Fae Rites of Power
by Arref Mak
O ld and strange to the ways of men, the Fae are not often seen by civilization.
They remain easily out of the reach of all but the very arcane traveler.
The Fae races follow their own Rites of Power. The Fae study and group these
Rites by Arcane Paths. A theme runs through a Path and mastering 3 or more
Rites in a single Path means the practitioner has made a Commitment to the
Path. Once Committed, they may not have more than one Rite of each other path.
Total basic power is therefore 7 Rites. The strongest blend of
Rites below Commitment to any one Path would be 6 Rites, 2 from each path.
Rites cost 3 points each. Each basic Path would total 15 points for the 5 Rites.
The Green Path
- Fae can smell magical workings
Breath of Green - forming an arcane link to another living thing, such that
full empathy exchanges between the two. May also be used to induct another
creature to other Green Rites temporarily.
Forest Flit - moving through heavily planted areas as if the vegetation were
ephemeral. Ground tracks are still made. Fae has normal weight.
Green Tower - making a domain from the wood. Modest changes can be made each day.
The new domain will require stewarding, lest it fall back to wild.
Tricking Green - exchange properties between flora. Make edible any of the
natural floras of the locale.
Wood Fellow - spirit form to occupy an existing natural vegetation/animal of
the locale. Normal senses are maintained.
The Silver Path
- Fae can see magical workings
Star Dance - starlight as a medium of variable density, from slippery slopes to
prison bars. The more elaborate the manipulation, the longer the crafting. Basic geometry
requires only a moment's thought.
Silver Lake - any found water holding the Sky's image is useful for healing and
sustenance. Water equal to weight is sufficient for regeneration. Health gain persists unless magically countered.
Silver Glance - visual senses range across the sensitive spectrum and gain
reflective defense. No psyche attacks through the practitioner's eyes are
Star Kiss - spirit form to ephemeral. May alter form before returning to normal. Mass may not increase from normal.
Between Stars - Invisible and silent while in open starlight. Starlight falls
vertically and buildings shield from it. Normal clouds do not stop starlight.
The Black Path
- Fae can feel magical workings
Cavern Canter - moving through ground as if the earth were ephemeral, this
includes crafted stone, earth and wood. Senses may penetrate as well.
Dark Crafting - reworking, twisting, and repair of items. What was once is
Root Bound - items of earth may be bound together and/or to earth again.
Includes worked items.
Black Anger - waking the spirit of the earth. Endurance determines size of
Black Speech - waking of items or animals while speaking to them. Psyche
determines size of spirit.
Advanced Fae Powers
Once the Fae practitioner has the full 7 Rites mastered, they may define up to
two completely new Rites for their committed Path. This would be 9 Rites and
total of 27 points.
Once the Fae practitioner has the advanced 9 Rites mastered, they may define
one completely new Path, which represents a unique theme not covered by the
Three Paths. This would be 10 Rites and total of 30 points.
GM should encourage the Unique Path as something directly related to the Character's growth.
Fae Rites can be taught to the magically inclined, but some Fae blood is required to
follow even a single Rite.
Fae Rites are magical and may be disrupted by counter magic. Some Shadow
environs do not support Fae magic.
Courts of Chaos
Creatures, Items, & smArtifacts
Empire of the Gleaming Banner
Zephyr Silk & Argent Rose