Subject: MY Faerie PD From: david.johnston@freddy.com (DAVID JOHNSTON) Date: 5th June 1995 Axioms: Magic 22: All inhabitants of Faerie are innately magical and will begin to die if exposed to an axiom level lower than 10. Less intelligent creatures will have innate magical abilities, while intelligent creatures will learn and know magic, either in the form of spells or as a skill called Glamourie which operates much like Orrosh Occult, except that it's unpredictability should be more in the direction of whimsy. Social 7: Fairie has rulers, poetry, and "sports", but doesn't have currency or taxation. It's cities are generally autonomous bodies with no authority over anything beyond their boundaries on a normal basis. Faeries who have had contact with more advanced cosms may imitate some superficial aspects of said cosm's society, but they are only playing and don't understand or accept concepts such as feudalism or rule by vote. Spiritual 0: Faeries have no religion, nor any real concept of such. They don't believe in gods, just more powerful faeries and wizards. They have little use for an afterlife and don't consider the question much. As magical beings, they can be Warded by any believer in a religion which has great hostility to unbelievers. Because of their low social and nonexistent spiritual axioms, Faeries are pretty much a blank on this whole good-evil question. There are kind Faeries and cruel ones...and many more who will be kind or cruel depending on the circumstances...but even the kindest Faerie will not think badly of another who enjoys torturing mortals and Faeries if that other has never interfered with anything that the kind one wished to do. In some cases such a pair could be perfectly amicable neighbors if their differences don't lead to direct disputes. Technological 7: Faeries have no ability to make machinery. Although they can create some large and architecturally fanciful cities, they do so through the power of Glamourie and the Law of Correspondence. For non-magical weapons they generally use wood, stone and copper, but the higher status Faeries often use magically hardened gold and silver weapons, along with magically created materials such as orichalcum, slowsilver and shadowglass. Subject: My Faerie PD Part 2 From: david.johnston@freddy.com (DAVID JOHNSTON) Date: 5th June 1995 World Laws The Law of Timelessness: While time does pass in Faerie, most of the observable indicators of time do not. Seasons do not change on a regular basis, day does not follow night, and aging processes are arrested, even for a mortal while under this law. Pregnancy requires magic to instantly bring it to term, otherwise it will never bear fruit. However, a mortal under the influence of the law of timelessness for an extended period of time will rapidly "catch up" as soon as they leave it. The Law of Correspondence: Faeries match their surroundings and their surroundings match the Faeries. Large numbers of Faeries who move into a new territory will cause it to shift in their direction, becoming forested in response to an influx of forest creatures or turning to night in response to an invasion by the Unseelie Court. One or two refugees forced to live in unsuitable territory will be transformed by it into something that more closely matches their surroundings. Most Faeries are reasonably content with their surroundings, but for some reason the Seelie Court (consisting of daylight and summer beings) and the Unseelie Court (consisting of night and winter beings) are at odds and often try to expand their territories at the expense of their rivals. The Unseelie are more often than not hostile to mortals. The Seelie are more friendly, having some common interests. The Law of Mortality: Normally all Faeries are treated as possibility rated in combat. Possibility rated Faeries subtract 1 wound from every injury, making death difficult at best. However, this does not apply to any combat which involves possibility rated mortals.