Saturday, March 20, 2021

11 Fairies

Dan D. made a very good post about various fantastical beings, and I was inspired to write a post about the various spirits of Carolingia. Unfortunately, I ran out of steam after finishing the fairies, so here they are. I might get around to the others (devils, ghosts, nature spirits, perhaps starspawn) another time.
 
Fairies, the Fair Folk, the Fay: there are many euphemisms, for using the true name of their kindred attracts their attention to you. They have hidden palaces that are not truly of this world and bleed over into others. The more elevated among them value etiquette and rules above all, the lesser are mischievous tricksters. If you eat their food, you must remain among them forever. Iron burns them, salt repels them - they may not cross a line of salt, nor may they enter a house with a horseshoe nailed above the door.
  1. Elves. Eerily tall, pastel skin and long metallic hair, glowing faintly in the dark, long fine silks. Their palaces are hidden in the deep woods, where strange old things lurk, and, it is rumored, in the high mountains of the mainland. They are proud and haughty, but unfailingly polite, and are the rulers of all the Fair Folk. The noble courts of the elves are filled with great warriors, learned loremasters, and elegant courtesans, all following strict and arcane rules so old as to be unspoken. Do not incur their wrath - their magics are powerful and subtle, their horses swift and silent, their lances keen and cold. The princes and princesses of the elves arrayed for war is a sight terrifying and beautiful beyond imagination.
  2. Dark Elves. Short, glimmering jewel-eyes, burgeoning facial and body hair, skin so pale as to be translucent. Their halls are far underground, and protected by monsters of stone. The Dwerrow are the greatest smiths the world has ever known, and will happily make arms, armor, and far stranger things for any who can pay. Their prices are strange and high, and the materials they require are exotic and rare. In demeanor they are precisely opposed to the light elves, boisterous and rowdy and crude, yet no less proud. Their clans are tight-knit and quick to feud.
  3. Halflings. Short, rotund, rosy-cheeked, hairy-footed, well-dressed. They live in mounds slightly too round to be natural that dot the rolling green hills. If you think you have found one, be careful that it is not an unwholesome barrow instead. The Little Folk are secretive and can move with great stealth. Their footsteps make no sound at all. If they are found, they are kind and friendly, and seemingly unaware that their homely food, like that of all the fay, will bind you to them inexorably. Their keen eyes and powerful throwing arms are without equal.
  4. Sprites. As large as a man's forearm, mosaic dragonfly wings, wildly styled chromatic hair and tattooed skin. The sprites are the diminutive scouts and assassins of the elves, wardens of the forests. They are even prouder than their masters, taking any slight as a mortal insult. Do not mistake their size for weakness, as their stinging blades bear deadly poisons and their mail can resist a blow from even the strongest of warriors.
  5. Pixies. As large a sphinx moth, bright butterfly wings that reflect their owner's emotions, bushy antennae, shining gold and silver skin. They are frivolous things, mischievous and friendly and none too bright. Their moods flit and flutter, angry at a moment's offense and cheerfully forgetful the next. They may help a lost traveler or console a crying child but may as easily decide to lead the traveler to a bear's cave or laugh at the child's tears simply because they can. Their magic is small and tawdry, although they can disappear with a giggle and a wink.
  6. Goblins. No taller than a man's knee, hairy pointed ears, long sharp teeth in a wide red mouth, mossy skin. They are cruel, vindictive sadists, delighting in pain and woe. Goblins can ooze through any crack wide enough to admit air, meld into shadows, and generally get into all sorts of inconvenient places. They love to strangle dogs, poison wells, burn fields, launch ambushes with a volley of stone-tipped spears and then retreat behind their traps, carefully hidden and deadly. Despite their usual caution and secrecy, their drunken revels are loud and obvious, with bright roaring bonfires and no guards, but do beware the pit traps.
  7. Gremlins. About the size of a badger, long and spindly, dark-furred and winged as a bat, delicate clawed fingers. They delight in havoc and confusion, breaking tools and machinery with a mere touch, driving animals to madness, leading armies astray: the vicious flip side to the whimsy of the pixies. Gremlins are only happy when mayhem reigns. They are terrified of cats, and will run at the mere smell of one. Like pixies, they can become invisible at will.
  8. Kobolds. Hunched low, great burly arms, coal-black skin, bright indigo eyes, vicious maw, sometimes a blue cap. They find and claim deep mines, haunting the darkness. Collapsing supports, sabotaging waterworks and flooding tunnels, filling vents, snatching an unwary miner who wanders too far, all are second nature to a kobold. If they can force a mine to be abandoned, they are satisfied, and will make it their lair, expanding it into a veritable labyrinth. They will occasionally take pity upon miners and warn them of unstable rock ahead by knocking on the walls of the advancing tunnel.
  9. Brownies. Fist-sized blobs of mud-brown goop, occasionally showing wide-set beady eyes or a single tooth. Also known as hobgoblins, they live in human houses and halls, doing chores at night while the inhabitants are asleep so long as a bowl of milk is left by the hearth each night for them to drink. They also often pull pranks on lazy servants. They can shapeshift into small animals, such as mice or lizards, and will do so to avoid being seen. If mistreated or offended, they will hide small objects and cause minor inconveniences, and if the ill treatment continues, they will become boggarts, who are larger and far more malicious but otherwise similar.
  10. Changelings. Occasionally, fairies will sneak into a house and abduct a particularly beautiful human newborn, taking them to an unknown fate. In their place, they will leave a changeling, taking the form of a sickly baby. These children typically die very young, having huge appetites and being prone to illness, but are precocious beyond their years and often talented at magic. If successfully raised to adulthood, many become sorcerers of great skill and wisdom. On even rarer occasions, the fairies will abduct a newly wedded adult, leaving in their place a log enchanted to look and act like the one it replaces, but soon to sicken and die, leaving no trace of the deception.
  11. Redcaps. Short old men, long-bearded, stooped, large crimson caps, huge fiery eyes, long teeth. Unlike other fairies, they are not harmed by iron, and indeed often wear heavy iron boots or carry iron spears. They haunt old battlefields and ruined fortresses, stalking passers-by. If any rest or sleep in their domain, they tear huge stones from the ground and throw them at the unfortunate victims. If this proves insufficiently fatal, the redcaps will rush in to kick the victims to death with their iron boots or skewer them with spears. Once the slaughter is done, they will soak their caps in the gore of the dead, dyeing them deeper red. They cannot be harmed by any mortal weapon.

 

Saturday, March 13, 2021

GLOG: Brewing Up a Storm

I wrote a Witch class a while back, and while I think it's pretty decent, the brewing system was pretty much unusable. The ingredients were overspecific, they were sourced from all over the world instead of one reasonable environment, and worst of all, there was no foraging system or indeed any mechanized way of obtaining materials. Here's a replacement, which I think does a decent job of addressing those issues. There's still some specificity in ingredients for some brews, but much less, all of the herbs and many of the other ingredients can be found in Southern England, and there's both foraging and downtime acquisition. A note on currency: "p." stands for pence, and can be converted to sp in a silver standard system or gp in a gold standard system; "d." stands for shilling (the d is from denarius) and equals 12 pence; "s." stands for pound (the s is from solidus), and equals 20 shillings.

Ingredients:


Foraging:

 
For every 4 hours spent foraging for herbs, roll a DC 10 Medicine check. On a success, roll on the Various Herbs table three times. On a failure, roll only once. If you want to find a common plant that isn't on the table (for example, hornbeam wood is used in a potion, but is not on the table), you have a 50% chance of finding one immediately if in the appropriate environment, and will find one in an hour if you don't see one immediately. If you want to find a rarer plant or don't want to leave your herb foraging up to chance, you have a 1-in-6 chance of finding the specific plant you need in 4 hours with a successful DC 10 Medicine check, and no chance at all on a failure.
 
Various Herbs (d20):
  1. Bearberry (medicinal)
  2. Betony (magical, medicinal)
  3. Chamomile (infusion, medicinal)
  4. Comfrey (medicinal)
  5. Deadly nightshade (anesthetic, poison)
  6. Hellebore (contraceptive, medicinal, poison)
  7. Henbane (anesthetic, poison)
  8. Hyssop (medicinal)
  9. Lion's mane (stimulant)
  10. Mandrake (anesthetic, magical, poison)
  11. Mint (infusion)
  12. Monkshood (medicinal, poison) 
  13. Poison hemlock (poison)
  14. Pot marigold (medicinal)
  15. Rowan (magical)
  16. Sage (magical, medicinal) 
  17. Water hemlock (poison)
  18. Wild carrot (contraceptive)
  19. Willow (medicinal)
  20. Yarrow (medicinal)
 

Other Ingredients:

 
For non-plant ingredients, refer to the following table:
 
IngredientCost   
Availability
Cedar oil10 d.City
Fire salamander  
15 d.City
Glass lens5 s.City
Honing oil1 d.Town
Pitch3 p.Village
Rose oil1 s.City
Salt1 d.Village
Silk2 s.City
Tiger's eye gem5 s.City

Iron and silver dust are available anywhere and simply cost as much as the price listed in the brew. Particularly mundane items, such as charcoal, cooking oil, and broomsticks, do not have any cost.

Brews and Items:

 
Brews have three listed components: the ingredients, the brewing time, and the effects. If an ingredient requires heat (i.e boiling water or heated oil), a fire must be lit for the entire duration of the brewing process, and all the liquids involved require a cauldron or other container. The witch doesn't have to personally tend to the brew for the entire duration, only the beginning and end, but someone must be tending it at all times. This list of brews is fairly exhaustive but should certainly not limit you - witches should feel free to make up their own brews and agree with their DM on the effects and ingredients. Don't hesitate to use extremely specific ingredients, especially parts of monsters you've slain. I've simply avoided them for ease of general use.

A potion or other liquid takes up 1/3 of a slot and must be kept in a container to be transported (glass bottles cost 5 d., small waterskins cost 1 d.). Herbs are used according to their descriptions in the above table (lion's mane is a stimulant and sage is magical and medicinal, for example). If more than one herb of a type is required, it must be two different herbs, and one herb cannot fulfill two types. Therefore, an Affirming Brew might use sage, willow, and yarrow for its 1 magical and 2 medicinal herbs - sage is here acting as a magical herb, not a medicinal one, although it can also be medicinal under different conditions.
 
Affirming Brew
Ingredients: Wild carrot, 1 magical herb, 2 medicinal herbs, boiling water.
Brewing Time: 1 hour.
Effects: If consumed once a week for 7 weeks, the drinker's body transforms to have whatever combination of primary and secondary sexual characteristics they desire.

Antidote
Ingredients: 3 medicinal herbs, crushed charcoal, heated vegetable oil.
Brewing Time: 1 hour.
Effects: The drinker, if they are poisoned, must Save vs Poison. On a success, the poison affecting them is ended. On a failure, its effects are halved.
 
Arrow and Blade Poison
Ingredients: Monkshood and 1 other poison herb, heated honing oil.
Brewing Time: 8 hours.
Effects: This poison can be applied to a bladed weapon or 5 arrows (takes 10 minutes). The first enemy struck by the blade or an arrow must Save vs Poison or take 2d6 damage. 
 
Cloud-Pine Sprig
Ingredients: Mandrake and 2 other magical herbs, a cloud-pine branch (only found in the most remote forests of the distant northeast), 30 d. of silver dust, heated cedar oil, heated rose oil.
Brewing Time: 3 weeks.
Effect: In addition to functioning as a flying broomstick, the witch who possesses this branch may travel as far from their familiar as they wish. Their familiar can speak all the languages they can. 1/3 slot when carried.
 
Contraceptive
Ingredients: 1 contraceptive herb, cedar oil, boiling water.
Brewing Time: 10 minutes.
Effect: The drinker is unable to become pregnant for the next week, and if they are currently pregnant, the pregnancy is terminated. 
 
Curing Infusion
Ingredients: 2 medicinal herbs, boiling water.
Brewing Time: 1 hour.
Effect: The drinker receives +2 to their daily Con check if they are internally diseased.

Curing Poultice
Ingredients: 2 medicinal herbs, a bandage, boiling water.
Brewing Time: 1 hour.
Effect: The person it is applied to receives +2 to their daily Con check if they have an infected wound or skin disease, or it provides +2 to Medicine checks to avoid complications from wounds on the recipient.
 
Enduring Torch
Ingredients: 2 magical herbs, pitch, silk, conifer branch.
Brewing Time: 8 hours.
Effect: This torch burns for 4 hours and remains on fire for 1 minute when immersed in water. 1/3 slot.
 
Fast Poison
Ingredients: 3 poison herbs, boiling water.
Brewing Time: 8 hours.
Effect: The drinker must Save vs Poison or take 2d6 damage.
 
Flying Broomstick
Ingredients: Mandrake and 2 other magical herbs, a broomstick, 1 s. of silver dust, heated cedar oil. 
Brewing Time: 2 weeks.
Effect: The witch who created this broomstick may use it to fly by expending one MD and a paste of dried mandrake per hour aloft. They may carry at most 3 slots of gear and their familiar with them. This can also be made with a mortar and pestle instead of a broomstick. 1 slot.
 
Herbal Infusion
Ingredients: 1 infusion herb, boiling water.
Brewing Time: 10 minutes.
Effect: Restores 1d4 hitpoints. No one can gain hitpoints from it more than once per day. Must be drunk hot. Honey provides +1 healing.
 
Invigorating Brew
Ingredients: Lion's mane, 3 medicinal herbs, and boiling water.
Brewing Time: 24 hours.
Effect: Restores 1d8 hitpoints.
 
Magic Oil
Ingredients: Rowan and 1 other magical herb, salt, 10 d. of iron filings, heated honing oil.
Brewing Time: 8 hours.
Effect: The blade this oil is applied to (takes 10 minutes) deals magic damage for the next 24 hours. 
 
Painkiller
Ingredients: 2 anesthetic herbs, 3 medicinal herbs, and boiling water.
Brewing Time: 8 hours.
Effect: The drinker either regains 1d6 hitpoints or can ignore one injury or disease for an hour. If taken more than twice per hour, it instead functions as a potion of sleep. 

Philter of Charming
Ingredients: Deadly nightshade and 1 other anesthetic herb, 2 magical herbs, boiling water.
Brewing Time: 24 hours.
Effect: The drinker must Save vs Magic or suffer the effects of charm person as if cast by the first person they see.
 
Potion of Disenchantment
Ingredients: Rowan and 1 other magical herb, salt, 10 d. each of silver and iron dust, boiling water.
Brewing Time: 8 hours.
Effect: The drinker of this potion has all magical effects currently affecting them removed, except for curses which cannot be removed by remove curse.
 
Potion of Healing
Ingredients: 4 medicinal herbs, boiling water.
Brewing Time: 24 hours.
Effect: The remaining healing time of one injury is reduced by half. At the DM's discretion, brews containing herbs with specific associations may have improved effect on the appropriate injuries: comfrey for broken bones, for example. 

Potion of Invisibility
Ingredients: Henbane, 3 magical herbs, a glass lens worth at least 4 s. (not consumed), boiling water.
Brewing Time: 1 week.
Effect: The drinker becomes invisible for 1 hour.

Potion of Ironskin
Ingredients: 1 anesthetic herb, 1 magical herb, hornbeam wood, boiling water.
Brewing Time: 8 hours.
Effect: For the next 4 hours, the drinker's AC increases by +1 and they gain resistance to slashing and piercing damage. 
 
Potion of Protection from Fire
Ingredients: Rowan and 1 other magical herb, crushed charcoal, a fire salamander, boiling water. 
Brewing Time: 8 hours.
Effect: For the next 4 hours, the drinker gains resistance to fire damage. 
 
Potion of Sleep
Ingredients: Chamomile, 3 anesthetic herbs, boiling water.
Brewing Time: 8 hours.
Effect: The drinker must Save vs Magic or fall asleep for 1d6 + 4 hours. On a roll of 6, they never wake up. 
 
Potion of Transformation
Ingredients: 2 magical herbs, a limb of the desired animal, rose oil, 1 s. of silver dust, boiling water.
Brewing Time: 24 hours.
Effect: The drinker must Save vs Magic or transform into the desired animal permanently.
 
Potion of Truesight
Ingredients: Wild carrot, 2 magical herbs, tiger's eye gem, boiling water.
Brewing Time: 24 hours.
Effect: For the next 4 hours,  the drinker sees all things as they truly are.

Rune of Protection
Ingredients: Rowan, sage, either betony or pot marigold, 10 d. each of silver dust and iron filings.
Brewing Time: 3 days.
Effect: The wearer is constantly under the effect of the sanctuary spell and has +1 Save. The first time a creature succeeds on their Save vs Magic for the spell or the first time the wearer fails a Save, the rune crumbles into dust. Fairies and elves automatically fail their Save against sanctuary so long as the wearer has not harmed or offended them. 0 slots.

Slow Poison
Ingredients: 2 anesthetic herbs, 3 poison herbs, boiling water.
Brewing Time: 24 hours.
Effect: Every hour for the next 6 hours, the drinker must Save vs Poison or take 1d6 damage.
 

Other Notes:

 
If you're using this in a game without a specific class that brews things, or if you want your non-witch PCs to be able to brew things as well, consider limiting the brews each character knows. The whole list has a lot of options, and this is both very powerful by virtue of versatility and extremely daunting. PCs should definitely be able to collect herbs and brew potions during downtime with less granularity than in regular play, but my rules for that are going to be tied into my as-yet unfinished domain rules, so I'm not including anything here, except for the suggestion that a small garden might grow 5 portions of 5 different herbs during a season and a large garden might grow 10 portions of 5 herbs or 5 of 10.