Wander Witch
Wander Witch
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Ty Hulse
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5 – Quick Playing Guide
7- Serendipity and Game Elements
8 – Important Tools
10 – Playing Fairy and Witch Characters
11 – Playbooks
21 – Fairy Folklore
27 – What are fairies in the game.
29 – Random Encounters
42 – A Field Guide to Fairies
54 – Examples of Popplings
56 – Fairy Characters for Inspiration
58-Riddles
59 – Settings and Places
65 – Ideas for Folktales
66 – Fairy Villages for Inspiration
69 – Schools and Castles of Witchery
72 – Wizarding Houses
74 – Conversational Styles
76 – Character Personality Matrix
78 – Personality Traits
78 – Topics of Conversation
81 – Character Sheets
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discover the other fairy kingdoms, witches' cottages,
and the wide and beautiful world that was all but
forgotten.
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Playing the Elements and Aspects of a Scene.
Every scene will have an environment and possibly
NPCs. In some cases, these might be largely
controlled by a guide or game master. Most often,
however, the players will take turns picking up and
Quick Playing Guide playing these aspects. Describing the lake they are
seeing, speaking for the fairy the players encounter,
Roleplaying is a conversation filled with imagination etc.
in which we listen, ask questions, share ideas, and
build on what is said. The 'rules', such that they are,
are meant to help provide prompts to our
imagination and to help us guide the story along. Preparing to Play
Each of us will play a fairy known as a good neighbor
or witch who seeks to explore the world, help their Decide if you want to be a village witch or a traveler,
village thrive, or to learn magic within the school they perhaps searching for a place to belong or folk tales.
have found themselves in. Then choose a playbook and take turns reading and
answering the characters' questions.
In order to play a scene, try to get in your
character’s head and ask yourself, what does my Your world: Think a little about and discuss the
character want from this encounter or moment? world you are in. It is perhaps best to think of the
Then tell everyone what your character is doing. first scene you will likely play, either as you set out
Help each other out, as players asking questions and on your journey, wander through a village or down a
making helpful suggestions can make this process country road, or simply rest before something
easier. Remember, however, you will each decide happens. Be inquisitive and curious so that you can
what your character wants and try to do. generate questions, for asking and answering these
will allow you to plant the seeds
Making Moves: Any action in from which your world can grow
which the outcome might be in as you play. Don't get too
question requires you to make a bogged down in searching for
move. Each character playbook ever more details; you'll likely
has a list of moves that you can create most of the aspects of the
make. world as you go along, one
scene at a time.
Natural Moves are simple actions
that you can make whenever you Cut to new scenes: Just as
want. films often jump into a new
scene when the previous has
Serendipity Moves require a little run its course, you can also
magic, in this case, represented play your characters one scene
by tokens known as serendipity. at a time. As you discuss what
you want to do and play, ideas
Vulnerable moves display a for new scenes will take form.
moment of weakness, You can jump into these new
vulnerability, or foolishness. Not scene ideas, narrating what
all games will have these as an your characters are doing and
option, but many do. When you what is happening while asking
make a vulnerable move, you questions to get more.
gain a serendipity that will allow Some of these scenes can be
you to use magic later. short moments, and others
might be long as you seek to
Gaining Serendipity: By exploring the beautiful help someone, explore someplace, or seek to get
world, you can gather more magic in the form of through somewhere.
serendipity. Perhaps this is even your goal, that by
collecting enough folktales and moments of beauty, First Scene: There is a good chance your first scene
you can build a reserve of magic and settle into will begin after your journey has started. You will
helping your village for a long time. find yourself on a lonely country road or
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encountering someone needing help rather than 2-Travel the world to learn about the fairies and
deciding to set out on your journey. people within it before returning home.
3-Travel the world to find a place you can call home.
4-Live in a village while making friends with the
magical creatures around it until you feel you have
made enough friends to settle in your village.
Telling the Story 5-Make it through a school year while building
friendships and dealing with the many problems that
We are about to embark on a conversation filled with will crop up through the year.
imagination, between people or with the persona we
take on and our own journal. The most valuable tool
in this is the ability to share our ideas, ask Understand the world. Are you playing in a fantasy
questions, and honestly listen to the answers, even if world, the modern world, some time in history, or
those answers come from within ourselves. perhaps the future? You can go into as much detail
as you want here. However, you will likely craft most
In this game, we are taking the role of a witch or fairy of the detail of the world as you explore it.
who has finally emerged from our village to explore
vistas beyond our home or to find those who can help
it thrive. Gameplay
As travelers, we seek to make new friends, help Once you have created your character, set your
people and meet fairies while crafting a story of our goals, and outlined the basics of your world, it is time
journey and the beauty of the magical world. Many to set the first scene. That is, consider where you are
villages will need our help to decorate for a festival, starting out. Are you in a forest, a village, or a castle?
help to make food taste better, heal What are some features of the
hurts, and befriend the magical location?
creatures nearby so that they will get
along with the village. We can use This Roleplaying game is broken into
magic to aid with these tasks, of Scenes or moments in the lives of
course, but magic can only do so your characters. Scenes are begun
much, and for many tasks, we will as discussions, with players having a
need to seek help and find creative conversation to determine what is
solutions to the challenges that happening around their characters
arise. by describing the basics of locations
This tale is meant to be freeing; as and events. Don't worry if you don't
such, we may sometimes choose to have a lot of detail yet; that can come
alter what has already been said or as you play. After all, this is a game
move on to new narrative ideas. of exploration and discovery, and as
Fairyland is a dreamlike place, after with life, you don't know everything
all, and one can't always be certain about a lake when you first hike to
what has happened or will happen it. It takes time to listen to the frogs
there. There is comfort in such or see the puppy excited by their first
uncertain dreams, however. outing.
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friends to settle comfortably into your village. When
this happens, you may want to start a new character,
perhaps coming back to this one now and again to Game Elements or Aspects
check on your past characters, giving them a few Elements and aspects include every part of the game
more moments of exploration. that isn’t one of the players characters. Anyone may
pick up one of these elements to play them,
More on Serendipity sometimes by picking up a piece of paper or
Some actions require a bit of magic from the something meant to represent them and sometimes
universe. Serendipity are points represented by simply by stating it.
objects which could be anything such as hazelnuts
(thematic since these were the nuts of the fairies), Add a Touch of Bother – This is a game about
crystals, glass beads, playing cards, or whatever else serenity and establishing friendships and often
you want. accomplishing little things. Still, sometimes arriving
at a satisfying destination requires a bit of ‘bother’ as
There is a general pile of these things near where you the great Pooh would say. It can be worthwhile
are playing. When you spend Serendipity, put one of therefore to use the elements and aspects of the
these objects from your pile back into the general world to add some complications your characters
pile. When you gain a serendipity, take one of these have to overcome.
objects from the same general pile. If you have no
serendipity in your own pile, you will have to do Aspect one – The People
something to get some before you can make a The world is filled with interesting and unique people
serendipity move. and communities. These people can include villages,
students, teachers, fairy courts, ghosts, or
You may spend a Serendipity to: subgroups, such as the farmers around a village or
Perform a Serendipity Move from your Playbook. the weavers.
Learn something hidden about someone you are Some of these elements might be important enough
talking to or about to talk to. that they are split into sub-elements.
Provide a solution to simple problems that you can’t
do as a ‘natural move.' Aspect two – The NPCs / Non-Player Characters
Learn who can help with a problem so you can begin Individual people who you talk to. As with any
to seek them out. element, anyone might pick them up and start
Learn something about the location you are going to. speaking for them, allowing them to interact with the
Perform any natural move from any other playbook, Player's Characters.
You may spend two Serendipity to do any Aspect three – Wildfey and Sylvans
serendipitous move from any other playbook. The wildfey and sylvans have an interesting habit of
popping into any moment, whether they are tickling
your toes while you are trying to study or appearing
You will get a Serendipity for: at the edge of the forest, nodding and then vanishing
-Every time you sit down to write and play. again.
-Learning a folktale from someone.
-Having an interesting conversation with a creature. Aspect four – The scenery
-Witness a moment of beauty, including both The mountains, trees, lakes, and forests all have a
aesthetic and emotional beauty. voice of their own. They might not speak with words,
-Making a new friend but you can see it when you take the time to look.
-Making an offering to the tutelary deities.
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Playing Fairy and Witch Characters
You play one of the fairies, or a witch, someone who helps to guide the world. For the most part you solve
problems the way a human would, by talking and making friends. Yet you have a little magic, and the ability to
do things that create new opportunities for others in hopes that they might find a way to thrive and be happy.
a fairy you are likely part of a community of similar fairies but have since struck out on your own to explore the
world and seek out help. You might spend one night curled up in the leaves, the next hidden under someone’s
couch, and the next in a fairy palace. Each place affords you the opportunity to find beauty in the world and
meet new people and fairies.
What is a Witch?
Witches are humans who have been welcomed into the fairy world for a number of reasons. Sometimes the
fairies fall in love with a human or simply find the human's cooking particularly delicious. More often than not,
however, humans are invited into fairyland to help fairies and humans on behalf of the fairies that taught them
magic.
Witches aren't that different from fairies, they often spend so much time in fairyland that they forget about the
human world or never understood it in the first place. Witches don't always have the same extreme emotions as
fairies and can appear somewhat calmer and more composed than their fairy family.
Three Forms
Each fairy and witch has three forms. They remain in their current form until they expend a point of serendipity
to change it again or until morning when they revert to their natural form (fairies to fairy or animal form and
witches to human form). They can't disguise themselves in these forms exactly. They always take the form of the
same animal, the same fairy, or the same human unless they use extra magic.
Note: If playing in a world where everyone is an animal hybrid, the fairy and witch can take the form of a bug,
with their ‘human’ form being their animal form
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-The types of things people do when they are hiding a
deep sorrow.
-When people fall in love but decide to keep it hidden.
Choose a name.
2 you are happy you are and 2 you wish you weren’t.
-Droll -Enigmatic -Glamourous -Quiet -
Captivating -Gallant -Calculating -Unobtrusive
-Softspoken
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Smile brightly. Lustrous hair, Beautiful cloak, gleaming bits of
Reassure someone who is worried. armor, flowing dress, fastidiously clean, a slight glow
Listen carefully to someone’s worry. to your face, a crest on your shirt, a shield always
Help someone feel better who has a small sickness or worn on your back, a famous but now ghostly sword
injury. You may still need to seek herbs or another that you can show people but that can never be
fairy to help cure it. touched again, tales of hope and honor.
Clean up a place far faster than seems possible.
Fix something minor that is damaged.
Make food taste better just by your presence. You love the stories and heroes of old. Name two
chivalric ideals you obsess over and one you wish
you could believe in but can’t.
Things you can do with Serendipity.
Rest, with your friends in a hidden away place, often Belief in a philosophy of striving to be good,
some impossibly tiny place where you will meet defending the weak,
someone who could use a little help. the beauty of your home nation,
Let someone know that if they talk about their courage,
troubles, someone will help them, even if they can’t standing up for what is right,
see you. Give them a Serendipity if they do. obeying the laws,
Give someone one of your Serendipity, just because. never lying,
being generous,
the mere act of being in love edifies a person,
Every time you collect 3 folktales, choose one: be loyal to your friends,
Cure someone of a serious illness. deny earthly delights,
Bless a pool of water so that those who go to it feel a be resilient in the face of hardship,
little better. honor matters.
Give serendipity to anyone you help who was hurt or
sick. Choose a hero you helped in your past.
Get serendipity whenever you listen to someone’s A peasant who became ruler, a clever person who
worry. succeeded through kindness and your magic, a fool
Take a moment for yourself to feel recharged. “You that always seemed to find luck, a heroic knight who
can always have a peaceful rest.” discovered the mystical nature of the forest, a bold
Spend a serendipity to ask others: “how can we make knight who eventually fell from grace, a warrior who
things better?” gave it all up for love, someone full of sorrow for a
Find a lost child who needs your help raising them. vanished hope, someone who was searching for their
Find a place to settle down. fortune but instead made the world a better place.
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A cackle you learned from an ancient mentor.
Every time you collect 3 folktales, choose one: A hat that whispers to you when you put it on.
Inspire someone to do something great. A child that the spirits told you to keep close for a
Write a poem or short tale about a hero. time.
Realize that it’s okay to be someone who you were
afraid of being. Natural things you can do.
Realize that the world needs a new kind of hero and Make a cup of tea and invite someone to drink with
honor. You can now always tell people about this. you.
Spend a Serendipity to teach someone one of your Appear to be wise.
“things you can always do.” See and hear what’s happening in a distant place
Teach someone how to use serendipity to do one you’ve been to in the past week.
thing from any playbook. Make a wry comment that helps someone figure out
something important.
Notice someone who is feeling overlooked.
Ask to read someone’s palm or tealeaves. Give them
good advice.
Seer
Advisors and fortune tellers, the seers take a great Things you can spend Serendipity to do.
interest in the lives of others. You are tasked with See and hear in a distant place you are curious
spreading knowledge and perhaps more importantly, about.
understanding to the people of the world. The See a detail about where the path someone is on will
universe has given you messages to tell others, and lead.
now you must also seek those these messages are for Know just what food will help someone feel better.
and deliver them.
Choose an animal to turn into Every time you collect 3 folktales, choose one:
Badger, Salamander, Raven, Owl, Animals that Seem Learn secrets and give good advice to anyone who
Magical, A Wise Animal asks you. You gain a token for each person to whom
you gave this advice.
Choose 2 you are proud to be and 2 you only pretend Look into the crystal ball and see someone who truly
to be. needs you.
Calm, Esthetic, Genuine, Idealistic, Insightful, Bottle water from a spring to carry with you, that will
Profound, Reverential, Orderly, Staid bring comfort to any who sip it.
Spin a scarf for someone that will alter the course of
Choose 3-4 to describe your look. their thread of fate. Giving them as many tokens as
Teacup dangling from your belt, Ornate Lantern with they need to make a real change.
smoldering coals, Flowing Clothes, Elaborate Learn something new about yourself.
patterns, Rune covered mask, Elegant Cane, Fancy Look at your reflection and be surprised that you are
hat, Settled leaves not brushed off, Warm boots, happy with who you are.
sleaves long enough to cover your hands, Worn book
of romantic ballads, Sewing Kit, Beautiful Silverware,
Understanding Gaze
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Choose an animal to change into. Foresee accidents that will happen nearby, just
before they happen.
Eagle, Raven, Wolf, Bear, A Dangerous Animal, A Give good advice.
Regal Animal Cut loose and have fun.
Tell a poem about a great moment in history.
Choose 2 you often are and 2 you are trying to relax. Change your face to look like anyone who isn’t a real
person.
Curt, Fretful, Tricky, Overworked, Renowned, Sage, Act oddly while still appearing sophisticated.
Sentimental, Rustic, Commanding, Poetic
Things you can do with serendipity.
Take the shape of any animal or person you wish.
Choose 3-4 to describe your look. Talk to a location such as a mountain and river.
Worn old hat, rune covered staff, spindle for spinning Learn what it needs and what it knows.
and knitting, cloak of pockets, crow’s feet along the Talk to someone impossibly far away or in a different
eyes, shifting and concerned eyes, heavy boots, heavy time.
journal, large ear lobes, something recently knitted,
pipe, major scar or eyepatch, plants woven into your Every time you collect 3 folktales, choose one:
beard or hair For one day you may talk to all the locations you
wish without having to spend Serendipity
Choose 3 pieces of advice you used to give to heroes For one day you may talk to all the locations you
that you now seek to turn to peaceful ends. wish without having to spend Serendipity
Invent something that has never been seen before.
Know when to fight and when to leave to seek allies. Discover a new way of thinking about the world.
Know yourself and know others and you will gain Share food so that you and everyone you are with
that which you seek. eats their fill, relaxes, and is happy.
The best plans are dreams which will falter when Invent a new social convention for the region you are
they meet reality, so be prepared to change them. in, that makes people happy.
Finding peace is the greatest skill. Travel to any one place you wish to without trouble,
When things change there is opportunity. no matter the barriers, obstacles, or guards.
There is nothing to be gained from long, drawn out
conflict.
Learning the ancient ballads and sagas and histories
reminds us that there is hope.
Troubled times remind us of the value of peace.
Ash Covered and Luck Born
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Rambunctious, Purposeful, Intuitive, Amiable,
Loveable, Clumsy, Clever, Casual, Aimless,
Inexplicable Every time you collect 3 folktales, choose one:
Go on a quick adventure that will teach you
Choose 3-4 to describe your look. something else you can always do that you invented.
Ash smudged, Patched Clothes, A dreaming Meet with an oracle on the side of the road, with
expression, A brightly colored bindle, worn shoes, whom you’ll share food and learn of some secret
pockets full of interesting knickknacks, Clothes that place to explore and gain some new thing you can
don’t match at all, Clothes that flap and swish, always do when you explore it.
Jingling bells, A thick box to hold hot coals, Large Dream of finding a perfect place to settle in by the
cloak, hearth. Pass the gift of something you learned to
always be able to do to the next character you create
a playbook for.
Receive a token whenever you show kindness to
Choose 2 adventures you are looking to have, and 1 someone who others were avoiding.
you have had. Make everyone around you finally realize that you are
brilliant.
Cooked bread with a giant who taught you how to Befriend a troop of animals who will go with you on
make the perfect crust. your journey.
Went diving for pearls with mermaids. Learn the language of moths and birds. Spend a
Led into a bog by a sorrowful fairy who needs a token whenever you wish to talk to them for the day.
laugh. Rest by the fire with a group of friends.
Whispered in a unicorn’s ear, before it vanished with
a start.
Sneak a memorable treasure into a dragon’s hoard so
that it becomes confused.
Stay in a haunted castle and bring comfort to the
ghosts.
Joined a ghostly chorus without anyone noticing a
living voice had been added to the mix. Vulnerable and Weak Moves
Vulnerable moves are things you have your character
Ask 1 to the left and 1 to the right. do which might interfere with their goals, and which
What’s something that I did that made you laugh? often make them feel foolish and embarrassed.
What’s a small adventure we went on together? Things that many might consider mistakes. When
What’s an adventure you’re hoping to have with me? you do one of these things you gain a Serendipity.
What lesson are you teaching me? These vulnerable moves are based on the most
common traits exhibited by fairies. Each vulnerable
move includes one thing that the fairy might do that
Some things you can always do: causes a spot of bother for them, as well as a second
Know when someone has given you good advice. set of things, one of which they may choose to do
Banter with anyone as if they are a friend, no matter once each time they show this vulnerability.
how scary or dangerous.
Have someone believe your act. Trickster – Indulgent
Stumble into the spirit world and back out again. Tricksters are creative fey who shape the world
Daydream and gain some inspiration. around them, both by deceiving the other powers and
Ask someone how you can help. Anyone who lets you by shaping the natural world.
help them gets a token.
What you have trouble resisting.
Things you can do with Serendipity. Trickster fairies are indulgent beings. You love fun
Have someone find the time to talk to you, even a and joy. If you see a celebration, you will likely have
ruler who is normally too busy to meet every passing to stop to join in, if you see something delicious it
traveler. takes a lot of effort to avoid eating it, and you might
Have an entire adventure just by staring into the fire sometimes edge closer and closer to it and start
and journeying to a location in spirit. munching without realizing what you are doing. You
Find out from the poplings where each road and path might also indulge in a nap when there is work to be
leads according to their own unique perspectives of done, etc.
the world.
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You may spend a serendipity or token to do the Be charming and cute in a way that makes others
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.
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that she was pregnant and mentioned he
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be said to create the ultimate art – the pools of water,
The fairy’s ability to control boundaries and lakes, rivers, forests, moors, and seasons of the
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become murderous when angered, haunting homes
Extreme Emotions and regions and strangling people in their sleep. The
The zwerg exhibit extreme emotions, when they are bwca, a kindly house fairy from Wales actually seems
angry or jealous, they become monsters, but when to change form into a bogle, a monster when it gets
they are happy they are generous and exceedingly upset and it can take years for it to calm back down
helpful beings. A human sharing a crust of bread again. Even Yeats claimed that the shoe making
with them is enough to cause the zwerg to grant leprechaun could turn into a flesh-eating monster
lifelong wealth and happiness. While rudeness is under the right circumstances. This makes sense,
enough to invite punishments. given that fairies are forces of nature, and nature
itself was a fickle thing. The same river that might
Everything about fairies is centered on the fact that help you one moment could drown you the next.
they appear to feel emotions much more intensely
than humans do. When a human gives them the A Woman marries a Zwerg.
tiniest amount of help, they reward that human with A young woman in Braderup had a very hard job like
lifelong happiness, gold, or most women on the Frisian islands.
some other incredibly precious She felt unhappy and envied the
gift. However, should a human zwerg who were always happy and
do even the slightest amount had to do very little work. Once she
of harm to a fairy, death is went with her neighbor over the hill
often the punishment. We see to where the Önnerersken were
this repeatedly in fairy tales. In dancing. “Oh,” She cried. “I would
the story of “The Three love to marry one of them, wouldn’t
Mannlien in the Wood,” you?”
(Grimm and Grimm, 1812) a Her friend replied that she would.
young girl shares her stale A zwerg heard this and came and
crust of bread with three wood the girl the next day and soon
Mannlien and, in return, they the two of them were married. She
make her more beautiful every lives with him in his mountain
day. They caused gold to fall where they have several children.
from her mouth every time she
spoke. The girl’s stepsister The Fairies Heal a Wounded
refuses to share her food, so Soldier
they cause her to grow uglier, Three Tyrolean solders were
frogs to jump out of her battling against the French and
mouth, and ultimately cause Bavarians in the mountain pass.
her to die horribly. Bullets whistled up at them from
In “The Edda,” a Norn (a wise the massive army below, but the
woman/fairy which weaves the Tyrolean men bravely stayed their
fate of humans) trips and ground. A woman brought a pail of
hurts herself as she is getting milk up to them for their lunch, the
up to give a child its fate, and bullets still flying wildly about.
in her rage she curses the While she was there the soldier she
child to die. This is similar to “Sleeping Beauty” in was in love with got shot in the chest. She grabbed
which a fairy who was overlooked by a child’s parents up her jacket and tried to stop his bleeding.
curses the child with death. When Rumpelstiltskin While she was pressing down on his wound enemy
found that he’d lost the child sought, he got so angry stormed up the hill forcing the other two gunmen to
that he tore himself in two. The guardian of the bath fall back. As the enemy rushed past the girl remained
house in the Russian folk tales will risk its life to hidden with her mortally wounded love.
protect people and then later will flay the skins from Once the enemy was gone, a Fairy Queen appeared
their bodies if it feels it’s been disrespected. Fairies adorned with a golden crown. She comforted the girl
have wild mood swings between happiness, sorrow, and gave her magical herbs to place on the wound.
love, and rage. Then came Erdmännlein (fairies) who lifted the
Duality – A consequence of the fact that fairies can wounded man and followed his mistress. The girl
transform themselves and the fact that extreme followed along with the strange procession of beings,
emotions are a common fairy trait is that there is which followed the Fairy Queen. They traveled along
evidence that many fairies actually change form to fit a valley stream until at last they arrived at a
their mood. A domovoi, normally a kindly being, can magnificent hall of crystal.
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Here sat the King of the Erdmännlein, he came down Moreover, he recommended them to dwell in peace
to the injured man as the dwarfs settled on the and concord, to live like Christians, and, by a pious
couch. He ran his hand over the wound and told the education, to bring up their children in goodness. He
girl to be of good cheer for soon the gunman would told them to lay up these[Pg 218] coins with their
be healed. The Queen then gave the girl a potion to money, and constantly to think of him, and so they
give to the man, every now and then for some time, would rarely come to distress; but warned them
which she did until at last, he was well again. against becoming proud, and advised them, on the
They stayed for some time in that beautiful place contrary, to relieve their neighbours with their
with gardens of diamonds. Finally, when the man superfluities.
was healed they were given some of the diamonds The Hill-man remained with them till night, and took
from the garden and they departed. Soon after they some meat and drink from each as they offered it to
celebrated their wedding. him, but only very little. He then renewed his thanks,
and concluded by begging of one of the company to
Zwerg Joins a Dance put him over the river Satzach, opposite the
Old people have positively asserted that some years mountain. There was at the wedding a boatman,
ago, at the celebration of a wedding in the village of named John Ständl, who got ready to comply with
Glass, a couple of miles from the Wunderberg, and the dwarf's request, and they went together to the
the same distance from the city of Saltzburg, there water's-edge. As they were crossing, the man asked
came toward evening a little Hill-man out of the for his payment, and the Hill-man humbly presented
Wunderberg. He desired all the guests to be merry him threepence. The boatman utterly rejected this
and cheerful, and begged to be permitted to join in paltry payment; but the little man gave him for
their dance, which request was not refused. He answer, that he should not let that annoy him, but
accordingly danced three dances with some of the keep the threepence safe, and he would never suffer
maidens of good repute, and with a gracefulness that want, provided he put a restraint on arrogance. He
inspired all present with admiration and delight. gave him at the same time, a little stone with these
After the dance he returned them his thanks, words: "Hang this on your neck, and you will never
accompanied by a present to each of the bridal party be drowned in the water." And of this he had a proof
of three pieces of money of an unknown coin, each of that very year. Finally, the Hill-man exhorted him to
which they estimated to be worth four creutzers. lead a pious and humble life, and being landed on
the opposite bank, departed speedily from the place
Wildfey
Spirits of nature live much more like animals than
the good neighbors. These can be any type of fairy,
such as the buffardello, except that most will never
speak in a language that humans or good
neighbors can understand, instead chittering at
each other like birds and small rodents.
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Little is known about the wildfey, but they seem to The spirits of places, such as the spirit of a house, a
care for animals and plants like the Good Neighbors hill, or sometimes an entire more or Empire. These
are likely to care for humans. As with the good spirits Rarely show themselves but sometimes appear
neighbors they enjoy pranks and whimsy, but their as a bumble bee or cat, while others appear as a wise
dances and songs are much more primal, like those old person. They might focus on a single idea, such
of birds searching for a mate or threatening away a as blessing sweeter or helping those in love to tell a
rival. funnier joke at the right moment.
The wildfey usually ignores people and good
neighbors that pass through but will occasionally Ancient Beings.
help or cause mischief for a person in small ways, Spirits can potentially live millions of years; some
with no explanation why. As with all fairies, it is have lived so long that they once cared for dinosaurs.
usually best to simply ignore their mischief until they Being so ancient, they have lost touch with the world
get bored. or simply prefer to watch it pass by. It is rare to
speak with them, but one can occasionally see them
Sylvans in the distance.
Dragons, unicorns, and similar creatures which look
like animals and often live very much like them but Poplings or godlings
which are possibly more intelligent than a person Tiny fairies of berry bushes, the eves of a house, or
and which have obvious magical powers. Some similar places that have begun to help with very
sylvans, like dragons, have been well studied, but specific things through chance.
others 'like the unicorn' are so difficult to observe for
any length of time that very little is known about
them, other than that they often lead people to places
they should go. Fairyland, Kindness, and Relationships
Often, simply caring is the most important thing you
Tutelary Beings can do, for it often isn't the sagas the bards sing
about, but rather the small moments of joy that give
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our lives meaning. Think back to moments when There are gods here, strolling through the
cookies were pulled from an oven to a sunset or a marketplaces, talking to dripping wet nixies and
laughing conversation with friends. These can be hedgehog-shaped pixies.
some of the most powerful memories a person has. Humans may have forgotten the fairies and fairydom,
but the fairies have not forgotten them. Many passing
fairies will stop off in a house at night to grant small
blessings to the people who live in a home or will
help a crying child.
So too, will traveling fairies help others of their ilk
and discover many fairies they didn't know about.
For there are more types of fairies than there are
grains of sand on a beach, each with its quirks and
each waiting to greet interesting strangers, for the
one certainty about fairies is that they are strong
believers in hospitality and lovers of tales of faraway
places they will likely never see.
Random Encounters
Although you should always feel free to simply create a
scenario and or character to encounter, these are some
options that will hopefully help to stir your imagination.
Some of these random encounters might lead to solutions
to challenges you have, while others might present new
challenges, and still others are simply things for you to
take a moment and write or talk about.
34
2. There is a hill where you can fall asleep for a whole year. Queen of Swords or 4 and Card2
When you wake up you don’t need to sleep again for six 1. A fairy needs help watching over their sheep, for a troll
years. keeps showing up to carry them off.
3. You see an old wizard creating illusions with the smoke 2. A dobby has been guarding a treasure for over a
from their pipe in order to confuse bees and get their hundred years and doesn’t realize the owner is never
honey. coming back. Bored he seeks some sort of release and
4. You are invited to dinner, who do you eat with, do you starts causing trouble.
enjoy spending time with them? 3. You discover a grove of dryads which need someone to
5. You are invited to dinner by an odd little fairy. Do you take their acorns and plant them in a new grove. Do you
enjoy spending time with them? agree to help? Where do you plant the new grove of trees?
6. A poppling of the well has taken on a new roll to help 4. You are sitting by a babbling brook when someone
people, what is it and how might you help them? comes along who is trying to write poems, or perhaps play
35
size of deer and deer the size of squirrels for about a square
Two of Pentacles or 4 and Card5 mile of area.
1. A poltergeist moves the toilets into a classroom, and the 3. Some pixies want to play a game with you.
desks into the now flooding bathrooms. 4. You meet a druid who is tending to the forest.
2. A fairy trading for spells and items that cause mischief 5. You take a moment for yourself, to sit and reflect on
for a target and the user. So, if the items are used to curse things.
someone to have flatulence, the user will have it too, if they 6. You take a moment for yourself, to sit and reflect on
curse someone to have an itchy nose at the worst moment, things.
their nose might itch right as they are drifting off to sleep.
3. Meet a traveling house fairy without a home. Are they Six of Pentacles or 4 and Card9
now feral and need to find a place like a berry patch to 1. Everyone received a letter detailing their most
settle, or are they looking for a human home? What embarrassing moment. No one knows where the letter is
happened with their old home? from, and many people don’t want to talk about it.
4. You discover a witch who is trying to start a dairy where 2. Some pixies stole a wagon wheel and are taunting the
they milk moose. Moose milk is richer than cow’s milk and driver.
is said to have healing and strengthening properties. 3. The villages water has become polluted with flotsam
5. You catch a glimpse of someone who might need help in from the forest after a storm. Perhaps you can find and talk
your tea leaves. a dragon into helping purify and clean it.
6. A bored fairy interrupts you to play something. They give 4. A magical creature moves into the corner of your hut. Do
riddle 19 as part of the game, but you feel that it was they become a pet, a friend, or are they just passing
perhaps directions? What to, you’ll find out if you follow it. through after a bit?
5. You overhear an interesting conversation. Do you join
Three of Pentacles or 4 and Card6 in?
1. A magical skunk sneaks onto campus. It can appear and 6. You overhear an interesting conversation between a hag
disappear, and seemingly squeeze under doors. Worst of and a giant, in which the hag tells the giant about riddle
all, it is constantly climbing into bed with people. What is 21.
happening? Is the question on everyone’s mind, along with
“is vinegar or tomato juice better for getting the stench of Seven of Pentacles or 4 and Card10
skunk out of your hair?” 1. You are invited to a poetry reading at a sylvan dragon’s
2. A pair of dwarves is arguing over ownership of a magical lair by accident.
item, and they want you to settle it. 2. You are asked to check on an elderly witch who lives in
3. A new witch moves into the village. Who are they and the forest, perhaps to carry some Christmas or other
what kind of magical service do they provide? You might holiday treats to them.
invite them over for tea and cookies, or whatever other 3. The cows have gotten sick. Perhaps you can speak to a
meal you prefer. nymph about helping to heal them.
4. A new artist breezes into the village. Who are they and 4. You find a fairy which wants to swap folktales and
what is their art like? – You might seek out a nymph to stories.
help provide them with inspiration 5. Someone has lost their pet.
5. Someone gives you a gift. Who, what, and why? 6. Someone has lost their pet, while searching for it in the
6. Someone had a dream they can’t shake, in which they woods you meet a bigfoot like creature who gives you riddle
were told to follow Riddle 20, but they don’t want to go 22.
alone.
Eight of Pentacles or 4 and Jack
Four of Pentacles or 4 and Card7 1. A traveling theatre troop wants to get your input on an
1. There is a magical garden of mushrooms which has aspect of their performance.
gotten out of control and now mushrooms are starting to 2. A popular song gets stuck in your head. When you
grow everywhere. mention it, everyone around you says its stuck in their
2. The trees, flowers, and grasses are moving about the head as well. Soon you come to realize something invisible
forest as a prank to cause you to walk in circles. is wandering around humming the song.
3. The people need a new well dug, perhaps you can find a 3. The decorations used for a festival have all been water
giant who would be willing to help. damaged. Perhaps you and or the fairies could help make
4. You find a pile of old swords rusting in the wild. new ones.
5. A child has gotten lost in the woods, and you are asked 4. Some bogles throw mud pies or slosh water on you from
to help find them. the treetops.
6. A child has gotten lost in the woods, and you are asked 5. You have an accident and are hurt.
to help find them. 6. You have an accident and are hurt, during which you
have a vision of a beautiful being who gives you riddle 23.
Five of Pentacles or 4 and Card8
1. Baby unicorn learning how to dimension door, it’s still Nine of Pentacles or 4 and Queen
clumsy at it and might end up teleporting anywhere in 1. You come across a tailor teaching a giant how to restitch
range. a massive hole in their pants. They need a much larger
2. A Fissure with strange magic that makes giant animals needle to do this. Perhaps a dwarf, cyclops, or blacksmith
small and small animals giant, so that squirrels are the could create such a needle.
36
2. A troop of confused fairies have entered the human 6. You meet a beekeeper who has been having trouble with
world for the first time from the deeper wilds of fairyland. something going after the honey and hives which is hurting
They want a guide to help explain all the odd behaviors and the bees.
things they are seeing.
3. A wildfey thinks it’s funny to chase and rile up the Queen of Pentacles or 5 and Card3
village animals, especially the sheep and cows. 1. A dobby wants to help you with various tasks, which
4. Some goblins invite you to dine with them on snails, they obviously mess up in some way, but they may still
honeyed crickets, fish algae, and other things of their provide help in another.
swamp. 2. You encounter a magical mirror standing in
5. You discover a small place of beauty? the forest.
6. A nymph is seeking someone to become a 3. You are asked to babysit the children of a
beekeeper. Perhaps you would want the job or sick sylvan. Which one, how does that go?
could help her find someone to take it. 4. A child shows you something interesting
they discovered.
Ten of Pentacles or 4 and King 5. A child shows you something interesting
1. Someone was gifted a magic potion by one of they discovered. Perhaps it is a spring that is
the fairies. They ask you what it is? Who are singing riddle 26?
they, what is the potion and who gave it to 6. A former knight passes through town, not
them? certain what to do with their life now.
2. One of the fairies has caused a bit of bother
for one of the villagers. What happened and how King of Pentacles or 5 and Card4
do you help? 1. There is a cauldron that creates dreams
3. You find a vine that is dangling down from hidden somewhere in the forest. Something has
the clouds. gone wrong with it and it is now giving out
4. A new teacher comes to town in the middle of nightmares. Find it and if you can, fix it.
the year, and they seem a little quirky. 2. There is a magical dog which can help the
5. You have a disagreement with someone in the now sickly crops grow. See if you can find it in
village. What is it about and what can be done the woods and get it to follow you with treats,
to resolve it? back to the farms.
6. You have a disagreement with someone in the 3. A fairy child sneaks into the human town to
village. What is it about and what can be done to resolve it? play with the local children.
4. You meet someone who has an interesting perspective
Page of Pentacles or 5 and Ace on religion and or philosophy. What are their ideas, and
1. Some birds follow you, chittering merrily, soon you start what do you think about it?
to hear occasional snippets of conversation in their chirps, 5. You make an offering to some fairies. Who are they and
as they talk about you, not just your present but bits of what are you seeking?
your past and possibly your future. They likely also reveal 6. You make an offering to some fairies. Who are they and
the location of some hidden treasure. Perhaps through what are you seeking? Perhaps they give you riddle 27 in
riddle 24. return.
2. You are caught in a sudden magical storm and invited to
stay in a cottage you’ve never seen before. The Fool or 5 and Card5
3. The spirit of someone who just died comes to you to talk. 1. A magical food cart has food so delicious it keeps
4. You find out about a maze of hedges and brambles attracting troublesome spirits.
created by a colony of mice. They are said to have gathered 2. A horse headed fairy has run past the castle warning of
many secretive folktales. an impending fire. People believe that a tiny dragon might
5. Gossip sweeps through the village. What is it about? have nested somewhere flammable. It needs to be found
6. Gossip sweeps through the village. It comes in the form and moved to a safer location.
of riddle 25. 3. The children have begun playing some game around
your house, perhaps they are sledding off the roof into the
Knight of Pentacles or 5 and Card2 snow below, perhaps they are making piles of leaves,
1. Children covering trees and houses in brightly colored perhaps they are simply playing hide and seek.
yarn, perhaps as decoration or perhaps as mischief. 4. The children have begun playing some game around
2. A scarecrow has made friends with the local birds and is your house, perhaps they are sledding off the roof into the
now feeding them the farmers crops on purpose. snow below, perhaps they are making piles of leaves,
3. A market faire opens, either in this village or a nearby perhaps they are simply playing hide and seek. Perhaps
one and everyone goes to it. there is a changling with them who gives them riddle 28.
4. A market faire opens, either in this village or a nearby 5. Someone who lost their job is trying to start a company
one and everyone goes to it. making pastries from wild berries, the problem is that the
5. An old hermit comes into town, their cabin is beginning wild fey keep flitching the berries they are picking.
to fall apart, and they don’t want to cut down any of the 6. A giant toad tried resting on someone’s roof but fell
trees around it, so they are seeking a way to get bricks out through and is now too large to get back out the door, plus
into the forest. their roof is ruined.
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5. Someone new arrives in the village, a minstrel, a theatre 4. A giant turtle with an island of plants on its back is
troop perhaps? Who are they? worried about a squirrel that has built a nest in one of the
6. A giant moth is looking for a safe place to lay their eggs. trees, for he needs to dive to the bottom of the lake for a
moment.
The Star or 6 and Card9 5. The fairies want you to play a sport with them against a
1. A waldgeist needs a place to stay with their sick child for rival clan.
a while. 6. The fairies want you to play a sport with them against a
2. Trow jumps unexpectedly into a dance, startling rival clan.
everyone and making them laugh.
3. Elverfolk want to dance with you.
4. A find a wind-swept bluff.
5. You take some time to find serenity. Where do you go to
reflect? What do you ponder?
6. You take some time to find serenity. Where do you go to
reflect? What do you ponder?
Buffardello
One and a half foot tall fairies, which often appear as
rats or squirrels (or grasshoppers if animals are
common) in rough clothes with a red hat. The
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Things this fairy is likely to do: into a laughing horse that ran away. Rather than
Show you the importance of history. being upset, however, the person laughed with
Make you feel eerie. delight at having seen such a rare sight as the Hedley
Warn you about dangers, both physical and Kow.
emotional. Get a token if you have to press on despite
these. Things this fairy is likely to do:
Play a prank on you that makes you laugh in the
end.
Show someone not to worry too much about material
things.
Forest Guardian Lead you to a Swamp.
There are many spirits which guard the forest, many
are covered in thick layers of fur or wild leaves. They Special: The Hedley Kow will often play some prank
travel the forest real with wolves. on you when you visit them.
46
having relieved him from the trouble of doing
Things this fairy is likely to do: it himself, had given him leisure for other
Help people try a hobby they otherwise would not matters which it was necessary for him to
have. attend to, and by nightfall he found there was
Lead you into the fairyland as much work done as
beneath a lake. would have taken him
Ask you to trade something with nearly two days to perform
them. Often, they want food but by himself. (William
sometimes they want clothe, or Crossing)
things to make crafts with.
Pixies, as with most
fairies, were intimately
Pixies involved with humans,
Once when a farmer was going to especially as it related to
thresh his grain he heard the work on the farm. They
pixies talking and laughing while might live on the moors
they did the work for him, so he and other wild places, but
left them alone, knowing that they at night they frequently
didn’t like to be disturbed when snuck into people’s homes
helping. Yet pixies are perhaps to rest, bath and drink
best known for creating illusions, and clean water, and enjoy
causing people to see themselves the fire. These two latter
in places where they are not. points seem to be a
common theme among the
Things this fairy is likely to do: fairies, who frequently
Create an illusion that may lead needed human help to
you astray. obtain clean water and a
Make travelers feel more alert and warm fairy.
perhaps, nervous so that they
stay inside and keep talking to Because the pixies enjoyed
others just a little longer. a clean and warm home,
Get you lost so you have to ask for they would frequently
directions and hopefully make a reward those who kept
new friend. Get a token if you do. such things, often leaving
coins in the shoes of those
who cleaned the house,
A small farmer once lived on the moor, who while punishing those who didn’t. One girl who lived
was so very poor that he had as much as he on the moor kept her house clean, was constantly
could do to keep himself and family from working. So like Santa or the Tooth fairy the pixies
want, He cultivated a few fields which had came in the night and left her a coin, a practices that
been reclaimed from the waste, but his crops would have continued if she hadn't made a tragic
were seldom of much value. One day, on mistake, she told people about her luck and so the
approaching his barn he heard the sounds of pixies never again left her another reward. Those who
laughter and merriment proceeding from have a relationship with the pixies must keep it
within. Going cautiously to the door, he put secret, they must never reveal it to anyone. For pixies
his ear to a crevice, and heard what seemed are a secretive lot.
to be a company of little people busily
engaged in threshing corn. After having Although they share many similarities with the
listened for some time he stepped quietly English fairies, one shouldn’t make the mistake that
away, and remained at work at the further the pixies and fairies of England are the same thing.
end of the yard, until he judged the pixies--for At the very least they are part of separate kingdoms.
such he knew the little labourers to be--had Indeed, at one time they fought a great war with the
finished their task. Then proceeding to the fairies and eventually drove them from the lands in
barn once more, he was mightily pleased at Southwest England. This picture of the pixies as
discovering what the merry little troop of great warriors who fought wars against the fairies is
workers had accomplished for him. They had contrasted by another image. That of the pixies as
threshed a goodly quantity of his corn, and naked, bedraggled the beings who dwell on the
47
fringes of human society; in the moors and rocky believed that his luck was supernatural, the result of
clefts. They are a hidden people, having been driven Niskepuk.”
to the fringes by humanity.
Things this fairy is likely to do:
People would leave bread, milk, and other offerings to Remind you of funny fairy tales you heard as a child.
the pixies in return for good luck. For the pixies- Create chaos that will eventually lead you to realize
controlled people's fate. you might not want what you think you do.
Give you a token in return for a bit of food and a tiny
place to stay.
Puk, Puck
Known for causing mischief for people so that they
end up finding love and resolving conflicts, as in “A Broonie
Midsummer Night’s Dream” Puk’s and Puck are also A wild fairy that helps farmers plant and harvest
household fairies who will sit and spin with people, their crops, and always seems to show up when a
telling them funny tales as they do. party is starting to go quiet to dance so absurdly the
people of the villages where they stay begin to laugh.
Puck’
Puck is another fairy which straddles between being This fairy is likely to:
a fairy of the wilderness and of the domestic sphere. Make people laugh out loud.
According to Buccola; Help you throw off you inhibitions and do something
you always wanted to do.
Puck, the lord of mischief and pranks from ‘A Let you know of someone who needs help with a hard
Midsummer Night’s Dream’ always carried a job. Get a token if you help.
broom or threshing flail. “"Nothing pleases
Puck more, Latham claims, than to make the
morning Tiddy Mun
fire, sweep the house, grind mustard and The spirit of the fens that were drained in West
malt, draw water, and help the maids with England. They were friendly and people could often
breaking hemp, bolting and dressing flax, as feel their presence.
well as spinning….
This fairy is likely to:
Puck is interesting because while he acts very much Show the tension between the old and the new.
like a brownie, with his desire to do house and farm Make people feel the heaviness of change.
work and the fact that he vanishes if given clothes, Make someone experience a bittersweet memory of
he is also a part of the fairy court. In his most what was and remind them of what was lost. Give
famous role of “A Midsummer Night’s Dream” he them a token when they do.
causes mischief for those in love, a role he seems to
have delighted in. Urisk
Given Puck’s likely Saxon origin in Southern Ugly, hairy fairies, who wonder into people’s homes
Denmark, it is probable that he is connected to like stray cats and simply watch them for a time.
another fairy from the same region; the puk or Often making the people feel good in the process,
niskepuk. before leaving the home and returning to the wild.
Puk are wild fairies from Germany which appear as This fairy is likely to:
little people (most often male) with red hats. People Help people see beauty in things they normally
have often domesticated these fairies to live in their wouldn’t.
homes. It’s not surprising that the person would Show the comfort of being oneself.
want a niskepuk living with him as those houses who Show others the conflict and turmoil that comes from
had one prospered. Beer brewed better when they being oneself.
were around, cattle thrived, household choirs got
done quicker, and everything seemed to go well in
general. Puk didn’t necessarily need to be captured, Mermaid
some people would simply invite the Niskepuk into Dream filled people of the water, mermaids are
their homes. It’s said that “A farmer suddenly known to love apples and similar treats from the
became very wealthy and succeeded at everything he surface, yet they can be very shy, even with other
tried. The people around him would occasionally see fairies.
a dragon carrying money to his house and so
48
Things they can always do:
Make it rain when people would rather it didn’t, but Sidhe
the The deities of the past who have moved into the hills
to hide, the sidhe are elegant fairies who still watch
over the land.
Fairy Crickets
The tooth fairy, the fairy of the peaceful fires, and the
singers of luck. These are friendly little fairies who
love music and joy, and will seek out each.
Trow
Part tiny troll and part fairy these are normally some
of the shyest and most standoffish of the fairies, and
will rarely be seen during daylight hours. Yet
sometimes when there is a lot of energy, such as at a
dance or sporting event, their emotions overwhelm
them and they join in, dancing wildly like a hopping,
over excited bird.
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This fairy can always:
Lutin Play a prank on someone, leading them astray to a
Lutins have come to view themselves as guardians of more beautiful place in the forest. They get a token
the weak, which mixed with their love of home and for noticing the beauty.
hearth has led them to dub themselves “knights of Play pranks on someone to get them to do something
the hearth.” A few of the lutins have secretly moved silly, they get a token for coming out of their shell.
into mortals homes, where they have settled in as Make someone feel at peace in the forest.
house faeries. The rest live so close to people, that
they’ve been known to share food with farmers in Choose Aesthetic elements of their forest home.
their fields. Passing food up through small holes in Moss growing over all the ancient trees.
the ground so that they can remain hidden. Mushrooms that are far brighter than normal.
Lutin are energetic to say the least, and filled with Squirrels that seem tame.
bravado they typically act like children playing at Beautiful bird songs.
being chivalrous knights. Coupled with their tiny A tree so large it seems impossible.
size, those who don’t know about lutins often find
this behavior silly. Lutin’s have learned a number of
tricks over the years, however, that can make them Waldgeist (moss folk)
formidable foes. Mossy haired little people who often dress in leaves
Puss in Boots, the slayer of the ogre in fairy tales was and beautifully spun cloth. They often need human
likely a lutin. Like him, they are extremely loyal, help hiding from frightful spirits of the forest and
often to a fault, clever, and filled with seemingly babysitting their children while they do tasks.
impossible dreams. This later aspect of their nature
might be because they are typically a bit childish, Things this fairy can always do:
which often leads them to mischief. As with most Make people notice the stillness of the forest.
good people, they too are highly sensitive, and overly Journey with you for a while.
emotional. Do something confusing that later turns out to be the
right thing.
Description
Lutin are tiny, standing at just shy of 2 feet tall, and
weighing less than eight pounds. Their eyes are cat Wichtelmänner
like, which is both cute and sometimes disturbing to Elf like fairies who live in rocks, caves, and
those who meet them. Their skin is typically heavily sometimes in people’s homes bringing fortune to
freckled. Their hair tends to be so red people often some and ill luck to others. They loved to ride about
think they are wearing a red hat, even when they on horses and braid the animal’s hair into knots. In a
aren’t. story from Kreuzburg a woman who was lost sees a
wichtel who appears as a little old man with a long
Things they are likely to do: white beard, a white stick in his hand and a friendly
Seek stories of, or the opportunity for some exciting expression on his face. He helped guide the woman
adventure. to her home and returned back to his mountain. In
Seek someone who needs caring for. Werraufer these spirits helped people by healing the
As you to help someone they have chosen to help. sick with special roots and herbs.
Gain serendipity if you do. In their most famous tale, however, they helped a
poor shoemaker by making beautiful shoes for him to
sell.
Abada
Guardian spirits of forests and the animals within. Things this fairy can always do:
They most often appear as green haired people with Give someone something they think they want.
animal horns but can take the form of any animal or Provide a small comfort.
plant in their forest that they wish. They often cause Craft something impossibly fast.
people to become lost, and sometimes those who do
become lost under their influence will find
themselves in a more beautiful place than they set Blink Dogs
out. However, if the Abada’s teasing gets to be too Fuzzy and clever fairy dogs who are as smart as
much a person can always do something silly, like people or any other fey but which act like a friendly
turn their clothes inside out and perform a funny dog would, all be it with the power to teleport short
dance, to get the Abada to leave them be. distances. If you were lucky enough to encounter a
blink dog in your travels, they may bond with you. In
50
which case they will give you a +3 to your Find Score dogs, in order to live among people within villages or
when you are searching for fairies or herbs, thanks even within people’s barns and homes.
to their sharp noses and love of exploring.
They form strong bonds with people, even if the
people don’t always know it, and will pick a few
Giant Snail people to talk and gossip with. Often those they visit
Being slow but able to leave behind a trail of slime openly are older and better able to understand the
wherever they go, giant snails have developed a world and the dragons which themselves are ancient
complex web of communication. By smelling a slime and often old fashioned in their thinking.
trial they can discover magical herbs which might be
along it, as well as little stories and bits of gossip the They love to collect ‘treasures’ and ‘secrets’ although
snail who left the trail wanted to share. the things they treasure aren’t always the things that
most people would.
Giant snails are chatty creatures but they aren’t used
to chatting and often forget that others don’t know Things this fairy is likely to do:
everything they do, so they will frequently share Share interesting information about the people of the
thoughts and opinions on creatures and people those village.
they are talking with have never heard of.
Giant Moth
Intuitive and enchanted creatures who love to talk
metaphysics and how it relates to the quirks of daily
life. Moths tend to be secretive when it comes to
personal details, preferring instead to talk about
abstract ideas and grand but obscure aspects of the
universe. A giant moth can spend hours talking
about the history of rain fall as its related to Venus
or Mercury. Their knowledge, however, makes them
able to transform small amounts of one energy into
another.
Unique Fairies
Most of the fairies in the world, and most of those
you meet through random chance are relatively
unique, with almost no others exactly like them.
They might appear as little owl people or like a cat
with a foxes tail and a crest of feathers, or a shaggy
deer that walks upright.
When you meet one of these fairies you will have to
talk to it to discover what personality it has and what
it’s like.
Tutelary Dragons
Dragons who become the caretakers of the lands
where they settle.
Hearth Dragons or Fiery Spirits Show you a hoard of natural and unappreciated
treasures. From children’s drawings that have been
The smallest of the tutelary dragons, hearth dragons
tossed away to interesting looking rocks and sticks.
often take the form of small animals, such as cats or
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Bring you lost knickknacks. You gain a token if you find safety and comfort in the routine and traditions,
find out who to return them to. much as most fairies do.
Sylvan dragons love the beauty of the forest and feel Special: Aqua dragons can purify and clean any
a strong urge to protect and cuddle with tiny cute water. This counts as Water +2 for a person who is
creatures, although given their massive size they sick.
might consider a full grown warrior ‘cute’. They
frequently form fast friendships with certain animals
such as rabbits and badgers. They view it as their Moon Dragons
responsibility to preserve traditions and the natural Moon dragons are very much like wolves, living in
world and to protect the creatures which inhabit packs and giving way to their elders who are often
their territories. their parents or grandparents. As with wolves they
are very playful and comfortable with each other,
The sylvan dragons love order and stability and are frequently touching and cuddling together. They are
typically careful with their actions and their words loyal followers and when necessary, careful leaders.
seeing most everyone else as being like flighty
children who need to be given a good example, but Moon dragons tend to be more secretive than other
also protected and cared for. tutelary dragons, taking less of a direct interest in
the lives of the mortal beings in their region, and
That said, as with most dragons they tend to live more of an abstract one. They might watch people
apart from any human villages they are protecting, the way a birdwatcher watches birds, preferring to
preferring to live in forest caverns where they can see them from a distance but rarely ever interacting
keep an eye on the animals and fairies who most with them or even making their presence known.
need their protection, and so they avoid growing too
angry at the mistakes humans and the like are prone A moon dragon’s thoughts tend to center around
to constantly making. hunting, searching out and capturing interesting
moments. So they often observe the world with an
Things they are likely to do: eye towards seeing moments; a wedding, a funeral, or
Talk about an ancient hero and the example they set. other events that they can tick off a list and discuss
Knit, sew, or weave cute garments for the creatures with each other.
under their care.
Talk about proper behavior as they see it. Things they are likely to do.
Ask if you’ve seen people or animals doing something
interesting.
Give a regal look that is a little scary.
Aqua Dragons
These water dragons are a playful lot, even if like
fairies they can be sensitive. They sometimes seem Ashwood Dragons
childish, especially in their enjoyment of puns and Born from the world tree, and the forces of creations
silly jokes which can cause them to let out a burst of ashwood dragons have the tricksters nature of the
bright laughter. They are curious creatures, loving to early universe and so love pranks, jokes, wit,
sneak about, often in the form of a snake or a laughter, and to indulge in the pleasures of the
person, creeping into villages and other places for the world. Ashwood dragons see it as their role to have
thrill of learning secrets and simply remaining fun and to insure that others can as well. Thus, they
unobserved while watching those around them. will seek to curtail what they see as ‘wet blanket
behavior’, either through a prank which undermines
While the aqua dragons enjoy obtaining new those who take things to seriously or act to strictly.
experiences the way they enjoy gaining secrets they
will typically return to their routine after trying The Ashwood dragon’s desire to play around means
something out for just a little while, after all, they that they frequently seek to form a large circle of
friends, other dragons, fairies, and even people with
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whom they can have conversations or enjoy revelry.
To obtain and maintain these relationships Ashwood
dragons love to host lavish feasts and parties, which
works well with their general love of indulging in the
pleasures the world has to offer.
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they were supposed to be quiet, such as weddings,
classes, and work so they’d have to whisper back and
forth, or pass papers.
Knokko
Low Hills and informal dances, such as barn dances.
Sleibos
Mountains, Planting the Fields, Laughter
Wosistam
Protection, Silver Smiths, Silver Mining
Koun
Wolves, Warriors, Strength, Gold Smiths
Ganjeo
Bears, children, young animals, Motherhood
Esak
Salmon, Knowledge, Clerks
Slawjo
Eels, Adaptability, Bottlers
Therista
Pike, Fishing, Water, Wish Fulfilment
Rouanso
Char Fishing, Chuckling, Cottar
Korkjo
Oats, Childhood, Blessings, Factory Workers
Seen as wholesome and good, the oats that Korkjo
helped to grow in their meadow and eventually the
farms, was frequently given to children to help them
grow strong and to factory workers to give them
warmth and energy at the start of their day.
Examples of Popplings
The world is alive with fey, most of whom will never Maklan
be seen or speak, being content to dwell within the Sowing, Mountains, Spinning, Happiness
objects and plants they are associated with. Every A fairy of the mountains who grew curious at the
now and again one of these tiny little fairies of a people sowing the fields one day. They quickly came
book, or a door, or a berry bush will take an interest to love the songs of those working the fields and so
in the world around them. These fairies often take on followed them into the homes where they spun
new roles, helping people or animals and other fairies thread while sharing more songs and telling stories.
in small ways. This list represents a few examples of
some popplings you might encounter on your Lustu
journey. Herbs, Medicine, Cooking, Humming
Sala Wera
Moors, Giggles, Whispered Jokes Rain, Lightning, Wisdom, Writing
Sala was a fairy of the moors where children would People often catch up on writing and talk about the
often come to share what were often silly secrets nature of the world when it rains too much to go
filled with jokes. She loved these giggles and thought outside. So, this little rain spirit came to see it as
that perhaps the secrets were jokes and so set out to their duty to help ‘inspire’ people to stay inside, to
inspire such humor in people during times when
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learn and to write. Many a great journal entry or seeing an illusion for a moment, only to have it
poem exists thanks to their efforts. vanish when they get close.
Elanti
Menouni Deer, Forest, Victory
Ausomir
Odoko Lingonberries, Poetry, Knight Errant
Elder Blossoms, Spring, Meditation
The sweet and peaceful scent of elder blossoms Telinjo
allows this little elph to inspire people to meditate Harp, Music, Bardic Magic
and ponder.
Jakko
Eirinmair Health, Care, Kindness, Generosity, Blueberries
Gooseberries, Cheering, Scribes
Ankaje
Kusulro Chestnuts, Wild Cat, Plenty, Sharing
Cloudberries, Family, Illusion
It is families which walk onto the moors to pick Klewos
cloudberries and children which most appreciate Fame, Currant Berries, Poetry, Knight Errant
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Bitacut Ba’i’la is a talented problem solver, who is able to
Hedge, Boundaries, Gardens, Rabbits bring her extensive and near constant research to
bear on nearly any problem. She prefers to advise
Kwarjo people who seek her help or aid people using magic
Kettles, Soup, Tea, Plenty, Health from a distance, rather than going out into the field
on her own. She can be lured away from her home
Skamano and library with especially interesting problems that
Light, Trust, Guide, Safety, Candle Making can challenge her skills and offer the chance to learn
something interesting so that she can add to the
Akarno world’s body of knowledge.
Maple, syrup, revels, holidays,
A Few Character Personalities for
Inspiration
Kci’mae
Aziheisi aba
er brightly patterned shawl wisps and flaps as she
flutters and putters during her sudden bursts of
energy between long moments of calm.
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4-I age in those who are dead, rest within that which
never lived but which can spin to point you the way,
once I have been consumed by the living when at
last, I am freed.
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anywhere. My saltless tears people drink, but I
cannot cry.
21-I run fast, but will always remain beside you, even
if you are standing still. Walk against me, until at
last I am behind you and there the secret keeper you
shall find in our mothers toothy mouth. Settings and Places
22-Eyeless I cry, wingless I fly. Follow me to where Crafting a Setting
the dry bed is hard, then follow that which no longer Places inspire poetry and dreams. The little
is until you find those who died only to be reborn. ramshackle village so many youths wish to escape
from is a place many others dream of going, and still
23-I pointed the same as all my friends until my end. others would never leave. Every place is a
Now I point you towards your goal. To find me you contradiction which means many things to many
must follow the next path you see that was made by different people.
those whose name can mean love, courage, or
dinner. First, remember that every place engages with all five
of your senses. You feel the ground beneath your
24-I dance to speak, hum but never sing, care for feet, the air around you, and the rough bark of the
nieces but can never have children. When you see me tree branch you push aside to walk past. You smell
next you must follow. the fresh birch leaves, the lichens and mosses
growing in the shade. You hear the crunch of fallen
25-I know nothing yet can answer the questions of leaves beneath your feet and the sound of children
the indecisive without a word. running out of their cottage towards you. You of
Everyone claims to want me, but once they have me course see the forest around you, and with any luck
most give me up for something else. will soon be tasting berries, or a sandwich provided
I have a head that cannot eat, although I devour by the family in the cottage up ahead.
hearts and minds.
Follow me and the choice will be clear. Often the best way to describe the scene you are in is
by starting with questions?
26-From me you can see all that which is big but lose
sight of that which is small, in a place which makes What do you see?
you feel both tiny and tall. And What else?
27-I can banish the suns little siblings in a moment What do you hear?
or push them to grow and grow.
What do you smell?
28-When you catch us we feast upon you. We dwell
within a forest without trees. Release us and we shall What do you feel?
flee in the direction you need.
What are you hoping to taste or are tasing currently?
29-Flat but deep. When you look at me, I look at you,
though I cannot see. My mouth can move but I How do you feel?
cannot speak. This last aspect can be important, how does a place
make you feel? Or perhaps, how are you feeling when
30- Darkness born from light. Follow my wingless you get there. This can greatly change your
flight and continue on after I vanish. perspective. Are you too tired to notice the molding
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on the buildings when you arrive or so exuberant you Delicious mushrooms growing where the trees
can’t help but look at everything? around the thunderstruck one fell.
Fabric tied to the tree as a gift for the spirits within.
An old stump from which new small trees are
growing.
A worn old table left by someone who held a feast
1-Thicket here.
A place where the trees grow so thick it’s even
difficult for the sunlight to get through.
Write a short folk tale about this place and get a
Thickets are places of hidden mysteries, a calm place serendipity if you do. For example:
to rest, unspoiled and pure, where you can spend a A hero who found what they were truly seeking here.
moment alone to ponder your dreams – gain a The trolls who came here to make peace.
serendipity if you do. The tree will speak one word to tell the future.
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The tangle of thorns houses a doorway to the
Feywilds and can provide you with sweet berries,
even when they are out of season, but they are nearly
impossible to get through, most will need to go
around them, or won’t even approach. The thorns
snag at your clothes, forcing you to pause, as if to
ask “do you really want to get to where you are
going?” Get serendipity if you answer.
5. Mountain Loch
A deep lake wedged between high mountains. Lochs
are a liminal space between the water and the
mountains, between villages. The peace of the calm
waves and the smell of fresh water gives you a
chance to catch your breath and to think. Should
you hike around the edge of the lake you may
discover something within yourself, gain a
serendipity if you do. things of beauty which wash ashore. Get serendipity
if you search for and ponder these treasures.
Consider the possible features:
Bright heather that grows on the hills. Consider the possible features:
The smell of wild thyme. Craggy rocks with pools for little sea creatures
A small village of old cottages along the shore. Sand dunes that rise over your head
A river with trees clustered along it. Thick trees just above the sand which seem like a
An island with a wishing well. wall.
Rusting swords at the bottom of a pool. Dozens of sandcastles half melted from an earlier
Mountains that make you say wow. rain.
A mermaid’s song that is only heard faintly on the
Write a short folk tale about this place and get a breeze.
serendipity if you do. For example: Unknown tracks in the sand that lead to and from
The dragon which no longer speaks. the ocean
The people who live beneath the water and bring
their cows/beetles into the mountains. Write a short folk tale about this place and get a
The knitting witch and the cold fairies. serendipity if you do. For example:
The mermaid and the apple farmer
6. Shore The sea creature who gave people a gift
A vast place, where the ocean meets the land. The person who learned to sing from the mermaids.
You might kick off your shoes for a moment to rest 7. Library
from your travels, toes in the sand, as you squint to More than a place to learn, libraires are places to
see the other side, though you likely can’t. This place wonder.
encourages you to search for natural treasures,
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Libraries introduce you to new stories and dreams to A fey merchant who secretly trades in magic,
be had and show you interesting things about the allowing you to swap one thing from your playbook
world you are in. Perhaps you can note some the for another thing from any other playbook.
things they tell? Get serendipity if you write some of Something else of your own invention
the new books you discover within this one.
From hear you can see far out over the valleys and
lands below, allowing you to discover a new
interesting looking place to visit. A fairy or person
might ask you to help them watch their animals. You
can hear a song which makes you feel a pastoral
sense of wonder.
12. Mountains
Hard climbs make for stunning views and a possible
shift in perspective.
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From up here you can seemingly see the whole world, Ancient trees that moan in the wind.
allowing you to see how small we all are, while also Scrubby thorn bushes covered with berries no one
feeling more alive. These places touch the heavens dares to touch.
and so can be home to the divine, and pure self- Fairy rings of mushrooms sprouting everywhere.
reflection. A pear tree ready to share its fruit.
Large rocks covered in ancient symbols.
Mountains allow you to gain a feeling of freedom and A view of the vast fields of farmland and little houses
independence. Help you feel more in touch with the as far as the eye can see.
gods of the world. Here you can be inspired to write a
poem about yourself, the world, the divine and more. Discover a short folk tale about this place and get
There are frequently divine beings up here, who often a serendipity if you do. For example:
travel to the lands below, to help crops grow and There once was a great hero who sleeps here, waiting
salmon run, before returning to the mountain peaks now for trouble to awaken them to rescue the land
once more. again.
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of wonder mixed with loneliness. This is a place Crowds of people buying flour during the day.
where ghosts and ancient beings haunt people.
Discover a short folk tale about this place and get
Grendel this monster grim was called, march-riever a serendipity if you do. For example:
mighty, in moorland living, in fen and fastness; fief of The man with the pet polar bear who protected the
the giants the hapless wight a while had kept. mill from trolls and dangerous fairies.
The fairies who held a massive wedding in the mill.
Consider some possible features. Some other tales of your choice.
Sudden bluffs which drop off so that you don’t see
them or what’s below them until the last moment.
Hidden doors and windows to fairy villages that are 18. Church
almost impossible to spot. Often the center of villages, these are grand old
Lichen and grass covered fields. buildings where communities can gather, as can the
A mist which always seems to rise up every morning fey on occasion. Indeed, in many places the fairies
and evening. held services here, indeed in some places candles
Spirits which hold parades on certain days. would be placed early in the morning to provide light
A lake with fairy castles that can be seen at the for the fairies to do just that.
bottom.
Stark and nearly treeless landscape. Consider some possible features:
Clusters of bilberries and bilberry goats A large steeple which can be seen for miles around.
Ancient carvings around the door, the meanings of
which have long since been forgotten.
A beautiful rose garden around the grounds
Discover a short folk tale about this place and get Trimmed hedges filled with rabbits.
a serendipity if you do. For example: A hidden room.
The place where the last of a nearly forgotten fairy A work of art depicting the history of the place where
clan hid for a time. the church stands.
The witch who never left the human world but An ancient yew tree which will sometimes speak
remained hidden in a cottage. random bits of the future.
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You could have a game therefore where one must The pear tree who went for a walk.
constantly be inventing new spells and the best way The lake who could fly through the air for fun.
to do this is by learning many folk tales from many Making a cauldron big enough to feast a flight of
places, so that they can be woven together to create dragons.
magic. You may also simply enjoy collecting folk The dancing ghosts.
tales. The zwerg who raised a village of orphans.
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The zwerg of this village make potions, most often The fuzzy little dobby are sometimes perhaps a little
used to help sick and injured animals, but also to too
help the zwerg of other villages. Potion making is
hard and hot work, with bubbling caldrons over
many fires and the zwerg running hither and frow to
tend to the billows and the perfumed potions with a
dash of this herb and a chant of the right charm at
the right moment. So, every once in a while, the
zwerg bust from their cottages in billows of steam to
fall face first into the snow or jump into the nearby
creek.
Serenities Glen
Tomte are contemplative fairies, often spending time
pondering numerous philosophies and their
implications on the world. More than nearly any
other fairy they enjoy spending time in solitude so
they can do their own thinking. This means that their
tiny villages are quiet places, with little homes that
are frequently hundreds of feet apart and hidden
Bugbugs are too busy playing and causing mischief from each other by thick foliage.
to worry about good home construction, as a result
they often build their homes by tangling together Tomte aren’t as rambunctious or filled with
fallen sticks, which they cover with leaves, bits of fantastical whims and desires as the other fairies,
fabric, clothes stolen from skinny dippers or socks rather they are more reflective and practical, like the
filched from under beds, with rocks used to keep farmers with whom they secretly spend their time.
these from blowing away. The resulting ‘snicker nest’ That said, they still do suffer from wild mood swings
is shaky, to say the least. Many bugbug has woken to and frequent bouts of low self-esteem, and a seeming
find that their home has tumbled over atop them. inability to ever hide their emotions, good or bad.
Usually when this happens, they sneak off to secretly Because of their low self-esteem and their quiet
share a human home until spring comes and they nature, they have difficulty dealing with troubling
can build new nests. emotional situations, often throwing a destructive
poltergeist-like tantrum whenever they get upset.
Bugbugs are lively and even youthful little creatures Despite their quiet nature, when they are in the
who enjoy hiding and giving others the chills or a mood for fun, they are adventurous daredevils who
start. This, mixed with their witty intelligence, often enjoy taking risks. They prefer risky adventures that
makes them difficult to deal with, especially given give them a rush of adrenaline to unwind, and during
their inquisitive nature. Bugbugs love to spy on these moments they prefer the company of
others, and so some have become the center of a sort uncomplicated people, such as children who are
of goblin market of knowledge and other goods that often willing to aid them in causing mischief.
other fairies would publicly frown upon, even if they
sometimes purchase them privately. Schools and Castles of Witchery
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What is a witch and what is a wizard? different boards may visit each other. What’s more
it’s also not unusual for leaves, blossoms, and even
Although these terms often get mixed around and fruit to sprout from a log or plank for a time, and
confused, it is perhaps best to think of these based while such fruit is usually fine, it can have some
on the two types of magic that were acceptable in funny effects. One student who ate a pear that had
Medieval Society. Witches, in this view are people sprouted up by her desk in Abjuration class, soon
who learn magic from the fairies, who are tasked with found herself so flatulent she had to leave the
carrying out the will of the fairy court that teaches classroom. It seems that resisting the temptation of
them, which can include healing people, helping the fruit isn’t always an option, however, and it is
crops grow, or in the case of the less kind unseelie indeed very delicious. Thankfully, it never causes too
fairies, with causing harm. Wizards, on the other much harm.
hand, are scholars of magic. They learn magic as
more of a science. There is a lot of cross-over here, The ever-plotting timber of this castle has on its own,
such that it is often hard to tell the two apart. One of created a number of secret passages, perhaps to
the most celebrated cunning folk (good witch) of make it easier for the poppets and some of the
English lore had books filled with mathematical wildfey that come to visit the wood to move about. In
formulas, and a witch in Germany was celebrated for any case, these secret passages have allowed many a
her skills with the magic of Algebra. student to stealthily get into mischief, and worse,
allowed some with nefarious purposes a place to hide
Witch and Wizard are like two mountains, there their secret plans. Indeed, many couldn’t help but
might be a few people who live on each of their slopes notice that most of the wood from elder trees went
but most live between the two and will freely move missing early, and it is this timber which seems most
from one to the other for numerous reasons. In often to make themselves into secret chambers for
school witchery classes are taught by fairies, wizards who are up to no good, the elphin nature of
sometimes with a human aid, and wizard classes this wood being prone to trouble making.
primarily by mortals of some form, or perhaps
dragons. Very few students will only take classes of Dragonwood castle has both the benefit and
witchery or wizardry, but some might take more of challenge of having been built on the border of three
one than the other. Individual people will choose to large fairy nations, one of pixies, the other of
call themselves witch or wizard based on whether faeresses, and still another of trolls and the
they feel their focus is the scholarship of magic or the descendants of Vikings. The presence of so many
connection with the fairy realm. fairy nations has made Dragonwood a center for
secrets and smugglers and occasional Robinhood
The Awakened figures, transporting magical supplies. Still, the
The majority of the magical community are people peace, for the most part has been maintained
who are capable of only a small amount of magic. between these rival factions, for now, although
They might be able to briefly change the color of an scheming young royals and nobles frequently
object, add a little extra flavor to a soup, or make a threaten to undo this.
small ball float in the air for a second or two, but not
much more.
The Culture of Dragonwood
Saltden Castle
Built of coral with the help of the mermaids as a way
Brandysprite Castle of helping them to bond with the people of the upper
world, this underwater castle is enchanted so that
In retrospect building a castle with sprites, nixies, the water within it will act as both air and water,
and other fairies was a very ‘unusual’ idea which was allowing mermaids and humans to breath freely
going to lead to some very unique outcomes. The within, and paper and ink to function normally. One
fairies of this land love weaving, and as a result should, however, take precautions to keep their hats
much of the castle is made of woven multilayered from floating away and watch their cats who often
fabric with even some of the floors being made of a take a while to get used to swimming about castles.
silklike fabric that bounces with each step. The stairs
meanwhile were often forgotten by the winged The various sections of this castle are protected by
creatures who simply created holes between different sea anemone which won’t sting those whose scent
floors. This isn’t the case everywhere, most of the they are taught, that is , those who belong within the
floors are stone and there are some stairs, still, the chamber they guard. Anyone else trying to enter will
humans who took over work on this castle couldn’t receive an enchanted sting which pierces even armor
simply ignore the challenges which often required a and causes those stung to swell so large they become
fair amount of creativity or simply very skilled magic. stuck in the halls until someone comes and deflates
The humans couldn’t redo anything the sprites had them.
done, this was their castle too after all. Instead, they
created spells that allowed tables to remain level, Rumors abound in Saltden of ships that may have
despite the sometimes-bouncy floors and in the gone down nearby, from stories of ghostly pirates
locations where stairs should have been they created that still walk the bottom of the sea to ships laden
spells to make it easier for people to jump between with secret alchemical books that were caught up in
floors, with enchanted color changing candles used a storm. This, along with the many interesting shells
to let people know when it is their turn to jump so and bits of coral to be found makes treasure hunting
they don’t run into each other. a popular pass time for wizards and witches using
magic to walk out into the sea.
The most interesting feature of the castle, however, is
that on the fourth floor there is an enchanted lake, Culture of the Saltden
which doesn’t affect the floor below, but which is over The wizards and witches of Saltden tend to be among
a hundred feet deep, extending into the fairy realm so the most studious in the world, preferring to learn
71
castle. Because of Owlbear Glade’s close connection
with the surrounding forest rumors abound of sylvan
dragons roosting nearby or some jackalope who
secretly teaches some students to be especially
skilled singers. Certainly Owlbear Glade has had
more than its fair share of bards come out of it, with
many of the most talented singers being people who
didn’t seem to have such talents when they came in.
It is worth noting, however, that music and magical
theory is an important part of the curriculum in
general.
Culture
The wizards of this palace host frequent celebrations
and so spend much of their time on planning and
creating new magics for that. Few wizards stay here
long, as the festivals tend to wear them out, instead
they spend short periods of time here, often coming
every other summer to either take part in or prepare
for the festivals, or both. This makes the castle a
center for meetings between many of the wealthy and
influential in the magical community.
Student Life
Most of the lessons of this school are centered
around the relationship between the natural and
magical world, with students learning how to search
for herbs, interact with magical creatures, and use
performative magics such as those of music and
theatre. Classes are therefore very hands on and
often difficult to keep up with, as learning to find a
specific herb in the wild with this or that type of
and understand theories of magic more than to magic might only be taught once, while wide eyed
actually get their hands dirty performing it. students glance around to make certain that there
are no troublesome fairies or owlbears waiting to
pounce. As with the wizards who live part time in the
Owlbear Glade castle, most of the students who come to this school
Built by dryads using stones from so deep within the only stay for a year or two, as a means of gaining a
earth that they’d never even heard of the sun or better understanding of the forest before returning to
stars, in partnership with an overly eccentric a more domestic scholarly setting. Those who do
alchemist and a wizard most considered to be a bit stay, however, become very capable magical rangers.
dotty. Owlbear glade is a beautiful castle whose
many sweeping ballrooms reflect the dryads love of
dance, with glass ceilings and large windows to allow
the sun to continue to shine on the trees, and gutters
which allow streams of water to trickle down onto the
trees whenever it rains. The windows are also
enchanted to allow birds to fly freely through them,
so they may nest in the dryad’s trees within, along
with the squirrels.
Harewick
The Harewick witches value safety, caring, and close
friendships and seek after domesticity, wisdom,
sincerity, compassion, self-knowledge, and
understanding. The Harewick witches’ primary goals
are to cultivate a sense of comfort for themselves and
for others. They are the witches who are likely to
spend the most time becoming skilled in divination
so that they can see what’s coming and can give
advice as needed.
Wolfadell
Sometimes known as the poet warriors or the
chivalric, The Wolfadell value honor, diplomacy,
Wizarding Houses strength, poetic wisdom, and a desire to seek
Students are divided into different communities discovery. Their thinking is typically centered around
called houses, with whom they will live and do most the idea of ‘questing’, that is going in search of
of their activities, including classes. These houses are something to gain understanding, learning, or
based on a mixture of a student’s existing qualities, sometimes simply to explore. Often this ‘questing’ is
but more importantly their potential and what they more in a scholarly sense, but it does tend to make
would like to achieve. Obviously, all students have them much more hands on when trying to learn.
attributes from every house, but as with most people They will often seek out other witches, wizards, and
they tend to have a few features that are potentially magical creatures for their insights, rarely fully
more prevalent, even if it isn’t always obvious at first. accepting the understanding they might gain from a
single source such as a book.
Hedgespell
The house of Hedgespell or ‘hedgewitches’ values
imagination, spontaneity, openness in thought which
can lead to contradiction and new insights. More
than these aspects of personality, however, they
value gardens and the natural world, and seek to
cultivate a natural serenity, which can help their
members face difficulties with calm resolve. As well
as a dreamy sort of imagination which can lead to
small eureka moments.
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other. In some ways this makes Wyvernkin the oldest
of the witch and wizard ideals.
Woodwyld
The Woodwyld believe that magic is an artistry, a way
to express and create beauty. They greatly value this
desire to create, as well as passion, and inspiration.
That is, they seek to create works of art, dance,
literature, and magic which can help to inspire
others. The Woodwyld’s dislike of boundaries and
limits often causes them to push against such
boundaries for the simple sake of forcing some
generally unspoken expression.
Quillbourne
Dedicated to preserving, learning, and
understanding ancient knowledge and
magics. The Quillbourne are the
scholars who love to study past and
Sometimes called the Knight Errants, existing knowledge, not simply to
the Wolfadell know that even if they understand it, but to try to piece it
never get an absolute answer there is together in new ways.
value in ‘questing’ for an answer, for
beauty, or something else, because The Quillbourne value scholarship,
there is a lot to be learned by simply studiousness, intellect, and similarly
exploring. related traits. The witches and wizards
of this house love learning but tend to
try to do so in safe ways, whenever
Wyvernkin possible. That said, they can get swept
The Wyvernkin value courage, strength, up in a theory or idea and take big risks
good stewardship, and enthusiasm. The to try to get the answers they are
people of this house can seem and even seeking. They are often seen as the
be reckless at times, although it is often most boring and stodgy of the houses
in pursuit of helping someone or by the others, although they are mostly
righting some perceived wrong. Though okay with that, as less visitors gives
their enthusiasm does mean they them time to contemplate and learn
frequently go overboard, the Wyvernkin about the world in peace.
do tend to encourage their members to
have good hearts.
The Wyvernkin are the keepers of many Ravensong
fey magics and folk traditions, from the The Ravensong see a world of
rituals of the druids to the powers of those who possibilities. They value cleverness, creativity, and a
painted on caves. After all it was enthusiastic vivacious excitement and joy. Although they can be
warriors that the fairies first needed to protect them studious, they value learning primarily as a means to
from the giants, dragons, and sometimes even each help them enhance their creativity. This creativity
and love of doing new and innovative things often
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leads to trouble as they frequently break rules or find ideas in order to get as many thoughts on a topic as
creative ways around these rules in pursuit of food, possible. They just don’t like assumptions,
fun, and frivolity. speculations, and imaginations, and prefer very
Their pursuits often, purposefully or accidently, point specific details about a topic, rather than big picture
out flaws in the order of things, and so will help to ideas.
improve existing systems or make it easier for those
who are stuck to try something new.
3-Playful Conversationalist
Lynxford Being generally playful in their banter these
This house values cunning, the ability to outwit and characters enjoy fun and light conversations.
out maneuver others. This tends to make them They enjoy playful and fun conversations, although
appear ambitious, but their ambitions aren’t always they spend a good portion of their time silently
for themselves, as they often seek to serve noble thinking, then when they have a though their ideas
causes rather than themselves, although either are can gush forth, which means they will sometimes
possible. The Lynxford House thirsts for knowledge finish other people’s sentences, but they almost
and uniqueness, as a means to help them achieve always respect other people’s thoughts and in turn
ends. For they are very goal oriented, which as a side they want others to respect their intelligence and
product often makes them the most organized and knowledge.
logical of the houses. Once they do start talking their ideas and
conclusions can come from big leaps, as they try to
race to interesting thoughts quickly.
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or abstract metaphors. They tend to talk in a calm, patiently, even if they sometimes get over excited and
measured way, and encourage others to tell their jump into the end of a story or thought with
stories, while listening carefully. Because they like agreement and questions.
personal stories they don’t mind showing Their enthusiasm means that they will often talk
vulnerability, and will tend to respect those who do about things that others might keep private, even if
the same. They are honest, sincere, and soft spoken they do worry a little too much about what others
they aren’t judgmental and are open to many think of them. Still, their energy and their friendly
different possible solutions or ways of doing the same honesty means that they usually do develop a good
thing. rapport with others.
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tact. They enjoy conversations about and activities
such as gabling and extreme sports, as they tend to
be risk takers. They rarely have strong emotional
reactions to events and struggle to express their own
emotions, although when they do it is often in the
form of over the top catastrophizing ideas.
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Character Personality Matrix
There are numerous personality traits, but many of them can be divided into just a few
categories which make up Cattel’s 16 factor model of personality. As with everything else in this
book you can choose to use this or not to help you randomize or generate ideas for characters,
hopefully without limiting your imagination, as there are over 60,000 possible different
combinations of personality traits using this model.
If you want to randomize this chart roll a d6. On a 1-2 the character will have the trait on the
left, on a 5-6 they have the trait on the right, and on a 3-4 they are more neutral on the trait. Do
this for each trait you want to randomize.
You can also draw a tarot card for each trait, with a card in the major arcana being neutral, a
card of ace through 7 being to the left and 8 through king being to the right.
Reserved: Impersonal, distant, cool, reserved, Warm: outgoing, attentive to others, kindly,
detached, formal, aloof easygoing, participating, likes people
Reactive: changeable, affected by feelings, Emotionally stable: adaptive, mature,
emotionally less stable, easily upset faces reality calmly
Deferential: cooperative, avoids conflict, Dominant: forceful, assertive, aggressive,
submissive, humble, obedient, easily led, competitive, stubborn, bossy
docile, accommodating
Serious: restrained, prudent, taciturn, Lively: animated, spontaneous,
introspective, silent enthusiastic, happy-go-lucky, cheerful,
expressive, impulsive
Expedient: nonconforming, disregards rules, Rule-conscious: dutiful, conscientious,
self-indulgent conforming, moralistic, staid, rule-bound
Shy: threat-sensitive, timid, hesitant, Socially bold: venturesome, uninhibited,
intimidated thick-skinned
Utilitarian: objective, unsentimental, tough- Sensitive: aesthetic, sentimental, tender-
minded, self-reliant, no-nonsense, rough minded, intuitive, refined
Trusting: unsuspecting, accepting, Vigilant: suspicious, skeptical, distrustful,
unconditional, easy oppositional
Grounded: practical, prosaic, solution Abstract: imaginative, absentminded,
oriented, steady, conventional impractical, absorbed in ideas
Forthright: genuine, artless, open, guileless, Private: discreet, nondisclosing, shrewd,
naive, unpretentious, involved polished, worldly, astute, diplomatic
Self-assured: unworried, complacent, secure, Apprehensive: self-doubting, worried,
free of guilt, confident, self-satisfied guilt-prone, insecure, worrying, self-
blaming
Traditional: attached to familiar, conservative, Open to change: experimental, liberal,
respecting traditional ideas analytical, critical, freethinking
Group-oriented: affiliative, a joiner and Self-reliant: solitary, resourceful,
follower dependent individualistic, self-sufficient
Flexible: unexacting, flexible, undisciplined, Perfectionistic: organized, compulsive,
lax, self-conflict, impulsive, careless of social self-disciplined, socially precise, exacting
rules, uncontrolled will power, control, self-sentimental
Relaxed: placid, tranquil, torpid, patient, Tense: high-energy, impatient, driven,
composed low drive frustrated, over-wrought, time-driven
Cattell’s 16 Personality Factor Model (Conn & Rieke, 1994)
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Personality Traits 54. Personable
55. Pessimistic
1. Adventurous 56. Philosophical
2. Ambitious 57. Playful
3. Approachable 58. Polite
4. Assertive 59. Practical
5. Bold 60. Pragmatic
6. Captivating 61. Principled
7. Careful 62. Prudent
8. Caring 63. Realistic
9. Charismatic 64. Reasonable
10. Charming 65. Receptive
11. Clever 66. Refined
12. Commanding 67. Reliable
13. Compassionate 68. Respectful
14. Considerate 69. Self-confident
15. Creative 70. Witty
16. Critical 71. Serious
17. Curious 72. Stubborn
18. Daring 73. Sympathetic
19. Determined 74. Tidy
20. Diligent 75. Trusting
21. Disinterested 76. Trustworthy
22. Dutiful 77. Unassuming
23. Eager 78. Venturesome
24. Elegant
25. Energetic
26. Enthusiastic Topics of Conversation
27. Ethical
28. Fair You can bring these topics of conversation up
29. Faithful about yourself or the NPC, or the NPC could
30. Fearless bring these topics up about themselves or
31. Friendly you. So, when I say ‘they’ I mean your choice
32. Fun of you the player or them the NPC, or really
33. Generous anyone. Talking about other people not
34. Gracious present is common after all.
35. Hard-working Current Situation – Could ask them about
36. Honest something currently happening, for example,
37. Honorable how they like barn dances, they are
38. Hopeful attending, how long they’ve been waiting, how
39. Humble hungry or full they are.
40. Humorous 1. Food they like.
41. Idealistic 2. Food they don’t like.
42. Imaginative 3. Enjoy or don’t enjoy cooking.
43. Industrious 4. Places they like to eat.
44. Intelligent 5. Odd foods of other places
45. Kind 6. New food trends
46. Likeable 7. What’s the best thing about their job?
47. Logical 8. What’s the worst thing about their job?
48. Modest 9. The clothes they are wearing.
49. Optimistic 10. The clothes you are wearing.
50. Original 11. What they wish they were wearing
51. Passionate 12. Strange or beautiful styles from other
52. Peaceful places
53. Persistent 13. Strange styles from the past or present
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14. Current news about rulers and leaders Theirs
15. News about something salacious that Neighbors or friends
happened. Relatives
16. Concerns about the economy or Communities
excitement about the economy 46. Pets
17. Having trouble getting hard cheese, I hear Dog
that they’ve got a vampire in the lowlands Cat
whose been draining the cows. Or, King Bird
decided to shrink the coins and print Ferret (most popular pet for a while in the
more of them with the gold he had, so medieval)
now, no one trusts the coins and I can’t Goat
import enough rye for my distillery. Chicken
18. Some interesting bit of local news. Cow
A sport you and or they like. Other
19. Trouble with their neighbors 47. Something happening now that annoys
20. Trouble with a family member them.
21. Famous battles, or lesser-known ones 48. Something they find silly happening now.
that are locally important. 49. Philosophy
22. Famous heroes and adventurers 50. Religion
23. Corruption in the local government 51. Metaphysics
24. Corruption at work 52. The nature of magic
25. The Thief’s Guild 53. The nature of the fairies
26. Crime in general 54. The nature of the divine
27. A specific crime that happened.
28. Bread and its importance 55. The nature of fiends
29. National Corruption 56. The nature of angles
30. Foreign Corruption 57. How these things tie into philosophy
31. Where they live 58. Something that happened when they were
32. What are you doing this feast day, younger.
weekend, etc. 59. Did they have an education?
33. Something that’s supposed to happen 60. What was it like?
soon. 61. How common is that experience.
34. Hobbies that they or you have. 62. Games they play.
35. Music that they like. 63. Letter they received from distant family
36. How music has changed in such a short 64. From distant friend
time. 65. Where did they grow up?
37. Work – What do you do? 66. Things you liked to do as a child.
38. Do you like your job? 67. Holiday they are looking forward to
39. Who do you work with? Do you like them? 68. Going to the market faires
40. Strange music they’ve heard. 69. Things they’ve bought at a good price
41. Plays they’ve seen. 70. Times they’ve been ripped off.
42. Celebrities they’ve actually met or seen 71. Bad habits of theirs that they want to
from a distance. - This could include break
magical creatures, i.e. I saw the fairies or 72. Bad habits they wish another would
a dragon or a giant… break.
43. Books 73. Friends they have
44. Places they’ve traveled to. 74. Siblings
Market towns 75. Cousins or other family members.
Trade deals 76. Parents
Pilgrimages 77. Volunteering and or charity they are
Fought in a war or acted as a camp. involved in.
follower 78. Things that make them happy
Place needed more workers of their type. 79. Tattoos
Vacation 80. Local Tattoos
45. Children 81. Foreign Tattoos
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82. Problems with other countries which Even a monster might worry about the crops,
might lead to war. after all, they do keep eating them.
83. Weather 108. How do you deal with stress?
84. Season they like or don’t like. 109. Something they are obsessed with.
85. Their horse 110. Yesterday was.
86. Their wagon 111. How today is going?
87. What is going to happen in the distant 112. News from a warfront
future (25 or a hundred years) 113. News from an adventurer
88. Are things getting better or worse? 114. The ugliest thing they’ve seen.
89. Health concerns (theirs) 115. The most annoying habit someone has
90. Health concerns (family member or friend) 116. Beautiful place they’ve been.
91. Stress they are under 117. Beautiful thing they’ve seen.
92. Times when they are especially happy. 118. A smell they hate.
93. Someone who recently got lucky. 119. Someone who’s really funny.
94. How they got lucky 120. Someone really cute
95. A time they were unlucky. 121. A secret crush they have
96. Someone who had a bout of bad luck. 122. Grooming habits
97. Trouble sleeping 123. Bathing habits
98. Interesting dream 124. An important day in their life (wedding
99. Something they wish they were better at day, birth of child, birth day)
100. Singing, dancing 125. A sad day in their life
101. Something they wish they could do 126. Something they are afraid of
more of 127. Something silly they are afraid of
102. Political Jokes About local leader 128. Something they want to accomplish.
103. Political Jokes National leader 129. Favorite season
104. Political Jokes About a noble person 130. Guilty pleasure they have
105. Political Jokes About a leader from 131. Time someone saved their life.
another land 132. Time someone saved someone else’s
106. How the crops are doing life.
107. How the livestock is doing 133. First love
Farming was once a more common topic of 134. What would you do with magic?
conversation, even among those who didn’t 135. How they met someone they love
farm. Most of the festivals are associated with 136. A smell they like and why they like it
the harvest or animals after all.
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Riddle Answers 14-Candles tears fall when it is lit. Blow it out
and follow the direction the smoke blows.
1-Shoes. Walk the direction they are pointed
and keep going straight. 15- A quill. Drop it and walk the direction it
points.
2-Go to the closest outhouse, from which you
will see another and another. Follow these and 16-Wind. Go the direction it does.
continue on until you reach what you seek.
17-Mountain peak.
3-Break the teeth off a comb and drop them,
then walk towards the direction they point. 18-Heart is on the left.
4-Spin an empty wine bottle then walk in the 19-Dice has 21 eyes. When a 2 is rolled that is
direction it points. the direction you should go.
5-The north face of trees is more likely to be 20-Geese grow down when they grow up.
attacked by bugs because it remains in the
shadows longer. 21-Follow the river to a cave at its source.
11-Birds are the two-legged birds and they 26-The peak of a mountain.
grow in the south when the earth is covered by
a blanket of snow. 27-The wind can put out candles or fan
flames.
12-The little blades are on a compass which
points north. 28-Fleas feast on those who catch them. Catch
one and release it and it will hop in the
13-The clock is a running face that stays in direction you must go.
place. It goes right.
29-Mirror.
30- Smoke
85