Phaeree Tales

(with apologies to Dave Newton for stealing the format)

THE PRANKSTERS OF PHAEREE


So far, the delvings into Phaeree have focused primarily on those of the malign sort, from the fearsome Goblins, Orcs, Slaugh, Ettins, Drow, and Yeth, through the not-quite benevolent Centaurs, Banshee, Adshee, and Stone Giants. Yes, there has been a brief look at the Fay and the friendly AErth Giants, but even they have an edge to them.
Lest one conclude, however, that all the folk of Phaeree are somehow averse to dealing with humans, and reclusive (if not downright nasty), here are a trio of pranksters which have plagued humanity for a very long time, yet rarely cause them direct harm..
A couple of notes generally apply to all three of these prankish Phaeree. First, they tend towards solitude rather than grouping, although they do tend to seek out victims for their pranks. Sometimes, they will associate themselves a particular location or person. Second, these Phaeree are not particularly susceptible to ferrous metals (although they cause discomfort, they do not cause extra damage). They are still affected by cold iron in particular, of course. And third, all three have legends around them which indicate that capturing one can lead to granted wishes.

LEPRECHAUNS

The mists open, showing an open and rolling field. Trees are off in the distance, and in the center of our view is a small, homely man. He is bent over something, and we make adjustments to zoom in on him. His face is fairly homely, although he does appear to be quite competentat shoemaking, judging by his precision and speed. With a mischievous expression, he looks up at us and winks. In our surprise, we take our eyes off of him, and he flickers from view.
We allow the mists to close on the Leprechaun, although we dwell for a moment on a classic tale of a Leprechaun and a hapless victim. The victim in this case has just caught a Leprechaun, having been very careful to never take his eyes off of the Phaeree. He demands that the Leprechaun lead him to treasure, which the Leprechaun does, and the man marks the spot with a large, bright bow. Since the Leprechaun is still under his thrall, the man demands that the Phaeree not touch the marker, or otherwise disturb it, then he goes home for a shovel.
When he returns, he finds identical bows tied around every single tree in sight, and with no hope of digging it all up, he goes home in disgust. One making deals with such a Phaeree should beware their mischief and trickery!


Leprechaun
Identifier: Humanoid, Faerie
Habitat: Exterior Phaeree, Occidental
Size: 0.5 x human-size
Number Appearing: 1
Modes & Rates of Movement: Human Standard
Walk: 64 yards/BT
Trot: 128 yards/BT
Run: 192 yards/BT
Initiative Modifiers: Human Standard
Outstanding K/S Areas/Sub-Areas & STEEP:
Games, Mental at 33-60 (30+3D10)
Handicrafts/Handiwork at 42-60 (40+2D10)
Leatherwork at 42-60 (40+2D10)
Legerdemain at 33-60 (30+3D10)
Perception, Mental at 43-70 (40+3D10)
Joss Factors: 5-10 (4+1D6)
Dodging/Avoidance: Nil and 30/20/20
Attractiveness: 6-11 (5+D6)
Inner Beauty/Ugliness: Nil
Invulnerabilities: Nil
Susceptibilities:
Insinuation: Cold iron (x2)
Contact: Cold iron (x1)
Allergy: 1 BT of exposure to cold iron (100 pounds in 10 feet) inflicts 1 point PD/CT thereafter
Average Armor Protection: 2
Quirks: Nil
Castings: Nil

Attacks         BAC  Dmg Type  Base    Bonus
by weapon      STEEP  weapon  weapon     0

Powers

Invisibility
Area of Effect: Individual
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: While concentrating
Frequency: At will
This power is similar to the Gray Dweomercraeft Charm Bacon's Invisibility, save only that the Leprechaun may not use it while being directly observed.

Object Duplication
Area of Effect: One object
Delivered by: Thought
Range: Line of sight
Time: Instantaneous
Duration: Permanent
Frequency: At will
This power allows the Leprechaun to perfectly imitate any ordinary, pre-existing item. The classic example is making hundreds of ribbons duplicating the one marking hidden treasure.

Precision Craftmanship
Area of Effect: Individual
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: While concentrating
Frequency: At will
This power allows the Leprechaun to perform his craft with perfection,regardless of what tools he may have at hand.

Teleport
Area of Effect: Individual only
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: Instantaneous
Frequency: 3/day
This power is essentially the same as the Dweomercraeft, General casting of the same name. It may not be used if the Leprechaun is either under direct observation or caught.

Treasure Location
Area of Effect: Self
Delivered by: Thought
Range: 100 yards
Time: Instantaneous
Duration: While concentrating
Frequency: At will
This power allows the Leprechaun to locate any hidden/buried treasure within the range and instantly know what it is, how valuable it is, and how best to get to it.

Wish Granting
Area of Effect: Individual
Delivered by: Word and gesture
Range: Touch
Time: Instantaneous
Duration: Permanent
Frequency: Variable
This power enables the Leprechaun to grant up to three wishes upon a single individual. Any such wishes must be used immediately or they will be lost. Of course, the JM should take every possible opportunity to twist or pervert the intent of such wishes.

Statistical Detail
Base Scheme (+/- 2D3 per ATTRIBUTE)

M: 96  EL:  76       P: 64 WL: 48 CL: 57  S: 64  EL: 51
MM:    48 MR:    48  PM:    26 PN:    38  SM:    32 SP:    32
MMCap: 18 MRCap: 18  PMCap: 10 PNCap: 14  SMCap: 12 SPCap: 12
MMPow: 15 MRPow: 15  PMPow:  8 PNPow: 12  SMPow: 10 SPPow: 10
MMSpd: 15 MRSpd: 15  PMSpd:  8 PNSpd: 12  SMSpd: 10 SPSpd: 10

Armor Scheme:
      Pierce Cut  Blunt Fire  Chem  Stun  Elec.

Ultra 4 4 8 0 0 8 4 Super 3 3 6 0 0 6 3 Vital 2 2 4 0 0 4 2 Non 1 1 2 0 0 2 1 Average 2 2 5 0 0 5 2


Commentary & Description:
Leprechauns are related to brownies and silkies, being a little folk with homely faces, ever-mischievous expressions, and an appreciation for pranks and commotion-causing of all sorts. They are a highly magickal race, although they personally do not employ Heka.
Leprechauns are industrious little shoemakers (the only craft for which they have or have shown any aptitude), and they do enjoy playing pranks. If one is able to catch a Leprechaun and keep one's eye on him for the duration, it is said that he will grant the captor a wish (or three wishes, or knowledge of the nearest treasure), depending perhaps on the Leprechaun and perhaps on the captor. However, the use of force against a Leprechaun in any damaging way allows him full range of his abilities, and the Leprechaun is likely to immediately retreat.
Leprechauns also occasionally sneak around human settlements, invisible, to work mischief, and reports have indicated that they have employed some limited shape-changing ability while doing so.


CLURACAN

It was at this point that we paused to refresh ourselves before continuing our explorations. However, our glasses were quite empty! We immediately headed for the cellar, where we found a diminutive, aged man sipping the very wine we had intended for ourselves! He stood, at most, three feet in height and was finely dressed, his red overcoat matching his reddened nose quite nicely.
He chuckled as we sighed, having just noticed that the cask was now quite empty. He then disappeared, his laughter hanging in the air behind him. Only then did we realize that we were plagued by a Cluracan.


Cluracan
Identifier: Humanoid, Hobgoblin
Habitat: Subterranean Phaeree, Occidental
Size: 0.5 x human-size
Number Appearing: 1
Modes & Rates of Movement: Human Standard
Walk: 64 yards/BT
Trot: 128 yards/BT
Run: 192 yards/BT
Initiative Modifiers: Human Standard
Outstanding K/S Areas/Sub-Areas & STEEP:
Cultured Palate at 62-80 (60+2D10)
Games, Mental at 42-60 (40+2D10)
Criminal Activities, Physical at 41-50 (40+D10)
Acrobatics/Gymnastics at 31-40 (30+D10)
Logic at 31-40 (30+D10)
Perception (Mental) at 31-40 (30+D10)
Joss Factors: 7-12 (6+1D6)
Dodging/Avoidance: Nil and 30/20/30
Attractiveness: 9-11 (8+D3)
Inner Beauty/Ugliness: Nil
Invulnerabilities: Nil
Susceptibilities:
Insinuation: Cold iron (x2)
Contact: Cold iron (x1)
Allergy: 1 BT of exposure to cold iron (100 pounds in 10 feet) inflicts 1 point PD/CT thereafter
Average Armor Protection: 2
Quirks: Nil
Castings: Nil

Attacks         BAC  Dmg Type  Base    Bonus
by weapon      STEEP  weapon  weapon     0

Powers

Invisibility
Area of Effect: Individual
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: While concentrating
Frequency: At will
This power is similar to the Gray Dweomercraeft Charm Bacon's Invisibility.


Change Appearance
Area of Effect: Individual
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: While concentrating
Frequency: 3/day
The Cluracan can alter his appearance into a frightening aspect, often choosing a half-wolf, half-human form, a full eight feet in height. Others are possible, and the form so chosen will often be the most effective one for the situation. This power may only be used in self-defense and when protecting beverage stores from those who lack permission to use them.

Diminution
Area of Effect: Individual
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: While concentrating
Frequency: At will
This power allows the Cluracan to change his size to as little as one-tenth his normal height, or anything between his normal height and this limit.

Consume Drinks
Area of Effect: 10 chain radius
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: While concentrating
Frequency: At will
This power allows the Cluracan to take the drinks from anything within the area of effect as if he had imbibed them without ever touching whatever they are stored in. It is at the whim of the Cluracan as to what is taken, but it may not exceed approximately 100 gallons per day.

Float in Air
Area of Effect: Individual
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: While concentrating
Frequency: At will
This power allows the Cluracan to 'hang in the air', similar to a levitation trick. However, the Cluracan is limited to horizontal movement, in order to lower himself, he must let himself fall, and he must pull himself up in order to rise.

Statistical Detail
Base Scheme (+/- 2D3 per ATTRIBUTE)

M:  96 EL:  76       P: 64 WL: 48 CL: 57  S:  96 EL:  76
MM:    48 MR:    48  PM:    26 PN:    38  SM:    48 SP:    48
MMCap: 18 MRCap: 18  PMCap: 10 PNCap: 14  SMCap: 18 SPCap: 18
MMPow: 15 MRPow: 15  PMPow:  8 PNPow: 12  SMPow: 15 SPPow: 15
MMSpd: 15 MRSpd: 15  PMSpd:  8 PNSpd: 12  SMSpd: 15 SPSpd: 15

Armor Scheme:
      Pierce Cut  Blunt Fire  Chem  Stun  Elec.
Ultra    4     4     8     0     0     8     4
Super    3     3     6     0     0     6     3
Vital    2     2     4     0     0     4     2
Non      1     1     2     0     0     2     1
Average  2     2     5     0     0     5     2

Commentary & Description:
The Cluracan (or Cluricaune) is a Hobgoblin form of Leprechaun which is inordinately fond of wine, spirits, beer, and ale. They are solitary creatures, although they tend to happily latch themselves onto unsuspecting folk. Once attached to a dwelling, they stay in the wine cellar (or equivalent), where they poach the supply. One benefit is that servants and the like who attempt to take a drink without the owner's permission will likely be scared off by the little fellow, but it is doubtful that the cost is worth it.
Families have been known to move their entire household in the hopes that the Cluracan plaguing them will not follow, but these mischievous little fellows will often stow away in the packed goods and follow the family.
The Cluracan is sometimes addressed as "Naggeneen", a word implying a small quantity of drink. He always appears as an old-looking, diminutive man of no more than three feet in height, well-dressed. It is said that all Cluracan carry a little leather purse, the Spre' na Skillenagh (or Shilling Fortune), which contains a single coin which, once spent, renews itself. They are said to enjoy fine tobacco as well, and often know the way to hidden treasure.
Cluracan are tricky and clever, and they will avoid skirmishes to the best of their (considerable) ability. Even if trapped, they will seek (and usually find) a way out. They are possessed of ordinary strength, although once bound they will alter their appearance and can achieve remarkable feats, including the doubling or trebling of their strength and speed. Those who dare capture one may be granted wishes but should definitely take a great deal of caution!

FIR DARRIG

The mists part once again, although this time they appear to open on AErth, and not Phaeree. Judging from the sky, it appears to be night, and we see four large figures marching along, carrying what looks like a body. They call out something we cannot here, and a very scared man comes forward. Judging by the actions, the four giants make the man cook the body, and then they leave. Moments later, the body falls from its perch above the fire, and the frightened man flees.
After he is out of sight, the four giant men return, laughing, and they body, the fire, and the barn in the background all dissolve. They point in the direction which the frightened man ran, and, chortling to themselves, pursue him.
Nodding to ourselves, we close the portal, certain we have seen the mysterious trickster known as a Fir Darrig.

Fir Darrig
Identifier: Humanoid, Hobgoblin
Habitat: Subterranean Phaeree, Occidental
Size: 0.5 x human-size
Number Appearing: 1 or 2-6 (2D3)
Modes & Rates of Movement: Human Standard
Walk: 96 yards/BT
Trot: 192 yards/BT
Run: 288 yards/BT

Initiative Modifiers: Human Standard
Outstanding K/S Areas/Sub-Areas & STEEP:
Buffoonery at 45-90 (40+5D10)
Combat, Hand-to-Hand, Non-Lethal at 34-70 (30+4D10)
Criminal Activities, Physical at 43-70 (40+3D10)
Dweomercraeft, Gray at 53-80 (50+3D10)
Games, Mental at 32-50 (30+2D10)
Games, Physical at 31-40 (30+D10)
Perception, Mental at 42-60 (40+2D10)
Thespianism at 32-50 (30+2D10)

Joss Factors: 4-9 (3+1D6)
Dodging/Avoidance: Nil and 20/30/20
Attractiveness: 5-8 (4+D3)
Inner Beauty/Ugliness: Nil
Invulnerabilities: Nil
Susceptibilities:
Insinuation: Cold iron (x2)
Contact: Cold iron (x1)
Allergy: 1 BT of exposure to cold iron (100 pounds in 10 feet) inflicts 1 point PD/CT thereafter
Average Armor Protection: 5
Quirks: Nil
Castings: By K/S Area

Attacks         BAC  Dmg Type  Base    Bonus

by weapon STEEP weapon weapon 0


Powers

Invisibility
Area of Effect: Individual
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: While concentrating
Frequency: At will
This power is similar to the Gray Dweomercraeft Charm Bacon's Invisibility.

Play on Subconscious Dreads & Fears
Area of Effect: Individual
Delivered by: Thought
Range: 100 yards
Time: Instantaneous
Duration: While concentrating
Frequency: At will
Once the Fir Darrig has attached himself to a particular person, he will often use this ability to learn what fears and dreads the individual has that he can use to his own ends. Note that a Fir Darrig who has been properly greeted will be unable to employ ability upon those who greeted him.

Shape-shifting
Area of Effect: Individual
Delivered by: Thought
Range: Self
Time: 1 CT
Duration: While concentrating
Frequency: At will
This power allows the Fir Darrig to change to virtually any shape, although he is bound by the results of using Play on Subconscious Dreads & Fears or by a roughly human form.

Teleport
Area of Effect: Individual only
Delivered by: Thought
Range: Self
Time: Instantaneous
Duration: Instantaneous
Frequency: At will
This power is similar to the Dweomercraeft, General casting of the same name.


Statistical Detail
Base Scheme (+/- 1D6 per ATTRIBUTE)

M: 64  EL: 51       P: 96 WL: 72 CL: 86   S: 64  EL: 51
MM:    32 MR:    32  PM:    48 PN:    48  SM:    32 SP:    32
MMCap: 12 MRCap: 12  PMCap: 18 PNCap: 18  SMCap: 12 SPCap: 12
MMPow: 10 MRPow: 10  PMPow: 15 PNPow: 15  SMPow: 10 SPPow: 10
MMSpd: 10 MRSpd: 10  PMSpd: 15 PNSpd: 15  SMSpd: 10 SPSpd: 10

Armor Scheme:
      Pierce Cut  Blunt Fire  Chem  Stun  Elec.

Ultra 8 8 16 4 4 16 4 Super 6 6 12 3 3 12 3 Vital 4 4 8 2 2 8 2 Non 2 2 4 1 1 4 1 Average 5 5 10 2 2 10 2


Commentary & Description:
The Fir Darrig (also Fir Dhearga or Fear Dearg) are diminutive, simian Hobgoblins. They typically wear a red cap and coat, and thus the name (the Red Man). The Fir Darrig are inordinately fond of cruel practical jokes, and they tend to be rude. They often travel alone, although there are occasional incidents where an unlucky victim has run across multiple Fir Darrig having a little fun.
Many Fir Darrig have taken up the habit of travelling and seeking to warm themselves by others' fires, and the Fir Darrig so refused is likely to play harmful pranks upon the refuser. The correct response to such a request (and one which will leave the Fir Darrig kindly disposed towards the individual and unlikely to harm him) would be "Na dean fochmoid fainn" ("Do not mock us").
The Fir Darrig are known to be shape-shifters, and they often use this ability to strike fear into those they wish to annoy. They are able to employ a fair amount of Heka towards their Gray Dweomercraeft, although they tend to limit themselves by not using the directly harmful castings (such as the Well-Tenebroused Blade, etc.). Unlucky souls who have been caught in the grip of Phaeree have reported that they were led to a gate back to AErth by a kind Fir Darrig.

Written by: Mike Phillips, msphil@widomaker.com