AP 4 (total)), 2xEnchanted Broad 
  Head Arrow (necrotic, +1 damage)
  Special Abilities
  •  Bane: fire.
  •  Survivor’s Boon: immune to poison and disease, 
  suffer no additional damage from called shots.
  •  Malleable Form: 10PP, humanoid disguise.
  •  Changeling Charisma: +2 Charisma.
  •  Trademark Weapon: Compound Bow.
  rose giFted Fighter
  This Nightmare’s gift takes the form of a dangerous 
  weapon, but still enables access to gifted magics.
  Origin: Gifted; Group: Court of Roses
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d10
  Skills: Conjuring d10, Driving d6, Fighting d8, 
  Intimidation d8, Notice d6, Trickery d6
  Pace: 6 Parry: 6 Toughness: 11(4)
  Gear: Flak Jacket (armor +0/4, resilience), Gift 
  Weapon (Str+d8)
  Special Abilities
  •  Bane: cold iron, running water, fire, wards, and/
  or sunlight.
  •  Quick Draw: May draw weapon as a free action.
  •  Gift: ‘15PP, Gift Weapon (Str+d8), bolt, quickness, 
  warrior’s gift.
  rose giFted heaLer
  Often the best healers the Fae have are Gifted 
  Nightmares as their flexibility and assisted magic 
  helps them heal even the most grievous of injuries.
  Origin: Gifted; Group: Court of Roses
  Attributes: Agility d6, Smarts d8, Spirit d10, 
  Strength d4, Vigor d6
  Skills: Conjuring d10, Fighting d8, Healing d8, 
  Notice d6
  Pace: 6 Parry: 6 Toughness: 5
  Special Abilities
  •  Bane: cold iron.
  •  Gift: 25PP, damage field, heal, succor.
  rose LepreChaun maKer
  Fond of gold and drink, most leprechaun are 
  makers—metalworkers and brewmasters of some 
  sort.
  Origin: Precious; Lineage: Leprechaun; Group: 
  Court of Roses
  Attributes: Agility d6, Smarts d10, Spirit d6, 
  Strength d4, Vigor d6
  Skills: Enchanting (Brewing) d10, Notice d6, 
  Repair d12, Shooting d4, Trickery d8
  Pace: 6 Parry: 5 Toughness: 8(2)
  Gear: Shotgun 2d6, Motorcycle Jacket (+2 Armor, 
  torso, arms). 3x Drink 1 (boost/lower) 2x Drink 
  2 (deflection, 1 raise), 2x Cyclone Jacks
  Special Abilities
  •  Bane: cold iron.
  •  Specific Fae Diet: ale.
  •  Maker: 10PP, boost/lower trait, deflection.
  rose preCious dipLomat
  The Rose Precious Diplomat specializes in court 
  dealings and is a master of socializing, manipulating, 
  and leading others. Often send to other courts to 
  arrange contracts once skilled, they must first cut 
  their teeth in the Court of Roses.
  Origin: Precious; Group: Court of Roses
  Attributes: Agility d4, Smarts d12, Spirit d8, 
  
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  Strength d4, Vigor d4
  Skills: Knowledge (Court Of Roses) d12, Knowledge 
  (Court Of Frost) d8, Knowledge (Undermarket) 
  d8, Notice d6, Persuasion d8, Trickery d10
  Pace: 6 Parry: 2 Toughness: 4 Charisma: 2 
  Status: 2
  Gear: Tablet, cell phone, pen, paper and instant 
  courier
  Special Abilities
  •  Bane: cold iron.
  •  Charismatic: +2 to Charisma.
  •  Glib Tongue: +2 to trickery.
  rose sighted spotter
  Spotters tend to have an always on job descrip-
  tion and are responsible for seeing and reporting 
  anything unusual in their area while remaining 
  unseen themselves.
  Origin: Sighted; Lineage: Mortal; Group: Court 
  of Roses
  Attributes: Agility d6, Smarts d8, Spirit d6, 
  Strength d4, Vigor d6
  Skills: Driving d6, Fighting d6, Investigation d8, 
  Notice d8, Prescience d6, Stealth d8
  Pace: 6 Parry: 5 Toughness: 7(2) Status: 0
  Gear: Dagger (Str+d4, bramble), Motorcycle 
  Jacket (+2 Armor)
  Special Abilities
  •  Oracle: 10PP, past sight, telepathic bond.
  savant
  Savant is a heavy-set gentleman, with a cheerful 
  demeanor and incredible agility despite his size. 
  Savant is the ranged specialist in his pack, and 
  is known for his fondness of martinis. He is the 
  most likely of his pack (him, Henry, and Felix) 
  to be found alone.
  Origin: Precious; Lineage: Brownie; Group: 
  Court of Roses
  Attributes: Agility d12, Smarts d12, Spirit d12, 
  Strength d4, Vigor d6
  Skills: Fighting d8, Notice d12, Shooting d0, 
  Trickery d8
  Pace: 6 Parry: 6 Toughness: 5 Status: 5
  Gear: Barrett (2d10, AP 4, Snapfiore, HW), Glock 
  (2d6, AP 1, semi-auto), Fiery Gun-like-device 
  (6 shots, 3d6 MBT, roll to catch fire), Acid Fang 
  Gun-like-device (8 shots, 2d6 every round until 
  removed from flesh)
  Special Abilities
  •  Bane: cold iron.
  •  Rock n Roll!: Ignore full-auto penalty if shooter 
  does not move.
  •  Steady Hands: no unstable platform penalty, 
  running penalty is -1.
  •  Master Shooter: +2 to all Shooting rolls.
  •  Well Known: +2 to all attempts to identify this 
  character by any Nightmare or Fae.
  seether preFormer
  Incredibly skilled at eliciting emotions, particularly 
  rage, the Seether performer is very useful as an 
  assist caster in combat.
  Origin: Precious; Lineage: Seether; Group: 
  Court of Blades
  Attributes: Agility d12, Smarts d6, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Notice d4, Preformance 
  (Dance) d12
  Pace: 6 Parry: 6 Toughness: 5
  Gear: Aimn (Str+d4, necrotic), hand mirror
  Special Abilities
  •  Bane: cold iron, fire.
  •  Natural Poisoned Weapon (Nails): Str+d6, on 
  injury make a vigor check to avoid an additional 
  wound.
  •  Preformer: 10PP, boost/lower trait, deflection.
  thorn WaLL
  This massive wall of thorny vines writhes and 
  lashes out constantly.
  Origin: Construct
  Attributes: Agility d10, Smarts d4(A), Spirit d8, 
  Strength d10, Vigor d12
  Skills: Fighting d10, Notice d6
  Pace: 0 Parry: 7 Toughness: 12
  
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  Special Abilities
  •  Bane: fire.
  •  Vine Lash: The Thorn Wall can make up to three 
  regular attacks or one sweep attack per round 
  without suffering a penalty, dealing d4+Str damage.
  •  Venomous Poison: Any time a target comes in 
  contact with the Thorn Wall’s thorns they must 
  make a Vigor roll against Venomous Poison, see 
  Poison Rules.
  •  Enchanting Scent: the target must pass a Spirit-2 
  check to avoid moving towards the Thorn Wall 
  at full pace and attempting to smell the flowers.
  •  Living Construct: ‘+2 to recover from being 
  Shaken Called shots do no extra damage.
  •  Fearless: The Thorn Wall is immune to fear and 
  Intimidation.
  •  Regeneration (fast): The Thorn Wall makes a 
  Vigor check every round to recover a wound, 
  two with a raise, even once incapacitated.
  •  Regeneration (slow): Incredibly hard to kill, the 
  Thorn Wall can only be killed if every inch of 
  soil it resides in is lit on fire.
  •  Size +4: This Thorn Wall spans an incredibly 
  large area, and fills the cavern to the ceiling.
  •  Large: Attackers add 2 to their attacks to hit.
  toBias
  Tobias is a small man of African American 
  background, thick with wrinkles and shockingly 
  white hair. He is known for his aggressively 
  crotchety nature and his ability to see into both 
  the future and the past.
  Origin: Sighted; Lineage: Mortal
  Attributes: Agility d8, Smarts d8, Spirit d12, 
  Strength d6, Vigor d8
  Skills: Driving d6, Fighting d6, Notice d10, 
  Prescience d8, Repair d10, Shooting d4, Trickery 
  d10
  Pace: 5 Parry: 5 Toughness: 6; Glamor: 0 
  Charisma: 0
  Gear: Shotgun (1-3d6*)
  Special Abilities
  •  Elderly: pace -1, -1 to vigor and strength die types.
  •  Outsider: -2 Charisma, treated badly by those of 
  dominant society.
  •  Glamorless: No Glamor to affect. -4 (total -6) to 
  see using Sight checks.
  •  Oracle: 25PP death touch, detect/conceal arcana, 
  displaced vision, future sight, mind read, past sight, 
  tripwire.
  •  Danger Sense: -2 Notice check for danger.
  •  Death Wish: Revenge for Son’s death.
  toBias’ ConstruCt “BaBs”
  Babs is a mechanical scorpion the size of a small 
  car. Its body is a composite of old refrigerators, car 
  parts, engine blocks and industrial equipment, and 
  the glass bulbs on its claws glow with electricity.
  Origin: Construct
  Attributes: Agility d8, Smarts d4(A), Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fighting d10, Notice d6, Stealth d6
  Pace: 6 Parry: 6 Toughness: 11(2)
  Special Abilities
  •  Claws: Str+d6, may frenzy with the claws at no 
  penalty.
  •  Tail: Str+d8, reach 1.
  •  Construct: Never suffers from wound modifiers, 
  immune to poison and disease, +2 to recover 
  from shaken, no additional damage from called.
  •  Weak Spot: called shot at -4 that inflicts a wound 
  to the power sources on her claws and tail will 
  deactivate that weapon.
  •  Metal Shell: Armor +2.
  •  Size +1: The size of a large dog, but made of solid 
  metal, Babs is heavier than it looks.
  vendor
  Often some variety of Goblin, these Fae vend from 
  a stall in the Undermarket, often busy behind the 
  scenes, some none-the-less prefer to interact with 
  customers, or have no others working under them.
  Origin: Fae; Lineage: Goblin; Group: Undermarket
  Attributes: Agility d6, Smarts d12+4, Spirit d10, 
  Strength d6, Vigor d4
  Skills: Intimidation d8, Knowledge (Appraisal) 
  d12, Knowledge (Undermarket) d10, Notice d10, 
  Trickery d12
  
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  Pace: 6 Parry: 2 Toughness: 4 Charisma: 2 
  Status: 3
  Special Abilities
  •  Bane: sunlight, cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Charismatic: +2 Charisma.
  •  Can’t Fool a Trickster: +2 to resist trickery.
  vendor nightmare
  Generally lower-level hirelings and adoptees, 
  these Nightmares are responsible for interacting 
  with the customers of their stalls.
  Origin: Precious; Lineage: Goblin; Group: 
  Undermarket
  Attributes: Agility d6, Smarts d12, Spirit d8, 
  Strength d6, Vigor d4
  Skills: Intimidation d6, Knowledge (Appraisal) 
  d10, Knowledge (Undermarket) d8, Notice d8, 
  Trickery d12
  Pace: 6 Parry: 2 Toughness: 4 Status: 1
  Special Abilities
  •  Bane: Sunlight.
  •  Can’t Fool a Trickster: +2 to resist trickery.
  vengoth
  Vengoth is a Morphium who can Shapeshift at 
  will but must retain roughly the same mass. Cur-
  rently varying from the size of a human to that 
  of a small car. Vengoth has eight spider like eyes 
  which cannot be shape shifted away but instead 
  are incorporated into the design of whatever form 
  it is wearing. Vengoth like all other Moprphiuem 
  has a shifting off-white skin which cannot change 
  color. Unlike the older Morphiuem Vengoth 
  has intricate control of its shapeshifting and can 
  replicate even the minutest of details.
  It relies on its shape shifting to disorient its prey, 
  and preferentially uses Guerilla tactics, or lures 
  Packs into traps to separate them and attack each 
  one at a time, even using individuals as bait. 
  Vengoth will ignore all Sighted except those 
  associated with a Fae Court, and even then, will 
  preferentially hunt other Nightmares. 
  Origin: Construct (Morphium)
  Attributes: Agility d8, Smarts d10(A), Spirit d8, 
  Strength d10, Vigor d10
  Skills: Fighting d10, Notice d6, Tracking d10
  Pace: 6 Parry: 7 Toughness: 10
  Special Abilities
  •  Construct: +2 to recover from being Shaken 
  Called shots do no extra damage; does not suffer 
  from disease or poison.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Copy Shift: changes form to adapt, can mimic the 
  attributes and skills of a target, at a rate of one 
  per round, and can only take free actions for the 
  rest of that turn. Copied skills and attributes are 
  maintained for the entire encounter.
  •  Magic Consumption: Heal 1 wound for every 
  Nightmare the Morphium Consumes, 2 for each 
  Fae. If the Morphium has no wounds, instead 
  add +1 to Toughness, Strength, or Agility for 
  the rest of the encounter. This ability stacks with 
  itself. Anything a Morphium consumes does not 
  regenerate or reform, including a Gifteds Gift.
  •  Shifting Grip: The Morphium will preferentially 
  grapple targets to drain as much magic off as 
  possible, and it can change its anatomy on the fly, 
  making it incredibly difficult to escape from. +6 
  to all grappling checks. Maintaining an already 
  initiated grapple is a free action. For each ad-
  ditional target it is maintaining in a grapple the 
  Morphium suppers a -2 penalty to all actions, 
  including further grapple checks.
  •  Magic Drain: For each round this grapple is 
  maintained, the target suffers one wound. If the 
  target escapes the Morphium’s grasp, they must 
  make a Vigor roll at -2. On a Failure the Nightmare 
  takes a level of fatigue and gains the permanent 
  injury Magic Drained: use of any powers or Fae 
  abilities is done at a -1, and the target gains the 
  Weak Glamor hindrance (minor) or steps it up 
  to Major if already possessed. On a success the 
  target suffers one level of fatigue and is shaken, 
  and suffers the effects of Magic Drained until they 
  
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  consume Fae Food.
  •  Invulnerability: The Morphium is invulnerable 
  to a magical and mundane damage except that 
  caused by the items used to craft it.
  •  Distractible: The Morphium will go after easy 
  food such as magical items and food if it does not 
  have prey in its grip.
  •  Regeneration (fast): The Morphium can make a 
  Vigor check at -2 each round to recover 1 wound, 
  2 with a raise.
  Warden
  Wardens are the Undermarket’s guards. Fae 
  members of a Market Lord’s family, they carry 
  similar staffs and cloaks to those of the Market 
  Lords.
  Origin: Fae; Lineage: De Danna; Group: Un-
  dermarket
  Attributes: Agility d10, Smarts d10, Spirit d12, 
  Strength d10, Vigor d8
  Skills: Fighting d10, Intimidation d10, Knowledge 
  (Fae) d10, Knowledge (Undermarket) d0, Notice 
  d12, Streetwise d8, Trickery d10
  Pace: 6 Parry: 8 Toughness: 8(2) Status: 5
  Gear: Armored Cloak (50% torso, arms, legs, 
  Armor +2), Market Security Staff (Str+d4, reach 
  1, parry +1, drain (below)), Magic communication 
  devices
  Special Abilities
  •  Bane: sunlight, cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: barrier, sleep, stun, rockfall (below).
  •  drain: If no wounds are inflicted the target must 
  take a Vigor check at -2 or suffer 1 level of Fatigue. 
  All damage dealt by this weapon is non-lethal.
  •  rockfall: A minor earthquake causes rocks to fall 
  from the Undermarket’s ceiling, in a line up to 4” 
  long, dealing 3d10 damage to anyone underneath 
  them, and leaving a rocky barrier behind.
  •  Can’t Fool a Trickster: +2 to resist trickery.
  •  Fast Talker: May use Trickery Combat Tricks 
  once without inflicting a MAP.
  •  Level Headed: Draw two initiative cards, pick one.
  Warden in training
  Wardens in Training are Nightmares, but still 
  members of a Market Lord’s family. They carry 
  the same staff and cloak as the others, though their 
  staves are still being carved. These individuals 
  were often originally re-adopted by a Market 
  Lord and bear tr
  Origin: Gifted; Lineage: De Danna; Group: 
  Undermarket
  Attributes: Agility d12, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d8, Knowledge 
  (Fae) d6, Knowledge (Undermarket) d10, Notice 
  d10, Streetwise d8, Trickery d8
  Pace: 6 Parry: 6 Toughness: 8(2) Status: 3
  Gear: Armored Cloak (50% torso, arms, legs, 
  Armor +2), Market Security Staff (Str+d4, reach 
  1, parry +1, drain (below)), Magic communication 
  devices
  Special Abilities
  •  Bane: sunlight.
  •  Can’t Fool a Trickster: +2 to resist trickery.
  •  Caster Staff: +2 to all power skill rolls while staff 
  is held by its rightful owner.
  •  drain: If no wounds are inflicted the target must 
  take a Vigor check at -2 or suffer 1 level of Fatigue. 
  All damage dealt by this weapon is non-lethal.
  WiniFred
  Quiet and awkward under normal conditions, 
  Winifred is incredibly adept at posing as another 
  person, thanks to her incredibly macabre ability. 
  While she has had the Sight all her life, she 
  discovered her ability to transform into people 
  after snapping and killing a high-school tormentor.
  Origin: Sighted; Lineage: Mortal; Group: Court 
  of Blades
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d8, Vigor d6
  Skills: Fighting d8, Notice d6, Shooting d6, 
  Trickery d10
  
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  Pace: 6 Parry: 6 Toughness: 5
  Gear: Aimn (Str+d4, beckon) one blade skin, one 
  rose skin
  Special Abilities
  •  Bane: running water, wards.
  •  Fast Talker: May use Trickery Combat Tricks 
  once without inflicting a MAP.
  •  Human Skinwalker: on a successful Spirit check, 
  Winifred can magically turn the body of a dead 
  person into a preserved skin focus. When she 
  puts on the skin, she takes on the shape of the 
  dead person until the skin is removed.
  •  Borrowed Memories: Winifred is able to access 
  flashes of memories from whatever skin she is 
  wearing, adding +2 to all rolls using this knowledge.
  Fae
  agLeBemu 
  Groups: Native American, Aquatic, Giant, Animal, 
  Predatory, 
  Giant frog-like monsters who dwell in the conifer-
  ous forests of North America, these carnivorous 
  Fae Ambush are predators when necessary, but 
  prefer to flood their hunting grounds by damning 
  up rivers and destroying manmade damns. Their 
  natural camouflage and Glamor Manipulation 
  allow Aglebemu to blend in seamlessly with their 
  environment, while their aura of dread is used to 
  overwhelm and paralyze their prey, which they finish 
  off with the highly dangerous poisons they secrete.
  Attributes: Agility d6, Smarts d8(A), Spirit d8, 
  Strength d10, Vigor d10
  Skills: Fight d4, Notice d8, Stealth d8, Swimming 
  d4, Trickery d8
  Pace: 6 Parry: 4 Toughness: 13
  Special Abilities
  •  Bane: cold iron, fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Heavy Glamor: additional -4 to Sight Checks 
  to spot Aglebemu.
  •  Fear -2: Aglebemu cause fear checks at -2 when 
  spotted.
  •  Venomous Poison: Any time a target comes 
  in contact with Aglebemu’s skin or tongue they 
  Because all the Fae are Wild Cards, 
  the rose symbol is not used from here 
  on to indicate so. If you’re looking for a 
  specific Fae, they’re listed alphabetically. 
  Lists of Fae organized by broad groupings; 
  Culture, Home, Appearance, Behaviour 
  and Function, are available on page 200.
  aCCuraCy
  Though the entries note what culture the 
  Fae is pulled from, these are not meant 
  to be perfect transcriptions of the myths, 
  but instead are inspired by them. 
  Certain Fae are historically described as 
  elusively female or male. We’ve removed 
  this restriction from them, though some 
  still reference their original gender in the 
  Fae name, if an alternate name wasn’t 
  available
  
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  must make a Vigor roll against Venomous Poison, 
  see Poison Rules.
  •  Tongue Lash: Aglebemu can make a Reach 2 
  attack with its long forked tongue, dealing Str 
  damage.
  •  Slam: Aglebemu attempt to crush their prey 
  under their mass. This can target all targets in a 
  2-inch radius, and is a Fighting roll opposed by 
  the target’s agility. If Aglebemu wins, the target 
  suffers 4d6 damage.
  •  Amphibious: Aglebemu may move through 
  swampy terrain at regular page, and can hold its 
  breath for up to 20 minutes.
  •  Size+6: Aglebemu are large beasts, about the size 
  of an elephant.
  •  Large: Attackers add +2 to their attacks to hit.
  agropeLter 
  Groups: Tall Tale, Woods, Animal, Territorial
  The Argopelter is a vicious Fae Beast with an 
  angry ape-like face filled with teeth. It has two 
  long and slender muscular whip-like arms and a 
  wiry body. Its fast reflexes and tensile strength 
  allow it to move through the forest canopy and 
  wooded areas with ease. Many of those who 
  encounter an Argopelter don’t see it until too late, 
  only learning they’ve trespassed in its territory 
  after becoming the target of its attacks
  Attributes: Agility d10, Smarts d8(A), Spirit d4, 
  Strength d8, Vigor d6
  Skills: Climbing d10, Fighting d4, Notice d10, 
  Stealth d12, Throwing d10
  Pace: 6 Parry: 4 Toughness: 5
  Gear: Sharpened sticks (Str+d4)
  Special Abilities
  •  Bane: cold iron, fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: quickness.
  •  Gatling Speed: Argopelters can throw up to 4 
  projectiles per round without incurring a multi-
  action penalty.
  aLp LuaChra
  Groups: Native American, Aquatic, Urban, 
  Animal, Small, Parasitic
  A newt-like parasitic Fae beast, the Alp Luachra 
  enters a sleeping Mortal or Nightmare’s mouth 
  and feeds off the food they eat. Originally known 
  for hunting near streams and rivers for travelers, 
  these Fae have transitioned to the cities and human 
  settlements using underground plumbing, taps 
  and water mains. Victims of an Alp Luachra will 
  awake feeling incredibly tired and irritable, with 
  an insatiable hunger
  Attributes: Agility d4, Smarts d4(A), Spirit d8, 
  Strength d4, Vigor d12
  Skills: Notice d6, Stealth d10, Swimming d8
  Pace: 4 Parry: 2 Toughness: 5
  Special Abilities
  •  Bane: fire, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: invisibility, slumber.
  •  Amphibious: Alp Luachra may move through 
  swampy terrain at regular page, and can hold its 
  breath for up to 20 minutes.
  •  Size -3: Alp Luachra are the size of a small newt.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  aos sí
  The Aos Si are known to be incredible shape 
  shifters and powerful spell casters with complete 
  control over their element. Descendants of the De 
  Danna, they range wildly in appearance, covering 
  the entire spectrum from stunningly beautiful to 
  bestial and fierce to grotesque and monstrous. 
  With a wicked temper and history of maligning 
  Mortals who insult them, they’ve acquired the 
  names the good neighbors and the fair folk
  young aos sí
  Groups: Celtic, Humanoid, Intelligent
  Newly become a Fae, a young Aos Sí is still a 
  challenging opponent
  Attributes: Agility d6, Smarts d10, Spirit d12, 
  Strength d6, Vigor d8
  
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  Skills: Fighting d6, Intimidation d6, Notice d10, 
  Persuasion d10, Trickery d12
  Pace: 6 Parry: 5 Toughness: 6
  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: barrier, bolt, detect/conceal arcana, disguise, 
  dispel, elemental manipulation, fear, glamor manipula-
  tion, like new, disguise.
  •  Unearthly Beauty: Charisma +4.
  oLd aos sí
  Groups: Celtic, Humanoid, Intelligent
  With more time to perfect their magic an older 
  Aos Sí is much more dangerous
  Attributes: Agility d10, Smarts d12+2, Spirit 
  d12+6, Strength d6, Vigor d8
  Skills: Fighting d6, Intimidation d10, Notice d10, 
  Persuasion d12, Trickery d12+2
  Pace: 6 Parry: 5 Toughness: 6
  Special Abilities
  •  Bane: cold iron, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: blast, blind, deflection, detect/conceal arcana, 
  disguise, dispel, elemental manipulation, fear, slumber, 
  glamor manipulation, shape change, transfigure.
  •  Terrifying Beauty: Charisma +4, Intimidation +2.
  •  Can’t Fool a Trickster: +2 to resist Trickery.
  asrai
  Groups: Celtic, Aquatic, Half-human, Intelligent, 
  Friendly
  Less magically potent than many other water 
  Fae, and are extremely cautious and timid Fae, 
  Asrai can only be found on calm moonlit nights. 
  The Asrai are inhumanly slender, with the upper 
  body of a child or attractive youth and the lower 
  body of a fish. The ice cold touch of an Asrai is 
  their main defense, and strong enough that many 
  find they are unable to feel warmth on that skin 
  ever again
  Attributes: Agility d12, Smarts d8, Spirit d6, 
  Strength d6, Vigor d4
  Skills: Notice d6, Swimming d12, Trickery d6
  Pace: - Parry: 2 Toughness: 4
  Special Abilities
  •  Bane: Sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: death touch, elemental manipulation (water).
  •  Cautious: Asrai are timid Fae, being of much 
  lesser power than many others, and typically flee 
  at the first sign of danger.
  •  Aquatic: Asrai are water Fae and cannot drown. 
  Their Pace while in water is equal to 12, and they 
  only have to make swimming checks in exceptional 
  circumstances.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  axe handLe hound
  Groups: Tall Tale, Animal, Territorial, Pest, 
  Urban, Rural
  Nocturnal beasts, Axe Handle Hounds have flat 
  axe-blade shaped heads and lean bodies similar 
  in shape to an axe handle. Highly territorial they 
  become aggressive towards anyone who they think 
  is standing between them and their next meal of 
  tool handles. These Fae hounds dwell anywhere 
  they can find tools to eat
  Attributes: Agility d12, Smarts d8(A), Spirit d8, 
  Strength d10, Vigor d12
  Skills: Fighting d10, Intimidation d6, Notice d8, 
  Stealth d8
  Pace: 8 Parry: 7 Toughness: 8
  Special Abilities
  •  Bane: running water, fire, sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Axe-head: str+d8.
  •  Nocturnal Fae: Do not suffer darkness penal-
  
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  ties, Vigor check to avoid fatigue in bright light 
  every 10min.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Size -2: Axe Handle Hounds are the size of an 
  extremely skinny dog.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  BaLL taiLed Cat
  The Ball Tailed cat is a large predatory feline with 
  a tail that ends in a mace-like head. Carnivores, 
  they prefer to hunt other Fae, and are usually 
  solitary animals
  dingmauL 
  Groups: Tall Tale, Animal, Predatory
  Most Ball Tailed Cats use brute force, crushing 
  limbs and bones with their tails
  Attributes: Agility d10, Smarts d4(A), Spirit d8, 
  Strength d10, Vigor d10
  Skills: Climbing d12, Fighting d10, Notice d6, 
  Stealth d12+2
  Pace: 6 Parry: 7 Toughness: 9
  Special Abilities
  •  Bane: running water.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Size +2: Balled tailed cats are roughly the size of 
  a mountain lion.
  siLver Cat
  Groups: Tall Tale, Animal, Predatory
  Similar in appearance to an oversized lynx with 
  tasseled ears and crimson eyes, the Silver Cats are 
  a peculiar Ball Tailed Cat. With more dexterous 
  tails than their relatives, they can both crush 
  their prey or strangle it, but more importantly, 
  they are a living Ward Bane. As such, Silver Cats 
  prefer to hunt Fae weak to Wards. Their tails are 
  valuable for use as weapons components, though 
  it’s difficult to find one, and harder still to kill it
  Attributes: Agility d12, Smarts d8(A), Spirit d10, 
  Strength d8, Vigor d12
  Skills: Climbing d8, Fighting d10, Notice d6, 
  Stealth d12, Tracking d10
  Pace: 6 Parry: 7 Toughness: 14(4)
  Special Abilities
  •  Bane: running water, fire.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: speed..
  •  Living Bane: Affect those with the Ward Bane 
  as any other Ward item would.
  •  Metal Hide: armor +4.
  •  Size +2: Balled tailed cats are roughly the size of 
  a mountain lion.
  Banshee
  Groups: Celtic, Humanoid, HouseFae (Familial), 
  Spectral, Intelligent
  With pale skin, long white hair, and insubstantial 
  appearance, the Banshee’s spectral association is 
  apparent at a glance. Well known for their piercing 
  wails predicting, and causing, death, the banshee 
  is a potent magic wielder
  Attributes: Agility d10, Smarts d8, Spirit d12, 
  Strength d4, Vigor d4
  Skills: Fighting d8, Intimidation d12, Notice d8, 
  Trickery d6
  Pace: 6 Parry: 6 Toughness: 4
  Special Abilities
  •  Bane: cold iron, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: death touch, disable defenses, dispel, divina-
  tion, fear, intangibility.
  •  Terrifying Beauty: Charisma +4, Intimidation +2.
  •  Human-shift: This Fae is able to change its 
  apparent age and attractiveness, but can only take 
  on human forms.
  •  Fear -2: Banshees cause fear checks at -2 when 
  their wails are heard.
  •  Ethereal: The opponent is immaterial and can 
  only be harmed by magical attacks.
  
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  •  Flight: Banshees float, never touching the ground. 
  Pace in air is 6, Strength check to gain elevation 
  (one inch per each success and raise), maneuvers 
  use Agility check. Use unstable platform rules 
  while airborne.
  BasKet ogre
  Groups: Native American, Rural, Woods, Giant, 
  Humanoid, Predatory
  This giant Ogre catches Mortals and places them 
  in a large basket on its back to be devoured later. 
  Slow witted, there are multiple stories of their 
  victims escaping by use of quick wits and a little 
  ingenuity. Those who leap from a Basket Ogre’s 
  back, however, do not survive the fall
  Attributes: Agility d6, Smarts d4, Spirit d6, 
  Strength d12+6, Vigor d12
  Skills: Fighting d6, Notice d4, Stealth d4
  Pace: 6 Parry: 5 Toughness: 15
  Gear: large basket
  Special Abilities
  •  Bane: fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Fearless: This opponent is not subject to fear 
  tests, and cannot be intimidated.
  •  Poor Eyesight: -2 to all Notice checks involving 
  sight.
  •  Size +8: Basket Ogres stand roughly three apart-
  ment stories tall.
  •  Huge: Attackers add +4 to their attacks to hit.
  Bean nighe
  Washer
  Groups: Celtic, Aquatic, Humanoid, Human-shift, 
  Intelligent, Spectral
  The washer Bean Nighe is known for appearing 
  in one of two favored forms: that of an incredibly 
  attractive youth, and a monstrous hag with a 
  single nostril, tooth and eye with webbed talons 
  on her hands and feet. This Fae is generally found 
  near deserted bodies of water, washing funeral 
  garments for those who are about to die. For 
  those who dare to approach, the Bean Nighe will 
  answer any three questions, but expect the favor 
  to be paid in kind with truthful answers to three 
  questions of her own
  Attributes: Agility d4, Smarts d12, Spirit d10, 
  Strength d8, Vigor d6
  Skills: Fighting d4, Intimidation d12, Notice 
  d10, Trickery d12
  Pace: 6 Parry: 4 Toughness: 5
  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: blind, confusion, death touch, divination, fear.
  •  Limited Precognition: Washer Bean Nighe 
  know the names of those about to die..
  •  Terrifying Beauty: Charisma +4, Intimidation +2.
  •  Human-shift: This Fae is able to change its 
  apparent age and attractiveness, but can only take 
  on human forms.
  •  Fear -2: Washer Bean Nighe cause fear checks 
  at -2 when spotted.
  •  Fearless: This opponent is not subject to fear 
  tests, and cannot be intimidated.
  •  Amphibious: A Washer Bean Nighe may move 
  through watery difficult terrain at regular page, 
  and can hold its breath for up to 20 minutes.
  mirror FaCe 
  Groups: Modern, Aquatic, Urban, Half-human, 
  Intelligent, Spectral
  This Fae has a mirror for a face and adopts the 
  reflection of those who look into it, and allows 
  a glimpse of a probable future. Looking into the 
  Face of a Mirror Faced Bean Nighe can be an 
  intimidating prospect, as the face looking back at 
  you is always your own, and may well be from a 
  future you don’t wish to see. The easiest time to 
  find a Mirror Face Bean Nighe is when it rains
  Attributes: Agility d6, Smarts d10, Spirit d12, 
  Strength d8, Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d12, 
  Trickery d10
  Pace: 6 Parry: 6 Toughness: 6
  
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  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: confusion, displaced vision, mind read, 
  past sight.
  •  Limited Precognition: Mirror Face Bean Nighe 
  reflect multiple likely near-futures of those who 
  look into their face..
  •  Fear: Mirror Face Bean Nighe cause fear checks 
  when spotted.
  •  Amphibious: A Mirror Faced Bean Nighe may 
  move through watery difficult terrain at regular 
  page, and can hold its breath for up to 20 minutes.
  BiLLdad
  Groups: Tall Tale, Aquatic, Animal
  A small beaver-like Fae creature, the Billdad 
  has long powerful legs, and a short sharp beak. 
  While once plentiful by calm ponds, extensive 
  hunting by Mortals and Fae has left only a 
  handful. Its flesh is intoxicating and addictive 
  to Mortals and Fae both, however it also acts as 
  a mild poison. Bringing a high price in 
  the 
  Goblin Markets, but banned in the 
  Undermarket, the Billdad is 
  a tempting target even for 
  those who are not addicted 
  to it
  Attributes: Agility d12, 
  Smarts d6(A), Spirit d6, 
  Strength d4, Vigor d12
  Skills: Notice d8, Stealth 
  d10, Swimming d6
  Pace: 10 Parry: 2 
  Toughness: 6
  Special Abilities
  •  Bane: cold iron, fire.
  •  Fae: half damage from 
  non-magical weapons, 
  may use powers by using 
  Spirit, up to one power per 
  round.
  •  Powers: confusion, speed.
  •  Hallucinogenic Poison: Consumer gains the 
  Delusion that they are a Billdad and can leap and 
  hold their breath like one. On a successful Vigor 
  check this delusion lasts for a few hours, on a 
  failure, its permanent..
  •  Fleet Foot: The Billdad rolls a d10 instead of a 
  d6 when running.
  •  Improved dodge: attackers subtract -2 from 
  ranged attacks.
  •  Amphibious: The Billdad may move through 
  watery difficult terrain at regular page, and can 
  hold its breath for up to 20 minutes.
  •  Size -2 Billdads are small, the size of a regular 
  beaver.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  BLue Cap
  Groups: Celtic, Caverns, Small, Helpful
  Blue Caps often appear as small blue flames 
  inhabiting mines and cavern tunnels. They are 
  helpful Fae, and warn those nearby of imminent 
  danger, especially earthquakes and cave-ins. 
  Blue Caps will assist miners who treat them 
  with respect and will reward these individu-
  als by taking them to veins of valuable 
  minerals. The easiest way to 
  earn a Blue Cap’s favor is to 
  give it a worker’s wages, by 
  leaving it deep within the mine
  Attributes: Agility d8, Smarts d10, 
  Spirit d6, Strength d4, Vigor d10
  Skills: Notice d10, Trickery d8
  Pace: 6 Parry: 2 Toughness: 3
  Special Abilities
  •  Bane: sunlight.
  •  Fae: half damage from non-magical 
  weapons, may use powers by using Spirit, 
  up to one power per round.
  •  Powers: confusion, dispel, 
  telekinesis, wisp light.
  •  Ethereal: The opponent is 
  immaterial and can only be harmed by 
  magical attacks.
  •  Flight: Blue Caps float through the air like 
  
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  sparks from a fire. Pace in air is 6, Strength check 
  to gain elevation (one inch per each success and 
  raise), maneuvers use Agility check. Use unstable 
  platform rules while airborne.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Size -4: Blue Caps are tiny, about the size of a 
  baseball.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  BmoLa
  Groups: Native American, Urban, Mountains, 
  Half-Human, Human Intelligence, 
  Most Bmola have the head of a moose, body of a 
  human and the wings and feet of an eagle, though 
  all are winged composites of the above creatures. 
  Capable of changing between this form and a 
  giant bird, most Bmola make their homes high up 
  where few with bother them—on mountain peaks 
  or at the tops of skyscrapers. Powerful weather-
  controllers with a winter association, Bmola are 
  known for causing ice storms and avalanches to 
  scare unwanted guests and trespasses
  Attributes: Agility d10, Smarts d8, Spirit d10, 
  Strength d8, Vigor d6
  Skills: Climbing d8, Fighting d6, Notice d8, 
  Stealth d8, Survival d10, Tracking d6
  Pace: 6 Parry: 5 Toughness: 6
  Special Abilities
  •  Bane: cold iron, fire.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: barrier, blast, elemental manipulation 
  (ice; snow; wind), havoc.
  •  Size +1: Bmola are larger than a human, by a bit.
  •  Talons: Str+d4.
  •  Flight: Pace in air is 6, Strength check to gain 
  elevation (one inch per each success and raise), 
  maneuvers use Agility check. Use unstable platform 
  rules while airborne.
  Bogey
  Groups: Modern, HouseFae, Shapeshifter, Mali-
  cious, Predator
  Highly variable in skills and appearance, there 
  is a story of the Bogey in every Mortal nation. 
  These consummate shapeshifters appear to have 
  no base form to return to. Most active in the fall 
  and winter months, Bogeys purely hunt children, 
  hiding in the corners and shadows of bedrooms 
  and closets waiting to ambush their prey
  Attributes: Agility d6, Smarts d10, Spirit d8, 
  Strength d12, Vigor d8
  Skills: Fighting d8, Intimidation d10, Notice d8, 
  Stealth d12+2, Trickery d8
  Pace: 6 Parry: 6 Toughness: 6
  Special Abilities
  •  Bane: sunlight. Individual bogeys commonly 
  have more Banes, but these are not consistent.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: death touch, disable defenses, fear, intangibil-
  ity, shape change.
  •  Fear: Bogeys cause fear checks when spotted.
  •  Fearless: This opponent is not subject to fear 
  tests, and cannot be intimidated.
  •  Regeneration (slow): Bogeys are able to recover 
  from seemingly Mortal wounds in a matter of days.
  •  Wall Crawl: Can walk on walls, and even upside 
  down, as if on normal ground.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  Boggart
  Groups: Celtic, HouseFae, Malicious, Pest, 
  Shapeshifer, Territorial
  Boggarts generally appear humanoid, though 
  they’re known for their incredible shapeshifting 
  skill and rarely appear the same twice. These lesser 
  Fae are mischievous, often malevolent, and are 
  fixated with pranking and tormenting Mortals 
  who enter into their territory—or worse, consider 
  a family to be theirs, and follow them wherever 
  they flee. Traditionally Boggarts would cause 
  
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  things to disappear, milk to sour, butter to be 
  maggot infested, steal bed clothes and sheets in 
  middle of the night, and even directly interact with 
  Mortals, shapeshifted into a horror to terrify them. 
  Boggarts loathe Seethers, and will immediately 
  attack one that enters into their territory, wither 
  on a host or not
  Attributes: Agility d8, Smarts d12, Spirit d10, 
  Strength d4, Vigor d8
  Skills: Fighting d8, Notice d10, Repair d6, Stealth 
  d10, Throwing d8, Trickery d12+2
  Pace: 6 Parry: 6 Toughness: 5
  Special Abilities
  •  Bane: cold iron, wards.
  •  Obsession: Boggarts are either fixated on a 
  location or a Mortal family, and will relentlessly 
  torment those in its territory, or the family it has 
  attached itself to..
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: elemental manipulation (shadows), fear, 
  glamor manipulation, like new, shape change, telekinesis, 
  wisp light.
  •  Nocturnal Fae: This is one of the few preferentially 
  nocturnal Fae without the sunlight bane. Do not 
  suffer darkness penalties, Vigor check to avoid 
  fatigue in bright light every 10min.
  •  Regeneration (fast): A Boggart trapped in 
  combat may make a Vigor check every round 
  to recover a wound, two with a raise, even once 
  incapacitated. Boggarts also have a +2 to recover 
  from being shaken.
  •  Size -1: Boggarts are typically small, about the 
  size of a child.
  BroWnie
  Groups: Celtic, Humanoid, HouseFae, Helpful, 
  Small
  Helpful and industrious these diminutive Fae 
  inhabit homes and will help their families with 
  chores and tasks in exchange for a share in the 
  family’s meals—particularly dairy and beer. 
  Brownies will abandon the home or become a 
  nuisance and pest if paid or thanked. Social Fae, 
  Brownies generally live in small groups, and will 
  attempt to interact with any Nightmares or Fae 
  in their home
  Attributes: Agility d12, Smarts d8, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Climbing d8, Fighting d6, Notice d8, 
  Repair d12, Stealth d12, Trickery d8
  Pace: 6 Parry: 5 Toughness: 3
  Special Abilities
  •  Bane: cold iron, sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: dispel, havoc, like new, quickness.
  •  Weak Glamor: +4 to spot a Brownie when using 
  the Sight, can be seen by Mortals.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Size -2: Brownies are about the size of a large rat.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  CaCtus Cat
  Groups: Tall Tale, Desert, Animal, Territorial
  A large fearsome Fae beast covered in needle 
  sharp thorns and spines 
  Covered in razor sharp needles and vicious 
  barbed spines this feline Fae looks like a cross 
  between a bobcat and a cactus. With its barbed 
  and whip-like tail it appears to be a relative of 
  the Ball Tailed Cats. Unlike its cousins though, 
  the Cactus Cat feeds solely on the fluids from 
  cacti. Few in number, Cactus Cats are violently 
  territorial, and will attack anyone trespassing in 
  their territory, bleeding their body dry
  Attributes: Agility d12, Smarts d6(A), Spirit d8, 
  Strength d6, Vigor d12
  Skills: Fighting d10, Notice d6, Stealth d12, 
  Tracking d10
  Pace: 6 Parry: 7 Toughness: 8
  Special Abilities
  •  Bane: running water.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  
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  per round.
  •  Powers: burrow.
  •  Teeth and Claws: str+d8.
  •  Spiny Coat: the Cactus Cat inflicts +d8 damage 
  with any touch..
  •  Size -1: Cactus Cats are the size of large bobcat.
  CanniBaL dWarF
  Groups: Native American, Woods, Humanoid, 
  Human Intelligence, Predatory
  The size of a child with thick leathery skin, these 
  cannibalistic Fae are violent and sadistic. Capable 
  of moving with incredible speed and becoming 
  invisible, they are already a dangerous Fae—add in 
  their superhuman strength, sharp teeth and claws 
  and incredible durability and they become an utter 
  terror. The only way to kill a Cannibal Dwarf is 
  to destroy its heart and all other internal organs
  Attributes: Agility d12, Smarts d8, Spirit d8, 
  Strength d12+2, Vigor d12+2
  Skills: Fighting d12, Notice d8, Stealth d10, 
  Tracking d10
  Pace: 10 Parry: 8 Toughness: 8
  •  Bane: running water.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round..
  •  Powers: fear, invisibility, quickness, speed.
  •  Size -1: Cannibal Dwarves are roughly human 
  child sized.
  •  Teeth and Talons: str+d4 natural weapon.
  •  Fleet-Footed: d10 running die instead of d6.
  •  Combat Reflexes: +2 to recover from being 
  Shaken.
  •  Fearless: This opponent is not subject to fear 
  tests, and cannot be intimidated.
  •  Regeneration (slow): Incredibly hard to kill, 
  Cannibal Dwarves can recover from all wounds 
  in 2d6 days, they can only be killed if all their 
  internal organs are destroyed.
  Cat sídhe
  Groups: Celtic, Intelligent, Bestial, Human-shift, 
  Spectral, Tempter
  A Cat Sídhe is a large predatory black cat roughly 
  the size of a full grown human. These Fae Beasts 
  have human intelligence, and the ability to speak 
  and understand any language. The Cat Sídhe are 
  able to assume the form of a dark haired youth. 
  Drawn to the warmth of fire, their common ap-
  pearance at funeral pyres and ghostly aspect lead 
  to the belief that they were there to steal souls. 
  As such, there is a long history of distracting this 
  Fae with games and riddles
  Attributes: Agility d12+2, Smarts d8, Spirit d10, 
  Strength d8, Vigor d8
  Skills: Climbing d6, Fighting d10, Investigation 
  d6, Notice d10, Stealth d12+2, Tracking d10, 
  Trickery d8
  Pace: 8 Parry: 7 Toughness: 6
  Special Abilities
  •  Bane: cold iron, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: divination, fear, fly, quickness, shadowwalk 
  (below).
  •  shadowwalk: Cat Sídhe are able to slip in and out 
  of the shadow realm innately through shadows 
  in the Mortal realm.
  •  Ethereal: The opponent is immaterial and can 
  only be harmed by magical attacks.
  •  Obsession (fire): Cat Sídhe are irresistibly drawn 
  to fire and warmth.
  •  Easily Distracted: +2 to Trickery and Persuasion 
  rolls to distract a Cat Sídhe.
  •  Linguist: The Cat Sídhe easily learns new languages, 
  and speaks all the common ones..
  •  Teeth and Claws: Str+d8.
  •  Human-shift: This Fae is able to shift between 
  a human form and a bestial form.
  
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  CLiFF ogre
  Groups: Native American, Mountain, Giant, 
  Humanoid, Human Intelligence, Territorial
  Cliff Ogres are intimidating Fae, with rock-like 
  muscles, and wide, crushing jaws. Though they 
  appear slow, they are anything but, and are fierce 
  and quick ambush hunters. Unlike many of their 
  close relatives Cliff Ogres are immune to the Banes 
  of sunlight and running water, only suffering 
  from a Bane to Cold Iron
  Attributes: Agility d12, Smarts d4, Spirit d8, 
  Strength d12+2, Vigor d12
  Skills: Fighting d10, Notice d6, Stealth d8
  Pace: 8 Parry: 7 Toughness: 14(4)
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Size +2: Cliff Ogres are large, but generally smaller 
  than their Giant cousins.
  •  Rock Flesh: armor +4.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Fleet-Footed: d10 running die instead of d6.
  •  Ambush Predator: +4 to attacks with the drop 
  in the Cliff Ogre’s territory.
  Cú sídhe
  Roughly the size of a full grown bull and dark as 
  night, the Cú Sídhe is known as a harbinger of 
  death. These Fae will chase their prey relentlessly, 
  running them down after releasing three great 
  bays. All those within hearing range of hearing 
  these cries have until the third one to take cover 
  lest they die of terror. The Cú Sídhe’s tail resembles 
  a braided whip, and many Cú Sídhe have green 
  or red paw, tail, or bib spots on their fur
  Cú sídhe aLpha
  Groups: Celtic, Animal, Predator, Spectral
  The Alpha is the largest and most dangerous 
  member of the pack, ruling by might and fright. 
  The loss of an Alpha will send a pack into disarray 
  and panic
  Attributes: Agility d10, Smarts d6(A), Spirit d8, 
  Strength d10, Vigor d8
  Skills: Fighting d10, Notice d8, Stealth d10
  Pace: 10 Parry: 7 Toughness: 8
  Special Abilities
  •  Bane: cold iron, running water, wards, sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: divination, fear, intangible, speed, shadow-
  walk (below).
  •  shadowwalk: Cú Sídhe are able to slip in and out 
  of the shadow realm innately through shadows 
  in the Mortal realm.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Teeth & Claws: Str+d8.
  •  Fleet footed: d8 running die.
  •  Pack Fight: additional +1 teamwork bonuses.
  •  Command: all Cú Sídhe in its pack, within hearing 
  gain +1 to deshake.
  •  Size +3: This creature is the size of a large bull.
  Cú sídhe Beta
  Groups: Celtic, Animal, Predator, Spectral
  While less powerful than the Alpha, Beta Cú 
  Sídhe are still dangerous foes
  Attributes: Agility d10, Smarts d6(A), Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fight d8, Stealth d10, Notice d6
  Pace: 8 Parry: 6 Toughness: 6
  Special Abilities
  •  Bane: cold iron, running water, wards, sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: fear, intangible, speed, shadowwalk (below).
  •  shadowwalk: Cú Sídhe are able to slip in and out 
  of the shadow realm innately through shadows 
  in the Mortal realm.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Teeth & Claws: Str+d8.
  •  Fleet footed: d8 running die.
  
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  •  Pack Fight: additional +1 teamwork bonuses.
  •  Size +2: This creature is the size of a bull.
  de danna
  Groups: Celtic, Humanoid, Underground, Human 
  Intelligence, Sociable
  Tall and lean, their relation to the Aos Sí is clear, 
  though they typically have fewer elemental aspects 
  than those above ground. Though tall, the Market 
  Lords have a tendency to assume a hunched 
  posture. The features of these Fae are less delicate 
  than those of their over ground descendants, with 
  almost translucent skin and golden eyes
  Attributes: Agility d10, Smarts d12+2, Spirit 
  d10, Strength d8, Vigor d10
  Skills: Fighting d8, Intimidation d8, Investigation 
  d12, Knowledge (Appraisal) d12, Knowledge 
  (Undermarket) d12+4, Notice d10, Streetwise 
  d12, Trickery d12+2
  Pace: 6 Parry: 6 Toughness: 11(4) Charisma: 
  +2 Status: +30
  Gear: Market Lord Cloak (Armor +4), Market 
  Lord Staff (Str+2d6, stun, drain (below)),
  Special Abilities
  •  Bane: holy wards, sunlight, cold iron.
  •  Greater Fae: Half damage from magical weapons, 
  Immune to non-magical weapons. Full damage is 
  dealt only via Banes, Bane effects are still applied.
  •  Powers: blast, blind, deflection, detect/conceal arcana, 
  dispel, elemental manipulation (rock), entangle, fear, 
  quickness, slow, transfigure.
  •  drain: If no wounds are inflicted the target must 
  take a Vigor check at -2 or suffer 1 level of Fatigue. 
  All damage dealt by this weapon is non-lethal.
  •  Level Headed: Draw two initiative cards, pick one.
  •  Improved Sweep: Attack all adjacent foes.
  •  Greedy: Character is obsessed with wealth.
  •  Can’t Fool a Trickster: +2 to resist Trickery.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Terrifying Beauty: Charisma +2, Intimidation +2.
  deer Woman
  Groups: Native American, Urban, Rural, Half-
  Human, Intelligent, Malicious, Helpful, Tempter
  Deer Women can appear as white tailed deer 
  or as a human with deer hooves and legs. Fond 
  of music and dance, they have been known to 
  join in parties uninvited, only to leave when the 
  music stops. These Fae are often kind to Mortals, 
  protecting them or helping them escape Fae lands, 
  but they have a vengeful streak and will actively 
  go after the unfaithful and abusers, temping and 
  entrapping them before trampling them to death
  Attributes: Agility d10, Smarts d8, Spirit d12, 
  Strength d6, Vigor d8
  Skills: Fighting d10, Notice d8, Persuasion d8, 
  Preforming (dance) d12, Trickery d12+2
  Pace: 8 Parry: 7 Toughness: 6
  Special Abilities
  •  Bane: wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: entangle, speed, stun.
  •  Vengeful: Deer Women will actively hunt out 
  abusive and unfaithful people.
  •  Obsession (dance): good music is a guaranteed 
  way to distract this Fae with dancing.
  •  Inhuman attractiveness: Charisma +6.
  •  Flawed Human-shift: This Fae is able to shift 
  between a half-human form and a deer form.
  djien
  Groups: Native American, Animalistic, Animal 
  Intelligence, Territorial
  A massive, human sized spider, these Fae are 
  capable hunters, laying traps to ensnare their 
  quarry, and extremely venomous. They can speak 
  to mundane arachnids and use them to know when 
  quarry approaches. Able to regenerate from the 
  most grievous wounds, a Dijen can only die if its 
  heart is destroyed, and many hide their hearts 
  outside of their bodies in a safe location
  Attributes: Agility d10, Smarts d8(A), Spirit d6, 
  Strength d8, Vigor d12
  Skills: Fight d10, Notice d8, Stealth d12, 
  
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  Trickery d6
  Pace: 6 Parry: 7 Toughness: 8
  Special Abilities
  •  Bane: cold iron, fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Grotesque: +2 to intimidation.
  •  Ambush Predator: +4 to attacks with the drop 
  in the Djien’s territory.
  •  Venomous Bite: Str+d8, venomous poison (-2), 
  see Poison Rules.
  •  Wall Crawl: Can walk on walls, and even upside 
  down, as if on normal ground.
  •  Regeneration (fast): the Djien makes a Vigor 
  check at -2 plus wound penalties each round to 
  recover a single wound.
  •  Regeneration (slow): Incredibly hard to kill, 
  Djien can recover from the most grievous of 
  wounds in 2d6 hours, and can only be killed if 
  their heart is destroyed.
  door mouse
  Groups: Modern, HouseFae, Small, Humanoid, 
  Friendly
  Famous for their hospitality, humble nature 
  and willingness to assist others in times of need, 
  Door Mice are incredibly social Fae. They form 
  large families and communities, and maintain 
  close connections to all of them and will call 
  regular “town meetings” of all local Door Mice 
  and honorary members. While the Door Mice 
  are Fae, they have little magic power on their 
  own, but one rarely deals with a single Door 
  Mouse, and they can easily and quickly gather 
  together hundreds. The combined strength from 
  such numbers is more than a threat to any single 
  Greater Fae
  Attributes: Agility d12, Smarts d8, Spirit d8, 
  Strength d4, Vigor d8
  Skills: Climbing d12, Fighting d8, Notice d10, 
  Shooting d8, Stealth d8, Throwing d6, Trickery d8
  Pace: 4 Parry: 6 Toughness: 3
  Gear: Tiny Shortbow (2d4), 6 arrows, 2 enchanted 
  arrows (blast power), Toothpick sword (Str+d4), 
  Fae Foods
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: boost/lower, detect/conceal, like new.
  •  Allies: dormice are able to call on 2d10 other 
  dormice in 1d4 rounds.
  •  Size -3: Door mice are tiny, the size of a regular 
  mouse.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  duLLahan
  Groups: Celtic, Humanoid, Predatory, Spectral
  Also known as the Headless Horseman, these 
  assassins carry whips made from human spines. 
  These Fae are able to remove their own heads 
  without coming to harm, indeed, when headless, 
  the body is completely invulnerable to harm. 
  With an unnaturally wide grin and fly infested 
  eyes, a Dullahan is a terrifying sight, even before 
  it removes its own head
  Attributes: Agility d12, Smarts d10, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Fighting d12, Intimidation d10, Notice 
  d8, Riding d12, Tracking d10, Trickery d6
  Pace: 6 Parry: 8 Toughness: 6
  Special Abilities
  •  Bane: running water, sunlight.
  •  Phobia (gold): The sight of gold will cause a 
  Dullahan to flee.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: disable defenses, fear, open door (as below), 
  quickness.
  •  open door: Dullahans can cause any locked or 
  unlocked doors to fling themselves open with 
  an icy wind..
  
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  •  Invulnerability: while headless it is impossible 
  to damage the body, even with banes..
  •  Sharp-shot: when targeting the eyes, the penalty 
  is only a -3.
  •  Spinal Whip: Str+d10, grapples target.
  •  Mounted: while mounted on horseback pace 
  increases to 10, with a running die of d8.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  dungavenhooter 
  Groups: Tall Tale, Urban, Aquatic, Predatory, 
  Animal
  Once restricted to swampland, the Dungavenhooter 
  has taken to the cities famously. These large 
  crocodilians are armored with boney plates on 
  their back and have a muscular hammer-like tail. 
  Their long snouts have no mouth or teeth; instead 
  they inhale their prey with large upward facing 
  nostrils after pounding it into a fine mist with its 
  tail. Spectacularly camouflaged, this Fae Beast is 
  an ambush predator that is drawn to the scent of 
  alcohol in its prey and actively hunts intoxicated 
  Nightmares and Mortals. Dungavenhooters are 
  most commonly found in the sewer system, or 
  staking out nightclubs
  Attributes: Agility d10, Smarts d10(A), Spirit 
  d8, Strength d12+7, Vigor d10
  Skills: Fighting d10, Notice d8, Stealth d12, 
  Tracking d10, Trickery d6
  Pace: 6 Parry: 7 Toughness: 13(4)
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round..
  •  Powers: glamor manipulation.
  •  Hammer Tail: Str+d8. If the Dungavenhooter 
  successfully incapacitates a target, the target must 
  make a Vigor roll at -2 or be turned into a fine mist.
  •  Knock-down: when the Dungavenhooter success-
  fully inflicts a wound or shaken status the target is 
  knocked down.
  •  Camoflauged: The Dungavenhooter’s natural 
  camouflage is constantly changing, like a chameleons, 
  and further boosted by the Beasts innate glamor 
  manipulation. +6 to Stealth checks.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Armored Plates: Armor +4.
  •  Amphibious: A Dungavenhooter may move 
  through watery difficult terrain at regular page, 
  and can hold its breath for up to 20 minutes.
  •  Size +2: The Dungavenhooter is the weight of 
  a small horse.
  emp
  Groups: Modern, Urban, Small, Humanoid, Pest
  Fascinated by electrical devices—and messing 
  with them, these tricksters are pests on their own, 
  but dangerous in groups. Responsible for a range 
  of problems from everything from photocopier 
  breakdowns, to computers viruses, to traffic 
  light failures, these Fae thrive in urban areas and 
  those with higher levels of technology. Emps vary 
  widely in appearance, but all are brilliantly 
  colored, showing their relation to Imps in 
  their small, humanoid appearance and 
  glowing eyes. Their claws and teeth 
  are metallic, delivering powerful 
  shocks when they connect 
  with a target
  
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  Attributes: Agility d10, Smarts d8(A), Spirit d8, 
  Strength d4, Vigor d6
  Skills: Fight d4, Notice d8, Stealth d8, Trickery d8
  Pace: 4 Parry: 4 Toughness: 3
  Special Abilities
  •  Bane: Running Water, Cold Iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: damage field, elemental manipulation 
  (electricity), spark (below).
  •  spark: EMPs may cause electricity to spark around 
  a target, inflicting 3d4 damage. The target must 
  make a vigor check to avoid one level of fatigue.
  •  Obsession (electronics): Emps are drawn to 
  electrical devices, to tinker with them, destroy 
  them, or set them off.
  •  Invulnerability (electric): EMPS are immune 
  to all electrical attacks, including magical ones.
  •  Size -2: Emps are small, about the size of a cat.
  •  Small: -2 to hit.
  FaChen
  Groups: Celtic, Rural, Urban, Half-human, 
  Intelligent, Malicious
  These hideous Fae are fast, clever and dangerous 
  despite only having one leg, arm, eye, and anything 
  else a human has two of. Magically tied to rot, 
  decay, and death, the Fachen give off an aura of 
  fear, capable of stopping attackers in their tracks. 
  Known for their incredible strength, Fachen wield 
  wooden chains with which they render stone 
  asunder and decimate entire fields. Less known 
  is the Fachen’s intelligence and keen interest in 
  the arts and humanities
  Attributes: Agility d8, Smarts d12, Spirit d8, 
  Strength d12+4, Vigor d10
  Skills: Fighting d10, Intimidation d8, Knowledge 
  (arts, humanities), Notice d6, Trickery d6
  Pace: 6 Parry: 7 Toughness: 7
  Gear: Crow Feather Cloak (when worn, suppresses 
  aura of fear, Glamor +2), Wooden chain (Str+d6, 
  reach 1, ignores shield Parry and Cover bonuses.)
  Special Abilities
  •  Bane: cold iron, wards, sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Fear: Fachen cause fear checks when spotted.
  •  Obsession (arts & humanities): the best way to 
  distract a Fachen and stop an attack is to discuss 
  the arts, but be warned, you’d best be able to keep 
  up with them and add your own insights.
  •  Chain wielder: A Fachen has one particular 
  chain they wield with particular skill, adding +1 
  to all attacks with this weapon. In addition, they 
  are able to make sweep attacks at no penalty.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  Fire dogs
  Groups: Native American, Aquatic, Animal, 
  Bestial Intelligence, Territorial
  Lean with a lanky physique and musical bark, these 
  Fae get their name from their red pointed ears 
  and flame-licked fur. Incredibly fast they guard 
  rivers, shore lines and any area where the land 
  meets water. Never seen alone, Fire Dogs hunt in 
  pairs and are capable of taking down much larger 
  prey relying purely on their speed, ferocity and 
  teamwork. Despite their name they have no fire 
  based powers and their association with water 
  makes them immune to both these elements
  Attributes: Agility d12+2, Smarts d6(A), Spirit 
  d8, Strength d8, Vigor d10
  Skills: Fighting d10, Notice d8, Stealth d10, 
  Swimming d12, Tracking d8
  Pace: 10 Parry: 7 Toughness: 6
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: quickness, speed..
  •  Teeth & Claws: Str+d8.
  •  Team Fight: additional +1 teamwork bonuses.
  •  Go for the Throat: Fire Dogs instinctively 
  
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  know an opponent’s soft spots. With a raise on 
  its attack roll, it hits the target’s most weakly 
  armored location.
  •  Invulnerability (fire and water): Fire Dogs 
  are immune to all fire and water based attacks, 
  including magical ones.
  •  Hardy: a second shaken result does not result 
  in a wound.
  •  Fleet-Footed: d10 running die instead of d6.
  •  Obsession (rivers and streams): Fire Dogs are 
  irresistibly drawn to bodies of moving water.
  •  Amphibious: A Fire Dog may move through 
  watery difficult terrain at regular page, and can 
  hold its breath for up to 20 minutes.
  •  Size -1: Fire dogs are the size of a large Mortal dog.
  Fuath
  Vicious predatory creatures, this class of related 
  Fae live in turbulent waters and are known to lure 
  people to the water where they’ll drown them. 
  Paradoxly, they’re also helpful under particular 
  situations, or if asked politely and properly paid. 
  The most common Fuath have horse-like forms, 
  though there is incredible variation in their ap-
  pearance, and different Fuath have a wide variety 
  of bestial features, and the most dangerous can 
  appear human
  gLaistig
  Groups: Celtic, Aquatic, Half-Human, Predatory, 
  Tempter, Helpful
  Willing to travel farther from their river than 
  most other Fuath, Glaistigs commonly appear as 
  attractive golden haired Mortals—from the waist 
  up. Unable to shapeshift and with a weak glamor, 
  they cannot magically hide their goat legs, and 
  must resort to long skirts, robes, or loose pants. 
  While the Glaistig are protectors, particularly 
  of cattle and other livestock, and occasionally 
  the herders and their families, like other Fuath, 
  Glaistigs predate on humans. They preferentially 
  pick off travelers, luring them to their lair or a 
  safe place where they will subdue them and drink 
  their blood
  Attributes: Agility d8, Smarts d8, Spirit d12, 
  Strength d12, Vigor d10
  Skills: Fighting d6, Notice d8, Persuasion d10, 
  Preforming d12, Shooting d8, Swimming d6, 
  Trickery d10
  Pace: 8 Parry: 5 Toughness: 7
  Gear: Compound Bow (2d6), 6 hunting arrows, 2 
  enchanted broad-head arrows (+1 damage, scythe)
  Special Abilities
  •  Bane (Cold Iron, Fire).
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round..
  •  Powers: barrier, deflection, dispel, elemental ma-
  nipulation (water), enchanting appearance (below), 
  heal, speed.
  •  Very Attractive: +4 Charisma.
  •  enchanting appearance: the target must pass a 
  contested Spirit+Charisma check to avoid moving 
  towards the Glaistig at full pace..
  •  Fleet Foot: Glaistigs roll a d8 instead of a d6 
  when running.
  •  Serrated Teeth and Hooves: Str+d8 natural 
  weapon, in horse form only.
  •  Regeneration (slow): Incredibly hard to kill, 
  Glaistigs can recover from the direst wounds in 
  2d6 days.
  •  Amphibious: Glaistigs may move through watery 
  difficult terrain at regular page, and can hold their 
  breath for up to 20 minutes.
  gLashtyn
  Groups: Celtic, Aquatic, Animal, Human-shift, 
  Predatory, Tempter, Helpful
  Usually found on the banks of their river, Glashtyn 
  appear as a fine and powerful black horse, though 
  they’ve also been known to appear as an attrac-
  tive and flirtatious youth with dark curly hair. A 
  Glashtyn in human form is not typically hunting, 
  and its inhuman nature is visible through their 
  weak glamor as horse ears, gold eyes, or seaweed 
  clinging to its hair. Intelligent, shapeshifting 
  predators, Glashtyns have a sticky hide that once 
  touched will not release its prey. They preferentially 
  feed on human flesh and prefer to drown their 
  prey before eating them. However, if requested 
  they are often willing to help with manual labor, 
  as long as fed. Closely related to a shapeshifting 
  
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  Goblin by the same name, the waterhorses and 
  goblin are not the same Fae
  Attributes: Agility d10, Smarts d8, Spirit d8, 
  Strength d12+4, Vigor d12
  Skills: Fighting d6, Notice d8, Persuasion d10, 
  Swimming d12, Trickery d8
  Pace: 8 Parry: 5 Toughness: 10
  Special Abilities
  •  Bane (Holy, Fire).
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: elemental manipulation (water), enchanting 
  appearance (below), quickness.
  •  enchanting appearance: the target must pass a 
  contested Spirit+Charisma check to avoid moving 
  towards the Glastyn at full pace..
  •  Very Attractive: +4 Charisma in human form.
  •  Adhesive Skin: +2 to all grappling checks and 
  damage.
  •  Aquatic: Glastyns are water Fae and cannot 
  drown. Their Pace while in water is equal to 10, 
  and they only have to make swimming checks in 
  exceptional circumstances.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Fleet Foot: Glashtyns roll a d8 instead of a d6 
  when running.
  •  Serrated Teeth and Hooves: Str+d8 natural 
  weapon, in horse form only.
  •  Regeneration (fast): Glashtyns can make a 
  Vigor check each round to recover 1 wound, 2 
  with a raise.
  •  Size+2: When in horse form only (accounted for 
  in toughness).
  •  Human-shift: This Fae is able to shift between 
  a human form and a bestial form.
  KeLpie
  Groups: Celtic, Aquatic, Animal, Predatory
  A type of Fuath that lacks the ability to shapeshift 
  of many of its more intelligent cousins, the Kelpie 
  is may be broken of its feral nature by a year and 
  a day away from the sight, sound and smell of 
  any body of water
  Attributes: Agility d8, Smarts d6(A), Spirit d6, 
  Strength d12+2, Vigor d10
  Skills: Fighting d4, Notice d6, Persuasion d10, 
  Swimming d8
  Pace: 10 Parry: 4 Toughness: 9
  Special Abilities
  •  Bane: fire, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: enchanting appearance (below), speed.
  •  enchanting appearance: The target must pass a 
  Spirit+Charisma check to avoid moving towards 
  a Kelpie at full pace, and once in range, riding it.
  •  Aquatic: Kelpies are water Fae and cannot 
  drown. Their Pace while in water is equal to 8, 
  and they only have to make swimming checks in 
  exceptional circumstances.
  •  Hooves: Str+d4.
  •  Fleet Foot: Kelpies roll a d10 instead of a d6 
  when running.
  •  Size+2: Kelpies are the same size as a regular horse.
  ganCanagh (irish)
  Groups: Celtic, Rural, Urban, Humanoid, Intel-
  ligent, Tempter
  The Gancaugh looks little like its more industrious 
  cousin the Leprechaun, and instead appears as 
  an attractive youth. This Fae appears as an idle 
  romantic with a fondness for song and dance, but 
  is crude and bawdy at the pub, and an easily bored 
  seducer. Fascinated by Mortals, the Gancaugh 
  are often found in cities. This Fae is not to be 
  confused with the fiery Scottish houseFae of the 
  same name
  Attributes: Agility d8, Smarts d8, Spirit d12, 
  Strength d4, Vigor d4
  Skills: Gambling d10, Notice d8, Persuasion d10, 
  Preforming d12, Stealth d8, Trickery d12+2
  Pace: 6 Parry: 4 Toughness: 4
  Gear: clay pipe (+2 to Spirit when using powers)
  
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  Special Abilities
  •  Bane: cold iron, fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: dispel, glamor manipulation, like new, mind 
  read, puppet, teleport, wisp light.
  •  Inhumanly Attractive: +4 Charisma, to target 
  only. The Gancanagh appears unnoticeable to 
  others.
  •  Addictively Toxic Skin: The Gancaugh’s skin 
  produces an addictive toxin when touched; make 
  a Spirit check at -2 to avoid addiction to this toxin 
  and falling hopelessly in love with the Gancanagh. 
  If successful, the contact is mildly intoxicating, 
  not unlike being barely drunk. If failed, only 
  the most extreme requests by the Gancanagh 
  can be refused, with a successful Spirit check at 
  -2, and gain the Major Habit (Gancaugh Toxin) 
  Hindrance. Withdrawal is debilitating, but only 
  deadly in extreme cases.
  ghiLLie dhu
  Groups: Celtic, Woods, Territorial, Friendly, 
  Helpful, Humanoid
  The Ghillie Dhu is a guardian of the trees, forests 
  and children. Resembling a dark haired Mortal 
  clothed in leaves and moss this Fae is shy and 
  prefers to stay hidden, even from those it watches 
  over. Most active at night, they’ll chase trespassers 
  away with acts of mischief, but become dangerous 
  foes if their territory or children they protect are 
  threatened
  Attributes: Agility d8, Smarts d10, Spirit d10, 
  Strength d10, Vigor d8
  Skills: Climbing d10, Fighting d8, Notice d10, 
  stealth d12, Tracking d 12, Trickery d8
  Pace: 6 Parry: 6 Toughness: 8(2)
  Special Abilities
  •  Bane: Cold Iron, fire.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: barrier, blast, elemental manipulation 
  (plants), entangle, heal, slumber.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Bark Skin: armor +2.
  gLutton snaiL
  Groups: Native American, Aquatic, Swamps, 
  Woods, Shapeshifter, Human Intelligence, Predatory
  This Fae is a limited shape shifter with a peculiar 
  repertoire—often appearing as a giant snail, it also 
  commonly appears as a giant snake, alligator or 
  humanoid covered in reptilian scales, though it 
  cannot hide its silver horns. Malicious by nature, 
  the Glutton Snail is a dangerous predator that 
  actively hunts Mortals, Nightmares and Fae with 
  no discrimination. Its horns can be ground into a 
  magical powder used to enhance healing agents 
  both magical and mundane
  Attributes: Agility d6, Smarts d8, Spirit d8, 
  Strength d10, Vigor d12
  Skills: Climbing d6, Fighting d10, Notice d8, 
  Stealth d6, Taunt d8, Tracking d10
  Pace: 6 Parry: 7 Toughness: 10(2)
  Special Abilities
  •  Bane: cold iron, salt.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: boost/lower, damage field, death touch, 
  heal, greater heal.
  •  Limited Shapeshift: A Glutton Snail can only 
  take on a limited repetoir of forms, all of human 
  size: a giant snake, alligator or humanoid covered 
  in reptilian scales.
  •  Amphibious: A Mirror Faced Bean Nighe may 
  move through watery difficult terrain at regular 
  page, and can hold its breath for up to 20 minutes.
  •  Regeneration (fast): the Glutton Snail makes 
  a Vigor check at -2 plus wound penalties each 
  round to recover a single wound, two with a raise.
  •  Scales: armor +2.
  •  Teeth and Claws: Str+d4, in most forms these 
  appear as razor sharp teeth and claws.
  
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  goBLins
  Resembling a short human with the exaggerated 
  features of a single animal, Goblins range from 
  2 to 4 feet tall. While some may have a snout 
  and hooves others may have a beak and talons 
  and others may have a wide variety of different 
  compositions. The personalities and abilities of 
  the Goblins vary as much as their appearance does. 
  Those who mistake a goblins bestial appearance as 
  an indicator of bestial intelligence or capabilities 
  soon find themselves either broke, swindled or 
  deeply indebted to them
  Bird goBLin
  Groups: Modern, Half-human, Intelligent, Rural, 
  Urban, Pest, Helpful
  With the wings and feet of a bird replacing its 
  arms and legs, this goblin looks almost unsettlingly 
  human otherwise
  Attributes: Agility d10, Smarts d4, Spirit d8, 
  Strength d6, Vigor d4
  Skills: Fighting d4, Notice d8, Throwing d8, 
  Trickery d4
  Pace: 6 Parry: 4 Toughness: 3
  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Greedy: Character is obsessed with wealth.
  •  Talons: Str.
  •  Improved Flight: Pace in air is 8, Strength+2 
  to gain elevation (one inch per each success and 
  raise), maneuvers use Agility + 2. Use unstable 
  platform rules while airborne.
  •  Size -1: Goblins are short, from 2 to 4 feet tall.
  Boar goBLin
  Groups: Modern, Half-human, Intelligent, Rural, 
  Urban, Pest, Helpful
  Thick and solidly built, this Goblin has two large 
  tusks jutting from its mouth
  Attributes: Agility d8, Smarts d6, Spirit d8, 
  Strength d10, Vigor d8
  Skills: Fighting d10, Gambling d6, Notice d4, 
  Trickery d6
  Pace: 6 Parry: 7 Toughness: 5
  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Greedy: Character is obsessed with wealth.
  •  Tooth and Claw: Str+d6.
  •  Gore: If the Boar Goblin is able to move at least 
  3 inches before attacking add +4 damage.
  •  Size -1: Goblins are short, from 2 to 4 feet tall.
  hound goBLin
  Groups: Modern, Half-human, Intelligent, Rural, 
  Urban, Pest, Helpful
  With the Head, tail, and nails of a dog, this Goblin 
  has a natural advantage in fights
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills: Fight d8, Notice d6, Taunt d8, Throwing 
  d6, Trickery d8
  Pace: 6 Parry: 6 Toughness: 8(2)
  Gear: Short sword (Str+d6, thorn), Goblin armor 
  (+2), 2xCyclone Jacks
  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Greedy: Character is obsessed with wealth.
  •  Tooth and Claw: Str+d6.
  •  Go For the Throat: like the hound it shares 
  features with, this Goblin instinctively knows an 
  opponent’s soft spots. With a raise on its attack roll, 
  it hits the target’s most weakly armored location.
  •  Size -1: Goblins are short, from 2 to 4 feet tall.
  rat goBLin
  Groups: Modern, Half-human, Intelligent, Rural, 
  Urban, Pest, Helpful
  Short and hunched, this goblins dexterous hands 
  and pinched rats face are constantly moving
  Attributes: Agility d8, Smarts d10, Spirit d6, 
  Strength d4, Vigor d8
  Skills: Fighting d6, Gambling d10, Lockpicking 
  d8, Notice d8, Stealth d12, Trickery d10
  Pace: 6 Parry: 5 Toughness: 5
  
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  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Greedy: Character is obsessed with wealth.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Tooth and Claw: Str+d4.
  •  Infectious: soak rolls against wounds from a Rat 
  Goblin’s natural weapons are made at -2..
  •  Size -1: Goblins are short, from 2 to 4 feet tall.
  good hunter WoLF
  Groups: Native American, Human-shift, Intel-
  ligent, Helpful, Spectral
  Appearing as a large wolf, these Fae are able to 
  shift into a human form. Despite their nature 
  as a spectral Fae, the Good Hunter Wolves are 
  known to be friendly and kind
  Attributes: Agility d12+2, Smarts d10, Spirit 
  d10, Strength d10, Vigor d12
  Skills: Fighting d10, Intimidation d8, Notice d12, 
  Stealth d12, Tracking d12, Trickery d10
  Pace: 10 Parry: 7 Toughness: 10(2)
  Special Abilities
  •  Bane: running water.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round..
  •  Powers: burrow, blast, darksight, death touch, dispel, 
  divination, fear, quickness, shadowwalk (below).
  •  shadowwalk: Good Hunter Wolves are able to slip 
  in and out of the shadow realm innately through 
  shadows in the Mortal realm.
  •  Tooth and Claw: Str+d8.
  •  Flight: Good Hunter Wolves never seem to 
  quite touch the ground, and can jump impossible 
  distances and heights as if flying. Pace in air is 6, 
  Strength check to gain elevation (one inch per 
  each success and raise), maneuvers use Agility 
  check. Use unstable platform rules while airborne.
  •  Thick Hide: armor +2.
  •  Fleet-Footed: Good Hunter Wolves roll a d10 
  instead of a d6 when running.
  •  Ethereal: The opponent is immaterial and can 
  only be harmed by magical attacks.
  •  Size -1: Good Hunter Wolves are the size of large 
  wolves.
  gremLins
  Groups: Modern, Urban, Small, Humanoid, Pest
  Distant cousins of Imps and Boggarts, Gremlins 
  are mischievous Fae with a fixation on mechanical 
  machines. Often destructive, they’re not malicious 
  so much as curious, and will tinker, re-engineer 
  and break machines that catch their attention. 
  First active in World War Two, they’re best 
  known for causing aircraft to fail and guns to jam
  Attributes: Agility d6, Smarts d12, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Boating d6, Driving d6, Fighting d4, 
  Gambling d10, Investigation d4, Notice d10, 
  Pilioting d6, Repair d8, Shooting d4, Throwing 
  d6, Trickery d10
  Pace: 6 Parry: 4 Toughness: 4
  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: disable defenses, havoc, invisibility, like new..
  •  All Thumbs: Roll of 1 causes item used to 
  malfunction. -2 to all Repair rolls.
  •  Curious: Character wants to know about everything.
  •  Obsession (mechanical devices): Gremlins 
  are obsessed with analysing, tinkering with, and 
  improving mechanical devices, despite their 
  tendency to break them.
  •  Size -1: Gremlins are typically small, about the 
  size of a child.
  haLFWay peopLe
  Groups: Native American, Half-Human, Aquatic, 
  Friendly
  The Halfway People have the torso of an attractive 
  man or woman but from the waist down they 
  
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  have the body and tail of a fish, and are friendly 
  to those who show them proper respect. They are 
  known for their beautiful songs which can control 
  the weather and can create storms on command
  Attributes: Agility d10, Smarts d8, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Notice d6, Persuasion d6, Preforming d10, 
  Swimming d12, Trickery d8
  Pace: - Parry: 2 Toughness: 4
  Special Abilities
  •  Bane: Cold Iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: elemental manipulation (water, air), storm 
  (below).
  •  storm: Sabawaelnu can create pockets of vicious 
  storms. This power takes 2 turns to cast, and in 
  a LBT area, deal 4d8 damage and all within it 
  must make Agility checks or be knocked down 
  and shaken. The Storm then moves as if it were a 
  failed launched Area Effect Attack (short range). 
  The storm will die after 2d10 minutes..
  •  Attractive: Charisma +2.
  •  Aquatic: Asrai are water Fae and cannot drown. 
  Their Pace while in water is equal to 12, and they 
  only have to make swimming checks in exceptional 
  circumstances.
  hatman
  Groups: Modern, Humanoid, Human Intelligence, 
  Spectral
  A vague humanoid shadow, the Hatman is 
  named for its only discernable feature—a 
  hat. Fascinated with humans, Hatmen 
  lurk at night studying and observing 
  their possessions and mimicking the 
  current fashions. Surrounded by 
  an incredible aura of dread, the 
  Hatmen are generally reclusive 
  Fae, rarely speaking
  Attributes: Agility d8, Smarts d12+2, Spirit 
  d12, Strength d4, Vigor d8
  Skills: Fighting d6, Intimidation d8, Investigation 
  d12, Notice d10, Stealth d12+2, Trickery d6
  Pace: 6 Parry: 5 Toughness: 6
  Special Abilities
  •  Bane: sunlight..
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: death touch, disable defenses, dispel, fear, 
  intangibility, shadowwalk (below), slumber.
  •  shadowwalk: Hatmen are able to slip in and out 
  of the shadow realm innately through shadows 
  in the Mortal realm.
  •  Terrifying Aura: Hatmen cause fear checks at 
  -2 when spotted, and add +2 to all intimidation 
  checks.
  •  Ethereal: The opponent is immaterial and can 
  only be harmed by magical attacks.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  hide Behind
  Groups: Tall Tale, Woods, Predator
  The Hide Behind is known for its superior ability 
  to conceal itself; any time someone attempts to see 
  this Fae Beast they will find that it’s hidden behind 
  an object or even directly behind the observer. 
  This Fae Beast is credited with the deaths of 
  many who wander into the forests alone—with 
  one major exception, the Hide Behind abhors 
  alcohol and will avoid any drunken creature. 
  Occasionally these creatures wander into rural 
  areas and cities, but will restrict themselves to 
  desolate areas
  Attributes: Agility d12, Smarts d10(A), 
  Spirit d8, Strength d8, Vigor d6
  Skills: Climbing d6, Fighting d8, Notice 
  12, Stealth d12+4, Tracking d10
  Pace: 6 Parry: 6 Toughness: 5
  Special Abilities
  •  Bane: sunlight.
  •  Fae: half damage from non-magical 
  weapons, may use powers by 
  using Spirit, up to one 
  power per round.
  •  Powers: invis-
  
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  ibility, mind read, speed.
  •  Shadowwalk: Hide Behinds are able to slip in 
  and out of the shadow realm innately through 
  shadows in the Mortal realm.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  hoBgoBLin 
  Hobgoblins are humanoid Fae, ranging from 5 
  to 7 feet in height. With elongated fingers, ears 
  and facial features, Hobgoblins are look like what 
  most people think of when they imagine Goblins. 
  Highly capable, they vary in tasks greatly. While 
  most are well muscled and capable fighters, 
  manual laborers, or hired swords, some choose 
  to tie themselves to a home and preform odd 
  jobs when they know they won’t be observed. In 
  exchange its best for those with a Hob leave food 
  as payment. Unlike many other houseFae though, 
  this can be perilous for the family living there, 
  as Hobgoblins are known for their particularly 
  vengeful practical jokes, many of which eventually 
  end in death or hospitalization. The one way to 
  banish a hob from a home is to leave them a token 
  of clothing and thanks
  Fighting hoBgoBLin
  Groups: Celtic, Humanoid, Pest, Helpful, Shapeshift
  Larger and with a fiercer temper than those that 
  choose to be houseFae, Fighting Hobgoblins are 
  nasty combatants
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d10
  Skills: Fighting d10, Notice d8, Shooting d6, 
  Stealth d8, Trickery d6
  Pace: 6 Parry: 7 Toughness: 9(1)
  Gear: Hardened Leathers (armor +1, head, torso, 
  legs, arms), Shortsword (Str+d6), short bow (2d4) 
  and 6 arrows
  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: disable defenses, disguise, dispel, havoc, 
  invisible, shape change, speed, tripwire.
  •  Size +1: Fighting Hobgoblins tend to be taller and 
  thicker built than other Hobs.
  house hoBgoBLin
  Groups: Celtic, Humanoid, HouseFae, Pest, 
  Helpful, Shapeshift
  House Hobgoblins are generally smaller and more 
  dexterous than those that choose to be combatants
  Attributes: Agility d10, Smarts d8, Spirit d6, 
  Strength d6, Vigor d8
  Skills: Fighting d6, Notice d10, Repair d6, Stealth 
  d10, Trickery d8
  Pace: 6 Parry: 5 Toughness: 5
  Gear: knife (Str+d4)
  Special Abilities
  •  Bane: cold iron, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: disable defenses, disguise, dispel, havoc, 
  invisible, shape change, speed, tripwire.
  •  Size -1: House Hobgoblins tend to be on the 
  smaller side of Hobs.
  hoop snaKe
  The Hoop Snake bites its own tail, forming a 
  circle to chase after its prey like a speeding wheel. 
  When they’re ready to strike the straighten out, 
  impaling their target with their rattled tail and 
  injecting them with an extremely venomous 
  poison. A few Hoop Snakes have spines growing 
  from a central ridge on their backs, making them 
  look like spinning saw blades when they spin and 
  dealing a large amount of damage to their path
  Common hoop snaKe
  Groups: Tall Tale, Animal, Predator
  Smooth backed Hoop Snakes are far more common 
  than those with saw backs
  Attributes: Agility d10, Smarts d4(A), Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Notice d4
  Pace: 8 Parry: 6 Toughness: 6
  Special Abilities
  •  Bane: cold iron, running water.
  •  Fae: half damage from non-magical weapons, 
  
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  may use powers by using Spirit, up to one power 
  per round.
  •  Thick Scales: +2 armor.
  •  Spinning charge: if the Hoop snake is able to 
  move at least 6 inches prior to attacking add +4 
  to their fighting roll and damage.
  •  Sharpened rattle: Str+d8.
  •  Lethal Poison -2: When the Hoop Snake inflicts 
  a wound with its tail the target must make a Vigor 
  roll at -2. Failure causes death in 2d6 rounds, 
  success results in 1 wound and exhaustion.
  •  Size -2: Substantially larger than the common 
  snake, a hoop snake curled up is still only the 
  size of a small dog.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  saW-BaCKed hoop snaKe
  Groups: Tall Tale, Animal, Predator
  Saw-Backed Hoop Snakes can deal much greater 
  amounts of damage than their smooth-backed 
  relatives
  Attributes: Agility d10, Smarts d4(A), Spirit d8, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Notice d4
  Pace: 8 Parry: 6 Toughness: 6
  Special Abilities
  •  Bane: cold iron, running water.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Thick Scales: +2 armor.
  •  Improved Spinning charge: If the Saw-Backed 
  Hoop Snake is able to move at least 6 inches, it 
  can move over obstacles dealing 2d6 damage 
  to anything it passes over. When it uncoils to 
  attack with its tail, add +4 to their fighting roll 
  and damage..
  •  Sharpened rattle: Str+d8.
  •  Lethal Poison -2: When the Hoop Snake inflicts 
  a wound with its tail the target must make a Vigor 
  roll at -2. Failure causes death in 2d6 rounds, 
  success results in 1 wound and exhaustion.
  •  Size -2: Substantially larger than the common 
  snake, a hoop snake curled up is still only the 
  size of a small dog.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  horned snaKes
  young Copper horned snaKe 
  Groups: Native American, Aquatic, Giant, Animal, 
  Predatory, Animalistic, Territorial
  This serpent boasts horns similar to a deer’s or fan 
  coral, and is adorned with heavy copper scales, 
  only a small stripe down its belly is missing these. 
  This creature prefers to poison and then attack 
  its paralyzed prey. Used to being avoided and 
  hunting weaker prey, this creature will retreat to 
  its lair upon receiving a wound. This creature is 
  young, and about the size of a great white shark, 
  older snakes increase in size dramatically
  Attributes: Agility d8, Smarts d4(A), Spirit d10, 
  Strength d12+4, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d6, 
  Swimming d10
  Pace: - Parry: 6 Toughness: 15(4)
  Special Abilities
  •  Bane: cold iron, electricity.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: bolt (corrosion trapping).
  •  Copper Scales: Armor +4 everywhere except on 
  the belly, eyes, and in the mouth..
  •  Poison Skin: Make a Vigor check at -2 on contact 
  with the Snake, or suffer 1d4 rounds of paralysis.
  •  Long Neck: A sea serpent’s long neck gives it 
  reach 2 for all attacks.
  •  Gore: Str+d4, Sweep.
  •  Crush: +4 to grappling attacks and damage. 
  Victims suffer damage each round the grapple is 
  maintained. A sea serpent may crush and bite in 
  the same round without incurring a multi-action 
  penalty..
  •  Aquatic: Horned Snakes cannot drown. Their 
  Pace while in water is equal to 10, and they only 
  have to make swimming checks in exceptional 
  circumstances.
  
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  •  Quick: The Serpent possesses quick reflexes and 
  is able to respond to threats rapidly. Redraw any 
  initiative cards of 5 or lower..
  •  Size +4: This creature about the size of a Great 
  White Shark.
  •  Large: Attackers add +2 to their attacks to hit.
  jaCKaLope
  Groups: Tall Tale, Animal, Small, Plains, Territorial
  The Jackalope appears as a large hare with a sharp 
  rack of antlers. Highly intelligent, these Fae are 
  able to mimic any voice and speak any language. 
  As their horns, feet and milk are valuable com-
  modities to the Fae, most Jackalopes are twitchy, 
  and either shy, bolting away from uninvited 
  approaches, or aggressive, attacking people for 
  the same. However they’re easily tempted with 
  an offer of good whisky
  Attributes: Agility d12+2, Smarts d12, Spirit d8, 
  Strength d6, Vigor d6
  Skills: Fighting d8, Notice d12, Stealth d10, 
  Trickery d12
  Pace: 8 Parry: 6 Toughness: 5
  Special Abilities
  •  Bane: cold iron, fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: burrow, deflection, speed, tripwire.
  •  Obsession (whisky): Jackalopes are obsessed with 
  whisky, and experts at determining their quality.
  •  Antlers: Str+d6.
  •  Improved Dodge: -2 to be hit with ranged attacks.
  •  Improved Extraction: Ignore one foe’s free attack 
  when withdrawing from melee with successful 
  Agility roll. With a raise, no foe gets their free 
  melee attack.
  •  Great Luck: with four rabbit feet, the Jackelope 
  is an extremely lucky Fae—until caught.
  •  Fleet Foot: The Jackelope moves quickly, and 
  rolls a d10 instead of a d6 when running.
  •  Leap: +2 to any jumping checks.
  •  Linguist: The Cat Sídhe easily learns new languages, 
  and speaks all the common ones..
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Regeneration (slow): The Jackelope can recover 
  from anything short of death with a couple days, 
  and produces a healing milk which can temporarily 
  give this ability to others.
  •  Size -2: Jackelopes are only a bit bigger than a 
  regular hare.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  jogah
  Short and humanoid the Jogah vary from knee-high 
  to 4ft at their tallest, Jogah are generally friendly, 
  though they’re dangerous to those who disrespect 
  them or their home
  drum danCers
  Groups: Native American, Humanoid, HouseFae, 
  Intelligent, Helpful, Small
  Drum Dances like to live around people, helping 
  respectful farmers with the crops, and guarding 
  nutritious plants—especially fruit and grains. Fond 
  of music, Drum Dances are generally invisible, 
  with only the sound of their drums to give them 
  away
  Attributes: Agility d10, Smarts d8, Spirit d12, 
  Strength d8, Vigor d8
  Skills: Fighting d6, Notice d8, Preforming d12, 
  Shooting d6, Stealth d12, Throwing d6, Trickery 
  d10
  Pace: 6 Parry: 5 Toughness: 4
  Gear: hatchet (Str+d4), short bow (2d4) and 6 
  arrows
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: boost/lower, elemental manipulation (earth, 
  plants), entangle, invisible.
  •  Size -2: Jogah are small, knee-high to a person.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  ohdoW
  Groups: Native American, Humanoid, Under-
  ground, Small
  
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  The most reclusive of the Jogah, Ohdows live 
  underground and keep subterranean monsters 
  at bay
  Attributes: Agility d10, Smarts d8, Spirit d10, 
  Strength d12+2, Vigor d12
  Skills: Fighting d12, Notice d10, Shooting d12, 
  Stealth d6, Throwing d8
  Pace: 6 Parry: 8 Toughness: 7(1)
  Gear: Wooden armor (armor +1, torso, arms, 
  legs, head), hatchet (Str+d4), short bow (2d4) 
  and 6 arrows
  Special Abilities
  •  Bane: cold iron, sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: barrier, burst, burrow, elemental manipulation 
  (earth), tripwire.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Fearless: This opponent is not subject to fear 
  tests, and cannot be intimidated.
  •  Size -2: Jogah are small, knee-high to a person.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  stone throWers
  Groups: Native American, Mountains and Cliffs, 
  Humanoid, Pest, Friendly, Intelligent, Small
  Stone Throwers generally prefer to live in rocky 
  location, though, in a pinch concrete rubble will do. 
  One of the taller types of Jogah, Stone Throwers 
  are also the strongest, able to rip a tall tree up by 
  the roots, and move the very earth
  Attributes: Agility d8, Smarts d8, Spirit d10, 
  Strength d12+6, Vigor d10
  Skills: Fighting d8, Notice d6, Shooting d8, Stealth 
  d10, Throwing d10, Trickery d8
  Pace: 6 Parry: 6 Toughness: 6
  Gear: hatchet (Str+d4), short bow (2d4) and 6 
  arrows
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: burrow, elemental manipulation (earth), 
  havoc, stun, quake (below).
  •  quake: the Stone Throwers can cause an earthquake 
  in an LBT area, all within it must make Agility 
  checks at -2 or be knocked down and shaken.
  •  Size -1: Stone Throwers are large Jogah, but still 
  small.
  LepreChauns
  LepreChaun
  Groups: Celtic, Rural, Urban, Small, Humanoid, 
  Intelligent
  Leprechauns usually appear as incredibly short 
  elderly people. Crafts-people famous for their 
  gold-work, Leprechauns spend most of their time 
  working, and will hide their work and supplies in 
  clay pots at the end of a rainbow. Poor fighters, 
  but incredible Glamor Manipulators, a captured 
  Leprechaun will appear to grant a Mortal three 
  wishes in order to escape. After this though, the 
  vengeful Fae will often do their best to make 
  things miserable for their capturer
  Attributes: Agility d8, Smarts d12, Spirit d10, 
  Strength d6, Vigor d6
  Skills: Enchanting d12, Fighting d4, Gamboling 
  d6, Notice d6, Repair d12, Stealth d8, Taunt d8, 
  Trickery d12+2
  Pace: 6 Parry: 4 Toughness: 4
  Gear: work tools, gold
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: boost/lower, confusion, deflection, dispel, 
  glamor manipulation, like new, teleport, wisp light.
  •  Size -1: Leprechauns are stocky and about waist-
  high to a person.
  
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  LeproCaun
  Groups: Tall Tale, Rural, Woods, Small, Humanoid, 
  Intelligent, Malicious
  When a Leprechaun is uprooted from their 
  homeland and comes to North America there is 
  a chance that it physically changes and becomes 
  wild, malicious and dangerous, known as a 
  Leprocaun. Able to tip over full logging trucks, 
  Leprocaun are known for ambushing their quarry 
  by leading high above it and descending on it 
  with ready claws
  Attributes: Agility d10, Smarts d8(A), Spirit d8, 
  Strength d12+5, Vigor d10
  Skills: Fighting d10, Notice d8, Stealth d8, Taunt 
  d8, Trickery d6
  Pace: 6 Parry: 7 Toughness: 6
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: boost/lower, teleport.
  •  Tooth and Claw: Str+d4.
  •  Size -1: Leprechauns are stocky and about waist-
  high to a person.
  CLuriChaun
  Groups: Celtic, Rural, Urban, HouseFae, Small, 
  Humanoid, Intelligent, Malicious, Helpful
  Among the Fae there are few surlier or more 
  foul mouthed than the perpetually intoxicated 
  Clurichaun. Close relatives of the Leprechauns, 
  Cluricahun have the same short and stocky 
  humanoid stature, but have ruddy faces and a 
  compulsive fixation for hats. Clucharian are 
  openly hostile against those who would ruin 
  their fun and are especially fond of terrorizing 
  Mortals. Their reckless abandon in using magic 
  to pull pranks and create mischief and mayhem 
  has been the bane of Mortal, Nightmare and Fae 
  alike. However, if you show them the respect they 
  undoubtedly don’t deserve, they will guard your 
  cellar and home (in that order) against thieves 
  and intruders. The Clucharien are often found 
  riding a cat or dog as a steed, purportedly so they 
  can better patrol their realm
  Attributes: Agility d8, Smarts d12, Spirit d8, 
  Strength d6, Vigor d10
  Skills: Enchanting d8, Fighting d8, Gamboling 
  d8, Notice d6, Repair d8, Riding d8, Stealth d4, 
  Taunt d8, Trickery d10
  Pace: 6 Parry: 6 Toughness: 6
  Gear: beer stein
  Special Abilities
  •  Bane: cold iron, sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: boost/lower, confusion, deflection, dispel, 
  glamor manipulation, like new, teleport, wisp light.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Size -1: Leprechauns are stocky and about waist-
  high to a person.
  Loup garou
  Groups: Modern, Rural, Urban, Half-Human, 
  Intelligent
  The Loup Garou resembles an overgrown wolf 
  Goblin, upwards of 6 feet tall with a human body 
  and the head of a wolf. It’s an incredibly effective 
  predator, with the hunting instincts, strength and 
  senses of a wolf, and the intelligence of a person. 
  Its ability to infect its surviving victims with a 
  violent psychosis has caused the myth that the 
  Loup Garou’s “Curse” is passed on through bite
  Attributes: Agility d12, Smarts d8, Spirit d8, 
  Strength d10, Vigor d12
  Skills: Fighting d12, Intimidation d8, Notice d8, 
  Stealth d10, Tracking d12+2, Trickery d8
  Pace: 8 Parry: 8 Toughness: 11
  Special Abilities
  •  Bane: cold iron.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round..
  •  Powers: burrow, beast friend, farsight, quickness.
  
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  •  Specific Fae Diet: Loup Garous must eat human 
  flesh and blood..
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Tooth and Claws: Str+d8.
  •  Infectious Bite: after surviving an encounter 
  with a Loup Garou, make a Vigor check at -2. 
  On a success nothing happens. On a failure, gain 
  the Delusion (I’m a werewolf).
  •  Go for the Throat: Loup Garous instinctively 
  known an opponent’s soft spots. With a raise 
  on its attack roll, it hits the target’s most weakly 
  armored location.
  •  Fleet-Footed: Loup Garous roll a d8 instead of 
  a d6 when running.
  •  Size +1: Loup Garous are the size of a very tall 
  and broad person.
  manitou
  These Fae are associated with nature and are 
  considered a manifestation of the spirit or life force 
  of a particular aspect of the world. The Manitou is 
  more of a class of Fae then a single lineage, as the 
  form of the Fae can change dramatically between 
  generations, as only the connection to the Earth’s 
  life force is passed on, not how it manifests. Each 
  of these Fae are intrinsically linked to a different 
  aspect of the living world, from trees to mountains, 
  to the seasons, and has incredible magical ability 
  with their aspect. They can range in intelligence 
  from clever to slow-witted, though all are sapient. 
  They can appear humanoid or as animals, though 
  most Manitou are capable of changing between 
  at least one humanoid and animalistic form
  grass manitou
  Groups: Native American, Shapeshifter, Human 
  Intelligence
  Attributes: Agility d6, Smarts d10, Spirit d12+2, 
  Strength d4, Vigor d4
  Skills: Fighting d6, Notice d10, Persuasion d12, 
  Trickery d8
  Pace: 6 Parry: 5 Toughness: 6
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: barrier, burrow, detect/conceal arcana, 
  dispel, elemental manipulation (plants), entangle, 
  pummel, speak language, succor.
  •  Invulnerability (plant): a grass Manitou is 
  unaffected by all magical attacks using living 
  plant matter.
  river manitou
  Groups: Native American, Shapeshifter, Human 
  Intelligence
  Attributes: Agility d12+4, Smarts d10, Spirit 
  d12+4, Strength d8, Vigor d10
  Skills: Fighting d8, Intimidation d10, Notice d10, 
  Persuasion d6, Trickery d12+2
  Pace: 8 Parry: 6 Toughness: 7
  Special Abilities
  •  Bane: cold iron.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: burst, detect/conceal arcana, dispel, elemental 
  manipulation (water), heal, quickness, speak language.
  •  Can’t Fool a Trickster: +2 to resist trickery.
  •  Powers: death touch, elemental manipulation (water).
  •  Aquatic: A River Manitou is a water Fae and 
  cannot drown. Their Pace while in water is equal 
  to 12, and they only have to make swimming 
  checks in exceptional circumstances.
  •  Invulnerability (water): a River Manitou is 
  immune to all water attacks, including magical 
  ones.
  •  Human-shift: This Fae is able to shift between 
  a human form and a seal form.
  puCa
  Groups: Celtic, Shapeshifter, Intelligent, Ani-
  malistic, Helpful, Pest
  The Puca are incredible shapeshifters, such that 
  even they seem to have forgotten their original 
  
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  form—though all have a flaw to their shapshift-
  ing, and as such few take on human forms for 
  long. Mischievous but not malicious, the 
  Puca are fond of pranking those who they 
  believe are acting above their station, 
  and are known to attempt to teach 
  lessons through terror. A Puca 
  that lingers too long will cause 
  food to become overripe and 
  spoiled, but they repay any 
  kindness dealt to them grandly, 
  both with monetary wealth 
  and good fortune
  Attributes: Agility d10, Smarts 
  d12+2, Spirit d10, Strength d6, Vigor d8
  Skills: Climbing d6, Fighting d10, 
  Investigation d10, Notice d8, Stealth 
  d6, Taunt d10, Trickery d12+2
  Pace: 6 Parry: 7 Toughness: 6
  Special Abilities
  •  Bane: cold iron, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round..
  •  Powers: darksight, detect/conceal, disguise, shape 
  change.
  •  Flawed Shapeshift: A Puca will always have 
  golden eyes, dark fur or hair, or an animal’s ears, 
  no matter its form.
  •  Linguist: The Puca easily learns new languages, 
  and speaks all the common ones..
  •  Can’t Fool A Trickster: +2 to resist Trickery.
  red Cap
  Groups: Celtic, Rural, Humanoid, Intelligent, 
  Predatory
  The Red Cap’s cruelty and bloodlust is legendary. 
  They get their name for the hats they wear, red 
  from being dipped in blood. Resembling old men 
  and women with talons and long jagged teeth, 
  they capitalize on the weakness of so many Fae 
  and wear Cold Iron, usually on their shoes, and 
  carry Pikes of the same. Despite the heavy weight 
  of these items, Red Caps are 
  still unnaturally quick. Solitary 
  Fae, they prefer to reside in 
  abandoned buildings, forgotten 
  farmhouses, or areas near roads 
  and highways where they are 
  unlikely to be disturbed by 
  crowds, but will still have the 
  occasional traveler stumble 
  into their hunting grounds
  Attributes: Agility d12, Smarts 
  d10, Spirit d10, Strength 
  d12+2, Vigor d12
  Skills: Fighting d12+2, Intimi-
  dation d10, Notice d8, Stealth 
  d10, Taunt d8, Tracking d10
  Pace: 8 Parry: 9 Toughness: 8
  Gear: Cold Iron Boots, Cold 
  Iron Pike (Str+d8, reach 2, requires 
  2 hands)
  Special Abilities
  •  Bane: fire, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round..
  •  Powers: blast, confusion, fear, quickness.
  •  Fleet-Footed: d10 running die instead of d6.
  •  Combat Reflexes: +2 to recover from being 
  Shaken.
  •  Favored Weapon: The Red Cap gains an ad-
  ditional +1 to Fighting and damage when using 
  its Cold Iron Pike and Boots.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  roperite
  Groups: Tall Tale, Urban, Animal, Predator
  Standing just shy of 5 feet tall, the Roperite is a 
  bird-like Fae Beast with flippers for feet and a 
  rope-like beak tied into a noose. Typically, they 
  hunt smaller prey like rabbits, cats, and dogs, they 
  will go after people if they cannot find other fare
  
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  Attributes: Agility d12, Smarts d4(A), Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d10, Notice d4, Stealth d4
  Pace: 8 Parry: 7 Toughness: 4
  Special Abilities
  •  Bane: cold iron, fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round..
  •  Leap: +2 to any jumping checks.
  •  Noose-Beak: Str.
  •  Sharp-shot: when targeting the neck with its 
  noose-like beak, the penalty is only a -3.
  •  Noose: +4 to grappling attacks and damage when 
  the Roperite’s noose-like beak is around the 
  target’s neck. Victims suffer damage each round 
  the grapple is maintained..
  •  Size -1: The Roperite is huge for a bird, almost 
  5 feet tall.
  rumptiFuseL 
  Groups: Tall Tale, Urban, Tempter, Predatory, 
  Shapeshifter
  A vicious Fae Beast, the Rumptifusel takes on 
  the appearance of a fur coat or similar article of 
  clothing and lays in wait. When someone comes 
  near to inspect or put on the jacket-like beast, it 
  wraps itself around them, and consumes its prey 
  much like a starfish does, though thousands of 
  tiny pore-like mouths
  Attributes: Agility d6, Smarts d6(A), Spirit d8, 
  Strength d12, Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d6, Trickery 
  d8
  Pace: 3 Parry: 6 Toughness: 6
  Special Abilities
  •  Bane: cold iron, fire, wards.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round..
  •  Powers: boost/lower, damage field, death touch.
  •  Crush: +4 to grappling attacks and damage. 
  Victims suffer damage each round the grapple 
  is maintained..
  •  Slow: A Rumptifusel rolls a d4 running die 
  instead of a d6.
  •  Size -1: Rumptifusel are the size and weight of a 
  heavy long coat.
  sCrounge hounds
  Scrounge Hounds are scavenging hounds who 
  have the ability to eat through anything they can 
  get their jaws around, and immediately take on 
  the properties of whatever they eat. Moderately 
  larger than Mortal dogs, these Fae Beasts run in 
  feral packs that typically range from six to thirteen 
  members. Though these Fae can eat anything, 
  they have a fondness for metal and industrial 
  materials and so most packs keep a construction 
  site or two will within their territory
  sCrounge hound aLpha
  Groups: Modern, Urban, Animal, Pest, Territorial
  The Alpha is the largest and most dangerous 
  member of the pack. The loss of an Alpha will 
  send a pack into wild disarray and panic
  Attributes: Agility d8, Smarts d6(A), Spirit d6, 
  Strength d10, Vigor d8
  Skills: Fighting d8, Notice d6, Stealth d6
  Pace: 8 Parry: 6 Toughness: 6
  Special Abilities
  •  Bane: running water.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round..
  •  Teeth and Claws: Str+d8.
  •  Infection: Whenever a character is shaken or 
  wounded by a scrounge hound, they make a vigor 
  check, or suffer 1 level of fatigue.
  •  Pack Fight: additional +1 teamwork bonuses.
  •  Hardy: a second shaken result does not result 
  in a wound.
  •  Immunity: to disease and poison.
  •  Absorb: Scrounge Hounds will exhibit the traits 
  of things they eat. One that’s fed on glass may be 
  fragile but with extremely sharp teeth and claws, 
  where ones that’s eaten discarded marshmallows 
  may be unable to inflict much damage, but be 
  incredibly resilient.
  sCrounge hound Beta
  Groups: Modern, Urban, Animal, Pest, Territorial 
  
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  These large wild dogs travel in packs, territorial, 
  but not usually outright aggressive. Any refuse 
  eaten becomes a part of them, granting different 
  traits
  Attributes: Agility d8, Smarts d4(A), Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d8, Notice d6, Stealth d8
  Pace: 8 Parry: 6 Toughness: 5
  Special Abilities
  •  Bane: running water.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round..
  •  Teeth and Claws: Str+d6.
  •  Infection: Whenever a character is shaken or 
  wounded by a scrounge hound, they make a vigor 
  check, or suffer 1 level of fatigue.
  •  Pack Fight: additional +1 teamwork bonuses.
  •  Alpha-Less: If the Alpha is incapacitated, the 
  remaining hounds make a group spirit roll at -2. 
  If failed they flee as fast as possible.
  •  Immunity: to disease and poison.
  •  Absorb: Scrounge Hounds will exhibit the traits 
  of things they eat. One that’s fed on glass may be 
  fragile but with extremely sharp teeth and claws, 
  where ones that’s eaten discarded marshmallows 
  may be unable to inflict much damage, but be 
  incredibly resilient.
  •  Size -1: Scrounge Hounds are the size of a very 
  large dog.
  seethers
  Groups: Modern, Urban, Rural, Small, Humanoid, 
  Malicious, Parasitic
  Seethers have long oversized talons and incredibly 
  wide grins with several rows of razor sharp teeth. 
  Their crimson in coloration, pointed features, 
  and malicious nature reflect their close relation to 
  Imps. Seethers feed on anger, pain and hostility, 
  encouraging these emotions as they ride the backs 
  of Mortals and Nightmares with their talons deeply 
  embedded into their hosts flesh. To Mortals, it 
  seems like the Seethers host just starts behaving 
  erratic and violently with no apparent reason or 
  provocation. Most will ride a host for a short time 
  before moving on to the next, but in some cases 
  they will latch on more permanently
  Attributes: Agility d12, Smarts d8(A), Spirit d8, 
  Strength d8, Vigor d12
  Skills: Climbing d12, Fighting d10, Notice d8, 
  Riding d12, Stealth d6
  Pace: 6 Parry: 7 Toughness: 6
  Special Abilities
  •  Bane: cold iron, fire, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: boost/lower, damage field, puppet.
  •  Teeth and Claws: Str+d8.
  •  Leap: +2 to any jumping checks.
  •  Size -2: Seethers are small, about the size of a cat, 
  and able to ride on a person’s back.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  sLide-roCK BoLter 
  Groups: Tall Tale, Urban, Mountain and Cliff, 
  Predator
  A Huge Fish-like Beast the Slide-Rock Bolter will 
  perch at the top of any steep incline and wait for 
  a group to pass by, at which point it will slide 
  down the incline, swallow the people whole, and 
  be carried by its momentum up the next incline. 
  While more commonly in mountainous regions, 
  the Slide-Rock Bolters do occasionally enter into 
  Arden City, especially near the cliffs, and some 
  of the taller buildings downtown
  Attributes: Agility d8, Smarts d6(A), Spirit d8, 
  Strength d10, Vigor d12
  Skills: Fighting d10, Notice d6, Stealth d8
  Pace: 2 Parry: 7 Toughness: 16
  Special Abilities
  •  Bane: cold iron, fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round..
  •  Powers: barrier, burrow, confusion.
  •  Swallowed Whole: If a Slide-Rock Bolter 
  
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  makes a successful Agility check when releasing 
  itself from a building, the targeted group is not 
  injured, but instead must make a successful Agility 
  check to avoid being swallowed whole..
  •  Size +8: Slide-Rock Bolters are massive creatures, 
  responsible for carving mountains.
  •  Huge: Attackers add +4 to their attacks to hit.
  sLuagh
  Groups: Celtic, Urban, Rural, Shapeshifter, 
  Spectral, Human Intelligence
  Tall and gaunt with twisted features these ghost-
  like Fae are capable of shapeshifting into birds 
  and will travel together in large flocks. There are 
  few places impervious to a determined Sluagh as 
  with their ability to fly and contort their muscles 
  and bones they can find a way through any gap, 
  and with their heightened senses of sight and 
  hearing little passes their notice. The Sluagh are 
  well known for their childish sense of humor, and 
  habit of adopting unusually young Nightmares
  Attributes: Agility d12+2, Smarts d6, Spirit d8, 
  Strength d4, Vigor d4
  Skills: Fighting d8, Investigation d10, Notice 
  d12+2, Stealth d12, Trickery d6
  Pace: 10 Parry: 6 Toughness: 4
  Special Abilities
  •  Bane: cold iron, wards, sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: death touch, disable defenses, dispel, divina-
  tion, fear, intangibility.
  •  Ethereal: The opponent is immaterial and can 
  only be harmed by magical attacks.
  •  Fear: Sluagh cause fear checks when spotted.
  •  Flight: Slaugh fly on black feathered wings. Pace 
  in air is 6, Strength check to gain elevation (one 
  inch per each success and raise), maneuvers use 
  Agility check. Use unstable platform rules while 
  airborne.
  •  Shadowwalk: Sluagh are able to slip in and out 
  of the shadow realm innately through shadows 
  in the Mortal realm.
  •  Beast Swarm: This Fae is able to shift between 
  a humanoid form and a flock of crows (see below 
  for stats).
  sLuagh FLoCK oF CroWs
  A single Sluagh can shape shift into a flock of 
  crows. Capable of inflicting minor damage from 
  many talons and beaks, but incapable of using most 
  of its magic, the Sluagh Flock is also relatively 
  unharmed by damage to any single bird
  Attributes: Agility d12+2, Smarts d6, Spirit d8, 
  Strength d4, Vigor d4
  Skills: Fighting d8, Investigation d10, Notice 
  d12+2, Stealth d12, Trickery d6
  Pace: 10 Parry: 8 Toughness: 6
  Special Abilities
  •  Bane: cold iron, wards, sunlight.
  •  Fae: half damage from non-magical weapons.
  •  Flight: A Slaugh flock is comprised of birds. Pace 
  in air is 6, Strength check to gain elevation (one 
  inch per each success and raise), maneuvers use 
  Agility check. Use unstable platform rules while 
  airborne.
  •  Claw: The Sluagh in flock form can attack from 
  a multitude of angles, inflicting Str+d4 damage 
  to the lowest armored location of everyone in a 
  MBT..
  •  Cohesion: The Slaugh flock must stay as a single 
  unit, and any bird that flys too far from the flock 
  (passes out of a MBT) dissipates, if the swarm is 
  incapacitated, or half the birds are destroyed or 
  dissipate, the Sluagh must shape change back to 
  humanoid form and suffers two wounds, or is 
  incapacitated if an extra.
  •  Swarm: Parry +2, Toughness +2, because the 
  Sluagh Flock is comprised of many birds, attacking 
  individual birds does little noticeable damage, 
  cutting and piercing weapons do half damage—this 
  stacks with the halving from non-magical weapons 
  if applicable.
  •  Human-shift: The Flock is able to shift back to 
  the humanoid Fae form at any time.
  snoW snaKe
  Groups: Tall Tale, Animal, Predatory, Winter
  Hooded white snakes with pink eyes, Snow Snakes 
  
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  are only active in the winter when they can hide 
  against snow on the ground. Active hunters in 
  the winter they have one of the deadliest venoms 
  among any Fae beast
  Attributes: Agility d10, Smarts d6(A), Spirit d8, 
  Strength d12+2, Vigor d10
  Skills: Fighting d8, Intimidation d8, Notice d6, 
  Stealth d10
  Pace: 4 Parry: 6 Toughness: 5
  Special Abilities
  •  Bane: fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Fangs: Str+d6.
  •  Whip-strike: Snow Snakes may attack a single 
  opponent up to 1 inch away.
  •  Lethal Venom -2: Anyone bitten by a Snow 
  Snake must make a Vigor roll at -2. If failed, the 
  target dies in 2d6 rounds, if succeeded the target 
  suffers 1 wound and exhaustion.
  •  Coiled Grip: +2 to grappling attacks and damage. 
  A Snow Snake may maintain a grapple and bite in 
  the same round without incurring a multi-action 
  penalty..
  •  Size -2: While upwards of 12 feet long, Snow 
  Snakes only weigh up to 20 pounds..
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  stiFF-Legged Bear
  Groups: Native American, Woods, Animal, 
  Giant, Predator, Territorial
  Built like an oversized furry elephant with a 
  bears head, these Fae Beasts can be large enough 
  to topple trees and push aside boulders without 
  pause. Its head contains an oversized set of jaws 
  designed to crush and tear simultaneously. A 
  solitary predator, it will hunt down any humans 
  or human Nightmares in its territory. The teeth 
  of this beast are highly prized by weapons-makers, 
  as they are able to make incredibly effective knives 
  and daggers
  Attributes: Agility d10, Smarts d6A, Spirit d8, 
  Strength d12+8, Vigor d12
  Skills: Fighting d10, Intimidation d6, Notice d8, 
  Tracking d6
  Pace: 6 Parry: 7 Toughness: 18(2)
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: grow/shrink (self-only), quickness.
  •  Tooth and Claws: Str+d8.
  •  Improved Frenzy: Stiff-legged Bears may attack 
  twice with their claws and teeth without incurring 
  a multi-action penalty.
  •  Furred Hide: Armor +2.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Fearless: This opponent is not subject to fear 
  tests, and cannot be intimidated.
  •  Improved Nerves of Steel: Stiff-Legged Bears 
  ignore 2 points of wound penalty..
  •  Size+8: Stiff-legged Bears are huge, with the tallest 
  of them brushing the treetops.
  •  Large: +4 to hit.
  stone Coat
  Groups: Native American, Mountain and Cliffs, 
  Giant, Humanoid, Predatory
  Twice the height of a person, Stone Coat is a 
  small rock giant, however, their skin is incredibly 
  durable, repelling all normal weapons. They are 
  associated with winter and ice and actively hunt 
  and eat Mortals
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d12+8, Vigor d12+4
  Skills: Fighting d10, Notice d4
  Pace: 6 Parry: 7 Toughness: 9
  Gear: Maul (Str+d8)
  Special Abilities
  •  Bane: fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: smite, elemental manipulation (stone, ice).
  •  Earth Elemental: This opponent is fearless, and 
  does not suffer from wound modifiers, from 
  
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  poison and disease or additional damage from 
  called shots.
  •  Stone Skin: armor +6.
  •  Amphibious: A Stone Coat may move through 
  watery difficult terrain at regular page, and can 
  hold its breath for up to 20 minutes.
  •  Size +4: This Fae is twice the size of a human.
  •  Large: Attackers add +2 to their attacks to hit.
  terra shot
  Groups: Tall Tale, Mountain and Cliff, Pest
  A peculiar creature, this Fae Beast has a casket-
  like body which sways back and forth as it walks 
  on its four long and wobbly legs. Terra Shots 
  dwell in mountain ranges, slowly eating all the 
  suitable vegetation. Every few years, they’ll have 
  stripped the range dry and will move to a new set 
  of mountain ranges. Sensitive to stress and high 
  temperatures this journey is difficult on them and 
  many will panic, overheat, and explode. When 
  this happens, it will destroy everything around 
  it, leaving a 6 ft deep grave shaped hole at the site 
  of impact, and often set off a chain reaction with 
  any nearby Terra Shots
  Attributes: Agility d6, Smarts d4(A), Spirit d8, 
  Strength d8, Vigor d4
  Skills: Notice d6
  Pace: 6 Parry: 2 Toughness: 4
  Special Abilities
  •  Bane: fire, stress.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Explosive: 4d8 damage in a MBT when wounded. 
  Leaves an inch of difficult terrain (pit) where it 
  died.
  thunderBird
  Groups: Native American, Mountains and Cliffs, 
  Human-shift, Intelligent, Helpful
  Gigantic winged birds, Thunderbirds creating 
  storms of thunder and lightning as they fly. 
  Intelligent, powerful, protective and wrathful, 
  these Fae are not to be angered. Thunderbirds 
  typically target the more vicious and dangerous 
  Fae, and have earned many enemies, most notably 
  the Great Horned Snakes
  Attributes: Agility d10, Smarts d12, Spirit d12+4, 
  Strength d10, Vigor d10
  Skills: Fighting d12, Intimidation d10, Notice 
  d10, Shooting d10, Throwing d12+2, Trickery d12
  Pace: 6 Parry: 7 Toughness: 7
  Gear: Longbow (2d6), 6 Enchanted Broad-Head 
  arrows (+1damage, pierce)
  Special Abilities
  •  Bane: cold iron.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: armor, blast, bolt, damage field, elemental 
  manipulation (electricity, air), pummel, quickness, stun.
  •  Vengeful: Character holds a grudge.
  •  Fearless: This opponent is not subject to fear 
  tests, and cannot be intimidated.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Improved Nerves of Steel: adept combatants, 
  Thunderbirds are able to ignore 2 points of 
  wound penalty.
  •  Improved Flight: Pace in air is 8, Strength+2 
  to gain elevation (one inch per each success and 
  raise), maneuvers use Agility + 2. Use unstable 
  platform rules while airborne.
  •  Level Headed: Thunderbirds draw two initiative 
  cards and act on the better of the two.
  •  Human-shift: This Fae is able to shift between 
  a human form and its thunderbird form.
  •  Size +1/+2: Thunderbirds are huge, with a wingspan 
  twice the height of a person in bird form, and still 
  taller than a normal person in humanoid form.
  onditaChiae
  Groups: Native American, Shapeshifter, Intel-
  ligent, Helpful
  These greater Fae arrive with the coming of 
  storms, creating thunder with their wings and 
  lightning with their eyes. The powerful storm 
  spirit clan lives in the sky, appearing to those 
  
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  on the ground as humans, winged people, or 
  giant, turkey-like birds. Onditachiae are fair 
  and honorable, yet deadly if threatened. Aside of 
  their ability to use thunder and lightning against 
  opponents, their gaze can kill ordinary beings. 
  Enemy to horned snakes, they’ve been known to 
  rescue those under the creatures’ attacks. Close 
  relatives of the Thunderbirds, these Fae are more 
  adept shapeshifters, with less fine control over 
  their magics.
  Attributes: Agility d10, Smarts d6, Spirit d12, 
  Strength d8, Vigor d10
  Skills: Fight d8, Notice d10, Persuasion d6, 
  Stealth d4.
  Pace: 6 Parry: 5 Toughness: 7. 
  Special Abilities
  •  Bane: Cold Iron, Fire.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: lightning (below), thunder (below).
  •  Claw/Bite (Bird Form Only): Str+d8.
  •  Flight: When not in human form, Onditachiae 
  can fly. Pace in air is 6, Strength check to gain 
  elevation (one inch per each success and raise), 
  maneuvers use Agility check. Use unstable platform 
  rules while airborne..
  •  Greater Fae: Half damage from magical weapons, 
  and invulnerable to mundane weapons, these Fae 
  can only take full damage from their Banes. These 
  Fae may use powers by using Spirit.
  •  Invulnerability (Electricity, Thunder): The 
  Onditachiae are immune to all electrical and 
  thunder attacks, including magical ones.
  •  Power (Lightning): With their eyes, they can 
  direct lightning, inflicting 3d6 damage, 3d8 on 
  a raise. The target must make a Vigor check to 
  avoid one level of fatigue.
  •  Power (Thunder): When not in human form, 
  they can create thunder with their wings, inflicting 
  a MBT of 2d6 damage, 3d6 on a raise.
  •  Size 0/+1/+2: Onditachiae are Size 0 in human 
  form, +1 in winged form, and +2 when in giant 
  bird form.
  tooth Fairy
  Groups: Modern, Urban, Rural, Small, Humanoid, 
  Friendly, Pest
  The Tooth Fairy is physically similar to a small 
  winged imp. This bluish tinged Fae has three 
  sets of dragonfly wings on their back, large black 
  doe-eyes and a double set of shark teeth. With 
  a taste for calcium Tooth Fairies have taken to 
  leaving Mortal coin in exchange for children’s 
  milk teeth. Fake teeth left under the pillow will 
  anger the creatures, and it will take revenge by 
  gnawing on the sleeping child’s teeth to give it 
  cavities, but worse, should another steal the tooth 
  left for them or the coin left behind the Tooth 
  Fairy they will gnaw not only on their teeth, but 
  the bones as well
  Attributes: Agility d12, Smarts d6, Spirit d10, 
  Strength d4, Vigor d4
  Skills: Notice d10, Stealth d12, Throwing d6, 
  Trickery d6
  Pace: 6 Parry: 2 Toughness: 2
  Special Abilities
  •  Bane: wards, sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: intangible, sleep.
  •  Specific Fae Diet: Teeth and Bones.
  •  Vengeful: Character holds a grudge.
  •  Teeth: Str+d4.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Improved Flight: Pace in air is 8, Strength+2 
  to gain elevation (one inch per each success and 
  raise), maneuvers use Agility + 2. Use unstable 
  platform rules while airborne.
  •  Improved Dodge: -2 to be hit with ranged attacks.
  •  Size -2: Tooth Fairies are small, the size of a rat..
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  
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  underWater Lynx
  Groups: Native American, Aquatic, Giant, Animal, 
  Predatory
  These intelligent lynx-like beasts are covered 
  in soft white fur and sport a pair of dangerous 
  antlers. Growing through their fur are sharp 
  spines forming a saw toothed pattern down their 
  back and tail. This tail is prehensile and incredibly 
  dangerous. Underwater Lynxes prefer to drown 
  their prey, and are much more tenacious than the 
  Horned Serpent, and will chase down their prey. 
  They have also been known to trick people into 
  attacking by faking injury
  Attributes: Agility d10, Smarts d10, Spirit d10, 
  Strength d12+2, Vigor d12
  Skills: Fighting d10, Intimidation d6, Notice 
  d10, Stealth d10, Swimming d12, Trickery d10, 
  Tracking d10
  Pace: 6 Parry: 7 Toughness: 12(2)
  Special Abilities
  •  Bane: cold iron, electricity.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: elemental manipulation (water), pull (below), 
  pummel, stun.
  •  pull: treat as pummel power, but instead of pushing 
  target away from caster, pull them towards.
  •  Thick Hide: Armor +2.
  •  Combat Reflexes: +2 to recover from shaken.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Gore: Str+d6, may make a sweep attack with its 
  antlers at no penalty.
  •  Prehensile Tail: Underwater Lynx has a prehensile 
  spined tail it can use to attack. +6 to grappling 
  attacks and damage. Victims suffer damage each 
  round the grapple is maintained. Once a grapple 
  is initiated, Underwater Lynx may maintain a 
  grapple and attack without penalty..
  •  Quick and Level Headed: The Lynx possesses 
  quick intelligence and is able to respond to threats 
  rapidly. Draw two initiative cards and redraw any 
  initiative cards of 5 or lower..
  •  Aquatic: Underwater Lynxes cannot drown. Their 
  Pace while in water is equal to 12, and they only 
  have to make swimming checks in exceptional 
  circumstances.
  •  Fearless: This opponent is not subject to fear 
  tests, and cannot be intimidated.
  •  Size +2: This creature is the size of a large tiger.
  WangdoodLe
  Groups: Tall Tale, Woods, Animal, Intelligent, 
  Friendly
  A peculiar beast from North America, the Wang-
  doodle looks somewhat like a moose wearing 
  slippers. Highly intelligent, this creature has a 
  tendency to talk the ears off any who lets it, has 
  a soft spot for sweets, changes color based on its 
  mood, and has a lovely singing voice
  Attributes: Agility d8, Smarts d12, Spirit d10, 
  Strength d8, Vigor d8
  Skills: Climbing d4, Fighting d6, Knowledge 
  (local area) d10, Knowledge (history) d6, Notice 
  d8, Preforming d10
  Pace: 6 Parry: 2 Toughness: 10
  Special Abilities
  •  Bane: cold iron.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: boost/lower, confusion, dispel, slumber, 
  speak language.
  •  Obsession (sweets): Wangdoodles have a sweet 
  tooth, literally..
  •  Antlers and hooves: Str+d6.
  •  Gore: if a Wangdoodle is able to charge at least 
  6 inches add +4 to their damage.
  •  Size +4: This creature is the size of a rhino.
  •  Large: Attackers add +2 to their attacks to hit.
  Wendigo
  Groups: Native American, Humanoid, intelligent, 
  Predator, Spectral, Winter
  The Wendigo hunts people with an eternal hunger, 
  the more a Wendigo feeds, the larger it grows—and 
  its hunger is proportional to its size. Gaunt and 
  
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  starved looking, this predator gives off the scent 
  and appearance of a neglected corpse. Tall, with 
  long twisted limbs and ashen flesh, its eyes have 
  sunk deep into its skull emanating a sickly light, 
  and its lips rotted away revealing jagged teeth
  Attributes: Agility d12+2, Smarts d8, Spirit d8, 
  Strength d10, Vigor d12
  Skills: Fighting d12, Notice d8, Stealth d12+2, 
  Tracking d12+2
  Pace: 8 Parry: 8 Toughness: 11
  Special Abilities
  •  Bane: fire, wards.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: boost/lower, confusion, death touch, fear, 
  invisible, quickness.
  •  Tooth and claw: Str+d8.
  •  Fleet Foot: roll d10 instead of d6 running die.
  •  Ethereal: The opponent is immaterial and can 
  only be harmed by magical attacks.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Hardy: This opponent does not suffer a wound 
  from being Shaken twice.
  •  Regeneration (slow): A wendigo will recover 
  from any harm inflicted, over a few weeks, unless 
  its ice heart is shattered with silver and its entire 
  body burned to ash.
  •  Fear -2: Wendigos cause fear checks at -2 when 
  spotted.
  •  Wendigo Fever: after surviving an encounter 
  with the Wendigo, make a Vigor check at -2. On 
  a success nothing happens. On a failure, gain a 
  major delusion, players choice, and for the next day 
  you’ll suffer two levels of fatigue from nightmares 
  and a burning pain in the feet and legs..
  •  Size +3: This creature is the size of two very tall, 
  but emaciated humans.
  Whintosser
  Groups: Tall Tale, Mountains and Cliffs, Territorial
  The Whintosser is a strange creature with an 
  incredibly mean disposition. Its small head is attached 
  to a swiveling triangular body coved in three sets 
  of legs. Able to spin around hundreds of times 
  in a minute, the Whintosser is at its best during 
  an earthquake, when it has the advantage over 
  other creatures. And it makes sure this advantage 
  is useable, by causing localized earthquakes, and 
  altering the terrain to disorient, trap, and crush 
  any trespasser. The Whintosser can only be killed 
  by causing its multiple sets of legs to run different 
  directions simultaneously
  Attributes: Agility d12, Smarts d4(A), Spirit d10, 
  Strength d6, Vigor d10
  Skills: Climbing d12, Fighting d8, Notice d4
  Pace: 6 Parry: 6 Toughness: 7
  Special Abilities
  •  Bane: fire.
  •  Greater Fae: half damage from magical weapons, 
  and invulnerable to mundane weapons, these 
  Fae can only take full damage from their Banes. 
  These Fae may use powers by using Spirit, up to 
  two powers per round.
  •  Powers: elemental manipulation (earth), havoc, 
  stun, quake (below).
  •  quake: the whintosser causes an earthquake in an 
  LBT area, all within it must make Agility checks 
  at -2 or be knocked down and shaken.
  •  Wall Crawl: Can walk on walls, and even upside 
  down, as if on normal ground.
  •  Regeneration (fast): unless ripped apart by its 
  own legs the Whintosser makes a Vigor check 
  each round to recover 1 wound, 2 with a raise.
  •  Size -1: The Whintosser is the size of a large dog.
  WiLL o’ the Wisp
  Groups: Celtic, Small, Pest, Malicious, Tempter
  Will o’ the Wisps are Fae beast that have adapted 
  to urban environments extremely well. These Fae 
  appear as softly glowing orbs floating through the 
  air. Like their swamp based counterparts urban 
  Wisps lead travelers astray, though it’s now down 
  dangerous allies or near open sewers. Some more 
  intelligent and malicious Wisps are known to 
  hover in front of traffic lights, causing car ac-
  
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  cidents and fooling drivers into jumping a light 
  in front of the police. Though uncommon there 
  are instances when whips have guided travelers 
  back to safety or critical information
  Attributes: Agility d12, Smarts d8(A), Spirit d10, 
  Strength d4, Vigor d6
  Skills: Notice d8, Trickery d12+2
  Pace: 6 Parry: 2 Toughness: 2
  Special Abilities
  •  Bane: sunlight.
  •  Fae: half damage from non-magical weapons, 
  may use powers by using Spirit, up to one power 
  per round.
  •  Powers: confusion, detect/conceal, dispel, slumber, 
  wisp light.
  •  Ethereal: The opponent is immaterial and can 
  only be harmed by magical attacks.
  •  Flight: Will o’ the Wisps float softly through 
  the air. Pace in air is 6, Strength check to gain 
  elevation (one inch per each success and raise), 
  maneuvers use Agility check. Use unstable platform 
  rules while airborne.
  •  Nocturnal Fae: Do not suffer darkness penalties, 
  Vigor check to avoid fatigue in bright light every 
  10min.
  •  Size -3: Wisps are tiny, about the size of a softball.
  •  Small: Attackers subtract 2 from their attacks 
  to hit.
  Fae By CommonaLities
  If you’re looking for a specific Fae, they’re listed 
  alphabetically, below are some lists by various 
  commonalities. 
  CuLture
  modern
  Bean Nighe (Mirror Face), Bogey, Door Mouse, Emp, 
  Goblins (Bird, Boar, Hound, Rat), Gremlins, Hatman, 
  Loup Garou, Scrounge Hounds (Alpha, Beta), Seethers, 
  Tooth Fairy.
  CeLtiC
  Aos Sí, Asrai, Banshee, Bean Nighe (Washer), Blue 
  Cap, Boggart, Brownie, Cat Sídhe, Cú Sídhe (Alpha, 
  Beta), De Danna, Dullahan, Fachen, Fuath (Glaistig, 
  Glashtyn, Kelpie), Gancanagh (Irish), Ghillie Dhu, 
  Hobgoblin (House, Fighting), Leprechauns (Leprechaun, 
  Clurichaun), Puca, Red Cap, Sluagh, Will o’ the Wisp.
  native ameriCan
  Aglebemu, Alp Luachra, Basket Ogre, Bmola, Cannibal 
  Dwarf, Cliff Ogre, Deer Woman, Djien, Fire Dog, 
  Glutton Snail, Good Hunter Wolf, Halfway People, 
  Horned Snakes(Young Copper Horned Snake), Jogah 
  (Drum Dancer, Ohdow, Stone Thrower), Manitou 
  (Grass, River), Onditachiae, Stiff-Legged Bear, Stone 
  Coat, Thunderbird, Underwater Lynx, Wendigo.
  taLL taLe
  Agropelter, Axe Handle Hound, Ball Tailed Cat 
  (Dingmaul, Silver Cat), Billdad, Cactus Cat, Dun-
  gavenhooter, Hide Behind, Hoop Snake (Common, 
  Saw-Backed),Jackalope, Leprechauns (Leprocaun), 
  Roperite, Rumptifusel, Slide-Rock Bolter, Snow snake, 
  Terra Shot, Wangdoodle, Whintosser.
  home
  urBan
  Many Fae have taken to cities very well, these Fae 
  find them idea homes or hunting grounds, and are 
  among the most common in the cities.
  Alp Luachra, Axe Handle Hound, Bean Nighe (Mirror 
  Face), Bmola, Deer Woman, Dungavenhooter, Emp, 
  Fachen, Gancanagh (Irish), Goblins (Bird, Boar, Hound, 
  Rat), Gremlins, Leprechauns (Leprechaun, Clurichaun), 
  Loup Garou, Rumptifusel, Scrounge Hounds (Alpha, 
  Beta), Seethers, Slide-Rock Bolter, Sluagh, Thunderbird, 
  Tooth Fairy, Will o’ the Wisp.
  ruraL
  
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  Preferring to be around humans or their resources, 
  these Fae prefer the more dispersed populations 
  found in rural areas.
  Axe Handle Hound, Basket Ogre, Deer Woman, Fachen, 
  Gancanagh (Irish), Goblins (Bird, Boar, Hound, Rat), 
  Leprechauns (Leprechaun, Leprocaun, Clurichaun), 
  Loup Garou, Red Cap, Seethers, Sluagh, Tooth Fairy.
  houseFae
  These Fae are closely associated with people and 
  their homes.
  Banshee (family line), Bogey, Boggart, Brownie, Door 
  Mouse, Hatman, Hobgoblin (House), Jogah (Drum 
  Dancer).
  aQuatiC
  These Fae either live in the water or are usually 
  found on the shore. Many water Fae are powerful, 
  and temperamental, fluxing between helpful and 
  murderous on a whim or in response to certain actions.
  Aglebemu, Alp Luachra, Asrai, Bean Nighe (Washer, 
  Mirror Face), Billdad, Dungavenhooter, Fire Dog, Fuath 
  (Glaistig, Glashtyn, Kelpie), Glutton Snail, Halfway 
  People, Horned Snakes (Young Copper Horned Snake), 
  Underwater Lynx.
  Wooded areas
  While most prefer proper woods, many of these Fae 
  can be found in tree filled parks 
  Agropelter, Basket Ogre, Cannibal Dwarf, Ghillie Dhu, 
  Glutton Snail, Hide Behind, Leprechauns (Leprocaun), 
  Stiff-Legged Bear, Wangdoodle, Will o’ the Wisp.
  mountains and CLiFFs
  These Fae can be found on mountains and cliffs, 
  ranging from the peaks, to the base.
  Bmola, Cliff Ogre, Jogah (Stone Thrower) Roperite, 
  Slide-Rock Bolter, Stone Coat, Terra Shot, Thunderbird, 
  Whintosser.
  everyWhere
  These Fae can be found almost everywhere, and do 
  not have any particular association with a place.
  Aos Sí, Ball Tailed Cat (Dingmaul, Silver Cat), Cat Sídhe, 
  Cú Sídhe (Alpha, Beta), Djien, Dullahan, Good Hunter 
  Wolf, Hobgoblin (Fighting), Hoop Snake (Common, 
  Saw-Backed), Manitou (Grass, River), Puca, Snow 
  snake (winter only), Wendigo (winter only).
  other LoCations
  Cactus Cat (desert), Blue Cap (mines and caves), De 
  Danna (underground), Glutton Snail (swamps), Jackalope 
  (plains), Jogah (Ohdow (underground)), Onditachiae 
  (sky—storms), Red Cap (abandoned buildings and 
  rarely used paths), Snow snake (underground), Will 
  o’ the Wisp (swamps).
  appearanCe
  animaL & Weird
  These Fae look like animals, hybrid animals, or are 
  just bizarre. What they won’t and can’t look like is 
  human. 
  Aglebemu, Agropelter, Alp Luachra, Axe Handle Hound, 
  Ball Tailed Cat (Dingmaul, Silver Cat), Billdad, Blue 
  Cap, Cactus Cat, Cat Sídhe, Cú Sídhe (Alpha, Beta), 
  Djien, Dungavenhooter, Fire Dog, Fuath (Kelpie), 
  Hide Behind (unknown), Hoop Snake (Common, 
  Saw-Backed), Horned Snakes(Young Copper Horned 
  Snake), Jackalope, Roperite, Rumptifusel, Scrounge 
  Hounds (Alpha, Beta), Slide-Rock Bolter, Snow snake, 
  Stiff-Legged Bear, Terra Shot, Underwater Lynx, 
  Wangdoodle, Whintosser, Will o’ the Wisp.
  humanoid
  These Fae look mostly humanoid, with the basic body 
  structure of a human, though their features may be 
  exaggerated or clearly inhuman.
  Aos Sí, Banshee, Basket Ogre, Bean Nighe (Washer), 
  Brownie, Cannibal Dwarf, Cliff Ogre, De Danna, 
  Door Mouse, Dullahan, Emp, Gancanagh (Irish), 
  Ghillie Dhu, Gremlins, Hatman, Hobgoblin (Fighting, 
  House), Jogah (Drum Dancer, Ohdow, Stone Thrower), 
  Leprechauns (Leprechaun, Leprocaun, Clurichaun), 
  Red Cap, Seethers, Stone Coat, Tooth Fairy, Wendigo.
  haLF-human
  These Fae generally look completely human over 
  part of their body, while the other part usually looks 
  distinctly animalistic. 
  Asrai, Bean Nighe (Mirror Face), Bmola, Deer Woman, 
  Fachen, Fuath (Glaistig), Goblins (Bird, Boar, Hound, 
  Rat), Halfway People, Loup Garou.
  
  202
  enCounters
  shapeshiFter
  These Fae have the innate ability to shapeshift, and 
  are either known by two main forms, or have no 
  particular favored form. Those that favor a particular 
  form are listed under that form instead of here.
  Bogey, Boggart, Puca, Bean Nighe (Washer), Fuath 
  (Glashtyn), Glutton Snail, Good Hunter Wolf, Manitou 
  (Grass, River), Onditachiae, Sluagh, Thunderbird
  giants
  These Fae are huge, and have the large or huge size 
  abilities
  Aglebemu, Basket Ogre, Cliff Ogre, Slide-Rock Bolter, 
  Stiff-Legged Bear, Stone Coat, Wangdoodle, Horned 
  Snakes (Young Copper Horned Snake).
  Behavior and FunCtion
  human inteLLigenCe
  Aos Sí, Asrai, Banshee, Basket Ogre, Bean Nighe 
  (Washer, Mirror Face), Blue Cap, Bmola, Boggart, 
  Brownie, Cannibal Dwarf, Cat Sídhe, Cliff Ogre, De 
  Danna, Deer Woman, Door Mouse, Dullahan, Fachen, 
  Fuath (Glaistig, Glashtyn), Gancanagh (Irish), Ghillie 
  Dhu, Glutton Snail, Goblins (Bird, Boar, Hound, 
  Rat), Good Hunter Wolf, Gremlins, Halfway People, 
  Hatman, Hobgoblin (Fighting, House), Jackalope, Jogah 
  (Drum Dancer, Ohdow, Stone Thrower), Leprechauns 
  (Leprechaun, Leprocaun, Clurichaun), Loup Garou, 
  Manitou (Grass, River), Puca, Red Cap, Sluagh, Stone 
  Coat, Thunderbird, Tooth Fairy, Underwater Lynx, 
  Wangdoodle, Wendigo
  BestiaL inteLLigenCe
  Aglebemu, Agropelter, Alp Luachra, Axe Handle Hound, 
  Ball Tailed Cat (Dingmaul, Silver Cat), Billdad, Bogey, 
  Cactus Cat, Cú Sídhe (Alpha, Beta), Djien, Dungaven-
  hooter, Emp, Fire Dog, Fuath (Kelpie), Hide Behind, 
  Hoop Snake (Common, Saw-Backed), Horned Snakes 
  (Young Copper Horned Snake), Roperite, Rumptifusel, 
  Scrounge Hounds (Alpha, Beta), Seethers, Slide-Rock 
  Bolter, Snow snake, Stiff-Legged Bear, Terra Shot, 
  Whintosser, Will o’ the Wisp.
  predatory
  Aglebemu, Ball Tailed Cat (Dingmaul, Silver Cat), 
  Basket Ogre, Bogey, Cannibal Dwarf, Cú Sídhe (Alpha, 
  Beta), Dullahan, Dungavenhooter, Fuath (Glaistig, 
  Glashtyn, Kelpie), Glutton Snail, Hide Behind, Hoop 
  Snake (Common, Saw-Backed), Horned Snakes(Young 
  Copper Horned Snake), Loup Garou, Red Cap, Roperite, 
  Rumptifusel, Slide-Rock Bolter, Snow snake, Stiff-Legged 
  Bear, Stone Coat, Underwater Lynx, Wendigo.
  pest
  Axe Handle Hound, Boggart, Emp, Goblins (Bird, Boar, 
  Hound, Rat), Gremlins, Hobgoblin (Fighting, House), 
  Jogah (Stone Thrower), Leprechauns (Clurichaun), 
  Puca, Scrounge Hounds (Alpha, Beta), Terra Shot, 
  Tooth Fairy, Will o’ the Wisp.
  territoriaL
  Agropelter, Axe Handle Hound, Boggart, Cactus Cat, 
  Cliff Ogre, Djien, Fire Dog, Ghillie Dhu, Horned 
  Snakes(Young Copper Horned Snake), Jackalope, 
  Leprechauns (Leprocaun), Scrounge Hounds (Alpha, 
  Beta), Stiff-Legged Bear, Whintosser.
  heLpFuL
  Blue Cap, Brownie, Deer Woman, Fuath (Glaistig, 
  Glashtyn), Ghillie Dhu, Goblins (Bird, Boar, Hound, 
  Rat), Good Hunter Wolf, Hobgoblin (Fighting, House), 
  Jogah (Drum Dancer, Ohdow), Onditachiae, Puca, 
  Thunderbird, Tooth Fairy.
  soCiaBLe
  Aos Sí, Asrai, De Danna, Door Mouse, Fachen, Fuath 
  (Glaistig, Glashtyn), Gancanagh (Irish), Ghillie Dhu, 
  Goblins (Bird, Boar, Rat), Gremlins, Halfway People, 
  Hobgoblin (Fighting, House), Jogah (Stone Thrower), 
  Leprechauns (Leprechaun), Puca, Thunderbird, Wang-
  doodle.
  speCtraL
  Banshee, Bean Nighe (Washer, Mirror Face), Cat 
  Sídhe, Cú Sídhe (Alpha, Beta), Dullahan, Fachen, Good 
  Hunter Wolf, Hatman, Sluagh, Wendigo.
  tempter
  Deer Woman, Fuath (Glaistig, Glashtyn), Gancanagh 
  (Irish), Rumptifusel, Will o’ the Wisp.
  parasite
  Alp Luachra, Seethers.
  
  203
  random taBLes
  random taBLes
  Fae Food taBLes
  If the effect is one a character already has, then 
  there is no effect. The players should not always 
  be given all information about the roll, things like 
  removal conditions and duration, or reliability 
  of the effect are often best left unknown, at least 
  for the first while. Note any effects caused by Fae 
  Food as there are ways of removing them. Every 
  time a Nightmare consumes Fae Food they need 
  to roll Spirit unless otherwise stated. On a failure 
  they gain the Fae Diet Hindrance.
  This table is broken up into 10 tables of 10, each 
  with one “no effect” option, and can be used by 
  rolling a d100, or by selecting a table and rolling 
  a single d10, referencing only the last didget of 
  the number. Making up your own effects as well 
  is a great way to play with different ideas and 
  abilities that may help or hinder the characters.
  transFormation: permanent
  D100 Effect
  1
  During the day you gain the attractive edge. During 
  the Night you gain the ugly hindrance.
  2
  During the day you gain the ugly hindrance. During 
  the Night you gain the attractive edge. 
  3
  Grow a set of horns from your brow, suffer -2 
  Glamor, but you are able to deal str+d4 unarmed 
  damage with these.
  4
  Your hair turns an iridescent blue that will not take 
  dye. Glamor -1
  5
  Your skin becomes mood-ring-like, telegraphing 
  your emotions through color. -2 to Trickery
  6
  Gain a Beast Form with no skills or attributes higher 
  than your own, with the Uncontrolled Change 
  Drawback, and immediately shift into it. 
  7
  Your blood gains the acid trapping and anyone 
  touching it suffers 2d4 damage
  D100 Effect
  8
  You grow a pair of small non-functional wings, 
  Glamor -1. You may take no additional Glamor 
  penalty if you buy the Flight edge. 
  9
  You slowly develop donkey features, eventually 
  becoming one, whenever you break decorum or 
  exhibit bad manners.
  10
  No Effect
  transFormation: one game
  D100 Effect
  11
  Your character changes sex
  12
  You age rapidly, Gain the elder hindrance
  13
  You begin to become younger
  14
  You  grow a second head. +2 to Notice, -1 Glamor
  15
  You shrink until you’re the size of a Cat. Suffer -2 
  to toughness, but all incoming attacks suffer a -2 
  penalty
  16
  You lose your mouth and are unable to speak; luckily 
  the need to eat disappears.
  17
  You become morbidly obese
  18
  You become rail-thin & gaunt
  19
  You develop metallic dragon-like scales, gaining +2 
  Natural Armor, shedding on the last day. 
  20
  No Effect
  transFormation: end Condition
  D100 Effect
  21
  You become a food elemental of whatever you just 
  ate until you have another meal or drink.
  22
  You turn into a hobgoblin for the next 24 hours
  23
  You turn into a pixie for 1D4 days. Gain Flight 
  Edge, and Small Size.
  24
  You become 10ft tall until you fall asleep. +2 tough-
  ness, +1 to hit for all incoming attacks.
  25
  Produce a musk which attracts those in close proximity 
  to you, until you drink coffee or another stimulant
  
  204
  random taBLes
  D100 Effect
  26
  You start exuding a musk that draws scrounge 
  hounds to you for dinner until you eat or drink 
  lemons or baking soda.
  27
  You exude a terrible musk (gain the outsider 
  hindrance) until you eat something sweet.
  28
  The hair on your body starts growing to incredible 
  lengths, stopping once its reached the floor. Burning 
  the cut ends stops the hair from rapidly re-growing.
  29
  Your skin hardens and feels like stone. Gain +2 
  Natural Armor, and -1 to all Agility linked traits 
  until you bathe or othewise soak in water.
  30
  No Effect
  Charms
  D100 Effect
  31
  The next time you speak a precious stone or jewel 
  falls from your lips, this counts as a Fae Item for 
  crafting purposes.
  32
  Each time you speak a small reptile or amphibian 
  falls from your lips, until you gain forgiveness from 
  someone you’ve wronged.
  33
  For two games, whenever you fail a skill check you 
  start to vomit pages of “Moby Dick,” shaking you.
  34
  Player Choice: You fall in love with the next person 
  you see OR the next person you see falls in love 
  with you
  35
  Player Choice: You fall in hate with the next person 
  you see OR the next person you see falls in hate 
  with you
  36
  Vomit $100 (Mortal), and take one wound.
  37
  Wearing matching clothes burns your skin. Suffer 
  fatigue as per bumps and bruises.
  38
  Anything you wear looks amazing and compliments 
  you perfectly. +1 Charisma
  39
  You attract small and cuddly animals to you
  40
  No Effect
  heaLth
  D100 Effect
  41
  You cough up blood. Shaken, 2 Wounds.
  42
  The food burns as you eat it, Shaken, 1 Wound. 
  43
  -2 to your next Soak Roll
  44
  Fall unconscious
  D100 Effect
  45
  Migraine headache (1 level of fatigue and light 
  sensitivity)
  46
  No effect
  47
  Heal all fatigue
  48
  +2 to your next Soak Roll 
  49
  Heal up to one wound
  50
  Heal up to two wounds
  Food & diet
  D100 Effect
  51
  You gain the Fae Diet Hindrance
  52
  Make the Fae Diet check at -2
  53
  Make a Vigor Check at -2 to avoid addiction to the 
  specific Fae Food you’ve eaten instead of the Fae 
  Diet Hindrance.
  54
  The physical effects of any Addictions are temporarily 
  soothed.
  55
  The next Fae Food you eat will have no effect. Make 
  no Fae Diet check either time.
  56
  You become incredibly ravenous, as if you haven’t 
  eaten in weeks.
  57
  Eating Mortal food makes you ill. Incurs a -1 penalty 
  to all physical traits for an hour after consuming 
  Mortal food or drink.
  58
  You can only draw sustenance from a particular 
  substance. Roll d4: 1-Raw meat, 2-Human Flesh 
  or Blood, 3-Sweets, 4-Books extend
  59
  All effects derived from Fae Food are negated, 
  including the Fae Diet Hindrance if acquired
  60
  No Effect
  traits
  D100 Effect
  61
  Gain Knowledge Skill (GM pick) d6 this game. 
  62
  The world slows around you. 
  Increase your pace by 2 this game.
  63
  Increase Fighting Skill by 1 die for this game.
  64
  One of your randomly selected attributes goes to 
  a d4 a randomly selected attribute goes up one die 
  type for each die type the first attribute dropped. 
  Attribute cannot go past a d12. Roll d6: 1-Agility, 
  2-Smarts, 3-Spirit, 4-Strength, 5-Vigor, 6-Re-Roll
  
  205
  random taBLes
  D100 Effect
  65
  One random Attribute drops by one die type to a 
  minimum of d4, one random Attribute increases by 
  one die type. Roll d6: 1-Agility, 2-Smarts, 3-Spirit, 
  4-Strength, 5-Vigor, 6-None
  66
  Increase your Parry by 1 this game
  67
  Decrease your Parry by 1 this game
  68
  The world grows faster around you. 
  Reduce your pace by 2 this game
  69
  You gain uncanny knowledge of local area’s prior 
  2 hours.
  70
  No Effect
  detrimentaL Banes & magiC eFFeCts
  D100 Effect
  71
  You gain a bane of your choosing for a single game at 
  the beginning of each game until you have selected 
  each one once.
  72
  Your Glamor decreases by 2
  73
  Roll on the Fear Table
  74
  Gain a temporary hindrance. Roll D6: 1-1. Blindness, 
  2-Delusion (major), 3-Delusion (minor), 4-Can’t tell 
  a lie, 5-Weak Sight, 6-Weak Glamor (minor)
  75
  You cannot turn your Fae Sight off. You start each 
  scene at a new location with the shaken status. 
  76
  Lose all your bennies
  77
  Lose a bennie
  78
  Broken Oracle Spells (single use, this game, wrong 
  information) roll d4: 1-Displaced Vision, 2-Telepathic 
  Bond (send information to wrong person), 3-Past 
  Sight, 4-Mind Read
  79
  Fae Weakness, roll d6: 1-You must completely 
  submerge yourself in water every 24hrs or suffer a 
  level of fatigue, 2-Normal lighting inflicts a level of 
  fatigue, 3-The ground shifts under you, everything 
  counts as difficult terrain, 4-You cannot jump or 
  otherwise leave the ground
  80
  No Effect
  heLpFuL Banes & magiC eFFeCts
  D100 Effect
  81
  Your Glamor increases by 1
  82
  The next time you encounter your Bane you’ll find 
  yourself unaffected
  D100 Effect
  83
  Gain a single use of a Power at an automatic Raise: 
  roll d10: 1-Stun, 2-Teleport, 3-Invisible, 4-Heal, 
  5-Burst (MBT, regular damage), 6-Fear, 7-Speak 
  Language, 8-Quickness, 9-Fly, 10-Darkness
  84
  Gain Fae Edge, roll d4: 1-Water Fae, 2-Dark Vision, 
  3-Wallcrawl, 4-Flight
  85
  Gain Social Edge, roll d4: 1-Fast Talker, 2-Glib 
  Toungue, 3-Can’t Fool a Trickster, 4-Gossip
  86
  Use of the Future Sight Edge, for this game only.
  87
  Oracle Powers (single use, this game, auto-success), 
  roll d4: 1-Displaced Vision, 2-Telepathic Bond, 
  3-Past Sight, 4-Mind Read
  88
  Take one Bennie from each other player. Discard 
  down to 5 bennies. 
  89
  Lucky! Gain a Bennie
  90
  No Effect
  animation
  D100 Effect
  91
  Before you eat it, the food item comes to life and 
  attacks you, calling all similar food items nearby 
  to attack.
  92
  Your shadow comes alive and has a cumpulsion 
  for pranking you.
  93
  When you next look into a mirror, your reflection 
  will step out of it and walk away. You’ll find yourself 
  often credited with its deeds.
  94
  You no longer cast a shadow; it seems to have left. 
  95
  The next carving of an animal you touch will come 
  to life and follow you.
  96
  Tools you use come to life and try and do your tasks 
  for you, with varying success. This fades after 3 uses.
  97
   A piece of jewelry or ornamentation comes to life, 
  as per the Gift Personality Ability (without the 
  special abilities of the Gifts)
  98
  A thin mist surrounds you, forming small insect 
  animations reflecting the mood of those it touches. 
  +1 to resist trickery from those under the effect of 
  the mist.
  99
  Start to dance, can’t stop until you remove your shoes
  100
  No Effect
  
  206
  random taBLes
  random Fae generator
  The Fae are widely varied. Crafting a personality 
  for each one can become time consuming, so 
  we have this generator to give you enough basic 
  information to get started and help flesh-out Fae 
  characters.
  Draw one or two cards from a standard deck of 
  cards including the jokers. The first card will cover 
  the Fae’s Personality and general relationship 
  with their Nightmares, while the second card is 
  for Court of Roses Fae only, and gives thier Rank.
  Card one: personaLity and 
  nightmare reLationships
  nightmare reLationship
  The general nature of this Fae’s relationship with 
  their Nightmares is determined by card suit.
  •  Clubs: These Fae approach their Nightmares like 
  apprentices, they have a specific skill set they are 
  interested in grooming. 
  •  Spades: These Fae tend to truly view their 
  Nightmares as family, and children that need 
  guidance. 
  •  Hearts: These Fae view their nightmares as 
  prospective love interests, suitors and objects of 
  affection.
  •  Diamonds: These Fae view their Nightmares as 
  a servant, or employee, and are most concerned 
  with what the Nightmare offers the Fae. This is the 
  most transactional and least familiar relationship 
  a Fae will have with their Nightmares.
  •  Joker: These Fae will rarely interact with their 
  Nightmares, and often foist them off on others 
  to take care of if they can. This can be due to 
  insufficent time or interest, or to protect the 
  Nightmares. While this is expected with high-
  ranking Fae, for normal or lower ranking Fae, 
  this is looked down on as negligence.
  personaLity
  A general description of the Fae’s main personality 
  trait is determined by the number of the first 
  card drawn. The Fae are often more extreme and 
  volatile than Mortals, but not to the extent that 
  they are caricatures or one-dimensional.
  •  Two: Loyal: This Fae is loyal to a fault to those 
  allies, friends and ideals it holds dear. 
  •  Three: Observant: These Fae are known to think 
  before they speak and act. While sometimes their 
  behavior can pass into creepy or cold, they are 
  among the best at removign their emotions from 
  the situation and seeing the big picture. 
  •  Four: Courageous: This Fae is known for its 
  unshakable courage, and has been seen facing 
  down impossible odds in battle or the court 
  numerous times. 
  •  Five: Generous: This Fae is incredibly generous, 
  with either material goods or aid, to their friends, 
  allies, and Nightmares. They often have multiple 
  Nightmares they have taken under their wing as 
  proteges.
  •  Six: Capricious: These Fae are sharp witted with 
  a playful streak and quick temper, resembling the 
  Fae of many Fairy tales.
  •  Seven: Jaded: This Fae has been around for a 
  long time, or experienced more than many of 
  their kind, and burned out on it, leading them 
  to become cynical and weary.
  •  Eight: Curious: This Fae is still very much 
  intrigued by life—wither humanity and their 
  creatuons, or the goings on of different courts. 
  They are constantly searching out information 
  and poking into the world around them. 
  •  Nine: Mischievous: This Fae is inordinately 
  pleased by tricking others – whither to teach a 
  lesson or get one up on someone, this Fae prices 
  itself on its wits, creativity, and deceit. 
  •  Ten: Ambitious: This Fae has lofty goals, and 
  will do anything to reach them, and expects their 
  Nightmares to help reach their aim.
  •  Jack: Willful: once this Fae has made up their 
  mind, it is all but impossible to budge them. They 
  are not swayed by the decisions of others and come 
  to their own interpretations of events and others.
  
  207
  random taBLes
  •  Queen: Industrious: This Fae is always working 
  towards something, either a personal goal or craft, 
  or some task to aid the court
  •  King: Exacting: This Fae is a perfectionist, and 
  expects the same from their Nightmare. Accord-
  ing to them, there is always the right way to do 
  something. Their appearance, and home are 
  always impeccable and everything has its place 
  and process.
  •  Ace: Charming: This Fae is a well spoken and 
  amiable. They have many who think of them 
  fondly, but few who know much about them.
  •  Joker: Distant: This Fae is distant, wither from 
  disinterest in others, or from being too busy, 
  they never seems fully engaged, and are always 
  thinking about something else.
  Card tWo: Court ranK 
  and position
  Court position
  The suit of the card gives the general role the 
  Fae Plays in the court, while the number on the 
  card gives you the Reputation modifier of this 
  Fae, which directly corresponds to their Rank in 
  the Court, and usually to their magical strength. 
  The accompanying number is the modifier to 
  their reputation. 
  •  Heart: Courtier: The Fae is a part of the Bureaucracy 
  of the Rose court.
  •  Diamond: The Fae is considered a valuable 
  resource to the court, creating, providing or 
  managing material goods, or information.
  •  Spades: The Fae is a part of the military structure 
  of the Court, they may be a combatant themselves, 
  or they may serve in a Tactical or military intel-
  ligence role.
  •  Clubs: This Fae is is an ambassador to other 
  courts, and is frequently away from the Court of 
  Roses. As with ambassadors to the Court of Roses, 
  this Fae will have Nightmares in other courts as 
  well as their own.
  •  Joker: This Fae is Royalty or a Crown Knight
  Court ranK
  •  Joker: This Fae is either one of the Royalty or 
  the Crown Knights. Any Nightmares belonging 
  to these Fae would be kept secret, and fostered 
  by another Fae. Reputation is 30 for the King and 
  Queen, 20 for the Knights.
  •  Ace: This Fae is not actually a member of the Court 
  of Roses, but is an ambassador of an allied court. 
  These Fae are not only entitled, but expected to 
  have at least one Nightmare in each Court they 
  frequent, and the Nightmares are full members of 
  the court they reside with, not the ambassador’s 
  court. Reputation is 15
  •  King: This Fae is a member of the council, or is 
  allowed to speak on behalf of a particular council 
  member. Reputation is: 15
  •  Queen: When this Fae Speaks, the Entire court 
  listens. At least one of the Royalty and Crown 
  Knights considers this Fae a reliable and trustworthy 
  ally, and they are able to gain audiences with the 
  Royalty relatively easily. Reputation is 12.
  •  Jack: All of these Fae are greater Fae, this rank 
  includes former council members, and those who 
  are close contestants for the position. Reputation 
  is 12
  •  Seven to ten: These Fae are usually of average 
  power, though there are some more cavalier or 
  incompetent Greater Fae in the mix. Reputation 
  is the number drawn.
  •  Four to Six: These Fae are usually Lesser Fae, 
  though again those of greater power may bleed 
  into this rank through incompetence or lack of 
  concern for the court. Reputation is the number 
  drawn.
  •  Three: This is the lowest a Fae can reach and still 
  be a part of the court, one mistake too many at 
  this time means complete disgrace and expulsion. 
  Many of the Fae at this Rank are desperate to 
  regain any Social grace before failing completely. 
  Reputation is 3
  •  Two: These Fae are disgraced and no longer 
  welcome at either Court or Eclipse. Most of the 
  Fae with this reputation are Lesser Fae, purely 
  because those of higher power who are shunned 
  this completely are often considered too dangerous 
  to be left alive. Nightmares of these Fae are kept 
  secret as few this humiliated are allowed to adopt, 
  though in the few instances it is allowed they are 
  likely to see their Nightmare as a last chance to 
  get back into the court. Reputation is -2. 
  
  208
   
  
  209
   
  
  210
   
  
  211
   
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Fae Nightmares/Savage Worlds - Fae Nightmares.pdf