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The Fey

by Grant Howitt

Tall, thin and graceful, they are always flawlessly beautiful and filled with a light that seems to shine from within. They care little, though, for mankind and see them much as humans see mice: interesting in a passing manner, but ultimately inferior and utterly exploitable. Traditional stories of children and young men and women being taken from remote communities are well-founded; the Fey often “employ” mind-wiped human servants in their enclaves in our world.

Recently, the Fey have been moving into Erebus and setting up cults. These cults erode the belief in old myths and legends that stops Fey from existing in cities; it would seem that Fey are strongest where the psychic link between their world and ours is at its most powerful.

Fey are dangerous in combat. While not physically strong, they are beings of great skill and their weapons are of the highest quality. (Fey technology such as flintlock pistols and swords are seamless in manufacture, almost to the point where they appear to have been “grown” out of their original substance.) Their skill at arms is backed up by innate magic abilities.

Most Fey are able to tap into the magic that flows through their kingdom and utilise it to cast “spells” in the human world. The most common use of this is telekinesis; with skill and practice magicians, can hurl their enemies across the room, shatter glass windows and hurl the shards at enemies, or tear out whole walls and use them as weapons. After all life should have been extinguished from Elder Fey, they can animate their shattered corpses with the power of their own minds, swinging like broken rag dolls inches above the ground. The Fey have also been known to conjure weapons fashioned from light, grow long claws from the tips of their fingers, step from shadow to shadow without passing in between, puncture their enemies internal organs from afar with pinpoint mental attacks and move as a blur, faster than the eye can see.

The Fey are unlikely to work with humans, hunted as they have been by the Council of Iron for many years. Some, though, choose to be on the “winning side,” as they see it, and join the Council as agents. They may have become disheartened with the rest of their race, have some personal agenda to settle, or feel genuine compassion for humanity. They are at their most useful when infiltrating Fey strongholds, as the belief held by their enemies acts as a source of strength for them, but when operating in other capacities they often carry amulets that sustain their physical forms.

Suggested Traits:

  • Effortlessly Charming (5) – Few can resist the unrestrained charisma of a Fey Noble.
  • Fey Magic (4) – Telekinesis (“Otherwinds”) and other kewl powerz.
  • Knight of the Fair Folk (3) – Trained in combat from a young age, the Noble is skilled in the use of “mundane” weapons as well the arcane arts.
  • Curse of Iron (1) – Cold Iron burns the flesh of a Fey, and enough of it will extinguish their life-force altogether; this weakness leads many to have an innate fear of the substance. Fey cannot cross running water , for it severs their link to their realm. Similarly, being old-fashioned creatures, Fey are next to useless when using modern technology such as man-made guns or steam engines.

Equipment:

  • Ornate Halberd
  • Arcane Flintlock (fires searing bolts of white light)
  • Brass Armour and Helmet
  • Old-fashioned dress suit for social situations (tails, top hat, cane, the works)
  • Belief-amulet (often a gemstone worn around the neck)

Previews - Fiction - Scenarios - Cults - Miscellany