TEXT: Alright, you found me. I’m aBrownie, 
  and my name is Buttonsmith Goodfellow. Brownies are 
  little folk who help about the house, but only at night, 
  mind you, and only in secret. I might look small, but I’d 
  wager I can get more done in an hour than you could 
  toiling all day.
  Oh yes, magic is real, but it’s not a thing for humans. 
  It’s barely a thing for fae, really. No, if you want to get 
  things done, nothing beats honest work.
  I’ve been around a long time. I remember when it 
  was all farms, before you had electricity and auto-
  mobiles. I remember when your great-grandmother 
  was a little girl. Remember where you came from and 
  think about where you’re going.
  The mortal world is a busy place, always 
  things need fixing and always work to be done.
  Humans are funny creatures. So many different 
  kinds! There are hard workers and shiftless fools, 
  little children and big brutes and old grannies. 
  Some appreciate good hard work, and others don’t. 
  Well, I won’t stay where I’m not wanted.
  Most other kinds of fae are idle layabouts. 
  Pixies and pucas cause trouble, and elves and 
  nymphs sit there being pretty. They’re not bad, 
  just not dependable like the gnomes and we 
  brownies.
  We do expect some compensation for what 
  we do. Not money, mind you—I’ve no use for 
  human coin—but a cup of milk or some honey 
  cakes will do nicely.
  A word of advice: never, ever give a brownie clothes. 
  We make our own clothes, and we don’t need any from 
  the big folk. It’s an insult, I tell you!
  A boggart is just a brownie who’s in a bad 
  mood, or up to some mischief. You can’t expect 
  us to be nice and just to work all the time. 
  Don’t you need to let off some steam once in 
  a while? 
  Your home is a special place, more than you 
  know. Not every house is a home. But when a 
  house is a home, when you have a warm hearth 
  and people who love one another, there’s a 
  kind of magic in the air, a good kind of magic. 
  Maybe that’s why we brownies like to live in 
  human homes.
  
  Helping Hand ( 1+ )
  You can back up your friends 
  when they try to do something. 
  When you use this power, you 
  add the amount of Wonder you 
  spend to their attribute for a 
  check. You can only use this 
  power with someone you have a 
  connection with a strength of 2 
  or higher to, and you can’t use it 
  for Impression Checks.
  Handy Magic ( 2 )
  You can use your magic to per-
  form even very simple everyday 
  tasks. When you use this power, 
  you can substitute your Henge 
  attribute for any check.
  Comfort ( 6 )
  You have a way of making others 
  feel better. This lets you cheer 
  them up after they’ve been Sur-
  prised, lost a quarrel, or other-
  wise had something get them 
  down.
  Hide ( 6 )
  You can completely hide your-
  self as long as there’s a tiny bit 
  of cover. Others need to make a 
  Henge check greater than your 
  Henge attribute plus 3 in order 
  to see you. However, local gods 
  can easily find you in their ter-
  ritory.
  Fix It ( 8 )
  This power lets you use your ex-
  ceptional talents as a craftsman 
  to fix something that’s broken. 
  It will take a little time, but you 
  can use this power to repair one 
  object that has been broken 
  (but not destroyed) in a short 
  amount of time.
  Secret Labor ( 8 )
  If there is time-consuming work 
  to do, a brownie can use magic 
  to get it done in a flash. This lets 
  you finish a task in one tenth 
  the time, but it will not work if 
  anyone sees you doing it.
  B
  rownies are hard-working fairies who will tackle people’s left-
  over chores so long as there is some delicious food waiting for 
  them later. Though they have a kindly nature, brownies can be 
  a bit unforgiving when it comes to mistreatment, and easily get angry at 
  people who mistreat them or take them for granted.
  The typical brownie is quite small, around 6 to 8 inches high. They have 
  pointed ears, bulbous noses, and bright eyes. Most brownies favor simple, 
  well-made clothes in drab colors, and they are fond of caps.
  Brownie Powers
  Hungry
  You love to eat, and if you don’t get a proper 
  meal, you can barely move. Furthermore, if 
  there’s food in front of you, you have to stop 
  and eat until you’re full or the food is all gone, 
  even you have other things to do.
  Healing Herbs ( 8 )
  You can mix up special magical herbs with 
  healing properties. If you can persuade some-
  one to eat/drink the result (it doesn’t taste very 
  nice), it will heal any minor injuries or illnesses 
  such as scrapes, sprains, the common cold, etc.
  Weakness                             Additional Power
  Meddling
  You can’t help but stick your nose in. You’re a little 
  too sympathetic towards people’s problems, and you 
  tend to adopt another person’s way of thinking. When 
  in a scene with someone who also has a connection 
  to the person to whom you have your strongest con-
  nection, the contents of your connection will change 
  to become the same as that other person’s. If multi-
  ple people tie for the strongest connection, pick one.
  Good with Animals ( 0 )
  You have a particular talent for dealing with 
  animals. You do not cause Surprise to animals 
  unless you deliberately try to frighten them, 
  and your attribute increases by 1 for all checks 
  relating to animals, including Impression 
  Checks.
  Shy
  You’re shy to the point where you have a hard 
  time saying what you’re thinking. You have to 
  spend 2 points of Feelings in order to speak 
  to a certain someone. However, once you do 
  you’ll be able to keep talking to them as much 
  as you want for the rest of the scene.
  Bogey ( 8 )
  You can change into a monstrous form to scare 
  humans. People and fae who see you like this 
  will be Surprised. When you use this power, 
  you get a special +1 bonus to Henge for caus-
  ing Surprise. You can decide what kind of mon-
  ster you turn into.
  Gullible
  You just can’t figure out when you’re being 
  tricked, even when you’re in the middle of 
  tricking someone yourself. You never suspect 
  you’re being lied to, and even if you as the 
  player fully understand that a lie has been 
  told, your fae will have to believe it.
  Home ( 0 )
  You have found a human household to live in, 
  where you can happily do chores and receive 
  some food and such in return. You start with 
  a connection to “Home” (but no connection 
  back) with a strength of 2.
  Cleanup
  You can’t help but stop to clean up messes 
  when you come across them. Any time you see 
  a mess, you have to drop everything you’re do-
  ing and start cleaning.
  Craftsman ( 10 )
  Your exceptional talents with making things let 
  you create a simple object or tool out of raw 
  materials in a short time. You can’t make any-
  thing with electronics or complex gears though.
  Rhyming
  Some fae compulsion makes you constantly 
  speak in rhymes, usually rhymed couplets. 
  It’s okay if you forget once in a while or have 
  trouble coming up with a rhyme (slant rhymes 
  are okay too), but do your best to keep it up 
  whenever your brownie talks.
  Squirm ( 8 )
  Brownies are notoriously difficult to catch and 
  hold. This power lets you slip away even from 
  someone who is gripping you tightly in their 
  hands, momentarily turning into a snake or 
  other slippery creature if need be.
  
  My name is Ellisandra MacGowan, and I am an Elf. 
  Though I may appear a young woman, we have the gift of eter-
  nal youth. I was here long before the town, when men in robes 
  built monuments of great stones, when blue-painted warriors 
  prowled the land.
  Our magic is the magic of beauty and light. Magic is an 
  expression of who you are; it is something that rises up from 
  your very soul. I have heard of mortals who can use magic, 
  but I do not know that they can rightly be called “mortals” 
  anymore. But, there is a kind of magic in you, as there is in 
  all things, and you should treasure it.
  We elves are immortal. For us seasons and years 
  come and go like raindrops. But… a longer life is not 
  necessarily a better one. Humans do so much with 
  their lives. Sometimes I am awestruck.
  The mortal world is the most amazing place. The lands 
  of Faerie have brighter colors and stranger delights, but this 
  world has its own charms. It changes and grows in ways that 
  my homeland does not. Still, I would like to show you where 
  I come from some day, when you are ready.
  Humans are the most fascinating creatures, so full of 
  ideas and dreams. Humans and elves sometimes fall in 
  love. It is a beautiful and sad thing, but it does happen.
  To the other fae, we are nobility, the lords and 
  ladies of the realm. Some respect us, and others… 
  do not. They are not always as kind to humans as 
  perhaps they should be, but please forgive them 
  their foibles. If the pixies cause you any trouble, do 
  inquire of me; I may be able to help.
  Why would I use a bow? I once wielded a sword, 
  a gleaming blade forged of sea glass and sadness, 
  but those days are long behind us. The fae will fight 
  no more wars, and we are all better for it.
  Toys? Why would I make toys? I’m afraid we elves 
  are not so mechanically inclined. That is more the 
  province of the brownies and gnomes. What’s that? 
  Oh, you must be thinking of Sinterklaas. I’ve met him 
  in fact, though he will not be coming again until the 
  deep winter.
  You think I am beautiful? Thank you. 
  Beauty is the birthright of the elves.
  You humans have such strange ideas about 
  we elves. The very word seems to have changed 
  for you. If it helps, you may think of us as the 
  aes sídhe,1 or the Tuatha Dé Danann. Those 
  are the old words though, and you must use 
  them with care.
  1 Pronounced like “ays sheeth-uh.”
  
  Elvish Beauty ( 0 )
  You leave a very strong impres-
  sion on people you meet. When 
  making an Impression Check, 
  you only need a result of 3 to 
  make a Strength 1 connec-
  tion, or a result of 6 to make a 
  Strength 2 connection.
  Fickle Heart ( 4 )
  By coldly scolding one person 
  in one scene, you can create a 
  stronger connection to another. 
  You can reduce the strength of 
  one person’s connection to you 
  by 1 in exchange for strengthen-
  ing your connection to someone 
  else. This can raise a connec-
  tion from 0 to 1.
  Vanish ( 8 )
  You can make yourself invis-
  ible. People will have to get an 
  Animal check result equal to or 
  greater than your Henge plus 
  3 to figure out where you are. 
  This only prevents people from 
  seeing you, so you’ll still make 
  sounds and smells like usual. 
  This effect lasts until you can-
  cel it, or until the end of the 
  scene.
  Glamour ( 8 )
  You possess the ability to imbue 
  a person with a little bit of faerie 
  magic. Their eyes take on a faint 
  sparkle, they are not Surprised 
  by the sight of the fae, and their 
  Henge attribute increases to 2 
  (or stays the same if it’s already 
  2 or higher). This lasts until the 
  end of the story or until you de-
  liberately remove the glamour.
  Road to Faerie ( 12 )
  The lands of the Faerie lie on the 
  other side of the invisible wall 
  between worlds, and this power 
  lets you pay a visit. You can bring 
  someone else along, so long as 
  you have a connection to them. 
  You don’t need to use this power 
  again to exit Faerie. Humans 
  who go into Faerie should have a 
  fae escort, lest they become lost.
  Brilliant Starlight ( 16 )
  By calling upon your birthright 
  as one of the elves, you can 
  turn day into night and call out 
  the most brilliant of stars. For 
  the rest of the scene, the time 
  changes to night even if it was 
  day before, and achingly beau-
  tiful stars shine down on ev-
  eryone. Everyone present gains 
  Wonder and Feelings as per the 
  start of a scene, plus 3 Dreams.
  E
  lves are the nobility of the fae, tall, proud, and beautiful beings, 
  but at times haughty and lonely. They typically wear fine but 
  whimsical clothes, and crowns of flowers or butterflies or crystals. 
  They have pointed ears, but that’s a small thing compared to their bright 
  eyes and powerful, unnatural beauty. Elves are immortal, and while there 
  are a few young elves, many have lived for centuries.
  Though some may resent the elves, they are nonetheless natural leaders 
  and emissaries between worlds.
  Elf Powers
  Secretive
  You are secretive about your fae powers and 
  reluctant to reveal too much about yourself. 
  When people are around, you have to spend 
  2 Feelings each time you use one of your 
  powers.
  Changeling ( 0 )
  You were raised by humans, and while you’ve 
  since come to realize your fae heritage, you feel 
  a deeper connection to human society than 
  most. The strength of your connection to the 
  town is increased by 1.
  Weakness                             Additional Power
  Dazzling
  Your full fae form is exceptionally stunning to be-
  hold, even for an elf. When you cause Surprise, it 
  is based on your Henge attribute plus 1, or plus 2 if 
  you are using any of your powers.
  Will o’ the wisp ( 6 )
  This makes it appear as though there’s a ball of fire 
  floating in the air near you. However, you can only 
  use this power in the evening or at night, and only 
  while in your full elf form. For the rest of the scene, 
  you can use it to make people who see it flee in fear or 
  draw closer out of curiosity. If they can make an Adult 
  check that beats your Henge attribute, they can react 
  however they like, but if you win, the choice is yours.
  Cold Iron
  You can’t stand the touch of iron. Other met-
  als (including steel) are fine, but iron makes 
  your head spin. If you get too close to some-
  thing made of iron, all of your attributes are 
  halved (round down), and if you are touching 
  iron, you cannot transform or use any powers.
  Glare ( 10 )
  Your glare can paralyze someone. If your Henge 
  attribute exceeds their Child or Adult, you can 
  stop them from saying or doing whatever they 
  were intending. However, if you use this power 
  on someone, the strength of their connection 
  to you goes down by 1, regardless of whether it 
  has its intended effect.
  Ageless
  You have lived for a very long time. Because 
  you’ve lived a little too long, your Child at-
  tribute has to be zero (and in turn, your Adult 
  attribute has to be at least 1). Also, you have 
  to spend an extra 2 points of Feelings in order 
  to make a Child check.
  Old Friend ( 6 )
  In your long life, you’ve accumulated much knowl-
  edge and come to know many people. When you first 
  meet another fae, you can have them be someone 
  you’ve known a long time, and when you meet a per-
  son, you can have them be someone you met when 
  they were a child. (This also works for local gods.) 
  This only works when meeting someone for the “first” 
  time. Also, you must tell the narrator how you met.
  Strange
  You speak and dress in a way that’s out of 
  touch with the times, or just looks conspicu-
  ous and flamboyant. Because you stand out so 
  much, you can’t really hide, and if you try to 
  walk around town in human form, you’ll draw 
  everyone’s attention.
  Beautiful and Terrible ( 12 )
  When you need to, you can reveal the terrible 
  beauty of the elves. You seem to tower over every-
  one else and take on an otherworldly glow. The 
  sight of you causes Surprise of 6 (not affected by 
  the Dazzling weakness), and the cost for you to use 
  your powers is halved until the end of the scene.
  Melancholy
  There is a sadness about you that some find 
  makes you difficult to approach. Others must 
  spend 2 additional Dreams to increase the 
  strength of a connection to you.
  Composure ( 0 )
  You are very calm and composed. Your attri-
  bute increases by 3 for the purposes of resist-
  ing Surprise, and if you are Surprised you will 
  not faint.
  
  I’m a Gnome. Name’s Dorin. We gnomes are 
  creatures of the earth, of stone and metal. We dig for the 
  treasures of the earth, the gemstones and the iron, and 
  we make things out of ‘em.
  There’s lots of kinds of magic. Some magic is just 
  knowing how to talk to the world. Some magic is just 
  knowing the right thing to say, or being who you really 
  are. Dig deep enough, and you’ll find it.
  The mountains are not forever, but seem so to men as 
  men are to ants. But even ants can get things done. What-
  ever time you’ve got, try to leave something behind that 
  people can remember, something people can use. My great-
  great-grandfather Orin made this pickaxe here, and with 
  every swing, I remember him, remember the stories.
  This world is nice enough. Beneath the fields 
  and trees and houses is the soil, and beneath 
  that the rock, and beneath that, the earth’s iron 
  bones. We gnomes come from Faerie, but the 
  mortal world also feels like home to us.
  What do I think of humans? Depends on 
  the human. Some are hard workers with clever 
  hands, almost gnomish they are. Some cause 
  trouble though. Got to keep an eye on ‘em so they 
  don’t hurt themselves.
  Gnomes can’t help but stand a little apart from other fae. 
  We belong to the earth, to solid rock, and not to starlight 
  or dandelions in the wind. They’re alright though. May-
  be keep some iron on hand in case they get out of hand 
  though.
  Not many things as dependable as stone. Stone stays, it listens, 
  listens to the world around it. The layers of rock remember 
  weather and life and time. They speak to those who know how 
  to listen, and they listen to the few who know their language.
  Loyalty is vital to a gnome. When you work under-
  ground, in the deep dark, you face hidden dangers, 
  and you must be true to your friends more than ever. 
  I cannot abide by those who would abandon a friend. 
  That is something you must not do, not ever.
  Why do humans expect us to wear pointy hats? 
  If you want something to put on your head, noth-
  ing beats a solid iron helmet.
  Gold is nice, good for decorating things, but it 
  doesn’t compare to iron. Gold bends and warps, 
  kind of like the brains of men who stare at it too 
  long, but iron bends the world around itself. 
  Some fae shun iron, because it’s too solid for 
  them to handle.
  Alchemy? I don’t know much 
  about that. Some human wrote 
  some book about how us gnomes 
  are “earth elementals” or some 
  such rubbish. Well, we are of 
  the earth, but it’s not, you know, 
  mythic or anything. I’m just Dorin.  
  That’s all.
  
  Drill ( 1+ )
  You can create a hole in the 
  ground in the blink of an eye. 
  The depth of the hole you cre-
  ate is equal to the number of 
  points of Wonder you spend in 
  yards.
  Perseverance ( 4 )
  You have the ability to persevere 
  through pretty much anything. 
  If you use this, you can ignore 
  Surprise. (You must declare that 
  you are persevering.) Also, you 
  can use this power to persevere 
  through your own Weaknesses.
  Gift ( 8 )
  You can give a human an object 
  with a special power in it. Pick 
  any one power of yours or from 
  one of your friends to put into 
  the object. If they use it proper-
  ly, they can use that power (us-
  ing their Wonder and/or Feel-
  ings). You can decide what form 
  the present takes and how it’s 
  used, but it shouldn’t be too big 
  or be useful for anything else.
  Hard Work ( 8 )
  You’re particularly strong, and 
  good at manual labor. Using 
  this power lets you complete a 
  manual labor task in half the 
  usual amount of time.
  Vanish ( 8 )
  You can make yourself invis-
  ible. People will have to get an 
  Animal check result equal to or 
  greater than your Henge plus 
  3 to figure out where you are. 
  This only prevents people from 
  seeing you, so you’ll still make 
  sounds and smells like usual. 
  This effect lasts until you cancel 
  it or until the end of the scene.
  Earth Ways ( 10 )
  Your talent through moving 
  through the earth lets you ap-
  pear and disappear unexpect-
  edly. This lets you enter or leave 
  a scene when and where you 
  want, regardless of whether it’s 
  already in progress. This even 
  works if you’re doing something 
  different in another scene tak-
  ing place at the same time.
  G
  nomes are shorter than men, but at two to three feet high, they’re 
  bigger than many other fairies. Male gnomes usually have big 
  beards, and they dress in simple, practical clothes suited for go-
  ing underground. There are many kinds of gnomes, including dwarves, 
  leprechauns, and knockers. What they all share is a connection to the 
  earth and a serious work ethic.
  In stories, gnomes are very pragmatic creatures, and good at shoving 
  their way through obstacles that might block others.
  Gnome Powers
  Greedy
  You’re a bit greedy, such that you have a hard 
  time letting go when you’ve got your hands on 
  something valuable. Any time you’re holding 
  something of value, you have to spend 3 Feel-
  ings to willingly let it go.
  Treasure ( 6 )
  You know the location of some long-forgotten 
  treasure. One time per story you can use this 
  power to find a valuable item worth £3000 
  (roughly $4500), such as an ancient gold coin 
  or other antique. However, this is in the form 
  of an object rather than actual money, and 
  you’ll have to find a clever way to use it.
  Weakness                             Additional Power
  In the Dark
  You can’t do what you want when it’s bright 
  out. During the day, the costs of transform-
  ing and using powers increase by 4 points of 
  Wonder.
  Fairy Gold ( 2 )
  You can make leaves, acorns, and so on appear 
  to be money. It only works in the evening or 
  at night, and the “money” will turn back into 
  leaves and such at dawn.
  Secretive
  You are secretive about your fae powers and 
  reluctant to reveal too much about yourself. 
  When people are around, you have to spend 
  2 Feelings each time you use one of your 
  powers.
  Mystery Bag ( 6 )
  You possess a magical bag that’s bigger on the 
  inside than the outside, and full of random ob-
  jects that might be of some use eventually. Use 
  this power to pull a small (though possibly bigger 
  than your bag), ordinary object out of the bag.
  Contrary
  You unconsciously take up an attitude that’s 
  the opposite of what you’re actually thinking. 
  Unless you have a connection of Strength 3 or 
  higher to someone, your connection doesn’t 
  provide them with any Feelings between scenes. 
  They’ll get Feelings from all of their other con-
  nections like usual, but not from yours.
  Call the Stones ( 12 )
  Your unique bond with the very rocks lets you 
  call on them to move about and help you if 
  need be. When you use this power, you let out 
  a loud, conspicuous call. Large or small rocks 
  can roll to your aid, but this power has no ef-
  fect on rocks that are part of buildings or other 
  structures.
  Gremlin
  You like to tease people all the time. You 
  get blamed for most of the strange incidents 
  around the town, and because of that, your 
  connection from the town can’t go above 2.
  Size Change ( 8 )
  Your magic lets you change your size, anywhere from 
  one inch to about ten feet tall. When very small, you 
  can slip into smaller places and add 1 to your attribute 
  for checks relating to hiding or evading. When very 
  large, add 1 to your attribute for Surprise and for checks 
  relating to physical strength. This effect lasts until the 
  end of the scene or until you cancel the transformation.
  Rhyming
  You have something of a dry, humorless de-
  meanor. When you make an Impression 
  Check, the strength of the connection that 
  the other party formed is always lowered by 1.
  Darkness ( 0 )
  You become more powerful in the dark. When 
  it’s night or you’re underground where there’s 
  no sunlight, transforming does not cost you 
  any points regardless of the time.
  
  Oh, hello there. I am Eleri, a Nymph. 
  We nymphs are creatures of the natural    world, of the 
  wind, the trees, the water. Not every gust of wind or 
  green tree or clear pond has a nymph, not anymore, but 
  we are here, dancing, singing, living.
  I never know what humans mean by magic. 
  You make it sound like something separate from 
  the rest of the world. Magic is the songs of the 
  world. It is in the turning of sun and moon, the 
  blowing of the wind, the blooming of flowers. 
  I have noticed that we do not see time the way 
  humans do. The world is made of cycles, of 
  turning and changing. You yourself are a kind 
  of cycle, as am I. Is it not enough to be a part 
  of something vast and beautiful?
  The mortal world is so achingly beautiful. 
  It is strange to me that humans so easily lose 
  sight of that. Look at the trees, the flowers, the 
  clouds. There is beauty all around us.
  Humans have many faces. Some are quite kind, 
  others are cruel. Some respect the air and water, 
  while others would sully it. It’s so strange. I heard 
  that humans are more than half water though. That 
  means that you’re more than half naiad, doesn’t it?
  Our fellow fae are such wonderful creatures. 
  They bring their own light into the world. They may 
  be troublesome to you sometimes, but you should 
  rejoice in the ripples they make in the world.
  The wind is all around us, gusts of air that 
  caress the trees and wander the world, carrying 
  the scents and songs of distant places.
  Trees are special things, the place 
  where earth and sky are one. Show 
  them their proper respect, and they 
  will return in kind. Oh, and some trees 
  belong to dryads; you’d best not make 
  them mad.
  Water is the source of all life. The 
  first living things came from the water, 
  and the seas yet have depths beyond 
  your reach. Even those creatures that 
  have left the water yet must drink.
  Art is when humans are at their most incredible. 
  Everyone has something inside them trying to come 
  out, a talent, a story only they can tell. Some call us 
  “muses,” for how we can help people find their stories. 
  Come, let us see what stories you have to tell.
  
  Lovely ( 0 )
  You have a certain charm that 
  makes others like you. The 
  cost in Dreams for others to 
  strengthen a connection to a 
  nymph is reduced by 1.
  Serenity ( 0 )
  You are very calm and com-
  posed. Your attribute increases 
  by 3 for the purposes of resist-
  ing Surprise, and if you are Sur-
  prised you will not faint.
  Muse ( 1+ )
  Something about your very 
  presence can inspire others to 
  do better. By making some kind 
  of show of affection or giving 
  words of inspiration you can 
  give someone Feelings equal to 
  the number of Wonder points 
  you spend on this power.
  Talk to Things ( 4 )
  Being connected to the natu-
  ral world lets you speak to in-
  animate objects and get an an-
  swer back. When you use this 
  power, you can briefly converse 
  with one object. It can tell you 
  about whatever has gone on in 
  the immediate vicinity recently, 
  though inanimate objects tend 
  to have an odd perspective on 
  things.
  Lovely Dance ( 10 )
  You have an exceptional, un-
  earthly talent for dancing. 
  When you do so, anyone who 
  sees you must pass an Adult 
  check against your Henge score 
  plus 2 or become entranced by 
  your dance, unable to do any-
  thing but watch or try to get 
  closer to you until you stop 
  dancing.
  Gentle Rain ( 12 )
  You can cause a light rain to 
  fall in the immediate area. This 
  rain will come down regardless 
  of whether there are any clouds, 
  and it can come day or night. 
  While in this rain, fae can take 
  human form at no cost and they 
  can use Wonder and Feelings 
  interchangeably (i.e. they can 
  use Feelings for powers and 
  Wonder for checks). This lasts 
  until the end of the scene.
  N 
   ymphs are fae with a deep connection to the natural world. 
  They are creatures of the wind, water, or trees. A typical nymph 
  looks like a particularly slender, graceful person with long, 
  flowing hair, clad in garments made from the stuff of the part of nature 
  they’re tied to. There are many kinds of nymphs, including dryads, na-
  iads, satyrs, undines, green men, gruagach, and flower fairies.
  In stories, nymphs have a double role. They are beautiful and inspira-
  tional to people, and they have a deep connection to the natural world. 
  They can thus both inspire people to do better, and act as go-betweens 
  between people and the natural world, even the very stones.
  Nymphs have twice as many Weaknesses and Additional Powers as other 
  fae; this is so that you have options for each of the three major types (wind, 
  tree, and water nymphs), though you can mix them together if you like.
  Nymph Powers
  Airhead
  You tend to forget things very quickly. You 
  cannot do knowledge-related Adult or Henge 
  checks at all. Even if you as the player re-
  member things, your nymph will forget.
  Float ( 4 )
  You can float through the sky at a leisurely 
  pace. You can move through the air at about 
  the speed a person can walk, and getting up 
  that high gives you a +2 bonus to checks for 
  searching for things. The effect lasts until the 
  end of the scene.
  Weakness                             Additional Power
  Distant
  You are distant from the mundane world, and 
  you think differently from humans. The re-
  quired result for Impression Checks goes up 
  by 2 for both you and people making connec-
  tions with you.
  Wind Song ( 4 )
  You can call on the wind to blow how you wish. 
  If you use this power, you can make the wind 
  blow in an unnatural direction, such as making a 
  piece of paper in the air move how you want. You 
  can cause sudden, powerful gusts too, but not 
  so strongly as to damage things like a typhoon.
  Delicate
  You are of a delicate build and you’re not very 
  strong. You can’t raise your Animal attribute 
  higher than 1, and you can’t use Feelings on 
  checks that requite physical power.
  Wind Form ( 8 )
  Being a creature of the air, you can temporarily trans-
  form yourself into pure wind. In this form others 
  can’t see or touch you, and you can fly around at will. 
  However, you can’t pick up or manipulate objects, 
  except for things you can sweep up as a gust of wind 
  would. This transformation lasts until the end of the 
  scene or until you cancel it.
  Gale
  When you’re upset you tend to summon up 
  bursts of powerful winds. If you are Sur-
  prised by 3 or more, you create a flurry of 
  wind that picks up and hurls small objects 
  (and fae!) in the immediate area, causing 
  Surprise of 8 for everyone present.
  Fingers of Wind ( 2 )
  By carefully using tiny bursts of air, you can 
  pick up and manipulate objects from a dis-
  tance. You use your Henge attribute for any 
  checks made this way, and you can do so from 
  a distance with an unseen force.
  Tree Home
  You are tied to a particular tree in the area. 
  If you venture more than a mile or so from it, 
  you will have to spend 2 points of Feelings to 
  increase an attribute by 1.
  Healthy Plants ( 8 )
  Your touch can make plants around you become 
  healthier. This power can make a single plant go 
  from dying to vibrant health, or give a small leg 
  up to an entire farm.
  Carried Away
  You get easily carried away when people flat-
  ter you. You have to attempt to make checks, 
  even if they’re difficult, and even if you know 
  you’ll fail (for example, even if your participa-
  tion isn’t necessary).
  Entangling Vines ( 8 )
  By bringing vines and roots and such to life, 
  you can entangle someone, ensuring that they 
  can’t get away. They must beat your Henge 
  attribute with their Animal attribute, or they 
  can’t do anything that requires the use of the 
  Animal attribute. However, fae, local gods, and 
  such can still use powers that let them escape.
  
  Plant Matter
  Where you walk, you naturally leave dirt and 
  leaves and such. This isn’t too noticeable in 
  the forest, but most anywhere else, it certainly 
  stands out.
  One with the Forest ( 4 )
  While there is any sort of greenery around, you can 
  make yourself practically invisible. People will have 
  to get an Animal check result equal to or greater than 
  your Henge plus 3 to figure out where you are. This 
  only prevents people from seeing you, so you’ll still 
  make sounds and smells like usual. This effect lasts 
  until you cancel it, or until the end of the scene.
  Weakness                             Additional Power
  Timid
  You’re very timid, and easily Surprised when 
  those around you do or say unexpected things. 
  When such things happen, you are Surprised 
  with their Child attribute, plus 2. Your Seren-
  ity power does not help you when you are Sur-
  prised by these sorts of things.
  Secret Grove ( 0 )
  You have a particular grove of trees where you 
  are particularly powerful. While in this place, 
  your powers cost half the usual amount of 
  Wonder.
  Isolation
  You are from a different world, and your con-
  nections to this world are weaker. Your con-
  nection to the town starts at a strength of 1.
  Gills ( 0 )
  You can breathe and survive underwater with-
  out difficulty. The water must be pure, natural, 
  and clean, though it can be fresh or salt water.
  ing Surprise. You can decide what kind of mon-
  ster you turn into.
  Lovesick
  You are particularly prone to falling in love. When 
  you make an Impression Check with someone of 
  your preferred sex, you have “Love” as the con-
  tents of the connection formed, regardless of 
  its strength. From then on, unless your partner 
  strongly tells you otherwise, or you find another 
  partner with a stronger connection, you cannot 
  separate yourself from them.
  Sea Skin ( 6 )
  You can take on the form of a fish. You can be-
  come any kind of ordinary fish that’s common 
  to the area around you. While in fish form, you 
  cannot leave the water, but your Animal attri-
  bute increases by 2 for the purposes of swim-
  ming. You will remain in this form until the end 
  of the scene or you decide to cancel it.
  Babbling Brook
  You are quick to tell people what you know. At 
  the conclusion of each story, you must tell ev-
  eryone with whom you have a connection what 
  you’ve found out (except the town, of course)
  Walk on Water ( 0 )
  You have the ability to walk on water. Whenever 
  you wish, you can walk across the surface of wa-
  ter as though it were dry land. You can take some-
  one else along if you can carry them with you.
  Moist
  You need your body to be moist in order to 
  function. If a scene takes place in an area 
  without water, you have to spend twice as 
  many points of Feelings to boost your attri-
  butes for checks. However, if it’s cloudy, or if 
  there’s a water supply or an active irrigation 
  canal, you don’t suffer this penalty.
  Water Ways ( 16 )
  You move from one place with water to another. 
  You can instantly move between any two plac-
  es where there’s enough water for you to fully 
  submerge yourself. You can also bring along 
  other people who have connections with you 
  (as long as they’re willing to come with you).
  
  I’m Strawberry, and I’m aPixie! Pixies are 
  the cutest, most awesome fairies of all! We can fly, and 
  use magic, and we’re just the right size! Why are you so 
  huge anyway?
  Magic is really neat! I can do all kinds of cool tricks 
  with magic! Like I bet you’re wondering where that 
  big, shiny coin you had is, right? Ta-da! (Huh? I’m 
  keeping it!) I have a friend named Lala who can even 
  make wishes come true!
  How old am I? I dunno. Who cares?
  This world has all kinds of neat stuff! Like 
  this pinecone! Just look at it! And there are rain-
  bows, and rivers, and squirrels, and hedgehogs, 
  and humans make all kinds of neat things too.
  Humans are fun to play tricks on! Some 
  humans are nice and some are mean, but 
  they’re all just huge!
  Other fae are weird. Brownies and gnomes 
  always want to do work, and elves want to stand 
  around reciting poetry or something. Nymphs 
  are okay, and pucas can be a lot of fun to hang 
  out with.
  Wings are very important for a pixie you know. They’re 
  how we get around, because walking is sort of awful. How 
  do you put up with it all the time anyway? Here, have some 
  pixie dust! Now you can fly for a little while. Try it!
  Pixies love playing tricks. It doesn’t mat-
  ter who it is, whether it’s a snooty elf or an 
  ordinary human, or another pixie. If you 
  take yourself too seriously, we’ll remind you 
  that you’re actually as silly as everyone else. 
  Tricks aren’t supposed to get mean though! 
  I love shinies! Like the other day I found 
  a marble with the neatest little swirls inside 
  of it! Sometimes shinies turn out to be  really 
  important to someone else, so I guess I’ll 
  give them back if you ask nicely. And give me 
  something sweet.
  One time a human with all these books said I should be called a sprite 
  instead of a pixie. And another time an elf said I was an “Ellyllon.” 
  What’s with all these different names? I’m just me!
  
  Cute ( 0 )
  You have a certain charm 
  that makes everyone find you 
  cute and loveable. The cost in 
  Dreams for others to strengthen 
  a connection to a pixie is re-
  duced by 1.
  Flutter ( 4 )
  Your wings let you flutter 
  through the air, letting you 
  move through the air at about 
  the speed a person can run, and 
  getting up that high gives you a 
  +2 bonus to checks for search-
  ing for things. The effect lasts 
  until the end of the scene.
  Pixie Dust ( 8 )
  You can make it so that a hu-
  man or another fae can fly by 
  sprinkling them with some pixie 
  dust. You can only use this on 
  those with whom you have a 
  connection. Whoever you use 
  this on can effectively use a 
  pixie’s “Flutter” basic power by 
  spending 4 Wonder or Feelings 
  until the end of the scene.
  Vanish ( 8 )
  You can make yourself invis-
  ible. People will have to get an 
  Animal check result equal to or 
  greater than your Henge plus 
  3 to figure out where you are. 
  This only prevents people from 
  seeing you, so you’ll still make 
  sounds and smells like usual. 
  This effect lasts until you cancel 
  it or until the end of the scene.
  Road to Faerie ( 12 )
  The lands of the Faerie lie on 
  the other side of the invisible 
  wall between worlds, and this 
  power lets you pay a visit. You 
  can bring someone else along, 
  so long as you have a connec-
  tion to them. You don’t need 
  to use this power again to exit 
  Faerie. Humans who go into 
  Faerie should have a fae escort.
  Swarm ( 14 )
  You can call the other pixies in 
  the town to help you out. This 
  will bring out a number of pixies 
  equal to the sum of your Henge 
  and Animal attributes, times 
  two, until the end of the scene. 
  However, with so many pixies in 
  one place, you cannot use any 
  powers that would let you hide 
  yourself. If you and your friends 
  don’t do a good job of hiding, 
  you’ll probably Surprise people 
  you meet.
  P
  ixies are tiny fae that look like little people with gossamer 
  wings, or sometimes butterfly wings or similar. They typically 
  stand no more than six inches high, and have pointed ears and 
  big, bright eyes. Most pixies wear clothes they make themselves from 
  leaves and flower petals.
  Things are never boring when there are pixies about. They can get most 
  anywhere and cause all kinds of trouble. A pixie’s role in stories is to stir 
  things up and to cut through the arrogance and hesitation of others.
  Pixie Powers
  Skittish
  You’re easily startled and hard to calm down. 
  Whenever there’s a loud noise or sudden 
  movement, you’re subjected to a Surprise of 
  4. When someone’s power makes you Sur-
  prised, your attribute is reduced by 2.
  Blink ( 10 )
  You can use your fae magic to appear and disap-
  pear unexpectedly. This lets you enter or leave 
  a scene when and where you want, regardless 
  of whether it’s already in progress. This even 
  works if you’re doing something different in 
  another scene taking place at the same time.
  Weakness                             Additional Power
  Teasing
  You like to tease people all the time. You 
  get blamed for most of the strange incidents 
  around the town, and because of that, your 
  connection from the town can’t go above 2.
  Tickle ( 8 )
  You make someone feel as though they’re be-
  ing tickled by an invisible force. They have to 
  make an Adult check greater than your Henge 
  attribute, or they’ll burst out laughing. You can 
  use this power on anyone you can see.
  Shinies
  You have a particular attraction to interesting, 
  shiny objects, especially ones that are small 
  enough for you to carry off. Whenever you see 
  a shiny pebble, crystal, coin, etc., you drop 
  whatever you’re doing to try to get it.
  Thievery ( 8 )
  You can take something from someone without 
  them realizing it. You can steal any one item 
  that someone in your field of vision is carrying 
  or wearing. You can even steal articles of cloth-
  ing, but you can’t steal vehicles or other things 
  that are too big for you to carry.
  Superstitions
  Humans have many superstitions about how 
  to ward off mischievous fairies, and you be-
  lieve a lot of them yourself. You’re scared of 
  things like horseshoes and other iron objects, 
  St. John’s Wort, inside-out coats, and mistle-
  toe. You won’t go near these things, and you 
  suffer Surprise of 6 when someone threatens 
  you with them.
  Dream Vision ( 16 )
  You can surround someone with illusions and en-
  chant their senses. One person is completely en-
  snared by these illusions, and they’ll believe they’re 
  in a completely different place. Other people can, of 
  course, see reality, but the subject has to beat your 
  Henge attribute with their Henge or Adult attributes 
  to break through the illusion. This power lasts until 
  you cancel it or the scene ends.
  Delicate
  Your small size means you’re not very strong. 
  You can’t raise your Animal attribute higher 
  than 1, and you can’t use Feelings on checks 
  that requite physical power.
  Little Miracle ( special )
  This power lets you call upon the very purest form of 
  true faerie magic. You can only use this power once 
  per story, and you must use it during the third scene 
  of the story or later. It consumes all Wonder and 
  Feelings of all the characters present, but if they ear-
  nestly want the same wish granted, the narrator must 
  make it come true. After using this power, you cannot 
  use any Wonder or Feelings during the next scene.
  Giggle
  Even if you’re hiding, when you see a mistake 
  or mischief nearby, you can’t help but reveal 
  yourself by laughing. You can’t hide when you 
  succeed at Surprising someone or manage to 
  play a prank on someone.
  Full Bloom ( 14 )
  This magic spell lets you make flowers in the 
  area bloom, and call up flower petals even if 
  there aren’t any to bloom. The pleasant scent 
  is soothing, and it makes the air a little magi-
  cal. For the rest of the scene humans can see 
  all fae’s true forms (without Surprise), and fae 
  can use Wonder and Feelings interchangeably.
  
  The name’s Henry, and I’m aPuca! Don’t 
  you know what a puca is? We’re fae who can turn into 
  animals! Wanna see? Poof! I’m a bunny! Poof! Now I’m 
  a horse! Wanna go for a ride?
  Magic can do all kinds of things! It can show you 
  what’s in your heart or change the world! And the 
  secret is, it’s all around you.
  I don’t really bother to think much about time I 
  guess. Crops grow and get harvested, people come 
  and go. It doesn’t change all that much.
  The mortal world is so much fun, though! 
  There are animals, and trees, and children, all 
  running around trying things out.
  You humans are hilarious! Like that man with the glasses, 
  I never get tired of seeing his face when I scare him! Okay, 
  sometimes I like to be helpful too, especially if someone’s 
  been nice to me. This one farmer always lets me have a share 
  of his crops, so I, you know, go and tidy up a little sometimes.
  Other fae? Pixies are fun! They like to play 
  tricks too. The rest are okay, but those elves 
   really need to loosen up.
  Animals are different from people. They’re 
  always honest about what they feel, and they 
  don’t worry so much about the future. You could 
  stand to learn a thing or two from them.
  Even other fae don’t really get to change shape, and 
  they sure are missing out! I get to climb trees, and dig 
  underground, and run like the wind, and fly up in the sky!
  Drowning people?! I would never do 
  such a thing! All right, I have done things like 
  turn into a horse and get someone to ride on 
  my back and jump into a pond, but it’s just 
  pranks. I don’t want to actually hurt anyone!
  People used to honor us, you know. They did 
  rituals in sacred places, made offerings, came to us for 
  wisdom. On the first of November there was a great 
  festival, and they would bring me blackberries. Well… 
  those times are long past. That’s okay though, as long 
  as I have friends. Maybe you could come to my party? 
  Please?
  
  Animal Form ( special )
  Puca have the ability to take on 
  the form of an animal. They can 
  turn into a horse, goat, rabbit, 
  donkey, or eagle. This counts 
  as a transformation, and thus 
  the puca can pay the cost using 
  Wonder and/or Feelings, with 
  the animal form carrying a cost 
  of +2. As with normal transfor-
  mations, this lasts until the end 
  of the scene or until you choose 
  to cancel the transformation.
  Talk to Animals ( 2 )
  This power lets you understand 
  an animal. Until the end of the 
  scene, you can converse with 
  one animal. However, this only 
  works with one particular ani-
  mal, and you’ll have to use this 
  power again to speak with a dif-
  ferent animal, even if it’s of the 
  same type.
  Sympathetic Ear ( 4 )
  When you want to, you can 
  have a calming presence that 
  makes people more open. While 
  you stay close to someone dur-
  ing a scene, that person’s Adult 
  attribute drops to zero.
  Vanish ( 8 )
  You can make yourself invis-
  ible. People will have to get an 
  Animal check result equal to or 
  greater than your Henge plus 
  3 to figure out where you are. 
  This only prevents people from 
  seeing you, so you’ll still make 
  sounds and smells like usual. 
  This effect lasts until you cancel 
  it or until the end of the scene.
  Dash ( 8 )
  You’re very, very quick when you 
  run away at full speed. You can 
  interrupt any check to flee from 
  the current scene to somewhere 
  safe. You can also take one un-
  resisting human or fae with you 
  as you run away.
  Luck ( 10 )
  You possess a magical power 
  that lets you briefly manipu-
  late someone’s fortunes. When 
  someone in the same area is 
  making a check, you can use 
  this to ensure that they definite-
  ly succeed or fail (and you can 
  decide how successful or how 
  much of a failure it is). This 
  ignores the number of Feelings 
  points they might be spending. 
  You can only use this Power 
  once per story.
  P
  ucas, in their natural form, look like a person with some traits 
  of one or more animals added higgledy-piggledy. A puca might 
  have the ears of a rabbit, or the horns of a goat, or have the 
  goat’s legs like a satyr, or bird wings growing out of his head, or any num-
  ber of other things. Some wear strange patchwork clothes or rags, while 
  others prefer incongruously fancy dress.
  In stories pucas are tricksters with the ability to get into and out of places 
  where others cannot. They can interact with animals in ways that even 
  other fae cannot, and can have a certain talent for connecting to others.
  Puca Powers
  Liar
  You have a penchant for telling lies; you really 
  can’t help it. As a result, people don’t trust 
  you as much. It costs an additional 2 Dreams 
  for others to raise the strength of a connec-
  tion to you.
  Copy ( 10 )
  You can change into a copy of a person you 
  know. You can’t change into someone you don’t 
  know. Also, once you’ve changed, if you talk to 
  someone who knows the person you’re copying, 
  you have to beat their Adult attribute (or the 
  strength of their connection to that person) with 
  a Henge check, or they’ll realize you’re a fake.
  Weakness                             Additional Power
  Scary
  Your fae form is a bit scary. When you make an 
  Impression Check, the Strength of the connec-
  tion the other side gets to you is reduced by 1. 
  (In other words, you need a result of 8 to create 
  a Connection at all.)
  Carry Away ( 12 )
  In the blink of an eye, you dart off, interrupt-
  ing any checks or powers to leave the scene 
  and go to your territory. When you use this 
  power, you can take someone with you as long 
  as you have a connection with them. Even if 
  they don’t want to go, you can force them if 
  you wish by making a check that beats their 
  Animal attribute.
  Secret Change
  You cannot transform while people are watch-
  ing you. You can still change if the only ob-
  servers are fae, animals, or gods though.
  Bogey ( 8 )
  You can change into a monstrous form to scare 
  humans. People and fae who see you like this 
  will be Surprised. When you use this power, 
  you get a special +1 bonus to Henge for caus-
  ing Surprise. You can decide what kind of mon-
  ster you turn into.
  Bluff
  You are always exaggerating your abilities. You 
  must spend 2 points of Feelings just to be able 
  to spend Feelings to raise your attributes in 
  a check.
  Swift ( 6 )
  You’re fast enough to get anywhere in town in 
  a short amount of time. By using this power, 
  you can get to anywhere in town by the end of 
  the scene or before the beginning of the next 
  scene. You can carry one or two others with you 
  when you do this, though only if they’re willing.
  Skittish
  You’re easily startled and hard to calm down. 
  Whenever there’s a loud noise or sudden 
  movement, you’re subjected to a Surprise of 
  4. When someone’s power makes you Sur-
  prised, your attribute is reduced by 2.
  Flight ( 4 )
  You have the ability to fly through the air, letting you 
  move through the air at about the speed a person can 
  run, and getting up that high gives you a +2 bonus to 
  checks for searching for things. The effect lasts until 
  the end of the scene. If you use this power in a form 
  other than that of a bird, you will sprout wings, which 
  will likely cause Surprise to any people around you.
  Impatient
  You’re prone to being flustered and rushed, 
  often engaging in wasted efforts. Any time you 
  use a power, you have to spend 1 additional 
  point of Wonder.
  Menace ( 8 )
  This lets you take on a menacing look to drive 
  someone away. Make a Henge check. If you 
  beat their Adult or Henge, they’ll flee the scene. 
  However, you cannot use this on a friendly fae.
  
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SOURCE: textdata/thevault/Collections/Kid Friendly/Golden Sky Stories/Faerie Skies (spreads).pdf