TEXT: (Order #11366799)
  
  (Order #11366799)
  
  FEY ORIGINS
  Dedication: To Mark, Claire, Andy, and Al-
  an, four table top warriors who are now gam-
  ing over the Rainbow Bridge. Gone too soon,
  let’s hope your dice are not failing you.
  Acknowledgements: It would be remiss of me
  not to mention the works of the following au-
  thors who have inspired some of the material
  contained within this volume. They are, in no
  particular order of preference: Joanne Harris
  and James Maxwell, whose books helped spark
  the imagination into a flame, especially con-
  cerning the runes and the use of them in magic
  for this book. Thank you, I wish I could do this
  in person one day.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  2
  Contents
  Foreword...............................4
  Fey Origins...........................5
  Fey Spiritualism.................................5
  Weaver and the Loom......................6
  Wayward Child..................................7
  The Veiling...........................9
  The Calm Before the Storm............9
  The Orkon Uprising.........................9
  Finding the Veil..............................11
  Sacred Locations.............................12
  Fairy Rings.......................................12
  Crossing the Threshold.................13
  The Spiritual Key............................13
  The Magical Key..............................13
  Fey Law...............................14
  Outsiders Visiting Paradisium....14
  Within Fey Society..........................15
  Paradisium.........................17
  The Nexus.........................................18
  Aeris: City in the Clouds...............18
  Population........................................19
  City Defense.....................................20
  Diamondia: The Crystal City.......20
  Population........................................21
  Law and Order.................................21
  Enemies of Diamondia...................22
  Weirwood: The Seven Forests.....22
  Weirwood Defense.........................24
  Lunaris: The Moon City................24
  Wyld Lands.........................25
  Rift: The Citadel of Fire.................25
  Politics and Judicial System.........25
  Population.........................................26
  Nekros: City of the Dead...............27
  Mechan: The City of Bronze.........28
  Politics Have No Business Here..28
  Population.........................................28
  The Chain.........................................28
  Capital................................................29
  Closing the Tour.............................30
  Fey Characters...................31
  Character Concepts........................31
  Skills...................................................32
  Knowledge........................................32
  Performing (Spirit).........................33
  Hindrances.......................................33
  Existing Hindrances.......................33
  New Hindrances..............................33
  Edges..................................................34
  Inappropriate Edges.......................34
  New Edges.........................................34
  Race....................................................35
  Brownie.............................................36
  Dryad.................................................36
  Faery...................................................38
  Gnome...............................................39
  Halfling..............................................40
  Nyad...................................................41
  Sprite..................................................43
  Fey Equipment...................45
  Melee Weapons...............................45
  Melee Weapons Table....................45
  Ranged Weapons............................46
  Ranged Weapons Table.................46
  Rune-Marked...................................47
  Armor................................................47
  Armor Table.....................................48
  Mundane Equipment.....................48
  Transportation.................................49
  Fey Bestiary........................50
  Paradisium Adventures...57
  Affairs of State.................................57
  Flight into Danger...........................57
  Lover’s Knot.....................................58
  (Order #11366799)
  
  3
  Ultimate Fey Guide
  BY
  A.J. Preece
  EDITING
  Aaron T. Huss
  COVER ART
  Susanitah
  INTERIOR ART
  Jacob E. Blackmon, Brian Brinlee, Claudio Casini, Gary Dupuis, Alonzo Emata,
  Felipe Gaona, Rick Hershey, Darko Krecuil, Eric Lofgren, Evgeny Maloshenkov,
  Indi Martin, Matt Morrow, Jayaraj Paul, Emmanuel Bou Roldan, Sade, Carlos
  "Celurian" Torreblanca, Melkor3D, Alex Mit, Atelier Sommerland
   Some artwork © 2015 Eric Lofgren, used with permission. All rights reserved.
  Publisher's Choice Stock Art © Rick Hershey / Fat Goblin Games.
  COPYRIGHT
  No parts of this book may be reproduced without permission except for review or
  journalistic critique.
  © 2016 Mystical Throne Entertainment. All rights reserved.
  MYL10407 Ultimate Celts Guide
  1st Edition July 2016
  Permission is granted to print this ebook. No site license is provided.
  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.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  4
  Foreword
  The fey; enchanting, beguiling, and elusive. Collecting their information has not
  been easy and has taken a very, very long time. I admit this guide may not be as
  complete as I would like and if I have missed anything, have failed to ‘catalog’ a fey
  species, then I apologize in advance. You must understand the fey are indeed elusive
  and the gateways to their Realm are not only hard to find, but are sometimes shielded
  by wards, or in some cases, fiercely guarded. Once in their Realm, there are other
  complications that must be taken into account. Time passes very differently and
  sometimes it can catch up with you when you return to our world, or the Mundane
  World as the fey call it, and that can leave its mark upon us in a very physical way.
  This guide is for you to study at your leisure, but I insist that if you really do have
  the desire to explore the Fey Realm, communicate with them and study this guide very
  studiously. The fey can be dangerous. This is not the stuff of child’s nursery tales; it’s
  not about unicorns and rainbows, pots of gold at the end of a rainbow; for every
  charming tale you read or hear from the lips of your loving parents,
  there is at least one dark secret lurking within those passages.
  Many have learnt that lesson the hard way.
  On a positive note, if you can win their trust you can learn
  more from them than you will learn from these pages alone.
  The fey can be gentle, kind, and trustworthy and there are
  some I trust more than members of my own race.
  So take your time and study these pas-
  sages, do not just skim or skip around.
  This guide will help you understand the
  fey, their lands, their history, their cus-
  toms, and to some extent how you
  should conduct yourself in their pres-
  ence. Let this guide be your moral com-
  pass and your traveling companion.
  Elgin Theobald, Scholar
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  5
  FEY ORIGINS
  Fey Origins
  The first questions most people ask are ones that cannot be easily answered;
  where do the Fey come from? Just how old are they as a species? Why is so little
  known about their actual history and does that affect their relations with other
  species? There is a lot of speculation and theory concerning these issues, and some
  would argue very little concrete evidence exist to support the theories.
  The Fey seem to have little in the way of a written history for us to study. Unlike
  humans, and indeed other races of this world, they have not left behind grand
  libraries for us to explore the volumes of their histories. Visiting scholars and
  explorers leave it to trust, and to some extent instinct, to ascertain the truth of what
  they have been taught by the Fey Elders. Therefore, any historical tales we have
  garnered from various scholars from around the world had to be sifted through
  very meticulously indeed.
  One volume could well contradict another, from as little as small passages to full
  pages and in some cases entire chapters. Some scholars have had to discard an
  entire volume as being nothing more than perhaps a work of fiction, but we give
  them the benefit of the doubt. The Fey are, as said, secretive in many ways and
  mischievous in others. Although I am not defending their actions entirely, I can
  understand their reluctance to mix with others outside of their realm.
  It would appear there are times when we have not acted towards them in an
  agreeable manner; and I have to say, for some actions, we should hang our heads
  in shame. But let’s not get too far ahead of ourselves. Like most tales, the best place
  to start is at the beginning.
  Fey Spiritualism
  The human race has many different versions of the Tale of Creation. In one
  country they believe we, and the world we live in, are the products of the sleeping
  gods’ dreams (and the world will end should they wake up) whereas in another
  nation, they tell the tale of the sowing of the Seeds of Life, where the human race
  and everything else were seeded accidentally when a goddess found excess sup-
  plies of grain in her storeroom and casually cast it to the winds. The seeds drifted
  across the stars and settled and... I think you can get the picture.
  The chances that one race’s Tales of Creation should match that of another so
  closely should be slim. Humans have many different versions of the same tale
  ranging from one part of the world to another. So why do the elves and the fey have
  a Tale of Creation that almost matches perfectly? There is no doubt that the fey and
  the elves are two of the oldest races of our world, if not the eldest, with the dwarves
  being around for almost as long. (Though they would claim they were around
  before either!)
  The fey Tale of Creation is a simple one on the surface and here is where it differs
  from those chronicled by the human race, for no matter where you travel within
  the Fey Realms, it is always the same. The following passage tells it as it has been
  told to us humans that have been fortunate enough to learn firsthand.
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  6
  WEAVER AND THE LOOM
  The Old Father had taken a bride, and lo, he was pleased with her, for she was
  beautiful and wise, and they were content. But one day she asked, “If I am your
  wife, should we not have children to keep us company and make our family whole?”
  The Old Father thought on this, and eventually said, “Perhaps as Creators, we
  should not be so selfish as to keep the gift of life just for ourselves? I do not say we
  should not have children of our own, but should we also let our children leave this
  realm and explore whatever lies beyond the walls of the Great Castle?”
  Old Father’s bride crossed to a window and looked out, but saw nothing, for
  there was nothing to see. She queried this with Old Father and again he dwelt upon
  this and promised that he would come up with a solution as soon as he could.
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  7
  FEY ORIGINS
  But time passed and he forgot about her question, until again she asked, “Should
  we not have children? I am your wife; I should be a mother too.”
  And again, he promised her he would think on it, and time passed....
  As days became eons and the Great Castle floated in the Void, Old Father’s bride
  became restless and he became somewhat distant. And so it came to pass that one
  day, her anger got the better of her and she strode into the Great Throne Room and
  tore down one of the drapes from the windows that looked out onto nothing.
  She pulled on the drape and saw that it was bound by threads. She thought upon
  this. Old Father had created the Great Castle by the mere power of his thoughts, but
  this, this was different. If these threads could be woven into a mere decoration,
  could they not be made into something else? Despite her anger, she sought him out
  and holding forth the drape asked, “How was this made?’
  Old Father said, “It was woven on the loom. Come, let me show you.” And he
  showed her the Loom.
  “The loom,” he said, “did not build the castle; my thoughts did that. My thoughts
  create things like this.” And his hand indicated the drapes, the tables, and their
  thrones. “But things that are beautiful and decorative are woven on the loom.”
  She then understood, Old Father had created her with the loom. They could only
  create with the power of their minds. To make life, they needed the Loom. He had
  imagined the loom, and lo, the loom had been created. “So I can make us the
  children that will make us whole?” (Beings that are energy do not inhabit flesh and
  blood like you or I.)
  As she sat at the loom, she again looked forth through the window. The children
  should be free to do as they wish. She took the threads of the drape she had torn
  down and used her mind to alter the weave, and time passed....
  She wove the threads and created the blackness of space, but that was too dark.
  So she wove lights into the thread, and lo, the stars were created. But the void,
  although now filled with light, needed more. She took the threads and altered them
  again, and into the thread she wove her thoughts into the pattern; and through her
  labors, she created the spheres, and set them to floating into the void. But this did
  not please her still. The spheres should be their children’s home! But how?
  Old Father was sad to see her upset, and from his eyes, crystals fell. These
  crystals gave him an idea. The crystals were added to the pattern, and his wife used
  her mind to change them. Now there was water, and this water was thrown
  towards the spheres, but they drifted away. They needed a vessel, so from their
  breath, they created the clouds to carry the water, and lo, they rained water upon
  the sphere and the water became seeds from which life began to grow.
  This would not be sufficient to keep the children alive. They made the trees that
  provided food, the grass that would make the hard earth soft to walk on, but they
  knew balance was needed, so they made the rocks and mountains too. They had
  created life, they had made order, but there were things that even Old Father and
  Mother could not control.
  As an offspring to the thoughts and deeds of Old Father and Mother, came a
  wayward child, Chaos; and Chaos needed to play.... and again time passed…
  WAYWARD CHILD
  From here on in, the scripture and actual history seem to merge, the boundaries
  between the two becoming more and more blurred. Every race, without exception,
  has in their histories and mythologies tales of an age where order was threatened
  by the Wyld, or Chaos. Only the human species tend to really push aside the tales
  of the Age of Chaos. The other races say that was because humankind was more
  than a little responsible for the turmoil.
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  Chaos however, has now been named as something that is not a supernatural
  force, but is in fact a product of nature itself. Without chaos there would have been
  no diversification among the races; there would have been no change in skin tone,
  height, or build in the human species.
  Without Chaos the dwarves would not have their subcultures of races such as
  dwarfelgin, duergar, or the gnome race. The elves would not have split into moon
  elves, wood elves, dark elves, or indeed the drow; the list goes on.
  Scholars have stated that dwarves, and others, are actually a splinter of the
  human race, whereas the origins of the elves can be traced to a race that came
  before them. The records indicate the parent race of the elves is the fey. They are
  wrong about one thing though, both dwarves and gnomes are related, and the
  halflings can be classed as a diversification of these two species, but they owe their
  origins to the fey. We need, perhaps a little frustratingly for anyone reading this, to
  backtrack and go back to the Tale of Creation.
  The Children of the Loom, as they became known, were created first. Who these
  children were isn’t exactly clear. Many scholars (myself included) are of the belief
  that they are a race that has since become extinct, but left a distinct impression on
  the world. Whilst the original race passed away into the mists of time, their off-
  spring thrived, becoming the fey.
  As races struggled to survive, the inevitable conflict came to fruition. Lines were
  drawn and boundaries were defined, but often those boundaries were infringed
  upon.
  Chaos, or the Wayward Child, delighted in stirring up the conflict wherever it
  could (its gender is never made clear) and the fey became so concerned they did
  something that no other species did, or indeed were capable of. They created a
  realm of their own. How? They were the original Children of the Loom and there-
  fore had more than a touch of their parents’ abilities at their disposal. They too
  could create and forge, even as the Wayward Child discovered it could pick threads
  apart and weave them into patterns of its own. Not that these new threads woven
  by the Wayward Child could impact the world in any major way, but they were
  plenty disruptive.
  The power that ensured the fey they could make a realm of their own, where they
  could stay safe from the bloodshed and war going on elsewhere, was perhaps a gift
  left to them by their creators. That gift was Magic.
  I will say now there are those of you out there that can say anybody can create a
  realm. Take some land, mark out the boundaries, and you have a realm. No, that’s
  a territory or a kingdom. A realm is something apart from mundane things such as
  kingdoms, although a king may call his land his realm, it is in fact nothing but a very
  pale imitation of the real thing.
  The Fey Realm has no borders as such, at least none that can be marked on any
  map made by the likes of us. No walls mark the boundaries, not fences, for the ways
  into the Fey Realms are marked by gateways, and these are hidden, accessible only
  to those that know where they are.
  There are no signposts leading the way to these gates; you have to know what
  you are looking for. This does not mean it is impossible for anyone to enter the
  realm; far from it. Perhaps, worryingly for the normally elusive fey, it seems to be
  getting easier for others to enter their realm.
  But we are getting slightly ahead of ourselves. We need to take one more look
  into the past before we go any further. We need to look at a period of time the fey
  call The Veiling.
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  9
  THE VEILING
  The Veiling
  The Calm Before the Storm
  The world was in chaos. War ravaged the land as the infant human race, who had
  already developed a clan mentality, fought each other for territorial rights. The fey
  had come to the decision that they should not interfere in the affairs of others that
  did not concern them.
  Contact between humans and fey was limited. The humans seemed oblivious to
  the existence of the fey, and that suited the fey, for they saw a brutal, primal, and
  confrontational species. The fey were already an ancient race, and they felt com-
  pelled to keep an eye on the human race without interfering with them.
  So what were they to do? They tapped the energies given to them by The Loom
  and used them to weave a new pattern as it were. They created a new life form; the
  elves (and subsequently the subraces that eventually split the bloodline – dark
  elves and drow).
  The elves were to monitor and report back to the fey elders about what was
  happening on this infant world. And for centuries, that’s exactly what they did and
  were happy to do so. Keep in mind that at this moment in time, the fey lived
  alongside us. They masked what they were through a skill they call Beguilement,
  but still chose to be aloof. They did not need to trade with us. They are not required
  to eat the same foods we do; the only thing they need like us is water and there’s
  more than enough of that to go around. It’s one of the few resources the other races
  have not gone to war over, although it has been used as a theatre for such conflicts.
  Likewise they hold little or no value in resources such as gold or silver. Money
  has no value too them. Material possessions could be created and they did not have
  to rely on others to provide them with the bare necessities. They literally lived off
  the land. So the elves did their duty and acted as the fey’s observers, but things
  were to change in a dramatic and potentially catastrophic way.
  Peace had finally settled upon the world, but despite having eyes and ears nearly
  everywhere, something had escaped their attention. Whilst most human clans and
  tribes had become relatively civilized, there were others that did not. For every
  step along the road to civilization they took, another species took two or three
  backwards. They became more and more brutal, even resorting to cannibalism,
  and their faiths and beliefs took a dark turn. They embraced the way of the Way-
  ward Child: Chaos. For them, there was to be no order, no desire for peace.
  Even their physiognomy changed; their skins started to darken, become olive
  grey and then green. Their faces became more feral; their teeth became almost tusk
  like. The orkon had been born.
  The Orkon Uprising
  It is true that like humans, the orkons, or orks had fought amongst themselves,
  but there came a time when they achieved something the humans and even the
  powerful elves had failed to do; they had united under the leadership of a single
  individual, the orkon war chief known as Brogos.
  How he united all of those clans is a tale for another time, but they began to leave
  their mountain kingdoms and sweep down into the valleys and troughs like a living
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  10
  tidal wave. Naturally being mountain dwellers, the dwarves became aware of their
  presence, felt their wrath, and actively tried to hold them back. They failed.
  The dwarves did not capitulate as such, but for a time almost lived in a blood-
  stained coalition that went as far as (to their almost eternal shame) making them
  weapons and armor. Then the humans came into contact with them for the first
  time and called upon their elven friends to help. The two races formed a coalition
  and fought back and for some time, stemmed the flowing tide, but the orkons had
  no political agendas that could hinder them.
  The fey suddenly found themselves becoming ignorant of what was going on. For
  two decades, the humans and elves fought with the orkons, but it’s said that every
  man has his price. Swayed by offers of gold and other riches, and power, a young
  woman named Elsa betrayed the human cause, converted others to her new point
  of view, and suddenly the humans’ and elves’ relationship became strained, to say
  the least. If they could betray each other and join the orkon cause, how long would
  it be before the elves fell victim to such a betrayal?
  The elves begged for assistance from their fey parents. The fey however, stayed
  true to their non-intervention policy. (It is said it takes a lot to anger an elf, but if
  you do it’s like watching a tiny, innocent kitten, suddenly transform into a savage
  dire tiger.) The elves, fighting for their very survival against this sudden alliance
  between orkon and human, found themselves in a dire spot, for other non-aligned
  humans began to think along the lines of ‘if you cannot beat them, join them.’ The
  ranks of the orkon and human alliance began to grow.
  Other factors came into play; the ostracized dark elves and drow stopped their
  own shadow war and threw in their lot with the orkons. To add more fuel to the
  fire, the dwarves broke their agreement and hastily threw in their lot with the
  humans and elves were still allied together, but that would not be enough to stem
  the tide. Halflings and gnomes, sturdy as they are, were not renowned for being
  great warriors. While the halflings decided to ‘lay low’ and watch and wait to see
  how things panned out, the gnomes at least decided to aid the dwarf, elf, and
  human alliance and turned their ‘tinkering arts’ to producing machines of war.
  Once again the world was ravaged by conflict; the lands awash in the blood of the
  slain. The fey were presented with a choice: fight or flee. Perhaps to their immortal
  shame, they chose the latter. The fey wove their magic and began to use it to make
  what they called, at first, The Curtain. This was a magically protected land that
  could deter all but the most determined and sav-
  age creatures. Behind this Curtain, the fey cre-
  ated their own devices as it were.
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  11
  THE VEILING
  From these new weavings came the spriggan, the boggan, and other more primal
  forces. They created new spies such as the sprites and the brownies, to name but
  two. As they created their ‘soldiers’ or ‘guardians’ they changed the pattern of The
  Curtain. It would grow, become more expansive; the Curtain became the Veil and
  behind that, the land became a realm.
  That realm became known by two different names. The humans called it The
  Umbral State (though it took them some time to discover it) and the fey gave it a
  name of their own: Paradisium. It exists parallel to our own world and the only way
  to gain access to it is to find and activate the gateways.
  Finding the Veil
  The world was in turmoil as humans and other species strived to claim domi-
  nance over it. The fey decided the best way to ensure their survival was to retreat,
  but where could they go? The world around them was hostile in more ways than
  one, but was also a place of wonder; and the fey are (perhaps to their detriment) a
  curious race. They could sense energy flowing throughout the world;
  energy most races appeared oblivious to. It was something primal, wild, and un-
  tamed. The fey realized that thanks to being Children of the Loom, they could take
  this energy and weave it into threads and use it to unravel the fabric of objects
  around them.
  This energy flows through everything. It’s in every tree, every mountain, and
  every valley; it even flows through us (and that was a discovery that, in time,
  allowed the other races to manipulate the energy themselves). What’s more impor-
  tant, while humans believe it to be something that dwells within them that can be
  focused through their own willpower (again they are right in some way), is the fact
  this energy flows in lines across the surface of the planet.
  Humans who have done their research and not dismissed the tales of the fey as
  mere folklore, tales with no basis in reality, can understand this as well. They are
  more in-tune with nature than their fellow man, and as such have been labeled as
  druids or shamans. Magicians, warlocks, wizards, and the like also call upon this
  energy, but tend to ignore how the power is drawn from the world around them,
  believing all it can do is be generated by the power of their own will. A subclass of
  these magicians, the elementalists, is aware of what the fey have known for ages;
  this power is woven into everything around us and we are all part of its pattern.
  These lines crisscross the planet and the pattern is anything but random. The fey
  had done what no other species has done; they had mapped the course of these
  lines. They know where they intersect and can then create junctions. It’s at these
  junctions where the power is at its most concentrated, and in some places, there
  can be more than one junction. It’s hard to explain in ways that won’t cause the
  casual student’s mind to boggle, but let’s just say these intersections can create
  zones of magical energy.
  Anyone sensitive enough can feel the ‘pull’ of the existing energy. Those of a
  spiritual nature may find themselves compelled to build a shrine or create a sacred
  grove where the sensation is the highest. In towns, villages, and cities, these junc-
  tions, or terminals as some call them, are seen as the ideal place to build temples,
  churches, or elaborate cathedrals. These junctions are also home to places of
  mystical academia. Guild masters often theorize instinct prompts them to pick a
  site, buy the land, and order the construction of their schools. Churchmen will state
  they were guided by the gods to build their churches at distinctively holy places,
  claiming that instinct was heaven sent.
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  They are all drawn by the energies flowing through the earth around them. This
  may explain the presence of henges and why some folks are drawn to carve figures
  out of chalk in the shape of animals or giants in hillsides. It may also explain the
  phenomenon that causes patterns to appear in the middle of crops, which has
  become a mystery to some in recent decades. Weaving magical energy is an art
  form. Those who use their imagination as they see fit are actually weaving magic
  on a subconscious level, causing all manner of extraordinary works to be created.
  SACRED LOCATIONS
  The energies present in places such as churches, shrines, or sacred groves can be
  felt by us all. Have you ever wondered why it is that when you leave a busy street
  and enter a location such as a chapel or church that it seems as if the world outside
  its doors has seemingly ceased to exist? Think about it; you are on a crowded
  street; you are surrounded by noise, so much noise! Vendors yelling, dogs barking,
  the constant rattle of carts as they pass by, or perhaps the cacophony created by
  passing vehicles driven by mechanical means. But as soon as you open the door and
  cross the threshold, things change. It’s calming, soothing, it may even appear to be
  cooler inside than outside; already the sounds from the streets are muted, but as
  soon as you close that door, the next thing you feel is peace.
  All that hustle and bustle is no longer just muted; you cannot hear it. Even in a
  rural community, where life flows at a much slower and leisurely pace, the effect is
  the same. This is a place where the worries of the day, the stress and mayhem, just
  vanish.
  Even in the Wylds, the moment you cross the boundaries of a stone circle, or
  walk under the main arch of a henge, there is that unmistakable feeling that even
  though you can see the countryside around you, this place seems somehow other-
  worldly; that’s it’s not quite part of the world around you. There’s a good reason
  for this feeling, for this is where the gateways to the Fey Realm are located.
  FAIRY RINGS
  Have you ever walked through a forest and suddenly came across a clearing?
  There is no warning at all; one minute you are surrounded by ancient and sturdy
  growth, and the next, you find yourself in what appears to be a natural clearing. If
  you took your time to study this area, you may have noticed it is almost perfectly
  round. Again there is that feeling of stillness, quiet, even here in the forest that in
  itself is already tranquil.
  Now study the perimeter. Look closely, and I mean very closely, at the under-
  growth. At first there may not appear to be anything distinctive but keep looking.
  Look hard and you may see a small cluster of toadstools, and on further examina-
  tion, you may see another cluster. Then check the trees around the edge of this
  area. They may be visible in small clusters at the base of the tree, or indeed be
  growing on the tree trunks themselves. There may not be anything obviously
  unusual about this, but look again and you may see that these clusters are actually
  spaced apart in a way that cannot be natural. The spacing of the toadstools, and in
  some cases certain types of wild flowers, is deliberate.
  The farther in you go into this clearing, the more the sounds of the forest become
  distant and may even seem to fade away completely. The hairs on the back of your
  neck may stand on end, and there comes that feeling that you are being watched.
  You have unwittingly stepped into the middle of a Fairy Ring, or as it should
  actually be called a Fey Ring. This is a portal; a way of entering Paradisium for
  those that know how to activate it, for others, it’s just a place for weary travellers
  to sit and rest.
  SPIRITUAL ENERGY
  The fey created
  the Veil in two
  ways, the primary
  means was by
  coming to an un-
  derstanding with
  spiritual energy
  that existed in the
  places where the
  energy lines.
  These lines are
  called Ley Lines
  by some, Spirit
  Paths by others.
  Are these the spir-
  its of the dead or
  just the manifesta-
  tion of natural
  forces? To be hon-
  est, I do not know,
  though I can un-
  derstand why
  some folks are re-
  pelled by such ar-
  eas, because they
  believe them to be
  haunted.
  (Order #11366799)
  
  13
  THE VEILING
  They won’t object if that is all you wish to do. If however, you know what it is and
  wish to enter, then that’s fine, providing you have permission to do so or are at
  least someone that is allied to the fey species. If not, then prepare to face the
  consequences.
  CROSSING THE THRESHOLD
  So there you are, on the threshold, wishing to cross into the realm of the fey.
  There are two prescribed ways of entering the realm.
  For those of a spiritual nature, they must first clear their mind in an attempt to
  commune with the energies that shield the realm from mortal man. For an elf this
  is relatively easy and takes just a few moments of time. For someone who is
  described as being Touched by the Fey, it’s the same method, but may take a little
  longer.
  For someone who is a practitioner of the art of Magic, the procedures are very
  different, but are also a case of tuning into the elemental energies inherent in such
  a place.
  THE SPIRITUAL KEY
  To enter the Fey Realm through spiritual means, the subject must first seek
  communion with the energies in the area. All random thoughts must be cleared;
  pushed to one side. For an initiate this should not be too difficult. It is not necessary
  to use any holy evocation, or focusing on a holy symbol or relic to establish commu-
  nication, despite what some may think. It is merely a case of stating you wish to
  enter the Realm and explaining to the energies present that you have no hostile
  intent towards the inhabitants of Paradisium.
  Any attempts to deceive or hide your true intentions may well be detected by the
  energies present, and the end result will be a flat out refusal. They won’t speak; the
  initiate will understand that they cannot, at this time, enter.
  Alternatively, more than one person trained in spiritual ways may combine their
  efforts in crossing the threshold. This means it may take a little longer for the
  energies involved to come to a decision; after all, there is more than one applicant
  involved.
  On the reverse side of the same coin, those that have crossed over the boundary
  before, whether it’s in this area or not, will have an easier time of it than someone
  attempting egress for the first time. They may even have been given a token, to
  show they are a trusted visitor, and are welcome to cross the threshold.
  THE MAGICAL KEY
  Practitioners of the Magical arts (such as myself) have to perform a different
  ritual to gain access to the realm of Paradisium. Students of Magic, may well be
  aware of the spiritual forces present, but it is far easier for them to utilize the
  elemental properties of the area. The magical barriers have been, for want of a
  better term, melded with the Earth itself.
  They have tapped into the forces that flow through the earth, trees, and rocks,
  and bound them together in what I can only describe as a barrier. To be able to
  walk through this barrier, one must understand they have to attune themselves to
  the energy that forms this barrier. But that’s not all. In this area there will be locks
  that keep the barrier intact. These locks are not invisible, but they are well camou-
  flaged. Anyone looking for the ‘locks’ should study the natural patterns of the tree
  bark, the whorls present in the markings of a stone. On closer examination, the
  searcher may be able to find the rune marks hidden within them. All that’s left for
  the arcane practitioner to do is to translate the runes and then decipher the order
  in which they should be activated.
  Once you have
  crossed the
  threshold, surely
  it’s all going to be
  plain sailing from
  this point on? If
  you believe that,
  then return this
  book to the shelf.
  Before you can
  fully explore the
  realm, you have to
  be aware of how
  to conduct your-
  selves once you
  are on the other
  side of the barrier.
  Wherever you go
  there is one uni-
  versal constant:
  rules are rules and
  they must be
  obeyed, or else.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  14
  Fey Law
  It’s important to remember that if you are going to visit the Fey Realm, they
  expect a certain degree of decorum and respect to be paid too them. Be honest,
  would you like it if a visitor showed you disrespect? Would you tolerate someone
  entering your dwelling and kicking over the furniture, smashing your property? Of
  course you wouldn’t.
  These then are not only the laws concerning how you should behave in their
  realm, but also how the fey are required to behave in their own society. We would
  be punished if we stole from our neighbors, or indeed inflicted harm upon the
  innocent, so why should it be any different for the fey?
  Outsiders Visiting Paradisium
  Anyone visiting the Fey Realm will find different areas may have slight variations
  in the law as we do. There are a set of core laws that shall be adhered to, and indeed
  if you do not, then you should be prepared to face the consequences.
  1.
  In the presence of a fey noble or dignitary, all weapons are to be left in
  the attendance of a steward. Failure to comply will lead to the instant
  ejection of any offender. This may go so far as the perpetrator being led
  to the nearest Gateway and being forcibly ejected through it, back to the
  Mundane World. If there is someone in the party that bears a token that
  permits them to enter the Realm, then this person may also bare some of
  the responsibility. He or she will not be ejected, but will be kept waiting
  before being granted an audience. This will have an adverse effect on
  anyone ejected from the Realm waiting for companions to return. While
  it may be only a few hours delay for those in the Realm, in the Mundane
  World this may actually be a few days wait, maybe longer.
  2.
  Theft from the Fey Realm will not be tolerated. If caught thieving from
  anyone’s property while in Paradisium, punishment will be swiftly dealt.
  The punishment will not be determined by a court, for fey tradition says
  the owners of the property can say how the criminal should be punished.
  This can vary depending on the whims of the owner; the lightest punish-
  ment could be being forced to work as some sort of servant to the house-
  hold, no matter how big the estate. The duties will be the most
  unpleasant, tedious, and demeaning they can think of. If the item or items
  stolen are valuable enough, then again you can expect to be asked to
  leave the Realm immediately; some home owners may demand incarcer-
  ation. It really is a legal lottery.
  3.
  Committing an act of bodily harm, or worse death, to a fey is the worst
  crime of all. For crimes that lead to injury or harm, the punishment will
  be harsh indeed. Perpetrators can expect a beating and then expulsion
  from the Realm, being left with a visible brand that marks them as being
  someone who will never be welcome in the Realm again. Bearers of the
  special Tokens should keep this well in mind. For a violent act that leads
  to the death of a fey citizen, the punishment is swift and will mirror the
  crime. Though for the most part, the fey are not aggressive, there is only
  (Order #11366799)
  
  15
  FEY LAW
  one fit punishment: incarceration followed by execution. It could also, de-
  pending on the status of the victim, be seen as an act of war.
  4.
  Blackmail is a rare act indeed. The fey don’t hold that much value in mon-
  ey; they have a bartering system that works just fine for them. Goods are
  swapped in exchange for other goods, or perhaps some work is done in
  exchange for any items desired. Considering how many cultures will and
  do not tolerate such acts in our world, in the fey world it is treated as a
  relatively minor offence. Honestly, the worst punishment you can expect
  is the victim demanding you perform some demeaning services for them,
  maybe a period of incarceration. I have even heard in one case that a visi-
  tor suffered the same treatment as a fey might expect; they were given
  the cold shoulder, it was as if that person was invisible. Not one person
  was encouraged to acknowledge them verbally, or in
  any other way. Anybody traveling with them
  however, will also be ‘tarred with the same
  brush’ as it were, and although they will not
  be ejected from the Realm, they will be made
  to feel very uncomfortable and awkward in-
  deed.
  5.
  Destruction of fey property will lead to
  an instant period of incarceration.
  If this leads to any fey being
  harmed, the additional punish-
  ment for such an act will include
  the beating and possible evic-
  tion from the Realm.
  There are general rules of etiquette
  best observed as well. For instance, at a
  banquet, it is regarded as bad form if
  you start eating before your hosts.
  Most of these matters are really just a
  case of using your commonsense and
  seeing how other guests are acting
  before you do. To be fair, some of the
  household staff will hint if you are about
  to perform a faux pas of any sort. Each
  guest will be appointed a servant girl or boy, so
  watch them for any hints if you are uncertain
  as to what you should do.
  Within Fey Society
  The fey laws, how the fey should act
  towards each other, is summed up very
  briefly and comes in the form of The Codex.
  This is strictly observed by the fey and the
  Codex makes for very speedy reading.
  It’s perhaps odd the fey don’t just
  show the Codex to visitors, so they
  know how they should conduct
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  16
  themselves, but the fey are a somewhat fickle species. It could be that some hosts
  may well decide to show the travelers the Codex, while others assume the party
  will exhibit the grace and good manners expected of them.
  THE CODEX
  1.
  No fey shall shed the Essence of another.
  2.
  No fey shall terminate the Life Force of another.
  3.
  Fey shall not steal from fey.
  4.
  Fey shall treat others’ property with the same care they look after their
  own.
  That’s it and should those rules be broken, the fey committing those acts will face
  the full jurisdiction of Fey law. Pay close attention to the first two laws of the Codex.
  It should be noted that a fey that sheds the blood of an innocent or indeed kills
  another fey will themselves not be beaten or executed. Inflicting a harmful or
  capital punishment on a fey criminal would, in its own way, be a breach of those
  sacred laws. For those touched by the fey, or considered as half breeds in our eyes,
  the rules will not apply; they can expect to face the full force of the law.
  The punishment for such dire acts is either lifelong incarceration of the perpetra-
  tor, or in some cases exile. This exile is permanent and it has been reported that
  should the fey who committed these heinous acts be in possession of true magical
  abilities, these can be stripped away before they are ejected into the Mundane
  World and never be recognized as a member of the fey race again; this process is
  known as Syphoning.
  It’s been said by some (though I have never witnessed it for myself) that Syphon-
  ing is not only extremely traumatic, but is a long winded process. If it’s painful, then
  that would surely be a contradiction of their laws? No. In the eyes of the law, the
  fey criminal is no longer considered to be a member of the fey race. They will be
  ejected into the Mundane World to live their lives as a member of the ‘mortal races’
  would.
  Does this mean a fey now has a shortened life span? Again the answer is no. They
  would be like a dwarf or an elf with their much longer life span compared to us
  mere humans. One crumb of comfort may be that some of these exiled fey have
  been allowed into elven society, though perhaps it should be considered more
  worrying that some of the slightly dubious offshoots of the fey races that live in our
  world, have accepted them into their ranks.
  I have heard tales of drow and duergar clans being seen traveling with folks that
  look more like normal elves or gnomes among their ranks. Again, I have not seen
  this with my own eyes, but have heard it from relatively reliable sources.
  So now you know how you should conduct yourselves in the Realm. We can at
  last get to the subject matter that you have been waiting for so patiently. We can
  now discuss the citizens of Paradisium and the places of interest within the Realm
  itself.
  (Order #11366799)
  
  17
  PARADISIUM
  Paradisium
  I’ve already reported that there are no roads or paths leading to Paradisium, you
  gain entrance through the portals already spoken of. The same rule does not apply
  once within the Realm itself. The fey do not need such paths to follow; perhaps the
  roads and paths I have followed myself in my travels are merely there to give
  outsiders a sense of familiarity. Certainly I can report that I have been escorted by
  the fey in my travels, and they most definitely do not need or use the roads.
  I can tell you from personal experience that a fey gets from point A to point B
  merely by wishing to do so. The closest thing I can relate this gift too is the magical
  effect of teleportation. The fey merely needs to imagine where he wants to go
  within his mind and well, hey presto, he is there. To take me with them was never
  impossible – though they did confess it did require a little more effort to take an
  outsider to somewhere using this method, and it could be quite tiring to do so.
  There was also a limit as to how far they could travel and how many times a day
  they could achieve it.
  But they are a curious species in many ways. Even though they do not use roads,
  per se, or any form of wheeled transportation, they do possess airships, or as they
  call them ether gliders. For such large craft, they can move exceptionally quickly,
  and to my surprise I saw some of them were armed. However, I was told the gliders
  are not the only things that share the air currents (more on that later).
  I accurately surmised these craft covered the distances teleportation could not.
  They are fast and quite agile, but some of the journeys they undertake can still take
  several days. They have a unique fuel or power source (again to be covered later),
  and gnomes helped build the earlier models, and I surmise (though I have no proof
  of this) they could well have had a hand in their design as well.
  So you will not pass through any portals upon entering their realm, and indeed,
  few of their cities or towns have any walls surrounding them. This, to those of you
  of a military persuasion, may think they are worryingly open and exposed to
  Interestingly, I
  have never seen a
  fey riding on the
  back of any animal
  either. Indeed
  from my conver-
  sations with them,
  they regard mak-
  ing any animal
  carrying a host,
  willing or not, tan-
  tamount to being
  an act of slavery;
  something they
  see as abhorrent
  in all of its as-
  pects. However,
  they will accept a
  visitor entering
  their Realm upon
  horseback, though
  they will likely be
  presented with
  somewhat judg-
  mental looks the
  entire time. All an-
  imals brought
  through a portal
  will be looked af-
  ter with all due
  care and attention.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  18
  attack. Trust me, they can and will defend themselves if needs be, and although a
  peaceful species, they have their ways. Even a timid kitten will attack if provoked
  enough.
  The first thing you may well encounter upon entering the Realm, though not
  necessarily every time you enter, is the Nexus.
  The Nexus
  Some travellers have seen the Nexus, some have not, and chances are some never
  will. I have personally been there only twice in my several hundred years of life.
  The Nexus is also known as The Hub, The Exchange, or Terminus, and is yet
  another way of getting to some of the more distant areas of the Realm without all
  of that tiring teleportation business. (Some of the fey-built gateways in our world
  lead to the Nexus, most do not.) It resembles a large, circular plaza, complete with
  cobblestones, and small buildings where some light foodstuffs can be traded for if
  needs be. Around the perimeter of this circular area are large gateways, some
  arched, some looking like nothing more than a light shining between two gate
  posts. These look like some of the gateways you see in the Mundane world. Runes
  glow brightly in the stonework of the gateways. These runes tell the traveler where
  the gateway leads to, providing you can read them of course.
  You cannot casually stroll through these gates though; you have to obtain a stone
  or a gemstone as a token to present to the gatekeeper on the other side. This shows
  you are entitled to use it and have not just wandered through by chance. Do not
  lose this passkey. A gatekeeper is fully entitled to make you turn back and obtain
  another one. There are times when the guides you have come through to the Realm
  with will find a gate within one location that can bring you to the Nexus if needs be.
  Remember though, if you have lost the token that says you should be there, and
  refuse to leave if asked, this will be interpreted as a hostile action and you will be
  removed by force, unless you can convince them otherwise.
  Aeris: City in the Clouds
  Of all the wondrous places that exist in Paradisium, Aeris ranks as one of the
  most exquisite and spectacular. Access to Aeris is in itself quite an experience, but
  that will pale into insignificance once you have gained entrance. Access to the City
  in the Clouds can be achieved through two methods besides having the key to
  operate a gate from the Nexus. Both require a strong head for heights, however.
  Aeris appears to be supported by columns of light, through which objects can be
  seen moving both in ascent and descent. These columns of light carry the person
  wishing to enter the city upwards to where it resides in the clouds. It’s hard to
  measure distance in the lands of the fey, but if I was to make a guess as to the
  distance traveled from the ground to the city, I’d say at least three hundred leagues
  vertically and at quite a speed. For newcomers it may be advised not to have eaten
  before making that particular journey. The descent is by no means any gentler, but
  the alternative will test your stamina rather than your bravery. This is the vast
  spiral staircases that rise upwards from the ground and head towards the clouds
  above. Indeed the stairs themselves look insubstantial, seeming to be made from
  clouds themselves.
  (Order #11366799)
  
  19
  PARADISIUM
  Fear not, there is some kind of magical force at work that makes the clouds solid
  underfoot, but it also creates a barrier of sorts that will stop you falling sideways
  off the clouds. You are also protected from the effects that lack of oxygen would
  normally have on anybody making the ascent. You can stop and take a rest on the
  climb upwards, and they have even created small areas off the side of the staircase
  where folks can rest and catch their breath. Just don’t take the slightly mocking
  laughter of the natives personally as they continue up and down the stairs as
  casually as someone going for a walk in the countryside.
  Once you have made the ascent, the city becomes visible and if the climb or
  ascent via light column hasn’t already taken your breath away, this will do it for
  sure. The city is structured in ring-like tiers, rather like a large wedding cake, and
  these tiers rise upwards, until it seems they will touch the stars. Looking upwards
  you see the sky purpling at the highest reaches, and the stars will be seen in
  splendidly detailed relief, although you won’t be able to recognize any constella-
  tions there.
  Aeris is ruled by the Patriarchs, a handpicked selection of fey elders. There are
  six of them on the committee at any one time, and may retire at any time they wish.
  There is another selection made almost immediately, but whether this is done by
  an electoral process isn’t known to me. I can only assume each member has an
  ‘understudy’ to take over should someone wish to leave the Patriarchs. I wish I
  knew for sure. These Patriarchs deal with any legal matters that may arise, and
  indeed, organize the law enforcement agents that patrol the city.
  Each tier of the city has a mixture of residential and trade areas. There are inns
  and taverns that offer food, drink, and a bed for the night. These are paid for via the
  barter system; no gold or silver is ever traded in exchange for these services. You
  can instead perform a task, or series of tasks, for the hosts and be covered, deliver
  some packages, or even work in the inn’s kitchens. The fey consider money the root
  of all evil. You can stay for free if it all seems somewhat above you to follow the
  customs, but don’t expect the best rooms or the highest quality of food. Don’t get
  me wrong, it will still be edible, the rooms will keep you warm and dry (though
  climate and weather are of no concern in Paradisium for the most part), but it
  won’t be of the highest quality.
  Each tier is accessible via the stairway that winds its way upwards towards the
  highest level. Be aware that although the city will open its arms in welcome, the
  uppermost tier is inaccessible to visitors. This is the domain of the Patriarchs and
  it’s for them and them alone. The only way you will gain access to the Patriarchs is
  to ask for an audience and that is done by approaching the magister that presides
  over each tier of the city or if you have transgressed their laws; this is where you
  will be taken to face judgment.
  The buildings are constructed with a material that may look like stone or wood,
  but it’s clear that it isn’t. What it is I couldn’t tell you. The ‘brickwork’ feels warm
  and even glows slightly. There is no visible sign of standard cement and mortar
  here. I have enquired many times as to how the city has been built, but they have
  never explained.
  POPULATION
  The faerun are the most prevalent species here, though I have seen sprites and
  nyads aplenty. The shy and retiring brownies also have a residential area appar-
  ently secreted away somewhere. Evidence of their craftwork is in existence, indeed
  many of their fine beverages can be bought in the taverns and hostelries of the city.
  There are a few elves to be found here, but they are in the minority. Humans live
  here too; explorers have been known turn ‘native’.
  I hasten to add
  that anyone arriv-
  ing in the city can
  carry a weapon
  but by the gods,
  you had better not
  draw the blade or
  use it indiscrimi-
  nately!
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  20
  CITY DEFENSE
  The Fey Realm is not all sweetness and light. They do have enemies and there are
  conflicts. Should Aeris come under attack, the Cloud Gliders are scrambled; they
  are armed with large launchers that fire harpoons. There are a few tales of great
  battles fought between flotillas of ships high above the citadel. Occasionally they
  may be scrambled to fend off attack by creatures called cloud drakes and the
  fearsome cumulus dragon.  There are also tales of attacks from a mobile sky city,
  populated by the wayward children of Chaos. These attacks are thankfully, few and
  far between, but should one occur, voluntarily jumping to the defense of Aeris may
  well get you free food and lodging for some considerable time! (And scars, oh yes,
  most definitely scars.)
  The militia defends the lower tiers of the Cloud City. They seem very lightly
  armored with nothing but a light woven tunic over a sleeved vest for protection.
  Their legs are covered with a lightweight material that resembles linen, but feels as
  course as sackcloth. The tunic is made of something called spider silk; it’s consider-
  ably tougher than it looks, doesn’t burn easily, and seems able to provide more
  than adequate protection from most elements. The militia also wears a helm of
  sorts that covers the top of the head and protects the jaw and cheekbones but
  leaves quite a bit of the back of the head exposed. This too is made of spider silk.
  Diamondia: The Crystal City
  Diamondia is an earthbound city. You will see it’s aura before you see the city
  itself. To say it’s radiant is an understatement; for it shines from within as well as
  reflecting the light from exterior sources. It will dazzle the eyes, and be painful to
  look at at first, so do not look at it with the naked eye. Take the opportunity to pick
  up a pair of eye glasses, made of some dark quartz-like material, that are given
  away free by vendors at the side of the road. These do not have to be returned
  when you leave and you do not have to trade anything for them, (one of the very
  few things that are just given away); they will save your eyes from any lasting harm.
  Once you have procured the necessary eye protection, you will be able to see the
  city properly for the first time. Once inside the city proper, the light somehow
  adjusts itself so you can navigate the streets, by some means I have never been able
  to fathom, to suit the needs of any visitor. But I advise you, keep the glasses on.
  Without them the light will still be painful to behold, even if it is by then less likely
  to cause lasting damage.
  The city has an interesting ‘origin’ tale if you like. Let me explain. The buildings
  in this city are vast, so vast that most visitors could assume the city was built by and
  for something bigger than the fey. Tale tellers (the fey name for a bard) relate the
  tale that when the Loom was created and to forge the Realm and the universe, Old
  Father, on a whim, created a race of Crystalline Giants. Now the Giants turned out
  to be too warlike for their own good and destroyed each other, but the city, and
  other smaller citadels, was left behind as a warning to the fey races concerning the
  ways of warfare and the devastating consequences of such action.
  There are some fey folk who insist that some of these giants still exist in the
  mountainous regions of the Realm. I have never seen them for myself, but then
  again, the mountains are all part of the Wyld Lands. The layout of the city is
  strangely symmetrical for a race considered somewhat chaotic in nature. Seen
  from above, it resembles a large cart wheel with a central hub and ‘spokes’ radiat-
  ing outwards. And like Aeris, there is a bartering system in operation for any and
  all needs.
  (Order #11366799)
  
  21
  PARADISIUM
  POPULATION
  The population of this city is mostly comprised of traditional faerun (do NOT call
  them fairies) as seen in Aeris, but it’s clear the city has been built for far bigger
  creatures. I have seen ogres and trolls amongst the residents of this city and very
  few, if any, dwarves. There is a gnome quarter and many gnolls to be found, but the
  place is too crowded for the halflings’ tastes. I must stress that you should not panic
  or draw blades at the sight of a troll or ogre on the streets of this city. Believe it or
  not, not all trolls and ogres are hostile or aggressive towards other races. In fact,
  most of the businesses and commercial concerns are managed by trolls or ogres.
  However, if one or more give you the ‘cold shoulder’, then turn and walk away.
  LAW AND ORDER
  Tall, dog-like, feral looking creatures called gnolls are the main security force of
  Diamondia. Their language of growls, barks, and the occasional howl may make
  them seem primitive and unintelligent, but do not be mistaken. Any weapons and
  armor bartered for here will likely have been made by gnoll hands. Any item will
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  22
  be robust and sturdy, although not necessarily comfortable; they are a race that
  puts more faith in functionality than aesthetics.
  Trolls may also be part of the militia, and again put preconceptions to one side.
  They do lack general intelligence, but they are surprisingly quick for a creature of
  their size. Like their Mundane World counterparts, they also possess the regenera-
  tive powers that make them such a formidable foe in battle or a valuable ally.
  Ogres are considered a little too slow for general militia work and are instead
  stationed in watch towers. If the city should come under attack, the ogres will be
  deployed to defend the cities ramparts. They are surprisingly good shots and the
  troops will be equipped with powerful composite bows or heavy crossbows for
  defending the walls.
  Gnolls and ogres wear thick leather-like armor (sometimes studded) and carry
  shields. Most carry swords, though some will be equipped with pole arms or pikes.
  The trolls forsake armor as their skin serves as armor. Besides, their rapid healing
  makes armor effectively obsolete. They do shy away from fire- or acid-based
  attacks and any smart enemy will be aware of this; these brutes cannot regenerate
  fire- or acid-based wounds. They are also vulnerable to magic, but do not turn into
  stone if exposed to sunlight, like some myths claim.
  ENEMIES OF DIAMONDIA
  Enemies of Diamondia seem to be few and far between, but the city has come
  under attack from the aforementioned cloud drakes. Thankfully cumulus dragons
  have not been spotted in this area for some considerable time. It is also clear that
  not all trolls, gnolls or indeed ogres are happy to be used as security forces for the
  city and many wild ‘packs’ roam the lands outside the city. They have been known
  to assault the city and indeed attack any explorers who are not vigilant enough.
  Weirwood: The Seven Forests
  Weirwood takes some describing. Its name suggests that it’s the size of seven
  forests, which would be big indeed, but that is not the case. It’s seven forests, many,
  many miles apart, but linked. Most centers of civilizations can be reached from the
  Nexus, but there are exceptions, and this is one of them. You can travel overland or
  by air to any of the seven forests, but be prepared to travel some distance between
  them. In fact, one of the forests is located on an island in the middle of one of the
  Realm’s few bodies of water.
  Weirdwood has its own network of gates, to the chagrin of some races. Many
  consider the denizens of Weirwood as narcissistic. “Just because the elves were the
  first off shoot of the fey race” is most common comment said in disdain by others,
  but the fey and the elves’ past has always been checkered. The Chaos Wars saw
  strains on their relationship, so perhaps the elves have been justified in doing what
  they have done.
  Elves of Weirwood do wish the fey had stuck to their rules of nonintervention,
  but if they hadn’t, they may well have been wiped out. However, the other side of
  the coin is that the barriers between the Realm and the Mundane World are weaker
  in some places than they should be. A large number of elves exploited this and
  chose to retreat and live in the Mundane world. So what keeps the elves of Weir-
  wood here? Is it stubbornness; some weird form of rebellion; defiance, a way of
  cocking their noses at the authority of the elder races? Only the elves know the
  answer to this riddle and they do not care to share it with the likes of us.
  You may assume that visitors are not particularly welcome to the Weirwood;
  let’s put it this way, they are tolerated. Learn to read the signs, because they will
  I confess I was
  taken aback by the
  lack of amenities.
  Like most of us, I
  had fallen prey to
  the belief that
  elves surround
  themselves in pa-
  latial splendor –
  that’s what the
  children’s stories
  would have us be-
  lieve. In actuality,
  their connections
  to nature mean
  that working with
  stone and metal
  for building pur-
  poses is just not
  their way. “We
  leave that to the
  dwarves,” they say
  with good humor.
  (Order #11366799)
  
  23
  PARADISIUM
  make it only too clear when you have outstayed your welcome. I have the opinion
  that the Weirwood is, for the most part, a place of refuge. Elves are allowed to come
  and go at will. So if any elf has become subjected to hard times, wounded in battle,
  or needs sanctuary, they are allowed in with impunity.
  Humans and other races that enter alone are watched very carefully; less so if
  accompanied by at least one elven companion. An elf does not need a token to
  announce he is welcome, and the same is applied to a half-elf; after all they are
  considered Kin. A dark elf is only allowed so far in and not allowed to openly mix
  with the pure bloods, and drow, no matter what their motives may be, will be told
  openly to leave or face the consequences. A dark elf accompanied by an elf will
  cause some debate. Such a pairing is highly unlikely at best. As for elf and drow
  being together; the likes would never occur.
  The Seven Forests (some say there are more than seven, but these are hidden for
  security reasons; I can believe the Elves are a little paranoid) are scattered far and
  wide. One forest lies many miles away from the Diamondia, another is actually on
  the third tier of Aeris. Another forest is actually a rather large oasis in a desert
  area. One of the two I discovered for myself, lies in a mountainous area, nestled in
  a steep-walled valley, the other, as said, on a lovely island.
  The last two I believe are to be located in the hills of the halflings’ land, and the
  last actually is a transit point and resides both in the Mundane World and Paradis-
  ium. This forest is on the banks of a shimmering river, and is partly protected by
  the water nymphs that live in its depths.  I do not know how this has happened; I
  can only assume it’s due to some warping of the ley line energies in or indeed one
  of the Realm’s ‘weak spots’ they fear still exist.
  The elves of Weirwood live in the trees. Some dead trees have been hollowed out
  and turned into residences, others live high in the branches above the forest floor.
  These are linked by rope bridges and I have seen them swing from tree to tree via
  vines or ropes.
  Elves are not
  above using poi-
  sons. A particular-
  ly noxious toxin is
  made from the sap
  of diseased trees,
  mixed with the
  somewhat stag-
  nant swamp wa-
  ters that may be
  the home of the
  boggan’s.
  Those are just a
  few of the places I
  have discovered in
  the Fey Realm, but
  they are, in my
  humble opinion,
  the most impor-
  tant.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  24
  Elves share Weirwoods with sprites, pixies, nixies, and dryads. There are also
  spriggans in Weirwoods; some guard the gateways against intruders, but there are
  others that have gone feral and see a portion of Weirwoods as theirs and theirs
  alone. If you see any blighted undergrowth, trees marked not with Runes but with
  what appears to be talon marks, the chances are this is a warning sign that you are
  close to an area owned by the spriggans. Spriggans will not welcome you with open
  arms, and for every man or woman that intrudes, they will be encountered by two
  Spriggans. They are quick, savage, and brutal and do not back down from a fight
  unless confronted by fire, but even then there are tales that fire can also enrage
  them. They may be living tree-like beings, but they eat flesh and drink blood.
  The elves try to control the spriggan population as best they can. If you are
  visiting the Realm and volunteer to help hunt the spriggan’s or defend Weirwoods
  against spriggan hostilities, this will make you somewhat more welcome and toler-
  ated.
  There are also rumors of an elusive species living in Weirwood known as bog-
  gans. They are supposed to live in marshy or swamp-like areas. They co-exist with
  the elves to some degree, but for unknown reasons, there is distrust between the
  two races, but they are both opposed to the spriggans. I have never seen a boggan,
  but have heard a strange, cattle-like mooing noise that is allegedly the cry of the
  boggan.
  WEIRWOOD DEFENSE
  The elves are excellent archers and fire from under cover of the undergrowth or
  from the higher branches of the trees. A prized trophy is the elven ash longbow, a
  truly devastating weapon; the arrows of which can punch through most armors
  with little or no resistance. They also use illusionary magic as a defense, as well as
  magic considered offensive, but very rarely fire-based in case the fires should go
  out of control. Elves are typically clad in spider silk, animal hide, or leather armor.
  Metal armor is rare, both those who have become urbanized might wear chain mail.
  Lunaris: The Moon City
  High above the Realm floats the celestial city known as Lunaris. At times it’s
  visible in the night sky as a strangely luminous cloud from which beams of light can
  sometimes be seen radiating. I have seen this with my own eyes, but have never
  visited it.
  Unfortunately, it is said the only way to access Lunaris is if you are dead. No gates
  lead to the city, no portals or shrines act as an access to the city. It is sometimes
  called The Citadel of the Fallen. The fey say that should they die and are worthy,
  this is where their spirits shall pass onto before the Wheel turns and they are
  rewoven back into the Loom’s eternally evolving pattern. They also believe this is
  where the avatar’s of the Old Mother and Father reside, watching over the Realm.
  (Order #11366799)
  
  25
  WYLD LANDS
  Wyld Lands
  In stark and torrid contrast to the beauties and wonders of the Fey Realm, there
  exists the battle-scarred Wyld Lands. Varying from vast, barren landscapes to
  forests where the trees seem twisted and the undergrowth contaminated to large
  seas of dark, pungent and stagnant waters, the Wyld Lands are unwelcoming and
  very dangerous indeed.
  If elves are considered to be ‘Touched by the Fey’, then drow, dark elves, duergar,
  and others can be considered as being ‘Touched by the Wyld’. Like their brethren,
  the Wyld Touch bestows gifts and benefits to the races that call these desolate
  lands home. But not all Wyldlings live in these lands, some have made their way
  into the Mundane World, and there are areas of our realm that bear the scars left
  by the influence of the Wyld, or chaos if you prefer.
  There are cities in the Wyld Lands; this is where I find my writing hand trembling
  as I recall my experiences in those twisted lands. I owe my life to a mixture of Lady
  Luck and the bravery of my traveling companions, both fey and otherwise. Without
  that support, I would not be here sharing my memories with you. Even now, some
  nights I wake up with palpitations and in a cold sweat as nightmares that seem only
  too real remind me that the Wyld Lands is no place for the casual explorer.
  I urge you, heed the warnings of your fey guides if they say, “You should not
  proceed any farther.” Unless, of course, you are there as part of a war party, though
  why anyone would think it a good idea to voluntarily enter the Wyld Lands for the
  glory of it escapes me. I even think that I was a fool to do so; my motivation? My
  own curiosity and I almost paid the ultimate price on more than one occasion.
  Rift: The Citadel of Fire
  Rift sits in the middle of a vast lake of molten lava and dancing flames, which in
  turn is at the bottom of a canyon. The surrounding landscape is also volcanic and
  the heat is intolerable after a while. It is only accessible via certain directions, all of
  which threaten danger to the explorer. Two staircases, carved out of the walls of
  the canyon, lie to the east and west of the Citadel. These steps are narrow and
  twisting and require you to be sure-footed and balanced if you do not want to
  topple head first or even slip and fall off the stairs; there is no hand rail. The
  staircases lead to bridges raised to a height of about 20 feet above the moat of lava
  that surrounds the citadel itself. The bridges are sturdy, but the occasional geyser
  of flame from the moat can come close to the bridge and scatter red hot rocks onto
  the bridge itself.
  The Citadel looks like the stuff of nightmares. Domed rooftops and spires that
  rise drunkenly towards the heavens and arches that seem to glow with a not so
  inviting glow greet your eyes. I did not venture far into the city; I left that to the
  raiding party I had travelled with. They insisted I stay behind with a body of men
  to protect me from possible harm, and even then I did not feel that safe.
  POLITICS AND JUDICIAL SYSTEM
  Rift is ruled by Magmox, a demonic beast that resides at the top of the Citadel’s
  inner most spire, and he rules with an iron fist. No mortal being is allowed into the
  Citadel, it is purely inhabited by Wyldlings and other creatures not of the normal
  fey species. Magmox is the final word when it comes to ‘legal’ disputes, though
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  26
  most are resolved through trials of combat and sentences are universally brutal
  and bloody, although there seems to be precious few rules there. Imagine the most
  lawless frontier town you can imagine. Now populate it with shambling undead,
  demonic subspecies, drow, and other races of that ilk, and leave them too self-
  govern.
  They are mostly left to their own devices, but paradoxically beings called justi-
  cars and enforcers patrol the streets of the Citadel. From what I can gather, the
  justicars are the superiors and the enforcers are their lieutenants.  These beings
  are both heavily armored, hulking brutes. Enforcers are reputedly 8 feet tall and
  wear medium plate mail. I can only surmise that they are immune to the side
  effects of heat and flames, because no mortal man (or sane one) would ever
  consider it wise to wear metal armor in a place such as that. (It is also reported that
  enforcers are mute, though I cannot confirm that.) The justicars are rumored to be
  a subspecies of giant. Standing at a little over 10 feet tall, their height is augmented
  by the tall, conical metal helmets they wear. Their armor is metal and adorned with
  studs or spikes. They appear to glide around the streets, like wraiths or ghosts. If
  they attack you, they attack with a blade in each hand or use their dreaded barbed
  metal whips.
  Each race in the Citadel governs itself, so the political structure is divided into
  what I can only assume are ‘houses’ or ‘chambers’ for each race. They do have a
  chamber somewhere where they convene and vote on matters, but what those
  matters may be, I can only guess at. I presume it’s to decide when they are going to
  gather their forces and launch an attack on the Realm or our own world. I pray they
  never find a way through.
  POPULATION
  I won’t dwell too long on this subject. I have already stated the drow are here as
  are the dark elves and undead creatures that roam the streets. You would think
  undead, like zombies, roaming the streets mean any species would be fair game to
  them, but apparently it’s not the case. Do zombies understand there are rules and
  laws? Maybe, maybe not. As said, judgment is harsh and brutal and sometimes
  fatal. Sometimes a perpetrator is branded with a ‘death mark’. It would appear this
  brand is invisible to all but zombies’ eyes, but it means the branded individual is
  now a legitimate target to be hunted down and dispatched. They also say this
  sentence is not passed immediately either. It will take time and the perpetrator will
  not know when his final moments are coming, or even where.
  It is said that vampires dwell here and they may well beat the zombies to the
  hunt. Ghouls are also reported to dwell within the Citadel and apparently there are
  enough of them to have seats on the governing council. There are also demonic
  entities, such as mephits and effreets. Some say these creatures were once fire
  sprites contaminated by the Wyld and have since become demonic offshoots of the
  original species. Mephits and effreets also exist in the Fey Realm and some are
  known to live in the desert regions of the Mundane World. They are still fire-based
  creatures, but are generally just a nuisance rather than a serious threat. Treat them
  like wasps and bees, left alone they are harmless, but antagonize them and it will
  soon become a different matter.
  Rumors claim that deep below Rift dwells at least one beast that even the surface
  dwellers should fear: the pit fiends. These creatures look like the classical image of
  the devil. Giant, horned, and with a vast wingspan (there is no evidence they can
  actually fly though), it is said these creatures are Magmox’s pets, created by Mag-
  mox himself. What purpose they serve is not clear. It is said that Magmox consults
  with them from time to time, but about what is not known.
  (Order #11366799)
  
  27
  WYLD LANDS
  Nekros: City of the Dead
  Nekros exists in both the Mundane World and in the Fey Realm. The barrier
  between the Mundane and the Realm can be thin, but the one place where it’s really
  thin is in a place called Ravenwing. There are gateways that lead to the Fey Realm,
  but for some reason, Ravenwing is a vast gateway in its own right. There are lands
  in the Mundane World troubled by undead incursions, and we know they come
  from Ravenwing; it literally is a ghost town.
  While in our world, Ravenwing is an obvious ruin, looking broken and desolate.
  In the Fey Realm, its mirror image Nekros is paradoxically beautiful. It shimmers
  like a lake under the light of the moon, it glistens, though not as brightly as the city
  of Diamondia, but do not be fooled by this radiance. Like a will-o’-the wisp, this is
  merely a ruse; bait to lead you into a diabolical web.
  Ghosts, wights, and other creatures drift through the very walls of the ruined
  buildings. Wraiths fly through the midnight black sky, their moans chilling the
  bones to the marrow. It is said the citizens here were all wise and powerful and
  crafted many a wondrous item of treasure and magical devices of great power.
  Such was their desire not to be crushed under the heel of chaos that they somehow
  managed to defy nature itself and even death.
  Should you manage to survive the labyrinth that is the streets of Nekros, it is
  under the city where its alleged vaults containing many secrets can be found. I
  cannot dismiss such tales offhand, although I have not seen it. There are artifacts
  hidden away in secret places here in the Mundane World, and they are so powerful,
  I feel they could have only come from one place.
  There are no politics in Nekros, no societies or guilds, no stores. Just the dead
  waiting for the brave and foolish to step through the archway that serves as it’s
  entrance.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  28
  Mechan: The City of Bronze
  Mechan was once a place inhabited by the good and righteous members of the
  fey, but even fey citadels can fall and become corrupted and twisted. Legend has it
  Mechan once existed in the Mundane World, but it somehow got absorbed as it
  were, into the Wyld Lands. Regardless, it is inhabited by the greymalkin.
  Like the elves have their darker counterparts, so too do the gnomes. These ‘dark
  gnomes’, or greymalkin as they are called love to build machines, like their disin-
  herited kin. While the gnomes practice the skill known as clockwork, so too do the
  greymalkin, but they have taken it to the extreme. There are armies in the Wyld
  Lands that have access to vast metal war machines. You could call them golems, but
  that would not be strictly accurate. Golems are not sentient while these vast,
  metallic brutes are. They possess mechanical brains and artificial organs that make
  them capable of reasoning, a truly frightening thing to contemplate. They are
  typically called mannequins, but they should not be mistaken for a tailor’s dummy.
  Though it’s not as infernal as Rift, Mechan comes pretty close. Its air hangs still
  and heavy and every breath leaves a metallic taste at the back of the throat along
  with traces of metal filings and ash on armor and clothes. It stings the eyes and
  breathing can be a chore.
  POLITICS HAVE NO BUSINESS HERE
  There are no nobles, no lords, or ladies, and even if there were, there are no
  manors or luxurious houses to accommodate them. Greymalkin are self-governing,
  to a large extent, and where some races have tribes, they have trading houses. They
  exist side by side, in apparent accord, but I question this. Surely if one trading
  house is more successful than another, wouldn’t that create that most basic of
  human emotions, jealousy? If there are disputes, I can only assume they are treated
  as some sort of internal matter. There are (if it’s to be believed) no records that tell
  of houses going to war with one another. It sounds like the place is some sort of
  bizarre, brass and steel paradise despite its hellish environment.
  POPULATION
  The greymalkin share their city with other species, such as goblins and hobgob-
  lins. Goblins supply the labor, often used to perform the minor tasks, while hobgob-
  lins patrol the city as the city’s Police force. Bugbears augment the security forces
  and I have spied orkons before, but what role they play is unknown.
  The Chain
  The Chain is a series of islands that, from above, look like they could have been a
  single continent at some time, but some cataclysm broke it apart. The islands are
  linked by walkways and bridges, made of a dark basalt-like substance. The shape
  of the islands looks a little like a skull and perhaps is reason enough to make
  someone stay well clear of the area, that and the islands are a bustling hub of
  Wyldling civilization. I was quite surprised to see ships sailing to and from the
  islands along with airborne vehicles there, not unlike the sky boats I mentioned
  earlier.
  All sorts of Wyldling fey live here and abide by the rules of the ruling race of the
  Chain: the sylkies. Sylkies have been called water fey or aquatic elves, but they are
  not descended from elven blood. They are extremely beautiful to look at and can
  Duergar also
  dwell in Mechan
  and their forges
  never close. In a
  natural city we
  may be blessed
  with the sound of
  birdsong, but here
  all you can hear is
  the constant
  pounding of ham-
  mers on anvils, of
  machines cutting
  and tearing
  through metal.
  (Order #11366799)
  
  29
  turn even the purest minded and hearted man’s head. They exist in the Mundane
  World too, from what I gather, and their unearthly beauty could well be the reason
  why we have tales of sirens in our world. The race is predominately female,
  although why isn’t known; perhaps it’s a faulty thread in the Loom’s pattern, or
  maybe chaos played them a cruel hand of cards.
  It is said these beautiful females roam the coasts of distant islands and, using
  their wiles, lure ships in and take the men as willing, breeding slaves. Once the
  sylkies are satisfied some of the men, although I do not know what they do with the
  poor unfortunates once their usefulness is over, appear on the shorelines of is-
  lands, drained of blood or even partially consumed. Those that have seen the
  bodies swear the wounds could not be attributed to sharks, eels, or any indigenous
  aquatic predator they know of. Others tell tales of men washed ashore in small
  boats made of an unusual wood that does not grow anywhere in the natural world.
  These sailors may once have been intelligent, but they stumble ashore with glazed
  eyes, drooling mouths, some loss of physical mobility, and incoherent mumbling.
  Those taken into care immediately either stay that way until their dying day or, in
  the worst case, live only a few weeks before taking their own lives, apparently
  crying like a man mourning the loss of the love of his life.
  CAPITAL
  The Chain’s capital is a large city, apparently made of some kind of ebony coral.
  It is on the central isle of the chain, but it’s a sprawling mass of buildings, narrow
  twisting streets, and alleyways. The fey call it Labrintis, or The Maze City. There is
  also a network of foul smelling canals and streams that run through the city, and
  the waters that surround the islands are brown and uninviting.
  The sylkies consider the rulers of their city not only as authority, but also some-
  one to revere as highly as the gods themselves. They are known as The Three
  Sisters and if accounts are to be believed, they are sylkies that have lived for a
  period of time that far exceeds a sylkies’ natural life span, which is considerable.
  My hypothesis is that they are actually the descendants of the original ruling
  sylkies; the mothers having died many years ago and it’s now the daughters that
  rule the Chain.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  30
  The capital building is surrounded by a vast moat as wide as it is deep, roughly
  30 feet in width and depth. If that seems to be quite a swim, then another factor
  that deters attacking the citadel is the large, pale, slightly luminous flesh-eating
  aquatic creatures that swim in the rank waters. Every so often, audiences are
  granted as a vast drawbridge is lowered and carriages can be seen entering and
  eventually leaving.
  Smaller towns and cities can be seen on other islands in the Chain, but none are
  as grim or as impressive as Labrintis. The walls of the main capital building are
  patrolled by drow and other humanoid fey and unless you have official business, it
  is clear you are not welcome there, and even then your business has to be really
  important to gain admittance through those gates. There are tales that anybody
  who does not please the sisters does not leave the Citadel, ever.
  Approaching the isles is a dangerous business too. Water elementals live in the
  seas surrounding the Chain and strange winged creatures of unknown origin dive
  bomb any craft that gets too close. My ship’s crew called these creatures cloud
  shrikes. I do not know much about them, but I can tell you they are large enough to
  pluck men from off the deck, rip them to pieces, and then drop the remains into the
  waters below. They can also project globes of what I can only call lightning as well
  as lashing the area with forked lightning strikes.
  Closing the Tour
  There are many locales within Paradisium and the Wyld Lands that have not
  been detailed. There’s the Walking City that for some reason has been built on
  steam-driven legs and every so often, they seem to get bored and move the city to
  a new location. I have seen a town made out of discarded materials, but it was
  strangely beautiful to look at. This place, called Mosaic, is a haphazardly designed
  warren, but it’s warm, friendly, and inviting and is a great place to relax.
  On the other side of the coin, there are the places that can be hazardous to your
  health and general well-being. I have seen a city made out of the massive bones of
  giant, extinct beasts. The city was nameless, but I coined it Marrow, the City of
  Bone. There was another place whose streets seemed to shimmer, the buildings
  seemed immaterial, and yet it all felt solid underfoot. I could only call the place the
  Phantom City, but the inhabitants although Wyldlings, were true flesh and blood.
  We saw a city that defied physics in all possible ways; it was a pyramid constructed
  upside down. It rested on its apex in the middle of a vast crater, almost as if this
  place had fallen from the skies and landed in this fashion, creating the crater upon
  impact. Called Pyramadis, it was surprisingly accommodating to visitors and al-
  though there was something unnatural about the place, it was not as corrupt as
  other places we visited. The interior was another anomaly; as we entered, we
  realized there was another pyramid within that had been constructed in the tradi-
  tional fashion. The houses, businesses, and whatever else you could find were
  constructed on each tier.
  Although I do not have the time to catalog everything, I hope you have found my
  words to be of use too you. If you wish to explore Paradisium, please heed the
  words of this humble tome, I implore you; it is merely for your safety.
  Magnus Thorn,
  14th Day of Septum,
  Year of the Scimitar
  (Order #11366799)
  
  31
  FEY CHARACTERS
  Fey Characters
  Using the Ultimate Fey Guide allows players to look beyond playing humans and
  instead choose one of the fey races. Humans and other fantasy races exist, but Fey
  Characters introduces a number of races pertaining to the Fey Realm. When using
  these races, follow the standard Savage Worlds character creation rules.
  Character Concepts
  Ambassador: An ambassador is a highly respected role and one that should not be
  taken lightly. She can represent the races of the fey from within Paradisium or a
  race from the Mundane World. She is trained in the arts of politics, negotiation,
  and bartering. She can also be intimidating and authoritative when needed, but
  must be careful not to upset her superiors. Suggested Skills: Investigation,
  Knowledge (Language), Notice, Persuasion, Streetwise
  Ambassador’s Aid: An ambassador’s aide always makes sure the ambassador has
  the necessary tools and knowledge necessary to do her job. An often overlooked
  collection of responsibilities, the aid often notices details the ambassador misses
  during negotiations, such as a sudden change in body language, someone whis-
  pering to each other in the shadows, or a spy doing his best not to be noticed.
  Suggested Skills: Investigation, Knowledge (Psychology), Notice, Streetwise
  Artisan: Artisans can build or make almost anything they are asked to, though
  most have one medium they prefer to work with. This might be wood, cloth,
  metal, or whatever, and the artisan adds an extra touch of finesse to ensure the
  highest quality. They are also known for their repairing and restoring skills.
  Suggested Skills: Knowledge (Construction), Knowledge (Choose Material),
  Notice, Repair
  Cartographer: With contact between the fey and the Mundane World becoming
  more regular, knowledge is perhaps the most precious commodity of all. Maps
  are an important tool, and even though boundaries can and will change frequent-
  ly in Paradisium, they also change in the Mundane World. It pays to know where
  one part of the Realm begins and another ends. Suggested Skills: Knowledge
  (Cartography), Knowledge (Navigation), Notice, Survival
  Engineer: When it comes to particularly large projects, an engineer is called in. He
  understands the mysteries of design and construction and always figures out
  how to put something together that has baffled others. Suggested Skills: Knowl-
  edge (Construction), Knowledge (Engineering), Notice, Repair
  Explorer: Explorers are best described as adventuring scholars. They have the
  intellectual and combative skills necessary to survive. They are trained to pro-
  tect themselves along with knowing what plants and foods are safe to eat, how
  to properly hunt animals, and how to cross the land safely. Explorers often find
  cities somewhat claustrophobic and cannot wait to be back in the open wilder-
  ness. Suggested Skills: Climbing, Notice, Shooting, Survival, Swimming
  Forester: Raised in the woods, a forester knows the woodlands like the back of his
  hand. Whereas others may feel lost and confused in a strange forest, the forester
  feels right at home and can move about with ease. Foresters are experts at
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  constructing shelter from trees, knowing what direction they’re traveling, and
  how to move about the thickest undergrowth. Suggested Skills: Climbing, Fight-
  ing, Notice, Stealth, Survival
  Gypsy: Gypsies are known for their truly nomadic lifestyle, rarely staying in one
  place for more than a few days at a time. Some travel as part of a troupe of
  entertainers. Even in Paradisium Gypsy troupes can be found entertaining folks
  in exchange for food, tales of distant lands and forgotten times, and news from
  far off realms. Suggested Skills: Driving, Fighting, Performing, Survival
  Lore Master: Every magical device, be it a weapon or piece of armor, is infused
  with magic during its construction. Lore masters inscribe these items with a set
  of craftily concealed runes imbued with magical power. For this they have their
  own set of special tools: a scrill and a vial of Essence. Suggested Skills: Knowl-
  edge (Rune Lore), Notice, Spellcasting
  Tinker: Tinkers can make something out of a few scraps of metal, cogs, and springs
  in a matter of moments. It might not last long, but it did what was needed, when
  it was needed. They almost always carry a sack of bits and pieces and are drawn
  to anything that someone else has discarded. Suggested Skills: Knowledge
  (Engineering), Notice, Repair, Streetwise
  Skills
  KNOWLEDGE
  The following Knowledge Specialties may be helpful to fey characters.
  CARTOGRAPHY
  Cartography is the ability to create detailed and accurate maps. When verbal
  directions and rudimentary sketches are not enough, the team should look toward
  a cartographer to inform them of what lies ahead.
  CONSTRUCTION
  Construction is the skill for understanding blueprints and knowing how large
  structures go together. Every builder has at least some type of understanding of
  construction. It’s important to have a blueprint in hand or in the mind, but it’s no
  good if it can’t be followed.
  ENGINEERING
  Engineering allows the character to design objects or perform advanced func-
  tions utilizing engineering concepts. While magic may be capable of performing the
  same job, it doesn’t usually last. It’s no good if an archway has been built with the
  assistance of magic only to have it collapse once the magic has expired. Engineer-
  ing, on the other hand, when done right, can last for centuries or even millennia.
  NAVIGATION
  Every pilot has to be to understand direction and know where to go. Navigation
  is the advanced understanding of using various types of natural formations or
  patterns, stars, or the position of the sun to lead the time in the right direction.
  RUNE LORE
  Rune Lore is akin to a new language. Each rune is a self-contained word. The
  understanding of these runes is needed to imbue an article with some form of
  magical property, enforce the validity of an illusion, or construct a rune gate.
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  FEY CHARACTERS
  Additionally, it’s important to speak the runes correctly for the activation of addi-
  tional benefits, such as enchanted armor.
  PERFORMING (SPIRIT)
  Performing is the skill associated with the arts for the purpose of impressing an
  audience or creating magical effects, such as those a bard might create. While
  Persuasion is done with words, Performing is done with the body and soul, wheth-
  er it be combined with an instrument, represented by dance, or through powerful
  vocals.
  Hindrances
  The following is a collection of new and existing Hindrances for use with the
  Ultimate Fey Guide. See applicable descriptions when existing Hindrances are
  slightly modified.
  EXISTING HINDRANCES
  ARROGANT
  Their history describes them as being an ancient race; perhaps they were around
  before the rest of us and indeed had free reign over ours as well as their own
  domain. Whether this is true or not, this is what the fey have been taught in their
  upbringing by elders that perhaps should have known better. In addition to the
  current entry, non-fey characters suffer a -1 penalty to Charisma.
  This penalty only applies if the character with the Arrogant Hindrance is a fey
  character.
  SMALL
  Brownie, halfling, nixie, and pixie characters may not take this Hindrance.
  NEW HINDRANCES
  MARKED BY THE WYLD (MINOR OR MAJOR)
  Requirement: Fey or half-fey character
  The character is marked by a visible blemish or imperfection that is nigh impos-
  sible to disguise. This could be very pointed teeth, mismatched eye color, peculiarly
  pointed ears, or a sixth finger or toe. Regardless, there is something detectably
  strange to all those who confront him. As a Minor Hindrance, he suffers a -1 penalty
  to Charisma when in social environments. As a Major Hindrance penalty is -2.  This
  Hindrance cannot be taken with any Edge that provides a positive Charisma modi-
  fier.
  MARKED BY THE FEY (MINOR)
  Requirement: Non-fey character
  Even though the character is not fey born, somewhere in her family tree some-
  one had an intimate liaison with a fey companion. This tryst creates a rune birth-
  mark signifying the violation of the fey lineage. This rune birthmark represents one
  of the runes associated with the four elements: fire, earth, air, or water (player’s
  choice).
  During a time of stress or danger, there is a chance the fey mark manifests itself
  visibly. This could be as harmless as a sudden gust of icy cold air that blows
  through a room, to something more ominous such as a random spark or small earth
  tremor.
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  In times of stress the character must make a Spirit roll. On a success she calms
  herself enough and nothing additional happens, with a Raise, the calming effect
  lasts for 1d4 hours.
  On a failure, the spark flies, the earth tremor is felt, a water pipe bursts, or that
  cold draught becomes a physically chilling gust of cold air. The actual effect is at the
  GM’s discretion. It may cause a character to become Shaken or gain a level of
  Fatigue, but cannot cause a Wound.
  TOUCHED BY THE WYLD ( MINOR)
  Somewhere in the character’s lineage, a forbidden tryst occurred with a wyld-
  ling. Although the character doesn’t show any signs of being part of the Wyld, he
  has a certain aura that singles him out as such that is detectible by all wyldlings.
  Fortunately for the character, wyldling magic and creatures avoid him whenever
  possible. Unfortunately for the character, this becomes obvious to his allies, and
  any fey character nearby, and may raise suspicion.
  This Hindrance should be taken with some consideration, as it could alienate the
  character from his teammates. Any player who wants to take this Hindrance
  should be made aware of its possible implications.
  Edges
  The following is a collection of new and existing Edges for use with the Ultimate
  Fey Guide. See applicable descriptions when existing Edges are deemed inappropri-
  ate for fey characters.
  INAPPROPRIATE EDGES
  ARCANE RESISTANCE
  Fey characters are highly attuned to magical forces. Although this may be seen as
  a boon, the downside is they are not immune to its effects.
  BEAST BOND & BEAST MASTER
  To keep an animal as a pet is to subjugate them, something that is abhorrent to
  the fey nature.
  FOLLOWERS
  Having followers is seen as a form of subjugation and is not allowed.
  NOBLE, RICH, & FILTHY RICH
  Fey characters do not exhibit the need to hoard wealth, and thus cannot be
  considered Rich.
  NO MERCY
  Fey are not that bloodthirsty
  NEW EDGES
  BEGUILING
  Requirements: Fey character, Seasoned, Spirit d8+, Performing d6+
  Some fey have the ability to convince others that what she believes is true.
  Instead of using Persuasion or Taunt, the character uses Performing to persuade a
  single target that he must do what the character wishes to be done. On a success,
  the target does his best to fulfill the character’s wishes. On a failure, nothing further
  happens.
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  FEY CHARACTERS
  BEGUILEMENT
  Requirements: Heroic, Beguiling, Spirit d10+, Performing d8+
  As with Beguiling, but the character may persuade an entire audience instead
  of a single target. This effects a number of targets up to 2x Spirit.
  PATHFINDER
  Requirements: Seasoned, Rune-Marked or Touched by the Fey, Spirit d8+
  Pathfinding is a special ability that allows the character to locate ley lines to ‘fast
  travel’ from one point to another. The character may roll Spirit to locate the ley line
  and increase the speed of the party without incurring any detrimental effects (this
  can only be done outside of combat or during a Chase scenario). A success means
  the party doubles its normal pace for a number of minutes equal to the character’s
  Vigor +1. Failure means the party travels at the same speed.
  During the time of ‘fast travel’, the party is effectively running without gaining
  Fatigue. However, they will be limited to the speed of the entire party, traveling
  only at the highest speed of the slowest individual. This ability can be used while
  the team is mounted.
  RUNE-MARKED
  Requirements: Novice, Spirit d6, Knowledge (Rune Lore) d6+
  The character has been marked favorably by the fey (due to something positive
  he did for the fey), indicated by a rune somewhere on his body (such as the
  forehead, hand, or chest). This rune represents one of the four elements: earth, air,
  fire, or water (chosen by the player). The character is able to activate this rune,
  creating a magical effect, powered by fey magic.
  Upon taking this Edge, the player chooses one Power at a cost of 2 Power Points.
  The chosen power must have a Trapping associated with the chosen rune mark and
  always manifests itself as such (the Power cannot be further manipulated or
  combined with any type of Arcane Background Powers).
  Once per combat, the rune-marked character may activate his rune by making a
  successful Knowledge (Rune Lore) roll (at a cost of 0 Power Points). Success allows
  the Power to work as described in its entry. Failure means the rune was not
  activated properly and the character can try again on a subsequent turn.
  Upon a successful activation, the character must wait at least 8 hours before the
  rune can be activated again.
  TOUCHED BY THE FEY
  Requirements: Non-fey character, Novice, Charisma 0+, Notice d6+
  Somewhere in the character’s lineage, an ancestor has been blessed by the fey.
  This sometimes manifests in subsequent generations as sensitivity to all things fey.
  The character gains a +1 bonus to Notice checks to locate hidden fey creatures
  and detect when fey magic is present. He also gains a +1 bonus to checks when
  opening a fey gate or using a fey portal. Additionally, this blessing is noticeable by
  fey characters, providing him a +1 bonus to Charisma when dealing with the fey.
  Race
  Ultimate Fey Guide introduces a number of new races for the player characters to
  choose from. Each race is unique with a Racial Template pertaining to how they
  differ from the standard human.
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  BROWNIE
  Brownies live in settlements ranging from a large village to a small town. They
  are generally welcoming to strangers and are always chatting, the noise is
  said to be somewhat distracting to scholars. They enjoy poetry and music
  and hardly a moment goes by when music cannot be heard coming from a
  residence or two. Brownies are known for making up tunes on the spot.
  SOCIETY
  Brownies live in communes in areas of marsh or, in rare cases, swamp-
  land. Their dwellings and other buildings are built on stilts or raised
  platforms and because the swamps and marshes can be dangerous, guard
  posts are quite visible. The most important building in the community
  is typically a large, circular building in the middle of the commune.
  This is where meetings of importance are held and a large hut at
  the back houses the elder and his family.
  Brownies have sizeable dwellings due to the size of their fami-
  lies. Most brownie couples have at least 4 or 5 children.
  PHYSIOLOGY
  Brownies average 3ft tall. They are vegetarians as the thought of eating any
  kind of flesh fills them with revulsion. However, when hosting a feast for meat
  eaters, they will provide meat if so desired. Additionally, they are keen on
  alcohol and brew their own potent ales and wines. Brownies often wear their
  hair long and females decorate them with feathers, petals, and anything bright
  and shiny. Their eyes are deep brown or bright hazel with flecks of green and
  yellow seen periodically.
  RACIAL TEMPLATE
  When choosing brownie as a player character race, use the following Template:
  ·
  Adaptable: Brownies are able to adapt to many different situations.
  They start with two extra Edges of their choice.
  ·
  Age: The average brownie lives for 260-330 years, though the elders
  often go beyond this, living for up to 400 years.
  ·
  Low Light Vision: Fey races can see quite well in the dark. They ignore
  attack penalties for Dim and Dark lighting.
  ·
  Short: Brownies are only 3ft tall and considered Size -1. They move at
  a Pace of 5 and subtract 1 from their Toughness.
  DRYAD
  Dryads are a nature-like race with bark-like skin and leaves sprouting from their
  body. Their eyebrows look like patches of moss or woven twigs and are surprising-
  ly expressive. Their eyes are a uniform black with no pupil or iris, and they have an
  almost bird like motion to their movements, taking quick hopping steps and listen-
  ing to something beyond the range of normal hearing. They have a close affinity to
  the earth and the elemental magic that flows through it and strongly defend the
  forests and woodlands.
  SOCIETY
  Dryads live under the soil of their native woodlands and do not like to wander
  too far away from home. They bond to a tree during their life and always return to
  it no matter how far away they have travelled. They are solitary figures but occa-
  sionally gather in small groups of no more than six or seven. It’s believed this is
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  37
  FEY CHARACTERS
  where a Dryad selects its mate and once mated, they mate for life. Dryad settle-
  ments, if they can truly be called that, are connected by long, twisting, narrow
  tunnels which do not accommodate larger species.
  RELATIONS
  Dryads are shy, isolated, and sometimes untrustworthy as they do not open up
  to others easily. Some races have found a way to break through that shell, such as
  halflings and gnomes. Brownies also have contact with the dryads, but elves and
  faeries tend to not voluntarily exchange pleasantries with them.
  For a dryad, the desire to explore the world outside is unusual, but not unknown.
  Interaction may indeed be awkward, but once the bond of trust is forged, it is
  surprisingly hard to break. They are quite inclined to stay close to anyone that
  shows friendship or affection.
  PHYSIOLOGY
  Dryads average 4ft tall. Their skin is dark brown, green, or a mottled pattern of
  both and looks and feels like the bark of a tree. This provides excellent camouflage
  in the forests and woodlands, blending in so well they are almost invisible to all but
  the keenest eyes. Their hair resembles blades of slender grass or hay, are purely
  vegetarian, they will not touch meat at all, and can eat toadstools and fungi that
  would be potentially lethal to others. However, they are very afraid of fire and do
  everything they can to avoid contact.
  RACIAL TEMPLATE
  When choosing dryad as a player character race, use the following Template:
  ·
  Age: Dryads can potentially live for thousands of years, but they are
  not immortal. When bonded with their ‘home tree’, they can live for
  many millennia.
  ·
  Aloof: Due to their unsocial nature, dryads incur a -2 penalty to Charis-
  ma.
  ·
  Bark Skin: A dryad’s skin is tough like a tree. They gain a +1 bonus to
  Toughness at character creation.
  ·
  Fire Weakness: Due to their wood-
  like composition, fire attacks gain a
  +2 bonus to damage against dryads.
  ·
  Low Light Vision: Fey races can see
  quite well in the dark. They ignore
  attack penal-
  ties for Dim
  and Dark light-
  ing.
  ·
  Poison Immunity:
  Dryads are immune to poi-
  sons that come from plants.
  ·
  Woodland Camouflage: Dryads
  gain a +2 bonus to Stealth while sur-
  rounded by thick trees such as a for-
  est or jungle.
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  FAERY
  Faeries are the most ‘ethereal’ of the fey
  races with a seemingly shimmering aura
  surrounding their pale skin. Their eyes are
  bright blue or hazel green with narrow,
  cat-like pupils. Their society is structured
  around the bartering system and when it
  comes to judicial matters, disputes are
  referred to a High Council consisting of
  the wisest and most senior members of
  the race. Living well in excess of three
  hundred years, they are one of the oldest
  fey races. This is often seen as arrogance
  in the eyes of other fey races. Addition-
  ally, they are the most attuned to the
  ways of magic and are considered ca-
  pable fighters, preferring missile or
  ranged attacks to close combat.
  SOCIETY
  Faeries prefer to live amongst the
  open spaces, forests, and woods of
  Paradisium or within the rural dis-
  tricts of the Mundane World. There
  are some faeries that dwell in towns
  and cities, but not necessarily by
  choice. In the eyes of the faeries, they
  are all born equal, so there is no mon-
  archy to rule them.
   RELATIONS
  Faeries tend to come across as arrogant, but
  upon earning their trust, a friend for life is gained.
  Unfortunately, they do not get along well with all fey
  races, especially the elves after the faeries exercised their
  nonintervention policy to the detriment of the elves. Elves have a long memory and
  still bare a grudge for not acting sooner, or at least not acting until their own realm
  was directly threatened. By that time, the elves had suffered thousands of casual-
  ties and were almost wiped out in some corners of the Mundane World.
  Faeries also have a tendency to look down on half-elves, in a somewhat racist
  fashion. To say it irks the half-elves is an understatement, though the High Council
  forbids the relationship from turning into warfare. Trade negotiations tend to be a
  long, drawn out and stressful affair and often end without being resolved. Other-
  wise, faeries get along very well though with brownies, nyads, and sprites while
  relationships with dwarves and gnomes are kept cordial, but decidedly neutral.
  Humans have to work hard to gain their respect.
  RUNES
  Faeries read and write the Runic language fluently. They claim to have created
  the Runic language, but only elves question this claim. Runic magic thus comes
  quite easily to them.
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  FEY CHARACTERS
  PHYSIOLOGY
  Faeries are about the size of humans (the small winged creatures found in
  children’s tales are actually sprites). They average 5ft 8in tall with some exceeding
  6ft, although this is rare. They have a silvery sheen to their skin, which appears to
  shine like an aura, with most exhibiting pale white hair.
  RACIAL TEMPLATE
  When choosing faery as a player character race, use the following Template:
  ·
  Age: The average faery lives for 300-500 years. Many live well into
  their 600th year and some live as long as 750 years.
  ·
  Immunity: Faeries are immune to all diseases.
  ·
  Low Light Vision: Fey races can see quite well in the dark. They ignore
  attack penalties for Dim and Dark lighting.
  ·
  Magically Attuned: Faeries are quite attuned with the ley lines that
  crisscross the Fey Realm, allowing them to draw upon that energy to
  boost their Vigor. While in the Fey Realm, they gain a +2 bonus to resist
  all negative environmental effects and a +2 bonus to resist poison.
  ·
  Runic Knowledge: The Runic language is a part of the faery language.
  They start with Knowledge (Rune Lore) d6.
  ·
  Temperament: Their arrogance towards others can cause friction;
  dealing with them may require some tact and diplomacy. Faeries gain
  the Arrogant Hindrance.
  GNOME
  It is said that if you are approaching a town com-
  posed of small buildings and the first thing you see
  are clouds of colored smoke and hear a constant
  hammering, then chances are you have stumbled
  across a gnome settlement. Another clue is the
  buildings will be decorated with devices like wind
  chimes made of scraps of metal or the walls of the
  buildings will be studded with metal rivets and shards
  of colored glass. Gnomes are a friendly and inquisitive
  lot and if mentioning a project requiring
  assembly, they are only too happy to help.
  PHYSIOLOGY
  Gnomes rarely exceed 3 1/2ft in height.
  Males are almost always bald, if not they have
  a ‘halo’ of hair they wear quite long, letting it
  flow loosely over their collars (although many
  wear hats, preventing their hair from being
  seen). Females wear their hair in tight buns, fas-
  tened with pins fashioned out of metal or bone.
  Though most have keen eyes, many can be found
  sporting a pair of glasses perched on their nose
  or on top of their heads. These are typically
  used for the incredibly detailed work they
  do. It is said that the science of ‘clockwork’
  was invented by the Gnomes.
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  40
  RACIAL TEMPLATE
  When choosing gnome as a player character race, use the following Template:
  ·
  Age: Gnomes have one of the longest lifespans in all of the Fey Realm.
  They can live between 500 to 700 years of age.
  ·
  Handy: Gnomes are quite good with mechanics, starting with Repair
  d6.
  ·
  Keen Hearing: Although they have poor vision, gnomes have great
  hearing, gaining a +2 bonus to Notice when using it.
  ·
  Low Light Vision: Fey races can see quite well in the dark. They ignore
  attack penalties for Dim and Dark lighting.
  ·
  Nearsighted: Gnomes alas have poor long range vision; they suffer a -2
  to Notice rolls to spot anything at long distances.
  ·
  Quick: Gnomes are quick on their feet; whenever dealt a 5 or lower in
  combat, they may discard and draw again until getting a card higher
  than 5.
  ·
  Short: Gnomes are considered size -1, subtracting 1 from their Tough-
  ness.
  HALFLING
  Halflings live in in forest or open plain villages. These communities are relatively
  small, rarely consisting of more than twenty families. They are self-sufficient work-
  ing off and with the land, almost as in touch with nature as elves. Their villages are
  well protected with gates manned by guards armed with short spears and short
  swords. Each one is led by a council of elders and all judicial matters are passed
  over to them. These groups vary in size from a half dozen to ten elders of both
  genders. If there are matters of grave concern, a vote is put to
  the community.
  RELATIONS
  Halflings of Paradisium are somewhat insular. Though
  not hostile to visitors, they make it apparent
  that they hope visitors do not linger for
  too long. While halflings of the Mundane
  World are far more argumentative and
  fight amongst themselves, those of Paradisium have
  learned the art of balance. During the Chaos Wars, they
  were almost brought to the point of extinction. Through
  adversity came unity, and those bonds remain strong, cre-
  ating this balance.
  Given their affinity to balance, halflings do not openly
  court relations with elves choosing to live this side of the
  Veil and dark elves are avoided. However, they are more
  than welcoming to dryads and gnomes seeming to give
  the latter preferential treatment.
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  FEY CHARACTERS
  PHYSIOLOGY
  Halflings are the second smallest of the fey races averaging a mere 3ft in height
  and rarely weighing more than 75lbs. They have fair skin with rounded ears,
  pale-colored eyes, and sometimes they mark their faces with swirls and whorls of
  charcoal or a chalk like substance.
  RACIAL TEMPLATE
  When choosing halfling as a player character race, use the following Template:
  ·
  Age: The average halfling lives for 150 to 180 years of age.
  ·
  Commune with Nature: Halflings are raised to understand the natural
  world around them and its connection with the spiritual realm. They
  start with a d6 in Spirit instead of d4.
  ·
  Hard to Hit: Due to their smaller size and quick feet, halflings receive a
  +1 bonus to Parry.
  ·
  Short: Halflings are considered Size -1, subtracting 1 from their Tough-
  ness.
  NYAD
  Nyads are very similar to dryads, except for their affinity toward water. They can
  often be seen playing and frolicking along the banks of rivers and streams or
  copying the salmon, trying to leap up a waterfall. Their skin is a mottled pattern of
  green and blue swirls, making them difficult to be seen when submersed in water.
  However, they are not like fish; they can live away from the water and are not
  afraid to wander from their home streams or rivers.
  Nyads eat meat and are particularly fond of crustaceans and fish. When traveling
  far from their home, they take a vial with them that contains the waters of their
  home. If this vial becomes lost or broken, they become quite distraught and in-
  creasingly miserable with each passing week, until a replacement can be obtained.
  Additionally, nyads have an inherent hatred of sylkies for they pollute and corrupt
  the waters, whereas the nyads preserve and keep it pure.
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  SOCIETY
  Nyads live in large settlements dispersed along the length of river banks or
  shorelines. They make their homes using the silt and sand that covers the bed of
  the river or sea. These are surprisingly spacious for they are built downwards
  rather than upwards. Interiors are illuminated by luminous fungi, or stones only
  they seem to locate, and all rooms are open to all, no doorways bar the way.  All
  rooms are flooded completely so very few species from outside their realm can
  visit their settlements; this has the added benefit of making it incredibly difficult to
  attack a nyad community. These communities are governed by representatives of
  the oldest bloodline in the settlements and they have the final word in all judicial
  matters.
  RELATIONS
  Of all the species encountered in Paradisium, nyads are one of the most welcom-
  ing. Perhaps only the halflings rival their willingness to throw a party or offer a
  feast for any reason. Some races criticize them for being too open, leaving them-
  selves vulnerable to exploitation or attack. However, this openness does not mean
  gullibility; they have developed the skill of seeing through deception and any lies
  will be met with more than disdain.
  PHYSIOLOGY
  Nyads vary in height from 5ft 2in to 5ft 10in. They have mottled blue and green
  skin that resembles the swirls and whorls of flowing water. They wear their hair
  long, but they typically tie it into a pony tail to facilitate easy passage under the
  water. Their hair is normally shaded in multiple hues of blue and greens. If they
  dwell in rivers or streams, their hair color becomes a silver grey to the point where
  it is almost invisible while in the water. Their skin fish scales and seems to glisten
  even in the driest of environments.
  Although not wholly dependent on water, nyads secrete an oil to keep their skin
  moist. If they get too dry, they seek water to immerse themselves or pour over their
  bodies. However, they can survive on dry land, wearing clothes that appear to be
  made of seashells and seaweed. The seashells are seashells, hardened to an incred-
  ible degree to provide the nyad with a ready to wear armor. The seaweed is not
  normal seaweed but rather a synthetic material made using some mysterious
  process known only to the nyads. This material is surprisingly resilient, especially
  against fire, but acid based attacks will still damage the material.
  RACIAL TEMPLATE
  When choosing nyad as a player character race, use the following Template:
  ·
  Age: Nyads live an average of 200-400 years. They reach maturity very
  early on in their life, becoming adults in their mid to late 20’s.
  ·
  Aquatic: Nyads cannot drown while underwater, although they can al-
  so breathe while on land. Additionally, they have a swimming Pace
  equal to their regular Pace +1.
  ·
  Low Light Vision: Fey races can see quite well in the dark. They ignore
  attack penalties for Dim and Dark lighting.
  ·
  Underwater Camouflage: Nyads gain a +2 bonus to Stealth while un-
  der the water. Unfortunately, their blue skin stands out significantly
  while out of the water, incurring a -2 penalty when not moving about
  in the dark.
  (Order #11366799)
  
  43
  FEY CHARACTERS
  SPRITE
  Sprites are perhaps the most free-spirit-
  ed fey race. Their demeanor always comes
  across as somewhat childlike and they are the
  most curious (some would say nosey) of all the
  fey. They gather together in large clusters, or
  swarms (their word for their gatherings, not
  ours), building structures out of earth and mud
  to live in, that resemble the nests of bees or
  wasps, usually found in the branches of trees. They
  very rarely set foot on the ground, preferring to stay
  airborne either through flight or hovering, and this they
  can do without tiring. They also appear to be unable to
  stay still for extended periods of time, constantly flit-
  ting around, perhaps to the annoyance of others. They
  are brave when confronted by danger, but unlike
  other races, the moment they are outnumbered,
  they retreat. If the settlement is overrun or de-
  stroyed, they accept it as just being fate and start
  rebuilding.
  TREETOP SETTLEMENTS
  Sprites live in structures made of wood pulp and
  other materials they find on the forest floor. Though
  resembling fragile paper lanterns, the nests are in-
  credibly tough and can withstand a surprising
  amount of damage. It even takes some effort to set
  them alight, as the sprites have found a secret coating that makes it invulnerable to
  all but magically-created fire.
  SOCIETY
  Even if sprites appear to be childlike and easily distracted, they are actually
  capable of organization and structured living. When it comes to laws, they have a
  council of elders that take all transgressions into account. Most punishments are
  simple, the surrender of possessions in lieu of a fine say, and even the worst
  transgressions earn the perpetrator little more than a severe fine. Of all the races,
  they are perhaps the most reluctant to shed blood or inflict harm upon others; they
  prefer to rally together and make themselves a nuisance when threatened.
  RELATIONS
  Sprites make the effort to get along with everybody. They are friendly, outgoing,
  and only their curiosity may cause friction. They are particularly friendly with
  faeries and nyads, but for reason treat brownies with caution and shy away com-
  pletely from gnomes.
  PHYSIOLOGY
  Sprites are tiny, standing at no more than 7in tall. They have strikingly colored
  hair, sometimes bright green or blue, perhaps pink. Their eyes never seem to stay
  the same color for more than a few seconds at a time, shifting through the spectrum
  of known colors and sometimes taking on hues that have no words in the human
  language to describe them. They hardly ever stay stationary and are terribly curi-
  ous, always poking their noses into things, peering over shoulders to read texts, etc.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  44
  RACIAL TEMPLATE
  When choosing sprite as a player character race, use the following Template:
  ·
  Age: Sprites live between 100-350 years, typically maturing into an
  adult at 70.
  ·
  Flight: Sprites fly and dart about like dragonflies, gaining a flying Pace
  of 7 and being capable of moving in any direction at that speed.
  ·
  Free-spirited: Sprites begin Character Creation with Spirit d8 and may
  raise it to d12+2 during normal advancement.
  ·
  Low Light Vision: Fey races can see quite well in the dark. They ignore
  attack penalties for Dim and Dark lighting.
  ·
  Small: Sprites are considered to be Size -2. They subtract -2 from their
  Toughness and start Character Creation at Pace 3, but attack rolls di-
  rected at them incur a -2 penalty; their weapons are always Str+d4 and
  can never benefit from Reach; Strength can never advance beyond d6.
  ·
  True Vision: Sprites can perceive illusions, gaining a +2 bonus to No-
  tice checks to see through them.
  (Order #11366799)
  
  45
  FEY EQUIPMENT
  Fey Equipment
  The following section details the weapons, armor, and mundane equipment
  found in the Fey Realm that isn’t found in the Savage Worlds core rulebook.
  Melee Weapons
  Club: A thick wooden weapon that is quick and easy to make.
  Club, War: A large, heavy wooden weapon better suited to two-handed wielding.
  Sometimes they are studded with flint or metal nodules for added impact.
  Dagger, Fey: A small, light blade that is easily carried. As most fey do not like metal,
  the blades of these weapons are made from a flint-like material that is consider-
  ably stronger than the material it resembles.
  Falchion: A one-handed, single-edged sword that is mass produced.
  Hammer, Great: A double-headed hammer, with a long shaft, that is heavier than
  a war hammer.
  Mace: A one-handed club with a round or shaped metal head.
  Mace, Studded: A mace with studs on the metal head to increase damage to
  exposed areas.
  Trident: A three-pronged spear often used for fishing.
  Whip, Barbed: A whip made of a flexible metal with barbs designed to tear and
  rend the skin, leaving deep welts. It can also be used to snare a running victim. A
  Raise on the attack roll does not inflict +d6 damage; instead the target incurs a
  -2 penalty to Parry until the next the attackers next action. The whip can option-
  ally be used to grapple an opponent at Reach 2.
  Whip, Fire: A whip made of corded leather. The tip is enchanted, producing flames
  along the length of the whip. A Raise on the attack roll does not inflict +d6
  damage; instead the whip does +d4 fire damage. This whip can optionally be
  used to grapple an opponent at Reach 2.
  MELEE WEAPONS TABLE
  Type 
  Damage 
  Weight 
  Cost 
  Notes
  Club 
  Str+2 
  5 
  5 
  Parry -1
  Club, War 
  Str+d4 
  8 
  25 
  Parry-1, 2 hands
  Dagger, Fey 
  Str+d4 
  1 
  30
  Falchion 
  Str+d6 
  4 
  100 
  Breaks when a 1 is
  rolled on the Fighting
  die
  Hammer, Great Str+d10 
  16 
  550 
  AP 2 vs. rigid armor,
  Parry -1, 2 hands
  Hammer, War 
  Str+d6 
  8 
  250 
  AP 1 vs. rigid armor
  Throughout Fey
  Equipment are
  items with prices,
  representing
  items that can be
  purchased in the
  Mundane World.
  Items without
  prices are only
  available in the
  Fey Realm and
  must be bartered
  for. Remember,
  items cannot be
  purchased in the
  Fey Realm, only
  traded for.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  46
  Mace 
  Str+d4 
  4 
  25
  Mace, Studded Str+d4 
  4 
  100 
  +1 damage versus un-
  armored target
  Trident 
  Str+d6 
  9 
  50 
  AP 1, Reach 1, Parry
  -1, 2 hands,
  Whip, Barbed 
  Str+d4 
  5 
   
  Reach 2, see descrip-
  tion
  Whip, Fire 
  Str+d4 
  5 
   
  Reach 2, see descrip-
  tion
  Ranged Weapons
  Ash Bow: Bows in the Fey Realm are typically made from the wood of an ash tree.
  They are quite sturdy and the trees are plentiful throughout the Realm.
  Chakra: This circlet of hard, polished wood, ringed with metal, can be thrown with
  deadly accuracy. Although primarily used as a hunting tool, it’s not unusual to
  see them on the battlefield. They are typically carried on a belt around the waiste.
  Dagger, Glass: The glass dagger is a special glass-like material designed to be light
  and properly balanced while still maintaining a sharp edge.
  Fire Stick: The fire stick is a two-handed variant of the spitter. It is heavier and
  harder to load, but serves its purpose by inflicting more damage. A Critical
  Failure on the attack roll renders the gun useless until a successful Repair roll
  can be made. Additionally, the gun backfires and the wielder becomes Shaken.
  Repeating Crossbow: The repeating crossbow is a 6-shot crossbow where the
  bolts are fed through a magazine across the breach. Unfortunately, it’s prone to
  jamming, and a Critical Failure on the attack roll renders it useless until a suc-
  cessful Repair roll, with a -2 penalty, can be made.
  Spitter: This crudely made single-shot black powder handgun was invented by
  dwarves and improved upon by gnomes. A Critical Failure on the attack roll
  renders the gun useless until a successful Repair roll can be made. Additionally,
  the gun backfires and the wielder becomes Shaken.
  RANGED WEAPONS TABLE
  Type 
  Range 
  DMG 
  RoF 
  Cost 
  Wt 
  Shots
  Ash Bow, Short 
  12/24/48 
  2d6 
  1 
  200 
  3
  Notes: Min Str. d6
  Ash Bow, Long 
  15/30/60 
  2d6 
  1 
  250 
  5
  Notes: Min Str. d8
  Chakra 
  6/12/24 
  Str+d6 
  1 
   
  1
  Dagger, Glass 
  3/6/12 
  Str+d4 
  1 
   
  1
  Fire Stick 
  20/40/80 
  2d10 
  1 
   
  10 
  1
  Notes: AP 2, 2 actions to reload, see description
  Repeating Crossbow 15/30/60 
  2d6 
  1 
   
  10 
  6
  Notes: AP 2, 2 actions to reload, see description
  Spitter 
  10/20/40 
  2d8 
  1 
   
  5 
  1
  Notes: AP 1, 2 actions to reload, see description
  (Order #11366799)
  
  47
  FEY EQUIPMENT
  Rune-Marked
  Weapons from the Fey Realm (except for black powder ones) can be rune
  marked to produce elemental damage. This requires a runesmith, a scrill, a vial of
  essence (purchased by the character, not the runesmith), and a successful Knowl-
  edge (Rune Lore) roll. When a Raise is rolled on the attack roll of a rune-marked
  weapon, the additional +d6 damage carries the elemental damage type of the
  specified rune mark. Only one rune mark can be chosen for the weapon, but it can
  be replaced at any time.
  Armor
  Boggun Hide Armor: Made from the toughened and treated hide of the bogguns
  that live in the marshlands of Paradisium, this leather armor is quite heavy.
  Although it impedes movement to some extent, its toughness belies its negatives.
  Ceramic Breastplate: This breastplate protects the upper body and torso, offering
  protection to both front and back.
  Ceramic Greaves: Greaves protect the thighs and legs of the wearer. They are
  attached to leather strips to make sure that the wearer can move freely in and
  out of battle.
  Ceramic Pauldrons: Pauldrons cover the shoulders and part of the upper arms.
  Leather straps under the armpit hold them in-place. It is combined with the
  breastplate to offer full upper torso protection.
  Ceramic Skull Cap: This head gear covers the top of the head only, leaving the
  cheeks exposed but offering good protection to any blow aimed at the crown.
  Spider Silk: Spider Silk is like steel; it becomes stronger the more it is stretched
  out, folded in on itself, and then stretched again. This process is repeated numer-
  ous times and a full weaving can take up to three full days.
  Thornwood Buckler: A round shield lashed to the wrist of a warrior, ensuring she
  still has a free offhand to wield a weapon.
  Thornwood Helm: These helms are domed and cover the back of the head and
  nape of the neck. Chainmail is attached to the sides and drapes over the shoul-
  ders. A central strip of metal protects the nose, although the mouth and jaw are
  exposed. The wooden parts are made of lacquered wood. However, due to its
  construction, the wearer suffers a -2 penalty to Notice checks against flanking
  opponents (such as those attempting to get The Drop).
  Thornwood Kite Shield:  This heavy shield protects a large portion of the body
  apart from the legs. Although strapped to the arm, it does not allow the use of a
  weapon in his offhand.
  Thornwood Round Shield:  A larger shield that must be held in the hand, offering
  protection from ranged attacks.
  Ceramic armor is
  actually ceramic
  woven into leath-
  er armor to rein-
  force it. The
  ceramic can be
  seen, and makes
  the armor look
  cumbersome.
  However, it is ac-
  tually light and
  the reinforcement
  makes it quite
  sturdy. Addition-
  ally, the ceramic
  reinforcement re-
  sists flame, and is
  only susceptible to
  fire produced
  through magical
  means.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  48
  ARMOR TABLE
  Type 
  Armor 
  Weight* 
  Cost 
  Notes
  Boggun Hide  
  2 
  20 
  300 
  Covers torso, arms, legs
  Ceramic Breastplate 
  3 
  8 
  475 
  Covers torso, fire resistant
  Ceramic Greaves 
  3 
  4 
  375 
  Covers legs, fire resistant
  Ceramic Pauldrons 
  3 
  6 
  275 
  Covers arms, fire resistant
  Ceramic Skull Cap 
  3 
  3 
  125 
  Covers head, 50% vs. head
  shot, fire resistant
  Thornwood Helm 
  2 
  4 
  150 
  Covers head, -2 to Notice
  flanking
  Shields**
  Thornwood Buckler 
   
  6 
  20 
  +1 Parry
  Thornwood Kite Shield  
  20 
  250 
  +2 Parry, +2 Armor vs.
  ranged attacks
  Thornwood Round Shield 
  10 
  50 
  +1 Parry, +2 Armor vs.
  ranged attacks
  * Weight shown is for worn armor. Weight is at least doubled if carried.
  ** Shields do not protect against called shots or attacks from the rear.
  Mundane Equipment
  Essence: Essence is necessary when inscribing runes with magical properties. It is
  is distilled in large vats, like ales and brandies, extracted from rotted vegetation
  from the Fey Realm. It must be stored in clay pots or glass jars as it eats through
  anything else. Its corrosive nature means that if applying to any material other
  than metals, it will need to be diluted before application. Under no circumstances
  should it be allowed to have contact with bare flesh. A small flask of essence can
  enchant up to 6 small items or 4 medium-sized items and costs 25gp. A medium
  sized flask can enchant up to 10 small items or 6 medium-sized items and costs
  50gp. A large flask of essence can enchant up to 14 small items or 10 medium-
  sized items and up to two large items; it costs 100gp.
  Gate Key: This token tells the fey you are a welcome visitor and functions as a key
  to activate a portal, allowing access to the Fey Realm. They are normally given to
  a Fey Realm explorer for free, but if lost a new key will need to be created at a
  cost of 1sp.
  Light Stone: Although called a light stone, it is actually a piece of radiant crystal
  found deep underground in the Fey Realm. How they absorb light is unknown,
  but they do not need exposure to sunlight. They provide light equivalent to a
  candle and cost 5cp each.
  Lode Stone: Resembling a black shiny pebble with a distinct metallic sheen, these
  objects always point to true magnetic north in the Mundane World and towards
  a Fey Gate in the Fey Realm. It is effective to within 1 1/2 miles of a gate and cost
  2cp each.
  Scrill: Resembling a quill, this metal tipped instrument is used to apply essence. A
  brush would simply lose its bristles unless the essence was diluted to such an
  extent that it would render its effectiveness useless for large items. Even a scrill’s
  tip will wear out eventually, so they are sold with 4 spare nibs. A scrill costs 10sp.
  Individual nibs can be purchased for the price of 1cp each. Each nib can handle a
  large flask’s worth of applications.
  (Order #11366799)
  
  49
  FEY EQUIPMENT
  Transportation
  ETHER GLIDER
  Acc/TS: 6/24
  Climb: 3
  Toughness: 6 (8)
  Crew: 2+4
  Cost: 500
  Properties: This 4-man vessel is shaped to resemble a bird and is used for swift
  transit across Paradisium. The power of mechanical flight is a relatively modern
  development for the fey races and many of them regard it with suspicion and
  distrust. However more adventurous species, like gnomes, have embraced it
  wholeheartedly.
  It can carry up to 12lbs of cargo and seat up to 6 passengers in relative comfort.
  If an Ether Glider comes under attack, the crew will do their best to outrun their
  opponents. It will be up to the passengers to do what they can to protect the craft
  and themselves.
  SKY BOAT
  Acc/TS: 4/36
  Climb: 1
  Toughness: 8 (10)
  Crew: 8+12
  Armament: Recoilless Steam Cannons (75/150/300; 3d6+1)
  Cost: 1500
  Properties: Sky boats vary in size with the smallest having a crew of 8 men and
  the largest resembling flying longships. These larger craft have a crew of at least a
  dozen men, each more than prepared to fight on the decks or man the ship’s
  recoilless guns.
  SKY BOAT RAM
  Damage: 1d8, AP 1
  Properties: A successful attack roll using the Piloting skill must be made to bring
  this weapon into a position where it can be utilized.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  50
  Fey Bestiary
  Here is a list of unique creatures that can be encountered in the Fey Realm.
  BOGGAN
  Boggans are large creatures, with huge facial
  features, and are covered in thick hair. They have
  small horns atop their head and a very bad temper.
  Attributes: Agility d6, Smarts d6, Spirit d8,
  Strength d12, Vigor d8
  Pace: 6; Parry: 5; Toughness: 10 (4)
  Skills: Fighting d6, Intimidation d8, Notice d6
  Special Abilities
  ● Bad Eyes: Boggans incur a -2 penalty to
  Notice to see or attack something more
  than 5” away.
  ● Berserk: Immediately after suffering a
  wound (including a Shaken result from
  physical damage) the creature must make
  a Smarts roll or go berserk. While Berserk,
  Parry is reduced by 2 but the Boggan gains
  +2 to all Fighting, Strength, and melee
  damage rolls and Toughness.
  ● Horns: Str+d4
  ● Size +2: Boggans are roughly 8ft tall.
  ● Thick Hide & Hair: Armor +2
  BOGGART
  Boggarts are small creatures subservient to the
  boggans. They live off the ticks and fleas that inhab-
  it the boggan’s hair, alleviating the irritation
  caused by the pests. If threatened, they usually
  climb a tree and resort to throwing rocks.
  Attributes: Agility d6, Smarts d4, Spirit d6,
  Strength d4, Vigor d6
  Pace: 5; Parry: 5; Toughness: 4
  Skills: Climbing d8, Fighting d6, Throwing d6
  Special Abilities
  ● Claws: Str+d4
  ● Infravision: Boggarts can see by detecting
  heat. They halve penalties (rounding
  down) for bad lighting when attacking liv-
  ing creatures.
  ● Size -1: Boggarts are no more than 3ft tall.
  BUG BEAR
  Bug bears are tall, feral creatures with thick,
  fur-like hair and exhibiting bear-like features.
  Attributes: Agility d8, Smarts d6, Spirit d10,
  Strength d10, Vigor d10
  Pace: 6; Parry: 6; Toughness: 8 (2)
  Skills: Climbing d6, Fighting d8, Intimidation d6,
  Shooting d4, Survival d6, Swimming d6,
  Throwing d6
  Special Abilities
  ● Hardy: Does not suffer a Wound from be-
  ing Shaken twice.
  ● Humanoid: Bug bears are humanoid and
  can utilize humanoid weapons, such as
  spears, swords, axes, and maces.
  ● Low Light Vision: Ignore penalties for
  Dim and Dark lighting.
  ● Size +1: Bug bears are 7ft tall.
  (Order #11366799)
  
  51
  FEY BESTIARY
  CLOUD DRAKES
  Cloud drakes are small dragons that can’t
  fly. They utilize a thick vapor breath weapon to
  obscure their target’s sight when attacking.
  Attributes: Agility d10, Smarts d8, Spirit d8,
  Strength d10+4, Vigor d10
  Pace: 6; Parry: 6; Toughness: 14 (3)
  Skills: Fighting d8, Intimidation d10, Notice d10
  Special Abilities
  ● Bite/Claws: Str+d6
  ● Cloud Breath: Using the Cone Template, a
  cloud drake can breathe a cloud of thick
  vapor that obscures the vision of everyone
  within range, making all attacks against it
  suffer a -2 penalty. The vapor disperses at
  the beginning of the cloud drake’s next
  turn and can be used again every two
  rounds.
  ● Fear -1: Cloud drakes force a Fear check at
  -1.
  ● Hardy: Does not suffer a Wound from be-
  ing Shaken twice.
  ● Large: Attackers add +2 to their attack
  rolls against cloud drakes.
  ● Scaly Hide: Armor +3
  ● Size +4: Cloud drakes are the size of a rhi-
  no.
  CLOUD SHRIKES (SWARM)
  Cloud shrikes are large, colorful birds with ten-
  dencies similar to dolphins, only they follow in the
  wake of airships throughout Paradisium. They pri-
  marily feed off scraps tossed overboard.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6,
  Strength d4, Vigor d8
  Pace: 4; Parry: 4; Toughness: 6
  Skills: Notice d6
  Special Abilities
  ● Bite or Peck: Cloud shrike swarms are
  comprised of dozens of the birds. They au-
  tomatically hit everyone within a Medium
  Burst Template, doing 2d4 damage. Dam-
  age is applied to the least armored loca-
  tion.
  ● Split: Cloud shrike swarms can split into
  two smaller swarms (Small Burst Tem-
  plate). The Toughness of these smaller
  swarms is lowered by -2 (to 4 each).
  ● Swarm: Parry +2; because the swarm is
  comprised of dozens of cloud shrikes, cut-
  ting and piercing weapons do no real dam-
  age. Area-effect weapons work normally.
  CUMULUS DRAGON
  Cumulus dragons are typical dragons ex-
  cept they have a powerful air breath attack as
  opposed to a fire one. Their skin is typically a hue of
  light blue.
  Attributes: Agility d8, Smarts d8, Spirit d10,
  Strength d12+8, Vigor d12
  Pace: 8; Parry: 7; Toughness: 20 (4)
  Skills: Fighting d10, Intimidation d12, Notice
  d12
  Special Abilities
  ● Air Blast: Cumulus dragons can emit a
  strong gust of air as a breath attack using
  the Cone Template. Every target in range
  of this attack must make an Agility check
  at -2 to avoid the attack. Those who fail
  take 2d8 cold damage and must make
  combat checks at -2 as any area hit by the
  air blast now has a thin coating of ice or
  frost on the ground, creating an unsteady
  platform. A cumulus dragon may not at-
  tack with it claws or bite in the same
  round it used its breath weapon.
  ● Bite/Claws: Str+d8
  ● Fear -2: Cumulus dragons force a Fear
  check at -2.
  ● Flight: Cumulus dragons have a Flying
  Pace of 24” and a Climb of 3”.
  ● Hardy: Does not suffer a Wound from be-
  ing Shaken twice.
  ● Huge: Attackers add +4 to their attack
  rolls against cumulus dragons.
  ● Size +8: Cumulus dragons are around 40ft
  long.
  ● Thick Scaly Hide: Armor +4
  DUERGAR
  Duergar are the “darker”, more malevolent
  dwarves that dwell underground. They live in clans
  led by a single duergar elder.
  Attributes: Agility d6, Smarts d6, Spirit d8,
  Strength d8, Vigor d8
  Pace: 5; Parry: 7; Toughness: 8/10 (2/4)
  Skills: Climbing d6, Fighting d8, Intimidation d8,
  Notice d6, Stealth d8, Throwing d8
  Armor: Chainmail (torso, legs, arms 2), pot helm
  (head 3, 50% vs. called head shot), medium
  shield (+1 Parry, +2 Armor vs. ranged shots)
  Weapons: Battle axe (Str+d8)
  Special Abilities
  ● Darkvision: Ignore all penalties for Dim,
  Dark, and Pitch Black lighting. Suffer a -2
  penalty to all combat actions when in di-
  rect sunlight.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  52
  EFREET
  These lizard-like demons are small but powerful.
  Attributes: Agility d8, Smarts d8, Spirit d6,
  Strength d6, Vigor d6
  Pace: 5; Parry: 5; Toughness: 4
  Skills: Fighting d6, Notice d8, Spellcasting d6,
  Stealth d8
  Special Abilities
  ● Arcane Resistance: +2 Armor vs. damage-
  causing powers; +2 on Trait rolls to resist
  opposed powers.
  ● Claws: Str+d4
  ● Demon: +2 to recover from being Shaken;
  immune to poison and disease; half dam-
  age from non-magical attacks, except for
  cold iron weapons.
  ● Powers: Efreets have 20 Power Points and
  know the following powers: bolt, deflec-
  tion, detect/conceal arcana, entangle, ob-
  scure
  ● Size -1: Efreets are the size of small chil-
  dren.
  ● Weakness (Cold Iron): Efreets take nor-
  mal damage from cold iron weapons.
  ENFORCER
  Enforcers are beastly humanoids and subservient
  to the justicars.
  Attributes: Agility d6, Smarts d6, Spirit d10,
  Strength d10, Vigor d8
  Pace: 6; Parry: 7; Toughness: 11 (3)
  Skills: Fighting d10, Intimidation d8, Taunt d10
  Armor: Plate mail (all 3)
  Weapons: Broadsword (Str+d8), cudgel (Str+d6,
  AP 1 vs. rigid armor)
  Special Abilities
  ● Arcane Resistance: +2 Armor vs. damage-
  causing powers; +2 on Trait rolls to resist
  opposed powers.
  ● Fear -1: Enforcers force a Fear check at -1.
  ● Size +2: Enforcers are over 8ft tall.
  GLOW FISH
  Glow fish are effectively bioluminescent piranhas
  indigenous to Paradisium. Although they can be
  encountered as a swarm, they typically do not at-
  tack as a cohesive group.
  Attributes: Agility d8, Smarts d4 (A), Spirit d4,
  Strength d4, Vigor d6
  Pace: -; Parry: 5; Toughness: 3
  Skills: Fighting d6, Swimming d8
  Special Abilities
  ● Bite: Str+d6, AP 1
  ● Size -2: Glow fish are 8in long.
  ● Small: Attackers incur a -2 penalty to their
  attack rolls against a glow fish.
  GREY MALKIN
  Grey malkins are also known as “dark gnomes”,
  but they aren’t “dark” in the sense of malevolence.
  Rather, they are a very curious race and prefer
  breaking things over building or fixing them.
  Attributes: Agility d6, Smarts d8, Spirit d6,
  Strength d4, Vigor d6
  Pace: 5; Parry: 4; Toughness: 5 (1)
  Skills: Fighting d4, Repair d6, Shooting d8, Sur-
  vival d8
  Armor: Leather (all 1)
  Weapons: Small spear (Str+d4)
  Special Abilities
  ● Low Light Vision: Ignore penalties for
  Dim and Dark lighting.
  ● Size -1: Grey malkins are only 3-4ft tall.
  JUSTICAR
  Justicars are intimidating humanoids
  tasked with enforcing the laws of the land. They
  often act like judge and jury, rarely given the perpe-
  trator a chance to speak.
  Attributes: Agility d8, Smarts d10, Spirit d12,
  Strength d8, Vigor d10
  Pace: 6; Parry: 7; Toughness: 10 (3)
  Skills: Fighting d10, Intimidation d10, Spellcast-
  ing d10, Streetwise d10, Taunt d10
  Armor: Plate mail (torso, arms, legs 3)
  Weapons: Long sword (Str+d8)
  Special Abilities
  ● Arcane Resistance: +2 Armor vs. damage-
  causing powers; +2 on Trait rolls to resist
  opposed powers.
  ● Hardy: Does not suffer a Wound from be-
  ing Shaken twice.
  ● Powers: Justicars have 50 Power Points
  and know the following powers with a fire
  trapping: blast, bolt, deflection, dispel, smite
  (Order #11366799)
  
  53
  FEY BESTIARY
  MAGMOX
  Magmox, or Lord Magmox, is a god-like
  demon that rules the subterranean undercity that
  lies beneath the Cauldron.
  Attributes: Agility d8, Smarts d10, Spirit d10,
  Strength d12+3, Vigor d10
  Pace: 8; Parry: 7; Toughness: 13 (2)
  Skills: Fighting d10, Intimidation d10, Taunt d8
  Special Abilities
  ● Bite/Claws: Str+d6, AP 2
  ● Command: Subordinates within command
  radius gain a +1 bonus to Spirit to recover
  from being Shaken.
  ● Command Presence: Command radius is
  10” instead of 5”.
  ● Demon: +2 to recover from being Shaken;
  immune to poison and disease; half dam-
  age from non-magical attacks, except for
  cold iron weapons.
  ● Fast Regeneration: May make a Vigor roll
  every round to heal any damage he has
  sustained. A success heals one Wound (or
  removes an Incapacitated status) and a
  Raise heals an additional Wound. Wounds
  from cold iron weapons cannot be healed
  in this way.
  ● Fear -2: Magmox forces a Fear check at -2.
  ● Fearless: Immune to Fear and Intimida-
  tion.
  ● Fervor: Subordinates within command ra-
  dius add +1 to their Fighting damage rolls.
  ● Fiery Breath: Magmox may launch a fire-
  ball from his mouth once every two com-
  bat rounds. This explodes using the
  Medium Burst Template, causing 2d10+2
  damage to anyone beneath the template.
  Any flammable beneath the template has a
  50% chance of catching on fire.
  ● Hardy: Does not suffer a Wound from be-
  ing Shaken twice.
  ● Immunity (Fire): Magmox is immune to
  fire- and heat-based attacks.
  ● Large: Attackers add +2 to their attack
  rolls against Magmox.
  ● Low Light Vision: Ignore penalties for
  Dim and Dark lighting.
  ● Size +4: Magmox is 15ft tall.
  ● Weakness (Cold Iron): Magmox take nor-
  mal damage from cold iron weapons.
  MANNEQUIN
  Mannequins are large constructs made
  from a steel-like material.
  Attributes: Agility d6, Smarts d4, Spirit d8,
  Strength d12, Vigor d12
  Pace: 4; Parry: 8; Toughness: 13 (3 HA)
  Skills: Fighting d12, Shooting d10, Throwing d10
  Special Abilities
  ● Construct: +2 to recover from being Shak-
  en; called shots do not extra damage; does
  not suffer from Wound modifiers; immune
  to disease and poison.
  ● Fearless: Immune to Fear and Intimida-
  tion.
  ● Fists: Str+2; is not considered unarmed.
  ● Heavy Metal: Mannequins are constructed
  from hard metals; they gain +3 Heavy Ar-
  mor.
  ● Immune (Fire): Mannequins are immune
  to fire damage.
  ● Size +2: Mannequins are about 10ft tall.
  ● Vulnerable (Acid): Mannequins suffer
  regular damage from acid-based attacks;
  heavy armor does not stop it.
  ORKON
  Orkons are large, feral, goblin-like humanoids
  that live in clans.
  Attributes: Agility d6, Smarts d6, Spirit d8,
  Strength d6, Vigor d8
  Pace: 6; Parry: 5; Toughness: 6
  Skills: Fighting d8, Intimidation d6, Shooting d6,
  Survival d8, Taunt d6
  Armor: None
  Weapons: Short sword (Str+d6) or axe (Str+d6),
  bow (12/24/48, 2d6)
  Special Abilities
  ● Improvisational Fighter: Does not suffer
  penalties for using improvised weapons.
  ● Low Light Vision: Ignore penalties for
  Dim and Dark lighting.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  54
  ORKON BATTLE MAGE
  Orkon battle mages serve as combat lead-
  ers.
  Attributes: Agility d6, Smarts d10, Spirit d8,
  Strength d8, Vigor d10
  Pace: 6; Parry: 6; Toughness: 9 (2)
  Skills: Fighting d6, Knowledge (Battle) d6, Spell-
  casting d8, Survival d8, Taunt d6
  Armor: Hide (all 2)
  Weapons: Quarterstaff (Str+d4, Parry +1, Reach
  1, 2 hands), dagger (Str+d4)
  Special Abilities
  ● Command: Subordinates within command
  radius gain a +1 bonus to Spirit to recover
  from being Shaken.
  ● Low Light Vision: Ignore penalties for
  Dim and Dark lighting.
  ● Powers: Orkon battle mages have 20 Pow-
  er Points and know the following powers
  with an elemental trapping: barrier, bolt,
  boost/lower trait, burst, deflection
  ORKON CHIEFTAIN
  Each orkon clan is led by a single chieftain.
  Attributes: Agility d8, Smarts d8, Spirit d10,
  Strength d10, Vigor d12
  Pace: 6; Parry: 7; Toughness: 10 (2)
  Skills: Fighting d10, Intimidation d8, Knowledge
  (Battle) d8, Notice d6, Persuasion d6, Shooting
  d8, Taunt d8
  Armor: Hide (all 2)
  Weapons: [2] Long sword (Str+d8)
  Special Abilities
  ● Ambidextrous: No penalty for offhand
  use.
  ● Command: Subordinates within command
  radius gain a +1 bonus to Spirit to recover
  from being Shaken.
  ● Command Presence: Command radius is
  10” instead of 5”.
  ● Fervor: Subordinates within command ra-
  dius add +1 to their Fighting damage rolls.
  ● Low Light Vision: Ignore penalties for
  Dim and Dark lighting.
  ● Two-Fisted: Fights with a weapon in each
  hand.
  PIT FIEND
  Pit fiends are demonic beings that devote
  themselves to Lord Magmox.
  Attributes: Agility d6, Smarts d6, Spirit
  d8, Strength d6, Vigor d10
  Pace: 6; Parry: 8; Toughness: 7 (1)
  Skills: Fighting d8, Intimidation d8, Taunt
  d8
  Special Abilities
  ● Bite/Claws: Str+d4
  ● Demon: +2 to recover from being
  Shaken; immune to poison and dis-
  ease; half damage from non-magi-
  cal attacks, except for cold iron
  weapons.
  ● Leathery Hide: Armor +1
  ● Low Light Vision: Ignore penalties
  for Dim and Dark lighting.
  ● Size -1: Pit fiends are 3-4ft tall.
  ● Toxic Breath: Pit fiends can emit a
  cloud of toxic vapors, using the
  Cone Template. Anyone caught in
  this cloud suffers a -1 penalty to
  Notice rolls using vision and must
  make a Vigor roll at -1 or become
  nauseated (gaining one level of Fa-
  tigue).
  ● Weakness (Cold Iron): Pit fiends
  take normal damage from cold iron
  weapons.
  (Order #11366799)
  
  55
  FEY BESTIARY
  SYLKIE
  Sylkies are water-born humanoids that live underwater.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Pace: 6; Parry: 3; Toughness: 7 (2)
  Skills: Fighting d4, Persuasion d8, Stealth d8, Swimming d10
  Armor: Ceramic (all 2)
  Weapons: Trident (Str+d6, AP 1, Reach 1, Parry -1, 2 hands)
  Special Abilities
  ● Aquatic: Sylkies cannot drown and have a swimming Pace of 8.
  ● Low Light Vision: Ignore penalties for Dim and Dark lighting.
  ● Natural Camouflage: While underwater, sylkies gain a +2 bonus to Stealth.
  ● Water Dependency: Sylkies can travel on dry land. However, they must
  immerse themselves in water once every 12 hours or gain a level of Fatigue
  until becoming Incapacitated.
  SHAH
  Shah is the eldest sylkie ruler of Labritis.
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, Vigor d8
  Charisma: +4; Pace: 6; Parry: 4/5; Toughness: 8 (2)
  Skills: Fighting d6, Intimidation d8, Notice d10, Persuasion d8, Stealth d8, Swim-
  ming d10, Throwing d6
  Armor: Ceramic (all 2)
  Weapons: Trident (Str+d6, AP 1, Reach 1, Parry -1, 2 hands), short sword
  (Str+d6)
  Special Abilities
  ● Aquatic: Sylkies cannot drown and have a swimming Pace of 8.
  ● Command: Subordinates within command radius gain a +1 bonus to Spirit
  to recover from being Shaken.
  ● Low Light Vision: Ignore penalties for Dim and Dark lighting.
  ● Natural Camouflage: While underwater, sylkies gain a +2 bonus to Stealth.
  ● Water Dependency: Sylkies can travel on dry land. However, they must
  immerse themselves in water once every 12 hours or gain a level of Fatigue
  until becoming Incapacitated.
  THE THREE SISTERS
  The rulers of The
  Maze City, or
  Labritis as it is
  known, are sylk-
  ies, but they have
  managed to be-
  come rulers
  through a mixture
  of cunning, brutal-
  ity, and guile.
  While leaders of
  the city, if threat-
  ened, they attempt
  to make an expe-
  ditious retreat as
  soon as possible
  via secret passag-
  es in the throne
  room. These pas-
  sages lead to a
  confusing array of
  tunnels and pas-
  sageways that on-
  ly they know how
  to traverse, avoid-
  ing traps and crea-
  tures guarding the
  labyrinth.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  56
  PRISS
  Priss is the second oldest sylkie ruler of Labritis. She adorns herself with
  jewelry and personal ornamentation.
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Charisma: +2; Pace: 6; Parry: 5/6; Toughness: 7 (2)
  Skills: Fighting d8, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion
  d8, Stealth d8, Swimming d10, Throwing d4
  Armor: Ceramic (all 2)
  Weapons: Trident (Str+d6, AP 1, Reach 1, Parry -1, 2 hands), short sword
  (Str+d6)
  Special Abilities
  ● Aquatic: Sylkies cannot drown and have a swimming Pace of 8.
  ● Command: Subordinates within command radius gain a +1 bonus to Spirit
  to recover from being Shaken.
  ● Command Presence: Command radius is 10” instead of 5”.
  ● Fervor: Subordinates within command radius add +1 to their Fighting
  damage rolls.
  ● Hold the Line!: Subordinates within command radius add +1 to their
  Toughness.
  ● Low Light Vision: Ignore penalties for Dim and Dark lighting.
  ● Natural Camouflage: While underwater, sylkies gain a +2 bonus to Stealth.
  ● Water Dependency: Sylkies can travel on dry land. However, they must
  immerse themselves in water once every 12 hours or gain a level of Fatigue
  until becoming Incapacitated.
  BEX
  Bex is the youngest sylkie ruler of Labritis.
  Attributes: Agility d6, Smarts d10, Spirit d10, Strength d4, Vigor d6
  Charisma: +2; Pace: 6; Parry: 3; Toughness: 7 (2)
  Skills: Fighting d4, Notice d6, Persuasion d6, Spellcasting d8, Swimming d10
  Armor: Ceramic (all 2)
  Weapons: Trident (Str+d6, AP 1, Reach 1, Parry -1, 2 hands)
  Special Abilities
  ● Aquatic: Sylkies cannot drown and have a swimming Pace of 8.
  ● Low Light Vision: Ignore penalties for Dim and Dark lighting.
  ● Natural Camouflage: While underwater, sylkies gain a +2 bonus to Stealth.
  ● Powers: Bex knows the following powers with a water/elemental trap-
  ping: barrier, blast, bolt, boost/lower trait, dispel, fear, healing
  ● Water Dependency: Sylkies can travel on dry land. However, they must
  immerse themselves in water once every 12 hours or gain a level of Fatigue
  until becoming Incapacitated.
  (Order #11366799)
  
  57
  PARADISIUM ADVENTURES
  Paradisium Adventures
  The following is a collection of Fey Realm adventure hooks.
  Affairs of State
  Ambassador Tharon is on an official visit to the Mundane World, hoping to
  negotiate a new trade agreement. He is looking to broker a deal for cold iron
  supplies to be shipped to Paradisium, as Orkon forces, allied with some more of the
  darker forces, are growing in number and threatening to encroach on his home city.
  He has travelled to the Mundane World with his Aide, Simion. The Player Charac-
  ters have been assigned to provide security at the meeting. Tharon has been
  chosen to represent the fey and has enlisted the help of the humans and dwarves
  in the Mundane World once before. Dwarves, while not exactly seeing him as a true
  friend, realize he is a strong ally and such an alliance is of benefit to their economy.
  Although the fey barter, dwarves sell their items as per normal for a considerable
  profit; likewise the humans see the benefit of such an alliance themselves.
  As per fey rules, visiting dignitaries have surrendered their weapons upon enter-
  ing the site; only those chosen to provide security are allowed to carry any weap-
  ons. All is going reasonably well until the third night of the negotiations. A scream
  shatters the stillness of the night and an alarm is sounded.  Too late, Simion is found
  dead, the ambassador is missing, and to make matters worse, the weapon in the
  aid’s back is clearly not of fey origin.
  The PCs now have to act as detectives and find the missing ambassador, solve the
  murder, and absolve the poor unfortunate who is being blamed for the murder.
  Meanwhile nearby, Orkon forces await, sharpening their knives; the treaty is vital
  as cold iron is not produced in Paradisium.
  Flight into Danger
  (Flight into Danger requires the characters to be aboard a sky boat or ether
  glider.) It has been a pleasurable flight for the last couple of hours. Cloud shrikes
  flit and flutter around the craft as laughing, smiling passengers throw them tidbits
  to eat on the wing. Suddenly the mood darkens as the flock of little bird like
  creatures is sent scarpering!
  Heading towards the craft at speed, clearly intent on attacking, is a cloud drake.
  (The GM can substitute this for a cumulus dragon if the team is well-equipped and
  experienced enough to survive the encounter). The attack is unexpected and brutal
  and during the course of the encounter, the ship sustains damage to the hull or to
  its propulsion; either way it will require an emergency landing to initiate repairs.
  It soon becomes apparent that surviving the attack was a lucky escape. However,
  the craft has gone way off course during and the captain has no idea where they are
  and where they can find shelter. As night descends, glowing, unfriendly eyes can be
  seen watching the craft hungrily.
  (Order #11366799)
  
  ULTIMATE FEY GUIDE
  58
  Lover’s Knot
  They say that true love never runs smooth. In fey society, some marriages are
  made for political gains rather than being an affair of the heart. Good news perhaps
  for the young woman who has dreams of being in her own little world of luxury and
  pampering, but not so good for the man who has his heart set on someone else.
  It is on the eve of the wedding; the PCs have been invited to attend, or perhaps,
  as in the case of the ambassador scenario above, have been employed to ensure all
  goes well. One of the characters sees someone trying to scale a wall within the
  wedding compound. Upon interception, they are surprised to see that it’s the
  groom to be, looking tearful and more than a little desperate.
  “Please,” he says, “help me. My true love lays waiting for me in the gardens
  outside of this wall. Help me find her and we can slip away and I can be truly happy!
  Here is some gold for your trouble.”
  The team is now faced with a real problem. What is this young fey male doing
  with gold? Where did he get it from? As they ponder this question, someone comes
  awake and yells that his stash of money has been stolen. Do they help the man
  elope or hand him back to ‘face the music?’ And if they do help him elope, the fey
  attending the wedding are concerned he has been kidnapped and even now a
  search party is being organized.
  (Order #11366799)
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Misc/Savage Worlds - Ultimate Fey Guide.pdf