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Old School Fey Zine

The document is a zine containing information about fey creatures and a goblin market, including tables for determining how much time has passed when characters return from the fey realm. It provides generators for random stalls and goods at the goblin market, as well as encounters and lore about fey creatures like goblins, hobs, and redcaps.

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nelsonweeck
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0% found this document useful (0 votes)
580 views29 pages

Old School Fey Zine

The document is a zine containing information about fey creatures and a goblin market, including tables for determining how much time has passed when characters return from the fey realm. It provides generators for random stalls and goods at the goblin market, as well as encounters and lore about fey creatures like goblins, hobs, and redcaps.

Uploaded by

nelsonweeck
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Fair Folk

& Other Fey


Creatures
An Old School Zine

2
Issue
FAIR FOLK TABLE OF CONTENTS
ISSUE 2
Writing Special Thanks
Simple Goblin Chloe Pope
Brian Yaksha Danaé Peters
Thomas Small Off With the Faeries 1 Market Spark Tables 39
Kieran Mayo
Time in Faerie The Goblin King’s 40
Editing Thomas Small
Time Passes: Weeks 3 Raffle
Brian Yaksha Time Passes: Months 5 Random Encounters
Public Domain Art 45
Thomas Small Time Passes: Years 7 Around Market
Kieran Mayo Cover - ——————- Time Passes: Decades 9
R. Doyle Bestiary 47
Time Passes: Centuries 11
Layout Herne the Hunter 47
Interior Illustrations - Magic Item 13 Hobb 48
Simple Goblin John D. Batten,,Ludwig Fey Backstory 49
15 Redcap
Chloe Pope Richter, Arthur Rackham, Hooks Glaistig 50
Jessie Willcox Smith The Goblin Market 27 Trow 51
Graphic Elements - Introduction 27 Barghest 52
Harold Nelson Running the Market 30
Random Stall 33
Generator
Old-School Essentials is a
trademark of Necrotic Gnome. D6 Market Bylaws 36
The trademark and Old-School Bramble Trade Goods 37
Essentials logo are used with
permission of Necrotic
Gnome, under license.
1 2
OFF WITH THE FAERIES

Time in Faerie The World Moves On


Figure 1
Time flows strangely in the Time in Faerie Dice
Rolled A lot can change whilst a party
realm of Faerie, unmoored
Less than a day 1d4 is away. When the party
as it is from the iron rules
A day or more 1d6 returns from an extended
that govern the mortal
A week or more 1d8 sojourn in Faerie the Referee
realm. Many have enjoyed a
A month or more 1d10 may roll 1d10 and consult one
month-long jaunt into the
of the following tables relevant
fey lands only to return
Figure 2 to the time that has elapsed.
mere moments after they
Dice Result Time Elapsed These tables contain changes
left. But tragically, others
1 Mere moments to the world state that a
have spent commensurate
2 Commiserate Referee may wish to integrate
amounts of time, only to
3 D20 hours into their world.
return to find a world that
4 D6 days
has bore centuries in their
5 D4 weeks
absence, leaving them
unmoored and out of time. 6 D6 months
7 D12 months
When a party returns from 8 D10 years
Faerie, roll on Figure 2 to 9 D100 years
see how much time has 10 D4 centuries
elapsed since they left the
mortal realm. The amount
of time the party spent in
Faerie determines the dice
used to roll. (See Figure 1)
3 4
WEEKS WEEKS

A brawl at the tavern has left 1d3 people dead. The murderer Search parties were organised to look for the party by anyone who
1 escaped justice and has since fled towards the lawless hinterlands. knew where they were headed. If the party is well regarded then
6 there is a 70% chance the search parties are formed out of concern
rather than the desire to loot corpses.
The local castle played host to a modest tourney. Most local knights
were in attendance and the small folk put on their associated
2 revelry.
A friend or loved one of the PC’s has been struck by a fey illness
after eating food acquired from a Goblin Market. They will waste
7 away in d3 months unless the goblin vendor is found and convinced
The Goblin Market's trollish guards were given a rare day off to they broke established laws of decorum and etiquette.
blow off steam. As such, several prized local livestock have been
3 carried off or left brutalised, and some folk of a travelling bent are
missing and presumed eaten. One of the trolls is still at large at a
A mendicant preacher (cleric, 5th level) arrived in town bearing the
local crossing, wanted by both mortal and Goblin authorities.
strange teachings of a foreign god. They thus far have had little luck
8 spreading their gospel, but they offer their powerful clerical ability
to the converted or helpful.
A mysterious fire blazed across the countryside, dealing irreparable
harm to large swaths of the village. Rebuilding efforts are underway,
4 but morale is abysmal.
A Pixie clan has held a raucous festival. All fields and orchards
within a mile of the festival grounds have been plundered of
9 livestock and fruit, and all taverns for miles around have found their
booze replaced with tepid pond water.
Several children have gone missing and the stricken families have
pooled their meagre resources in hopes of paying adventuring types
5 to find them. The children themselves have been cursed to live as
Bandits have moved into a local ruin, hill, and set up forward
hounds by an elven sorcerer who grew tired of the youths playing
noisily near her favourite brook. 10 camps in a patch of deep wood. They now harass the local trade
roads.
5 6
MONTHS MONTHS

People have taken to openly carrying iron knives and are A pair of local mothers each birthed a set of twins on the night of
exceedingly cautious of strangers, only giving their names if the the harvest moon. Locals gossip about the auspicious nature of this
1 stranger offers theirs first. Lands beyond the markers of civilisation event and contemplate what it means for the nature of the children
are considered “fey-haunted” by those who travel the roads. 6 born. There is a 75% chance that this is a mundane although
unlikely coincidence, and a 25% chance that the children all share
an otherworldly sire.
A company of former sellswords has taken over a small walled town
and begun ruling it like a petty fief. They have no desire to move on
2 or return to mercenary work, but they also lack any skill at leading a A perfidious wizard has laid claim to the tallest building in the area,
community who view them as conquerors. and proclaimed it their tower sanctum. The wizard has already
7 acquired a reputation for being crotchety, unpleasant, generally
unhelpful, and quite possibly mad.
A poor season and a long period of inclement weather, storms and
3 floods, has blighted the land and damaged the stockpiles. Starvation The land is in the throes of a grand seasonal festival. Revelry runs
looms and the cost of basic provisions has tripled. thick in the air and even the fair folk cannot help but join the
8
celebration in their own peculiar ways.
Migrants and refugees stream into the realm from the wild
4 hinterlands beyond the borders, victims of increased raids from A string of robberies and thefts have put the community on edge,
wild marauders in lands even further beyond. with tensions running high and any strange behaviour is as likely to
draw an accusation of thievery as it will draw the swift application of
A strange hound has taken residence on the outskirts of a 9 mob justice. The true culprit was but a single mortal thief of
backwater hamlet. Those who travel to and from the hamlet carry adequate skill, who has recently left the area due to having taken all
rumors of it, as it stays strangely in their memories. Some say it they found of worth. The locals remain unaware of this.
5 keeps the wolves at bay, others say it leads children through the
fields at night in strange processions, most say it sometimes speaks The Goblin Market came to town! The local economy has been
in a tongue as old as the wind. By and large all of these rumours flooded with a variety of strange magical curios and cursed objects.
seem to be true. 10 Too many have brokered deals and offered oaths with goblin
merchants; leading to fortunes made and lost - often in the same
night.
7 8
YEARS YEARS

Years of famine and misfortune have diminished the local villages, A rakish charlatan has run amok and since departed the region.
causing some to be abandoned altogether. Many of the poor and During his “grand tour” he has sired 1d6+6 children, all with his
1 hungry masses have flocked to the nearest large town, leading to a distinctive features, with women wed and unwed alike. The
sizeable population of the poor and exploited. charlatan promised each mother that he would support their child
6 with his fortune, but not a single silver has been seen by any of
them. These spurned women have since banded together and
A local mortal has gone and got themselves hitched with a faery
pooled resources to hire someone to track down the foul rake and
spouse, becoming wealthy from the elfin dowry. Though the couple
retrieve what is owed.
have borne many beautiful children, the mortal spouse is bound to
2 the letter of a byzantine marriage contract and thus engages in a
variety of odd behaviour. Rumour is the faery spouse wishes an end The region is just now finally recovering from the gouging horror of
to their enchanted nuptials. the white-eye plague. Almost every family has lost a member to the
sickness. Survivors are left blind and weeping from their milky eyes.
7 All important NPCs have a 35% chance of having contracted the
A band of adventurers turned grifters have flooded the realm with
largely counterfeit treasure maps which have already sent many plague at some point. If contracted the disease has a 70% mortality
young, foolhardy souls to their dooms. Each map has a 2-in-6 rate and if survived there is a 80% chance of permanent blindness.
3 chance of leading to a legitimate treasure location, but all maps lead
somewhere dangerous. These con men toast the success of their Loved ones of party members have held funerals for the missing,
schemes in the most expensive tavern in the area. 8 provided it was within their means. The party is legally dead in any
records where they would otherwise appear.
The local woods have become the favoured hunting ground of a
4 faery noble. The locals have learned to flee indoors when the mist A necromancer long rumoured to dwell amongst the ancient
rolls in, lest they be the quarry. barrows has in recent years grown bold. These grounds, already
9 maligned and feared, have become deeply infested by lost spirits
A noble’s daughter swapped places with an almost identical peasant and the walking dead who gather in unclean numbers.
girl. The deception was discovered quickly due to the peasants girls
lack of courtly knowledge, but the noble’s daughter is still at large.
Her lord father is still offering a desperately high reward for her A new Lord claims dominion of the area after an expensive
5 whereabouts, despite how long she has been vanished. The noble’s conquest. The Lord levies heavy taxes to repay debts incurred
daughter is now a 4th level rogue who often sells her services as a
10 during the campaign and their erstwhile mercenaries have been
hireling in the coaching inns and dingy taverns of the region. forced to stick around to collect their promised wages.
9 10
DECADES DECADES

The local area has now long enjoyed a bit of fame due the A young drake has made its home in the nearest mountain range or
sweetness of its milks, blessed as it is by fair folk. Milk based recipes patch of hill country. The drake has thus far contented itself with
1 have become regional staples and the export of the milk has 6 the theft of livestock, but the locals fear that it will soon come into
become a brisk business. A spiteful sprite, spurned as it was by a it’s full fire and nobility fear that it will soon seek wealth to hoard.
village, now seeks to end this.

The realm has been plagued by frequent raids by marauders from A heresy has become prominent in the region, even attracting some
the hinterlands. They appear in bands of d6 X 10 led by a support from the priestly and noble classes. Heartland ecclesiastical
2 barbarian of 3rd level and attack villages to carry off wealth, 7 authorities have a dim view of these believers and talks of an
livestock and people with useful skills. They grow bolder with each inquisition or crusade are abound.
passing year.

A tip from a friendly knocker troupe has led to the discovery of a


Due to misfortune and cruel fate, a mere child has ascended the bountiful silver vein. A rude and ready boom town has sprung up
throne and assumed the mantle of royal dignity. Naturally this has 8 around the new mine and tensions are high as the nobility and new-
3 led to instability throughout the kingdom as lords openly vie against money burghers squabble over the riches.
each other and pretenders gather allies for their own bid to the
throne.
A series of costly wars and natural disasters in a neighbouring land
has diverted a profitable trade route into the region. Previously
Two prominent families have entered a bloody feud following the 9 exotic goods have become commonplace for the well off and the
tragic aftermath of an otherwise sporting duel. Since then the region's overall wealth has increased considerably.
4 families have been stuck in an ever escalating cycle of retaliation
which has dragged many other families into the conflict.
An Elfin lord has taken to holding court in a patch of deep wood
that was always connected to their realm but long neglected. Strange
A change in regimes has seen trade with a previously hostile nation faerie bylaws govern this wood now and the Elfin lord has been
made commonplace. As merchants and foreigners become 10
5 known to demand a variety of odd goods and services from his
ubiquitous in the taverns and on the roads of both realms, so too mortal “subjects” in the surrounding area.
does their foreign slang become common in the local dialect.
11 12
CENTURIES CENTURIES

The region has undergone a massive linguistic shift. The common A Pooka has settled in the area and has attracted a modest but well
language of the PC’s has become a language of scholars or of liturgy established harvest cult. Many generations have grown up with the
1 or has become utterly abandoned. The new common language is 6 Pooka blessing their harvests, but the faery has recently felt that
somewhat intelligible but the party will at most get snatches of offerings to it have been subpar and so has left in protest. Locals
sentences until they learn this new tongue. quail and scramble for ways to ensure the Pooka’s return.

Standing stones were raised alongside the roads throughout the A venerable dynasty was deposed after a long and bloody civil war.
realm, with each bearing the carved faces of bearded men. Much A new republic has established itself and created a measure of
superstition has been attributed to the stones. Most believe them to 7 stability and legitimacy, but royalists hiding in far off lands seek to
2 be benign, the faces of ancient kings, or friendly pilgrims to appoint a far removed bloodline heir back on the throne.
accompany travellers. In truth, the stones serve a faery lord as his
eyes in the mortal realm, but time has granted them an enchanted
sentience and a grandparent’s attitude to pilgrims who visit them. A grand exodus and cultural diaspora from the untamed
hinterlands has led to the collapse of several kingdoms and the birth
8 of a dozen or so migrant kingdoms in their place. The cultures
The religious tenets of a distant land have attracted a small but
present in these lands previously have been subsumed into this new
3 widespread and fanatically loyal following. They practice in secret
cultural sphere but many older practices remain.
but proselytise amongst the poor to whom they give aid.

The kingdom has adopted a new form of currency, whether that be In the decades the party was absent, an evil rose and threatened to
a new standard of coinage or a shift to paper currency. The money plunge the realm into darkness. A fellowship of brave heroes fought
4 carried by the party is considered antique but can still be used in 9 back against this evil and prevailed, cementing themselves as
most places, although conversion rates are not favourable. celebrated paragons. Time has since claimed most if not all of their
lives, but their deeds live on in monument and song.

A generation ago, explorers discovered a land mass where none was


previously recorded. Its coastline is dotted with colossal ruins, and The march of technological progress continued in the party’s
interior exploration of the region has been intermittent and ill-fated. absence. Innovations once little more than dreams; firearms,
5 Nevertheless, an enclave for trade and exploration has been 10 painless surgeries, locomotive travel, efficient and modern
established in the ruins of a coastal citadel, ruled by representatives infrastructures have been attained---alongside all the societal
of the world’s major seafaring powers. troubles such industrialisation brings.
13 14
MAGIC ITEMS
Knocker’s Compass - It’s unclear whether this device was Trapped Faery Blade - A faery soul bound to an iron blade
made by or was simply used by knockers. The needle of this as eternal punishment. The blade burns with the soul’s white hot
compass points inexorably towards the nearest sources of agony when wielded, dealing +2 magical fire damage. The faery's
concentrated mineral wealth such as gold and silver. A useful torment is somewhat lessened when it sits in its scabbard. Due to
item for a knocker to have. this, the blade wishes to avoid conflict at all cost and will whisper
surprisingly cogent diplomatic advice to its wielder to avoid such
scraps.
Taliesin's Door - A small free standing door frame that shrinks
anyone who walks through it to a few inches tall, and grows
anyone who walks back through to their original size. When Spriggan-Rock - A large chunk of a spriggan’s favourite stone
returning to their original size there is a 3-in-6 chance that the that thrums with magical energy. Once per day, the stone may be
user will lose an inch off their height during the process. The tapped to replenish a spell slot. If this is done, or if the stone is
wizard Taliesin was a famous fey-friend and used this magical set down on untilled earth, the spriggan will become aware of its
device to enter the abodes of his many diminutive fellows. It is presence and will beeline towards it with intent to retrieve the
said that by the end of his long life Taliesin was rather diminutive stone and indulge in retributive mayhem.
himself.
Elven Dress Shoes - A pair of delicate and immaculately clean
elven slippers. When worn, these slippers levitate the wearer in
Hobb Broom - A stout twig broom with a knobbly handle, the air an inch above any surface, solid or liquid, that they would
worn smooth with use. Can be used to sweep away illusions as walk upon. However, as an article of courtly dress, these shoes
well as functioning as an incredibly good mundane broom. A must be kept clean and stored carefully, else they may refuse to
labourer making use of a Hobb broom for the purposes of a work in protest.
hard day’s work can accomplish their task in 1/4th the amount of
time or with only 1/4th the amount of exhaustion such labour
would ordinarily entail.

Beggar's Sash - It is said this simple sash was created by the


wizard Vortigern when he grew tired of being accosted during his
frequent trips through Faerie. When worn, intelligent creatures
will see the wearer as something unseemly and attempt to ignore
or avoid them, like a nobleman ignoring a starving urchin.
15 16
FAERY BACKSTORY 1. Goblin Child 2. Changeling Sibling
HOOKS Born breathless, born silent. It stung when your sibling
In their grief and vanished, and it was like a
desperation, your parents knife to your heart when
sought aid from the Goblin none believed you when you
Market. They paid a price, spoke this truth. In that crib,
one greater than you could in your home, throughout
ever imagine and one they your childhood; dwelled an
would have gladly paid impostor. They grew up
double for. All so that you beautiful and vain, indolent
might live. You gasped and but talented; sometimes
wailed your first cry of life capricious, and always
in the fey-haunted halls of cruel. No relief was had
the Market, among the when they came of age and
Goblin folk who gazed upon left home; for they had stolen
you with a knowing avarice your family’s most valuable
from that first balling possession; your birthright,
breath. and your true name along
with it all.

Fey creatures are a reclusive lot by Something about your


appearance or manner Out in the world you have a
and large. When they do interact
unnerves mortal folk but faery sibling in possession of
with mortals however, they do
causes goblin folk to view you your family's most valuable
tend to leave a most indelible
as kin. You gain +2 on reaction possession. Confronting your
mark— for good or for ill.
rolls against goblins but suffer sibling will be exceedingly
If a player wishes a fey creatures -1 against mortal folk. difficult as they are in
indelible mark placed on a PC Additionally, you have an ill- possession of your true name
they may roll 1d12 and consult defined but unerring sense and therefore hold great power
the following numbered entries or where the nearest Goblin over you.
simply choose one at the Referees Market hub resides.
discretion.
17 18

3. Faery Plaything

You were plucked from a Acrobatics - You are a world


simple life and spirited class acrobat but can only
away to the enchanted move around using jumps,
courts in the heart of Faerie.
You were little more than a rolls, cartwheels, pratfalls and
piece of exotic furniture, a such.
dancing monkey, a curio of
wounded flesh for a faery Singing - You have an almost
lord; something to be trotted inhumanly beautiful singing
out for the amusement of voice but when you sing or
your abductor and their hear others sing you cannot
guests. You were forced to Full page art piece. Something
pick up many skills, honing help but weep and become hopefully showing a court scene
some to superhuman levels; wracked with sobs. and/or one of the activities described
all to avoid the lash and Impressively, this does not opposite.
sneer of your betters. But affect your performance.
you could not hold their
attention forever, and with Recitation - You have an
little pomp or circumstance
you were turfed back out encyclopaedic knowledge of
into the mortal realm. poetry and great works of
literature and may recite them
without pause or stutter.
You developed a superhuman
However, once you start
talent whilst in the forced
reciting you may not stop until
employ of a faery lord but
you have recited the entire
picked up a strange quirk along
work.
with it. Choose a talent from
the list opposite or use it as Music - You are a world class
inspiration to make up your master of an instrument of
own. Any talent created must your choice, but must have that
have a related ironic drawback. instrument in your possession
at all times or you begin to
panic and cannot benefit from
rest.
19 20

4. Scion of the Lake 5. Swindled by the


Market
Your father was a sullen You were looking for a deal,
man, for by fortune or by and by some terrible twist
foolishness, he loved a of fate you found yourself in
maiden of the lake. She bore a Goblin Market; alone.
you and raised you until Coaxed by a variety of ill-
you came of age enough for informed deals and
your father to foster you in tantalised by unearthly
his home. The distance delights that would drive a
between you and he was lesser mortal mad, you
only surmounted by the made many a foolish bid.
distance between your home When finally the market
and those enchanted waters. spat you out from its gullet,
You both loved a maiden, a you were left with naught
mother, who was an but a key of uncertain
otherworldly creature; provenance and unknown
never fully present, and purpose.
remembered only for times
of joy and many a
wondrous gift. You begin the game with a
small,strange key. The key’s
significance, if it has any, is
You are hauntingly beautiful by determined by your Referee.
human standards and may Goblins of the Market respond
speak Low Faery if you cannot to the key with either greed,
already. In addition you are a disgust, fear, or laughter. None
strong swimmer and may hold know what it is for, but all have
your breath for double the ideas.
usual time. However, for every
week that you spend without
swimming in a large body of
water your carrying capacity is
reduced by 10 lbs. Should
your carry capacity reach zero
you dehydrate and die.
21 22

6. Bewitched 7. Friend to Hobbs 8. Pixie Cheiftain


Bloodline
Back in the mists of time, Though folktale contends You went drinking and but behaving is often beyond
some long dead, nameless that Hobbs prefer to keep to soon found yourself upon them and they will inevitably
ancestor of yours did themselves, your acts of the mounds, in the wreak havoc if left idle too
something foolish and drew kindness and respect earned company of little men; and long. Being a chieftain also
the ire of a particular you the affection and by some strange twist of
vindictive faery. Since that mutual respect of the small fortune you awoke the confers onto you the rights of a
cursed day your family has domestic fey who dwelled in morning after; no worse for visiting dignitary in the fey
known no peace. Cursed as your home. They taught the wear save for the noble courts, guaranteeing
you are, misfortune and you a great many things: hangover and the aching significantly better treatment
misery follows your blood how to properly shine brass, cramps of being confined than a mortal would otherwise
like flies to a corpse. The the best way to scrub a within a Pixie den. The receive.
last of your family’s stain from linen, and even minuscule revellers, still
meagre, diminishing wealth how to find others of their inebriated and half-asleep in
has recently provided you a kin should the need arise--- their tankards, told bawdy
long-awaited way to free so deep was the bonds you tales of your drunken
your bloodline. You have shared. Consummate escapades and how you
finally received a reliable tip natterers and gossips, your stumbled upon them with
about a mystic with the name is known by most manners enough to
means to identify and Hobbs you encounter, and continue your debauchery.
possibly even access your all can spare a kind word to The aged clan chief of the
family’s long tormentor. a friend; provided you can Pixies, so impressed by
live up to the reputation your fool heart and iron
which precedes you. liver, named you his
Whilst the vindictive faery honoured heir, married his
haunts your bloodline your eldest child to you, and then
Referee may add a strange and You are able to discern the died, drowned in a mug of
unlikely twist to every failure subtle signs of Hobb habitation bitters while laughing upon
you suffer. However, a lifetime in any home, should you be his throne.
of dealing with such torments investigating. Most Hobbs you
has left you keen, giving you a encounter will be familiar with A Pixie Horde, (Fair Folk,
+1 bonus to all saving throws. you and treat you somewhat Issue 1. Page 22.) loyal to you,
like a distant cousin, helping follows you at all times,
you but not putting themselves refusing to leave your side.
in harm's way. The swarm will do anything
within their power to aid you,
their chieftain;
23 24

9. Formerly Blessed 10. Arboreal Sire

For generations your Your father was a man of


village toiled under the kind tall tales and too many
gaze of a faery patron. stories, and by his own
Babies were born hale and telling he would often
healthy, its young lovers regale you of his time as a
beautiful to look upon, and tree before he took the form
its merchants especially of a man. Much like his
lucky in their windfalls. All many other stories, you
was well and all was good, never believed him; it was
until for reasons still not likely a parable or
known, the faery’s gaze something even more
departed. Now you and tedious. That was, of course
your people toil under the until, your father became a
gaze of distant and tree again. Now you curse
uncaring gods, like every yourself, for you cannot
bugger else. recall the name of the elven
witch in his tale, nor the
time limit she gave him on
You are a peasant who has his human form---assuming
lived a remarkably charmed you’re remembering it
life thus far given your station. correctly. He told them to
You know your village’s you as a child, after all.
former patron is out there
And now you’re left to
question both whether a tree
somewhere and that good can be made mannish once
times will come again should more, and what other
you convince them to return. strange stories of his were
in fact true.

Your kindly father has been


transformed into a tree that
stands on the edge of your
hometown. You promised
your not-quite-widowed
mother that you would find a
way to change your father
back.
25 26

11. Fey Admirer Please consult everyone at 12. Head of an Ass


your table whether they are
comfortable with this
A Faery’s favour is a fickle background being used. Whilst you dreamt beneath
thing, and your fey the tree boughs on a
“admirer” has favoured you midsummer’s night, you
with an unnerving If you would like to keep this suffered the cruel prank of a
consistency. Though their background but remove the fey trickster. You awakened
intentions don’t appear uncomfortable stalking aspect with the head of an ass, an
romantic by any mortal befitting the genre, the exceptional misfortune
standard, your “admirer” “Admirer” is instead a fairy which you’ve struggled
hounds your steps through ever since. In
obsessively and is never far knight or courtier who has pursuit of justice,
away. They rarely approach made you a pawn in some satisfaction, or some form of
you openly, instead grand scheme of Faery; their reversal you found the spell
choosing to make their gifts of entrails or esoteric clues was cast as some sort of
presence known by leaving are them attempting to point joke. Given how you’ve
strange and often deeply you in a direction that favours suffered, you struggle to
unsettling gifts. find the humour in it.
their own plots---they don’t
care about your character as a
person, but they may become
You have a faery stalker. This deeply invested in the narrative You have the head of an ass
stalker will not approach if idea of your character as time and suffer all the mockery and
given a choice and will instead progresses; for better or for social stigma that entails.
hover around the periphery. At worse. Fortunately for you this curse
night they will attempt to leave has given an affinity for equine
gifts near you as you sleep. creatures and the ability to
There’s a 2-in-6 chance this gift communicate with them in a
will be something useful like limited fashion.
basic equipment or a small
pouch of coins; otherwise the
gifts will range from strange to
legitimately unsettling, such as
a watercolour painting of you
sleeping that previous night or
carved animal remains.
27 28
THE GOBLIN For all its strangeness to

MARKET outsiders, the Goblin Market


operates on its own internal
logic that is far too mortal for
anyone to politely accept the
comment. It is a place of
complex, long-running politics
and schemes for power and
position; but magnified and
pulled taut to a scale nigh
impossible for short-lived
Introduction: What is mortal lives to easily
the Goblin Market? for the merchants do not appreciate.
desire stability in any form.
The Goblin Market is a single
sprawling entity, a seemingly Shops and businesses scuttle
never ending warren of plazas, locations over night, like gold- The Brambles
pop-up stalls, merchant the Brambles play host to a
laden crabs seeking to arrange
emporiums, bizarre grand variety of strange flora and
themselves differently upon The Brambles is a region of
bazaars, and wayward fauna, the sort which have
the pile for little purpose other perpetual twilight where
warehouses which are nestled tantalised many an alchemist to
than posturing. Fortunes are goblins and trolls dwell
like the thorny flowers of a madness in their lifelong
made and lost in the blink of beneath the twisting roots of a
particularly perfidious region search of wondrous reagents.
an eye, princes made paupers, gargantuan underbrush which
of Faery known as “the As its thorns pierce into the
and innovation made old hat sprawls across all reality like
Brambles.” It is a place of dark shadows of the mortal
by the ringing of the bell. creeper vines, digging its thorns
esoteric eclecticism, as odd realm, goblins have long made
Grudges and rivalries between into places dark and ill-
and as variable as the goblins use of the Brambles to slink
consortiums, guilds, thieves occupied. Traversing the
who dwell within it, and as back and forth with ease and
and merchants burn bright but Brambles is difficult for fey,
equally as strange and impunity. Mortals of truly
short; and the often who find the realm beneath
ubiquitous as the many goods knavish heart or youthful folly
(sometimes literally) explosive their dignity; and impossible
and buyers who grace it from in wanderlust may journey into
mischief is left to the trollish for mortals who can seldom
across all known realms of the Brambles with ease, but
guards and any fool thick rationalise or accommodate
existence.Any accessible point without a goblin to guide them
enough to offer their services how the realm transcends their
of the Goblin Market is a they may find it quite
as freelance troublemakers. perceptions of the liminal. As a
chaotic affair, impossible to navigate, let
place unconquered by either
alone escape.
force,
29 30
RUNNING THE GOBLIN MARKET
The Goblin King How do you get to the
Market? The Goblin Market is It takes 1 turn to explore what
labyrinthine and infinite in a plaza generally has to offer,
Legend attests that The There are two main ways for a scope, but the minuscule though it may take more if a
Brambles is ruled by an mortal to find their way to the (though still obscenely large) party wishes to be thorough. If
enigmatic figure known as the Goblin Market. localities that mortals can a party is looking for a specific
Goblin King; though true perceive and often find good or service in the market
knowledge about this entity is Firstly, many goblins do brisk
themselves in, are generally then, unless otherwise stated
sparse. Most goblins claim the trade as guides through The
navigable. If a party wishes a by the referee, each plaza they
King is an immortal goblin Brambles. If properly
jaunt into the market you can enter has a 1-in-6 chance of
sorcerer of great power, while compensated, a goblin may be
use the following procedures. containing the required stall.
many trolls believe that the willing to escort a party of
This chance increases by 1 for
King is simply the richest adventurers from the mortal
every prior stall the party has
goblin in the market, and those realm into the market via a Navigation explored during their trip.
elfin sorts who dare root-tangled portal.
contemplate the subject
contend the King is simply a The second and most The mostly managed and Tunnels are largely empty,
personification of the strange common way of finding the occupied portions of a Goblin serving as practical egress from
whims and bylaws that govern market is stumbling across a Market are split up into an one plaza to another. Mortal
The Brambles, and thus by market trading post in the uncountable amount of small orienting signs may be carved
extension the Market. In truth mortal realm. These posts are plazas connected by root-shod into the walls, but are edited
it doesn’t matter really, as all allegedly established in tunnels of bare earth. These and redacted to the point of
goblins follow the King’s shadowed ruins of old and areas are uniformly bustling, obsolescent madness. Goblin
edicts; seldom issued as they haunted grottos, often founded with day and night having little graffiti covers up the few signs
are, and all trolls are honour- by goblin merchants of an meaning in the market’s which might otherwise be of
bound to enforce them. adventuring bent. These posts endless twilight. use. Travelling from one plaza
are usually hidden by subtle to another takes 1 turn, with
glamours, but clientele who are Plazas are where most of the little incident or random
deemed “a good fit” for the market's business is done and encounter save for perhaps a
Market tend to be able to find will generally contain a few goblin clean-up crew scrubbing
them via rumour and intuition, stalls, dwellings, warehouses the walls or merchants
as if the Goblin Market was and mischief which change and marching from one corridor to
calling for them to attend. shift seemingly in the blink of the next.
an eye. You may find tables for
generating stalls and mischief
on page 33.
31 32

Wandering Monster & is rarely taken openly and Random Monster


Market Events monsters and visitors alike will
have to be subtle and creative
Wandering Monsters are
with their hostile intentions 1 1d12 Goblin Merchants, carrying stalls on their backs.
rolled as described in OSE -
should the desire for violence
Dungeon Adventuring. In
exist. 2 1d4 Trollish guards, on patrol and quite bored.
addition to this, a referee must
also roll for a Market Event
every 6 turns. Market events Market Events 3 1d6 Imperious elves, hiding any interest behind facetiousness.
have a 1-in-6 chance of
occurring near enough to the
party that they may participate, 1 Thievery! 4 Small adventuring party. (Fighter, Thief, Magic-User all level 1d3).
suffer blame, or take advantage
of the situation; with all other Flash sale. 1-in-10 5 Strange mystic, offering “true visions” but ignored by most.
results occurring in the chance of something
distance or just prior to the 2 useful.
party’s arrival. When an event 6 2d6 Witches. 30% chance of being led by a hag.
occurs that is worth interacting Trollish guard parade.
with due to it’s adjacency to the 1-in-3 chance of having 7 1d2 Hobb cleaners, going about their task.
party, roll on the Market Event 3 a reason. Otherwise,
table opposite. they simply posture.
8 Pooka, a crusade of freed livestock in tow.

Reaction Rolls
4 Colourful Explosion! 9 Changeling, glamoured as someone familiar to the party.

Reaction rolls are made as


normal when wandering the
5
Excess/scarcity upturns 10 Pack of 1d8 sprite urchins. Subsist on thievery and petty scams.
market. However, whilst the market costs.
market has dungeon-like
qualities, it is a place of 11 1d3 Mundane mortals, utterly bewildered, asking for directions.
Desperate, faustian
commerce that is governed by 6 bargains offered.
the laws of the distant but ever 12 Hill giant, badly stooped, seeking balms or chiropractors.
present Goblin King. Due to
this, violent action which risks A portal to the mortal
7 realm opens nearby.
commerce or proper mischief,

A market raffle is
8 announced! (Page 43)
33 34
RANDOM STALL GENERATOR RANDOM STALL GENERATOR

To randomly generate a Goblin Market stall, roll on each of the below


tables and combine the results.
D8 Market Goods 1 D8 Market Goods 2

Fresh produce (Strangely coloured, unearthly tastes, wrong textures, Bones (Oracle bones, human bones, scrimshaw bones, dragon
1 elemental or of alien planar origin.) 1 bones, talking bones, etc.)

Exotic pets (Too smart, of planar alignments, familiars in disguise, Cursed amulets (Inverted religious symbols, defaced icons, scarified
2 agents of cosmic powers, endangered or extinct specimens.) 2 warding eyes, scarabs of death, saints of cowardice, etc.)

Pilfered antiques (Time-displaced, kintsugi, famous counterfeits, or Controversial literature (Religious truths, risque drawings,
3 items of personal sentimentality.) 3 revolutionary poetry, obscured historical atrocities, gossip rags)

Clothing (Flamboyant, organic, of antiquated fashion, of a Fortune telling and charms. (Devil’s Tarot, twitching rabbits feet,
4 designer’s fever dreams, or glamoured beyond mortal 4 albatross pendants, seven-bead amulets, barnstar pendants, ladybug
comprehension.) jars, trusted horseshoes, grinning cat statues, etc.)

Drug paraphernalia (Miniature hookahs, musical smoke pipes, Treasure maps (To treasures lost to time, treasures long plundered,
5 blessed smoking papers, or transdimensional snuff boxes.) 5 treasures thought lost, treasures yet undreamed of)

Street food (Bramble baklava, dream-dusted churros, trollbrine Alchemical reagents (Larvae of the soul, blessings of witches, the
6 pickles, astral hog sausages, ouroboros bread pretzels, etc.) 6 last love of villains, the sin shard of a hero, and other rare sorts.)

Livestock (Chickens, pigs, cows, dodo birds, aurochs, sea turtles, Magical toys and games (Talking puppets, oracular cards, spirit
7 etc.) 7 boards, animated folding paper, games of miniature strategy, etc.)

Liquors, ales and other intoxicating brews. (Vintage, antiquated, Short term labour contracts for hirelings (Indebted mortals in need
8 fermented in undeath, honeyed to slumber, or brewed in 8 of passage, out of work trolls, young goblins, unlucky knockers,
drunkard’s dreams.) displaced pooka, solitary pixie, or conspiratorial redcaps, etc.)
35 36
RANDOM STALL GENERATOR MARKET BYLAWS
A variety of laws govern conduct in the market and are enforced by
trollish guard and social taboo. Most of these laws can be found in any
market town, such as laws against theft and fraudulent trade. Some of
these laws are far more mercurial however, with strange rules often left
unspoken and applied haphazardly. These strange and shifting bylaws
are a normal part of life in the market and most locals have a knack of
D10 Associated D6 General Pricing knowing which rules are in effect. Mortals are unfortunately not so in
Mischief tune, and receive dirty looks, raised prices or even a drubbing from a
trollish guard depending on the severity of their offence.
1 Price fixing. Barter with goods and
1 favours.
When a party enters the market, roll 1d8 on the below table to see
which strange bylaw is in effect, or make up your own.
2 Workers on strike.
2 Cheap.
First offers, no matter how reasonable, must be rejected with great
3 Smuggling. 1 drama.
3 Reasonable.

Star crossed love with a Bells must be affixed to your shoes whilst in the market. Shirking
4 rival merchant. 4 Expensive. 2 this bylaw draws accusations of thievery.

5 Blackmail. 5+ Esoteric and strange.


3
Every stall in the market must both have and advertise baby
changing facilities. Inquiring about this law will draw stares into the
middle distance and feverish muttering. Not again, never again.
6 Poor quality goods.

Trollish guards must be greeted by a tip of the hat as you pass them.
7
Victim of a protection 4 An un-hatted head is taken as a sign of disrespect for the law and a
racket. criminal proclivity.

8 Counterfeiting.
5
Sellers must play an instrument when negotiations take place. The
quality and persuasiveness of the barter is determined by how well
the participants sing their case along with the music.
9 Front for a fight club.

No bylaw seems to be in effect, or else is it too obscure and esoteric


10 Counterfeiting. 6+ for trollish guards to effectively enforce.
37 38
MARKET TRADE GOODS

Goblin Fruit - Fruit with variety and look similar to mortal fruit, but Twilight Wildcat Pelt - The dappled pelt of the wildcats native to
with a hyperreal quality as if plucked from a painting. Sublimely The Brambles is well sought after by fey nobility given it’s thickness
intoxicating and terrifyingly addictive, goblin fruit withdrawals will and interesting patterning. Fashions come and go, but wildcat pelts
waste a mortal away in a season unless more fruit is consumed or the have remained a staple of the powerful for some time now.
vendor who sold the original dose is compelled to offer a refund.

Root Lurker Larvae - A protein rich staple of market street food,


Bramble Beetle - Pony-sized beetles, smart enough to be trained the fat wiggling larvae of the root lurker are eaten raw or dried and
but docile enough to be ridden. Bramble beetles are used as reliable ground into meal. Whichever way they’re served they are quite
mounts, pack animals, and food for trolls if they get peckish. unpalatable for anyone other than goblins.

Black Bramble Root - A commonly found root with a gnarled Root Lurker Ichor - The blood of rook lurkers has a opalescent
look and a bitter taste, popular amongst Bramble caravaners. Can be quality and is used to create a very rare green pigment sought after
chewed to ease stomach problems and calm nerves. Chewing large highly by fey and mortal artists alike.
amounts of the root is known to make someone utterly immune to
panic, but can lead to loose bowels.

Goblin Fruit Liqueur - A potently alcoholic brew made from


fermented goblin fruit. It has a sweet taste and syrupy texture and is a
Trollstool Mushroom - Giant mushrooms found growing from the favourite of goblin and troll labourers alike, although it has a lower
putrefying roots of dying underbrush. The mushroom is edible and class reputation in the rest of Faerie. Fortunately for mortals, this brew
has a taste similar to mortal game birds. Due to the ease with which it lacks the addictive qualities of its ingredient and can be consumed
can be dried and stored, the mushroom is a popular ration staple. with the same risk that comes with consuming mundane alcohol.
39 40
MARKET SPARK TABLES D20 Market Patrons
Elven prince, poorly disguised and delighting in “slumming it” with the
1
The Goblin Market is an eclectic meeting ground of the odd; filled riff-raff.
with all manner of strange objects, peoples and encounters and can 2 Brownie orderly, fastidiously attempting to clean the uncleanable sprawl.
host a great deal of gonzo adventure in what otherwise could be a Trollish warehouse worker, coming into an intuitive understanding of
fairly grounded setting. 3
class oppression.
Nouveau-riche mortal burgher, eager to spend new money on
Following are a handful of D20 Spark Tables whose results may be 4
supernatural oddities.
combined to create some interesting combinations of elements to
serve as a creative spark for your own adventure hooks to be 5 Wide-eyed academic, overwhelmed with the opportunities for study.
encountered in the market.
6 Young woman, drunk on goblin fruit liquor and eager for more.
Wizard, shopping bags full of spell books, reagents and stranger things
7
still.
Furtive knocker, moving unseen and searching for an artefact stolen from
8
their clan.
Impoverished goblin merchant, desperate for any deal or scheme to
9
increase their meagre remaining assets.
Questing knight, honorbound to slay some beast hiding in The Brambles
10
and looking for a guide, and possibly a merry band to accompany them.
Hag brewmistress, seeking brewing ingredients that most would view as
11
unethical at best.
Cunning beast, gifted with speech and thought and fascinated by the
12
society it’s new gifts facilitate.
Wood golem, centuries lost but still running errands in the market at the
13
behest of a long dead wizard.
Barghest hound, searching out its littermates still in captivity and the fool
14
soul bold enough to hold them in cages.
Traveller from a far off land, viewing both the magical and mundane with
15
the same tourists enthusiasm.
Adolescent, searching for an erstwhile infant whose flight to the market
16
may or may not have been their fault.
Jubilant pickpocket, taking advantage of the market's hustle and bustle to
17
enjoy a hefty five-finger discount.
“Come buy, come buy: Our grapes fresh from the vine, Pomegranates full and Old witch, returning from appeasing the old powers of The Brambles and
18
fine, Dates and sharp bullaces, Rare pears and greengages, Damsons and now indulging in a bit of window shopping.
bilberries, Taste them and try” 19 Trow, lugging a damp sack of various musical instruments.

Haggard glaistig, no interest in shopping as they ducked into the market


20
just to avoid a particularly bothersome mortal smitten with their song.
41 42

D20 Strange Items D20 Troubles

1 Magical ring. 1 Escalating price war.

2 Goblin fruit. 2 Rising discontent amongst the market labourers.

3 A bill of sale. 3 Alchemical mishap.

4 Cave-aged cheese made from the milk of an extinct animal. 4 Impromptu duel.

5 Unnerving demon idol. 5 Extreme buyer’s remorse.

6 Crown of Madness (mundane crown with a terrible history). 6 Thievery!

7 Amulet of Invisibility 7 Ill-fated love.

8 Thick leather collar 8 Shirked duty.

9 House cat. 9 Livestock running wild.

10 Animated chess set. 10 A fundamental and disastrous misunderstanding.

11 Erstwhile mortal infant. 11 Failed investment.

12 Endless flask. 12 Overwhelming vice.

13 Delightfully gaudy outfit. 13 Banal bureaucratic cruelty.

14 Deeply cursed doll. 14 Ravenous desire.

15 The lost masterpiece of a lauded mortal artist. 15 Lateness.

16 Bouquet of Elfland roses. 16 A besmirchment of family or personal honour.

17 Pickled hand of saint 17 Lost item of value.

18 Biography of a mortal being written in real time. 18 Assassination plot.

19 Expertly taxidermied crocodile. 19 Unpaid rents.

20 Truly awful street food. 20 Serial killer on the loose!


43 44
THE GOBLIN KING’S RAFFLE
The Raffle D8 Raffle Prizes

The raffle is a rare but vaunted As with all such games, the
event called by the Goblin actual odds of winning a raffle 1 The Egg of a Black Dragon from a notably perfidious brood
King during nights of great are small, but given that a PC
importance. What constitutes has paid something dear for
as important for the enigmatic the ticket, the rule of narratives 2 The Deed and Map to the Ancient Fortress of the Balor.
King of The Brambles is and as means to cajole more
opaque at best, so the calling of investment of both trust and Petty Godhood. No additional power but 1d4 clerics experience
the raffle is functionally coin into the Goblin Market, 3 visions of your divinity and begin spreading the word. Those keen
random as far as all but the will give any PC an outsized to the divine will also understand your nature. If you serve a deity,
most well connected are chance of winning. they look upon you with either concern, jealousy, or overly familiar
concerned. During the raffle kindness.
the market comes alive with Every ticket owned by a PC
ticketers collecting payments gives them a 15% chance of
and punters theorising what winning the prize. If multiple The detailed plans, maps, diagrams, and schemes for a heist of a
PC’s acquire tickets then each 4 grand treasury, stolen from its original intended designers.
great prize the Goblin King will
bestow on the winners. should get a segment out of the
possible d100 results based on
The unconditional friendship of a talking horse, now free from
the number of tickets they 5 imprisonment in the Goblin King’s oubliette.
Running the Raffle have, determined by the
Referee. Raffle Prizes should
be notably magical, 6 A single, no-questions-asked favour from the Goblin King.
To enter the raffle a PC must outstanding, strange, and
acquire a ticket. The easiest useful; with any caveat coming
way to do this is trading an A small egg-shaped charm covered in human facial features. Mostly
more from how the PCs
item to one of the many choose to use it than any trick
7 benign, but will offer its wearer terrible power at their lowest
market ticketers. The item moment for an equally terrible price.
of the item itself. If the party is
must be of value to the PC and in dire need of a magical item,
not easily parted with, this is a very reasonable way to Ownership of a debt owed by a well-equipped Magic-user of 14th
otherwise the ticketer will give it to them. 8 level who will do most anything (beyond paying back the sum) to
deem it unsuitable. get out of their financial situation.
For example: A Referee with
three ticket holders may rule that
PC A wins on a roll of 1-15, PC
B wins on 16-30, PC C wins on a
31-45.
45 46
RANDOM ENCOUNTERS AROUND
THE MARKET
A goblin, doggedly hunting rats for its grilled rat on a skewer business,
1
Where a tunnel between the mortal realm and the market exists, which they will excitedly advertise to any they encounter.
strange things will invariable cross over. A strange, dishevelled woman selling junk for exorbitant prices,
whispering cryptically that “the right buyer” would pay a king’s
Opposite is a list of random encounters that may occur within a hex 2
ransom for them. The junk can genuinely be sold to various goblin
containing a portal to the Goblin Market. These may be added into an vendors in the market at a roughly 30% markup.
existing wilderness encounter chart or rolled for separately on 1d10. A coven of 1d3 + 1 witches make haste to the market, seeking to
3 bargain for favours and receive the counsel of an elder thing of The
Brambles.
A pack of 1d6+ 6 thoroughbred barghest have escaped from their
4 kennel stall in the market and are now terrorising those they deem
cowards; namely any who flee their presence.
A wizard’s prentice (1st level magic user) accompanied by an imposing
5
golem of ancient troll artifice.
A fool peasant exits from the market, having cheerfully traded in their
6
family's last cow for a handful of beans of unknown providence.
1d8 +2 crudely-masked Trow are mugging any buskers and musicians
they come across near the Market, stealing their instruments and
leaving small piles of gold in their wake. They have travelled from
7
their island homes hoping to acquire instruments from the market, but
unfortunately for all musicians in the area the trow understand little of
commerce.
2d8 feline emissaries make their way towards the local market hub.
They have been sent to treat with the Goblin King on behalf of the
8 Marquis du Katzen - Sovereign Lord of All Cats. The head diplomat, a
scruffy battleworn tomcat, carries a letter requesting the aid of the
Goblin King in the Marquis' war against the perfidious Rat-King.
A hobb market sweeper wanders the area, having been turfed out of
the market and accused of multiple petty thefts. This hobb is innocent
on all counts and was framed by a fellow sweeper who is still at large
9
at the market. Faery honour demands the innocent hobb proves their
innocence but they are barred from re-entering the market and so
require aid.
Herne the Hunter vents his frustration on the local wildlife after
another failed attempt to cajole the Goblin King into breaking his
10
eternal curse. A trail of animal carcasses drips gore in a gruesome path
to the cursed huntsman.
47 48
Faerie Bestiary
Herne the Hunter Hobb
A plain looking human man of average height, clad in hunter's attire and a great Hobbs are small, subtle entities with kind features and dexterous fingers. They will
mossy cloak. Once a mortal poacher, Herne was cursed when he strayed into most often make their homes in mortal dwellings where, should the mortal
Faerie and killed the local princess' favourite stag. Since then Herne is compelled to inhabitant be judged worthy, they will busy their nights with cleaning and toil to
hunt for eternity in pointless vanity, never shall he feed himself or his loved ones maintain the dwelling. Hobb’s have the ability to glamour themselves invisible, thus
with the efforts of his toil. their presence is seldom known other than by their handiwork.

AC: 3(16) Number Appearing: 1 (accompanied by AC: 3(16) Number Appearing: 1d4
13 Barghests)
HD: 5 (23hp) HD: 1 (4hp) Aversion to Iron: Hobbs possess the fey
Unerring Marksman: When Herne weakness to iron. Attacks with iron
Att: 1 x wood ax (1d6), or attacks with his great bow he has a 75% Att: 1 x broom swat (1d4-1) weapons deal +2 damage against Hobbs.
1 1 x great bow (1d12 chance of hitting regardless of the target's
AC. THAC0: 19 (+0) Defensive Bonus: Due to their small size,
THAC0: 17 (+2) hobbs gain a +2 bonus to Armour Class
Hunting Horn: Once per day, Herne may MV: 60’(20’) when attacked by large opponents (greater
MV: 240’(80’) use an action to blow his hunting horn and than human-sized).
summon 1d6 additional barghests SV: D:12 W:13 P:14 B:15 S:8
SV: D:11 W:12 P:13 B:14 S:14 appearing within 60’ of Herne. Household Cleaners: Hobbs are almost
ML: 5 always found living in countryside homes,
ML: 8 Damage Resistance: Herne takes half doing domestic tasks at night in return for
damage from non-magical attacks. XP: 5 small offerings of bread, honey and milk.
XP: 2000 If these offerings are not made, or if the
hobb feels its services are not valued; it
may decide to make a huge mess of the
adoptive home before moving on.
Invisible: Through innate glamour, hobbs
are invisible to mortal folk at all times. If a
mortal knows of the presence of a hobb
then they may save against spells to track
the hobb down and compel it to drop its
glamour.
49 50

Redcap Glaistig
Redcaps are a militant offshoot of the far more peaceable fey known as the Glaistig are petite and capricious humanoids, skewing towards the smaller end of
knockers. As such they share the same diminutive stature, wizened looks and the human range. They possess strong goat-like legs, and all Glaistig regardless of
resistance to the bite of cold iron; such that confusion between the two groups by sex possess large spiral horns they use in sport and self defence.
outsiders is not uncommon and often the cause of bitter strife. For those wishing
to avoid offence and to know when wariness is warranted, the difference is all too Glaistig are musical creatures by nature and can frequently be found in song, with
obvious to behold. Redcaps are often found clad in heavy iron boots and wearing women tending towards vocals and men tending towards instrumentation. Songs
their eponymous caps, dyed red with the blood of their victims. spun by Glaistig have a capacity to enchant mortals, although never in any way the
Glaistig can control. Out of courtesy and a desire that their music not be
Though the depths of their schism have been lost to the timeless echoes of the appreciated in uncouth ways; many performances take place in secluded areas, far
past, what is known is that Redcaps broke away from their kin during the first great from mortal ears.
knocker exile from Faerie; loudly proclaiming that vengeance was a kinder, better
alternative to silent acquiescence. Since then, Redcaps have long established
themselves in folktale and legend as vicious slayers, raiders, and hired blades of AC: 5(14) Number Appearing: 1d6+1
dread acumen in the art of murder.
HD: 1 (4hp) Aversion to Iron: Glaistig possess the fey
weakness to iron. Attacks with iron
AC: 5(14) Number Appearing: 1d8 Att: 2 x hoof kicks (1d4), weapons deal +2 damage against Glaistig.
Kin to Knockers: Despite their 1 1 x horns (1d6) Touching iron without the proper
HD: 1+1 (5hp) protections leaves a Glaistig feeling cruel,
estrangement from their peaceable kin, THAC0: 18 (+1)
Att: 1 x meat hook (1d8), Redcap’s are still knockers in body if not in curt of demeanour, and often with itching
1 1 x iron-shod kick (1d6), spirit. Redcaps have the abilities Knocking auditory headaches which cause them
MV: 120’(40’) further petty misery.
o or 1 x iron ball (1d4, 20’) and Furtive Miners. (See Knockers - Fair
Folk Issue 1 pg. 21) SV: D:11 W:12 P:13 B:15 S:15 Charge: If the Glaistig has moved at least
THAC0: 18 (+1) 30’ before attacking with their horns then
Bloodthirsty Reputation: Redcaps have a ML: 7
MV: 60’(20’) well earned reputation as vicious slayers they roll 2d6 for damage.
that take no prisoners. If a creature fighting XP: 25 Enchanting Song: If a Glastig is singing
SV: D:10 W:11 P:12 B:13 S:14 a redcap makes a morale test, then they do or playing an instrument all creatures
so with a -2 penalty. within earshot must save versus spells or be
ML: 8 (10 with leader)
Leader: A Redcap tongue-taker with 2HD under the effect of the Charm Person spell.
XP: 15 (8 hp) is present for every 6 redcaps. The Glaistig has no control over this charm
effect and may not end the charm spell at
will.
51 52

Trow Barghest
Trow resemble pallid humanoids from afar, but are set apart by their fish-like, Though reminiscent of mortal wolfhounds with black fur and a reddish cast to
perpetually damp skin and other subtle piscine features. Famed for their mystical their eyes, the Barghest is much larger and far more capable of intentional cruelty.
ability to transform themselves into fish, mortal populations hold to the belief that It is held in mortal legend and in the common knowledge of Faery that all
to look upon a Trow is to suffer misfortune soon thereafter. Barghest are descended from wolves domesticated by elves long ago. They have
retained their ancestors' ferocity and cunning but possess an inhuman intelligence
As such, Trow mostly dwell on coastlines, usually preferring hard to reach sea-caves that allows them to indulge in, develop, enjoy and employ clever strategies during
and remote islands due to a well-learned, human-shy nature. Trow are great lovers hunts and war; alone or in tandem with a master.
of music; who both sadly and rarely, have access to instruments. Sailor’s shanties
are a particular favourite among Trow due to their acapella nature, and when
performed by the Trow from their sodden homes many a coastal mortal folk will AC: 6(13) Number Appearing: 1d4
believe themselves hearing a choir of drowned souls echoing up from the deep. Aversion to Iron: Barghests possess the
HD: 2+1 (10hp)
fey weakness to iron. Attacks with iron
Att: 1 x bite (3d4) weapons deal +2 damage against Barghests.
AC: 6(13) Number Appearing: 1d4 Some particular cruel masters are known to
THAC0: 17 (+2) clad their Barghests with iron studded
HD: 1 (4hp) Aversion to Iron: Trow possess the fey collars. This proximity to hated iron creates
weakness to iron. Attacks with iron MV: 240’(80’) a frustration in the hound that can lead to a
Att: 1 x whalebone knife (1d4) weapons deal +2 damage against Trow. Of state of heightened malice and cruelty.
particular disdain are fishhooks, which SV: D:12 W:13 P:14 B:15 S:10
THAC0: 19 (+0) when caught in the mouth of a trow can Hounds of Faerie: Bred for intelligence
drive the usual timid creatures to a violent ML: 9 and loyalty by the hound masters of Faerie,
MV: 60’(20’) rage. Barghests have a near-human intelligence
XP: 75
SV: D:8 W:9 P:10 B:13 S:12 and the ability to communicate in a barked
Inauspicious Appearance: It is and guttural form of low faery.
considered very poor luck to lay eyes on a
ML: 6 Trow and this is for good reason. If a Loyal Companions: If a PC acquires a
XP: 10 creature sees a Trow then the next saving Barghest, the hound is treated as a follower
throw they make that day will automatically and counts towards the total number of
fail. followers a PC may have. Bargests are
fiercely loyal by nature and will not flee
Coastal Fey: If threatened near a body of unless their master dies or begins to flee
water a Trow’s first reaction would be to themselves. Barghests have no tolerance for
flee beneath the waves. When underwater a cowards, though their perception of the
trow may choose to transform into a term is far more specific and erudite than
common fish native to their home waters. most mortals can perceive.
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15 COPYRIGHT NOTICE

Old-School Essentials Core Rules © 2018 Gavin Norman." Requires Old School Essentials:
Classic Fantasy

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