Atomie Boggart Booka Brownie Buckawn
Dryad Faerie Dragon Gray Elf Grig Killmoulis
Korred Leprechaun Pixie Quickling Satyr
Sprite Swanmay Sylph - -
1st Edition AD&D - Dragon #155 - Dragon magazine

The FOLK of the FAERIE KINGDOM
A full list of faeries and faerie-folk
by Vince Garcia

Art by Robert Klasnich
 
 
Some of the most fascinating creatures within the AD&D game include the diminutive and
magical faerie folk. And while their place within any number of outdoor adventures should be
guaranteed, fairies rarely appear in campaigns. 


One reason, perhaps, is that the faerie folk do not lend themselves easily to adversarial
encounters. Orcs, ogres, dragons and the like are easily cast in such roles, but the reclusive
faeries require more thought on their handling.

To offer the DM a few ideas on making greater use of these creatures, a brief ecology of each
type of fairy follows, along with an idea on how it might be encountered in the travels of an
adventuring party. Abbreviations used in each brief ecology are: FF = FIEND FOLIO® tome.
MM = Monster Manual; MM2 = Monster Manual II. [The AD&D 2nd Edition Monstrous
Compendium was produced after this article was written, but it may be consulted for details.]

Atomie (MM2). The typical atomie
resembles a 1'-tall, lanky humanoid with
greenish skin and a narrow head whose
dominant feature is a pair of oversized,
green-pupiled eyes. Atomie attire is simple,
yet practical: a skirt made of plant fiber.
Atomies often carry small crossbows or
spears. These frolicsome creatures are
found in mountain lowlands within pleasant,
green meadows, usually near large
oaks and a pond, stream, or other water
source. Within the hollows and branches
of the great trees they favor, atomies build
comfortable chambers and stout tree
houses in which they sleep during the
hours of daylight. These outer dwellings
are almost always camouflaged to hide
their presence from observers below. At
other times, when there is a lack of large
trees, atomies may build underground
burrows with entrances through the hollow
trunks of trees.

At dusk, the atomies awaken and spend
the evening gathering food or frolicking
about in the moonlight. The eyesight of
these creatures in darkness is comparable
to that of normal creatures in daylight.
Atomies greatly resent the intrusion of
strangers (excepting their cousins, the
grigs) into their meadows, and they usually
make a combined attack to drive away
unwelcome guests by summoning a horde
of mosquitoes, flies, ants, and other bothersome
insects, followed by a meeting
with nearby animals--wild cats, badgers,
raccoons, bears, etc. The atomies themselves
may attack with their small weapons,
making good use of their invisibility,
pass plant, and blink powers.

Set up: On the first leg of a trek into the
mountains to find the lair of a green
dragon, the adventurers make camp in a
small meadow as dusk approaches. As
dinner is prepared and night falls, the
party is set upon by a voracious horde of
stinging, biting insects that chase off the
horses (which were believed to be securely
staked down), then turn on the PCs,
possibly causing the group to abandon
equipment (which is not to be found upon
later search) as it retreats to safety and
seeks the recovery of the steeds.

Boggart (MM2). It is said by some that <find boggart in Dragon>
boggarts begin as buckawns who, turning
to evil at death, fall into this transitional
state between their previous lives and the
ultimate form of a will o? wisp. Whether
true or not, the malevolent boggarts are a
serious danger for parties traversing dark
forests or swamps (the boggarts? preferred
hunting grounds). The sly creatures, who
sometimes band together in small groups
for protection, frequently approach travelers
in their humanoid form, offering
their services as guides through the lands
with which they are familiar. Those accepting
this assistance are led immediately
into some sort of trap, for the creature
cannot retain a single form for long. The
boggarts may lead their charges to several
hidden confederates, who attack with
their ability to cause confusion, or they
may drive the PCs into pits or ensnare
them in nets.

In their semi-undead form, boggarts
require not only the life-force of living
creatures, but meat as well to survive.
Thus, the primary attack of the boggart is
through a touch that delivers an electrical
charge. The waning life-force of the attacked
creature strengthens the boggart,
giving it 1 HD for each two levels of a
human or humanoid it manages to slay.
Upon reaching a total of 9 HD, the boggart
leaves behind its immature form and
becomes a full-fledged will o? wisp. Falling
short of this in a battle, the boggart devours
its prey to nourish its corporeal
body. A less-popular mode of attack is
made by discharging a small lightning bolt
every other round. While this may suffice
to obtain meat, the boggart does not absorb
the life energies of its prey if this
attack is used.

Set up: While trying to find their way
out of a marsh, the adventurers meet up
with a shabbily dressed halfling who volunteers
to lead them out in return for a
week's rations. He then takes the group
into an area of quicksand, where two
other boggarts and a mature will o? wisp
wait to attack. [See also “The Rotting Willow,”
in DUNGEON® Adventures issue #5,
for another boggart set up.]

Booka (FF). A popular legend, not given
much credence by sages, is that booka are
the spirits of scullery maids who were lax
in their duties during life. Perhaps this
story came about through the booka?s
habits, which include a curious devotion
to secret, nocturnal cleaning and straightening
of the homes of those of good
disposition.

For whatever their reasons, these helpful,
inoffensive, spritelike creatures have
been encountered virtually everywhere,
from forests and fens to large cities. In
return for taking up lodgings in the eaves
or attic rafters of a home, the shy booka
(acting only when things are dark and the
inhabitants are asleep or away) do such
things as sweep, polish, and mend. They
ask nothing else in return, although persons
aware of their presence do well to
leave small snacks for them, which are
eaten, and the plates washed and put
away afterward. Booka are so shy that it is
said that if an occupant of a home so visited
tries to find or catch them in the act
of cleaning, they will immediately depart
and will not return.

Set up: Soon after a PC builds a house,
she is informed by the DM that an unknown
being is apparently picking up and
cleaning the residence while the character
is asleep or out adventuring. The unknown
?being? is a pair of booka, who will
continue to do so unless they are actively
sought out.

Brownie (MM). These halflinglike faeries
dwell most often in isolated lowland
meadows often bordered by forests or
groves. Brownies are shy creatures; their
hidden dwelling places are somewhat of a
mystery, although it is believed that the
clandestine creatures reside in comfortable
ground burrows.

Unlike some faeries, brownies do express

a curiosity about strangers in spite
of their shy nature, observing passers-by
from a state of invisibility or concealment.
They appear to be particularly well disposed
toward small groups including elves
or halflings. In such cases, there is a 20%
chance they will cautiously advance and
try to make friends. At other times, when
they are less eager to make their presence
clearly known, brownies secretly make
themselves useful by repairing equipment
or mending leather goods as the owners of
the goods sleep.

When a group of PCs makes FRIENDS

with brownies, the group will find the
faeries extremely friendly and helpful.
Brownies offer their services as guides
through the areas they know in such
cases. It has even been known that a particularly
adventurous brownie has left his
home and attached himself to an elf or
halfling of good alignment, willingly accompanying
the character on one or more
adventures.

As a general rule, when faced with
adversaries, brownies do not often fight.
Instead, they use their abilities to hide or
escape, resorting to a small sword only as
a last resort.

Set up: Making camp in a small meadow,
the adventurers awaken the next morning
and discover that someone has mended a
broken saddle stirrup and polished a rusty
suit of chain mail during the night. Depending
on the party?s actions, it may be
possible to coax the shy brownies into the
open.
 

Buckawn (MM2). Long ago (some bards
say), after Rhiannon, Queen of the Faeries,
created the faerie folk, she received gifts
from her children. From the leprechauns,
she was given a fiddle and flute that would
play themselves. The sylphs gave her a
pair of wings. The elves gave her magic
and poetry. And when their turn came,
some of the brownies offered up gifts
from the forest ?fruits, nuts, wreaths of
holly, and a magical oaken ring conferring
power over the grass and trees. Other
brownies stepped forward with nothing,
and Rhiannon asked why they bore no
gift. To this they answered that their gift
was the love they had, for her. The first
brownies jeered at their brothers, but
Rhiannon was pleased with their answer,
and turned with displeasure to those who
had mocked them. These jeering brownies
withered and became buckawn.

Buckawn are a selfish and xenophobic
form of brownie. Their usual habitat is
similar to that of their cousins, although
they favor more isolated mountain mead-
ows where they are less likely to be disturbed.
Unlike the curious and friendly
brownies, buckawn resent any intrusion
into their territory; travelers who do so
may face attack initially by a horde of
summoned insects, then by the poisoned
darts of the buckawn. Failing this, the
buckawn may use their magical powers
and cunning to steal small goods or cause
mischief.

Set up: Arriving at a green meadow at
one side of an isolated mountain lake, the
adventurers make camp. That evening, a
hidden buckawn uses a dancing lights
spell to cause a guard to investigate a
small, glowing light in a bush. In the meantime,
invisible buckawn quickly rummage
through the party?s baggage, making off
with coins, gems, and equipment. An
insect attack follows shortly thereafter.

Dryad (MM). One legend of the druids

is that the Queen of Faeries planted many
gardens during the worlds creation. At
the center of each grew a great tree holding
a seed of Rhiannon?s essence. The
physical manifestation of this essence was
the dryad, a tree nymph watching over
the garden. Whether this tale is true or
not, most druids look upon dryads as the
spiritual essence of a forest. As such, they
are sacred, and no druid will allow a
dryad to come to harm.

Perhaps as a result of Rhiannon's mothering
of the forest, dryads are somewhat
lustful. They are known to seek mates
from human and demihuman males of
exceptional beauty. Those falling prey to
the charm of a dryad have reported sinking
into a fog to become one with the
forest around them, seeing and feeling all
that befalls it. This sensation was reported
to last up to several years, after which the
male was returned to the world in possession
of exact knowledge regarding the
forest in which he was captured.

Some stories suggest that a tie between
the dryad and her consort remain after
this. One legend is told of a ranger who
was summoned from a great distance by a
dryad to fight against a black dragon that
had taken up residence in her forest and
frightened its usual inhabitants.

At other times, dryads may not actively
seek a consort but can aid an adventuring
party if the forest is to be benefited by
doing so. Thus, while dryads usually remain
close by their trees, it is possible for
them to traverse the length of their woods
to lead helpers to a camp of enemies.

Set up: While traveling through a forest,
the party is approached by a dryad who
asks them to attack a small tribe of goblins
that have fortified a hill near her tree. The
dryad may even use her charm power to
help convince the dominant male in the
fellowship to assist if his group seems
reluctant, though she will not steal the
male away. [See also “The Ecology of the
Dryad,” in DRAGON® issue #87, and
Hooves and Green Hair,” in DRAGON issue
#109, for more information on dryads.]

Faerie dragon (MM2). Among the most
unusual of dragons is this mischievous
creature, the origin of which has long
been in doubt. Some believe the faerie
dragon is merely an unusual cousin of the
pseudo-dragon, while others believe it a
creation of the Faerie Queen. Most of
Rhiannon's druids, however, consider
faerie dragons to be creatures usually
native to the Realm of Faerie; just how
they get to the Prime Material plane is still
a mystery. It is believed by some that
faerie dragons are part of the Faerie
Queen's troupe when she leaves her realm
to visit some of her ?children.? These curious
little dragons probably wander off
from the gathering and merely forget to
return home.

Having thereby found a new place to
live, faerie dragons either frolic about for
a time or spend a few days enjoying the
sun. Eventually, they build lairs within the
hollows or branches of large trees. As
their sense of humor is foremost among
their talents, faerie dragons often choose
to dwell with a group of fun-loving pixies,
increasing the effectiveness of their jokes
on outsiders all the more.

Unlike others of dragonkind, faerie
dragons do not covet large amounts of
treasure. To be sure, they delight in sparkling
objects such as jewels, but such
treasures take second place to the faerie
dragon?s first and greatest love-baked
sweets. Just as leprechauns fancy fine
wines, faerie dragons have sweet tooths
that often prove to be too much for them.
The lengths to which faerie dragons will
go to get at these delights (pure honey for
one, or baked apple pie, which is the ultimate)
are legendary.

Set up: Having spotted a group of adventurers 
heading in the direction of a bee 
hive, a hungry faerie dragon casts a phantasmal 
force spell over the hive, causing it 
to appear as a chest.  As an unsuspecting 
thief approaches and draws away the 
angry bees, the chuckling faerie dragon 
flies down to have a quick snack.   

Gray elf (MM).

The rarest of elves, gray
elves have been traditionally known as  
faeries. This may be less for their similarity

to traditional faerie creatures and more
for their mystique, rarity, and beauty.
Most of these elves trace their origin not
to the Queen of Faeries, but to other deities,
casting doubt that they should be
linked with the faerie folk. Yet there are a
few ancient legends asserting that at the
dawn of time, a goddess created a race of
immortal elves very similar to the gray
elves, but possessing vastly different and
more powerful magics. These elves fell
from grace, the legends state, and became
the mortal gray elves of today. Perhaps it
is from these ancestral elves that the linking
to the faerie folk comes.

Set up: Many weeks from home, in a

magical and unexplored forest they?ve
discovered, the fellowship comes upon the
ancient ruins of a beautiful stone city of
elven design. Archaic lettering within a
temple offers clues where artifacts and
documents may be found.

Grig (MM2).
Grigs are an unusual but
good-natured sort of sprite with an insectoid
appearance. Just how they acquired
legs similar to those of a grasshopper has
always been a mystery. Some believe grigs
are not actually faeries but came about
through the experimentations of some
wizard. Others believe their appearance
can be traced to some transgression
against the Queen of Faeries. Still others
consider their appearance an example of
Rhiannon?s sense of humor. The grigs
themselves, however, seem neither to
know or care, spending their lives contentedly
frolicking about pleasant lowland
meadows, often with a colony of atomies.
Their dwelling places are similar to those
of the atomies, although grigs often prefer
building small, comfortable hollows in the
sides of small hills.

Unlike atomies, the usually friendly grigs
are prone to play jokes. A group of adventurers
who wander into an area where
grigs reside is as likely to be the butt of a
prank as it is to get a friendly greeting.

Grigs usually spend the daylight hours
asleep in their hollows, venturing forth at
night to gather mushrooms (their favorite
food), or to play and dance. On this last
note, it is said that only the renowned
leprechauns are able to put on a more
splendid fiddle performance.

Set up: Making camp in a small forest,
the party begins cooking dinner but is
distracted by a whistling emanating from a
bush (actually a ventriloquism effect from
an invisible grig). While the party?s attention
is momentarily diverted from the
food, a few invisible grigs make off with
dinner and any other small items left in
the open. As the group begins a fruitless
search, the grigs carefully replace the
items, have a good laugh on the party?s
rediscovering them, and make their presence
known. If the group laughs along
with them, the grigs spend the evening
with them, subjecting at least one of the
fellowship to Otto’s irresistible dance.

Killmoulis (FF). Some doubt killmoulis
are actually faeries, for they appear to
possess no innate magical abilities as do
the rest of the faerie folk. The small size
and behavior of the killmoulis, however,
are similar enough to other faeries that
the common people accept them as such.

Killmoulis dwell not in isolated wooded
areas, but in cities and townships in or
near mountains or forests. For reasons
unknown, they prefer lairing in locations
where industry or technology may be
found, such as in lumber or flour mills. As
do the booka, killmoulis make themselves
helpful by mending, polishing, or cleaning
items, or killing small rodents. In return
for these gestures, they appropriate whatever
foodstuffs are handy.

Like the booka, killmoulis are shy and
retiring, hiding in rafters and beneath
floorboards. Unlike the former creatures,
however, they appear to be less likely to
move on if discovered, and are more
prone to playing jokes. Likewise, if disturbed,
the killmoulis do not leave the
area of their lair, but fight back with increasingly
baneful tricks (depending on
how actively others seek to root them out)

The greatest banes to these creatures
are cats, dogs, and rats, all of which will
kill and eat killmoulis on sight. When
possible, killmoulis will slay these creatures,
hiding the remains in secure places.

Set up: On passing through a small
mountain town, the adventurers hear that
the owner of the local lumber mill has
offered a reward for someone able to
exorcise ?spirits? that haunt the place.
Upon investigating, the party is told that
small items have been disappearing and
then showing up again the next morning.
Food and drink left out in the open have
vanished. In addition, the cat that was
once used to catch mice is nowhere to be
found. If they hide themselves in the mill
that evening, the PCs may catch sight of
one of the creatures sharpening a saw,
thus realizing that the situation is not
baneful. The PCs may relay the information
to the mill owner or may seek to rid
the place of the creatures? presence?but
not with ease.

Korred (MM2). Korreds are among the
most unusual of the faerie folk, uniquely
possessing both great strength and powerful
magical abilities with natural stone.
Their origin is, of course, traced to the
Queen of Faeries. One song of the bards
claims the korreds were created when
Rhiannon and her troupe visited a forest.
Some dwarves, hoping to observe the
faeries? dance, had hidden themselves
around the glen where the Faerie Queen
held court. Discovering their presence,
Rhiannon turned them into cloven-hooved
faeries, and the unlucky dwarves joined
the get-together properly, dancing for the
entire company?s enjoyment.

Since then, korreds have proven to be
some of Rhiannon?s most privileged servants,
frequently being sent by her to aid
her druidic followers when they face some
great struggle, or to fashion a druids?
circle as a place for her druids to gather
during special times of worship. Korreds
are further said to roam the earth, observing
its events and reporting them to their
Queen.

Each seven nights, the korreds in an
area gather in a secluded glen to play
music and dance in Rhiannon?s honor
(which perhaps is a lingering penance for
their original intrusion). Those who make
the same mistake as they -- investigating 
something in which they have no part -- 
must save vs. spells or JOIN in the dance; 
druids of Rhiannon are immune to this 
sort of charm.  Victims suffer 1-4 HP damage 
Each round due to the dance's physical 
demands.  The korreds maintain the dance 
for 3-18 rounds, then flee, leaving the 
intruders either dead or exhausted.  

Those who attack the korreds face a

tough fight and can count on little help
from their charmed comrades. Even if the
dance is interrupted, those charmed by
the korreds remain disoriented for one
turn and are unable to take any action

Set up: Having made camp in the foothills,
the group hears the eerily beautiful
sounds of korred flutes. Investigating, the
PCs mount a small hill to observe four
korreds playing and dancing around a
roaring fire in a wooded glen below. If the
party immediately departs, no harm will
befall them. If they continue to watch,
however . . . [See also “The Ecology of the
Korred,” in DRAGON issue #119, for more
information.)]

16

Leprechaun (MM).
The best known of 
faeries, leprechauns are some of the most 
fascinating of Rhiannon's creations.  A 
lejend claims that a group of hobbits 
once sought to steal the Faerie Queen's 
treasure.  Caught in the act, the tiny 
thieves pleased Rhiannon with a performance 
of storytelling, rhyme, and music,

allowing themselves to continue living. As
the Faerie Queen seems wont to do, the
intruders were transformed into faeriesin
this case, leprechauns.

These creatures are almost always encountered 
in the most idyllic of woodlands 
and meadows, and their most common 
dwelling places are hollows at the bases of 
large trees, about which are large patches 
of shamrocks.  Renowned for their musical 
talents with fiddles (quite a few of which 
are magickal), leprechauns have spawned 
many tales from humans who have observed 
the leprechauns dance and play 
around a roaring fire (where ale and food 
flow freely).  A few lejends relate that 
mortals invited to attend these feasts have 
found a year or more has passed when 
they left the gatherings, believing only a 
night had gone by!  While usually quite 
good at keeping their PRESENCE hidden, 
one clue that leprechauns have passed 
through an AREA is the PRESENCE of faerie 
rings--circles of mushrooms and other 
fungi 10-20' wide that are left behind after 
a gathering of leprechauns have played 
and danced through the grasses. 

Most often when leprechauns are met,

the mischievous creatures either play a
joke or else steal some small item of value.
Nevertheless, there are tales of mortals
who, having aided the ?little people? in
some way, were rewarded with a portion
of gold or a magical shamrock, which is
sure to bring good luck (treat as a doublestrength
luckstone). In all such cases, the
reward was unexpected.

It is the leprechauns? love for and hoarding
of valuables that has often caused
them to be on the defensive against the
greed of those who covet their treasure.
As a result, all leprechauns are said to
have buried one or more pots filled with
gold, jewels, and other goods (value
1d100 X ldl00 gp). These caches often
include magical rings, potions, or scrolls. It
is said that one who manages to capture a
leprechaun can force it to reveal the
whereabouts of its treasure. Catching one,
however, is difficult as leprechauns are
glib, wiry, and skilled in using the powers
of invisibility and illusion to their benefit.
Some can even turn pine cones and stones
into gold or jewels in order to gain freedom
(a total of 100 gp in value), although
these creations revert to their original
form a day later. And woe is said to follow
one who kills a leprechaun, for reportedly
a curse of bad luck befalls such characters
( -2 to all saving throws until an atonement
is made).

If leprechauns have a weakness, it is a
fondness for fine wines, especially those of
halfling vintage. It is possible to coax a
leprechaun into the open by tempting him
with an uncorked bottle of fine liqueur.

Set up: Spotting a small item of value he

covets, a leprechaun cheerfully approaches
the adventurers from the side of
a trail, making small conversation until
within reach of the object he wants. He
then makes a grab for it (treat as pickpocketing
attempt by a 10th-level thief) and
disappears in a flash back into the forest.
The party may be able to coax the leprechaun
back out or follow him to his lair,
where they may observe others of his kind
in a dance and are invited to join in the
fun?to find a year has passed at the
dance?s end. [See also “Huddle Farm,” in
DUNGEON Adventures issue #12, for
another set up involving a leprechaun.]

Pixie (MM). Pixies may be found in
isolated sylvan woodlands at all elevations.
Playful creatures, they bear no ill will
toward anyone and are very curious folk
as a general rule. The tricks for which
they are famous are never calculated to do
great harm, but are only meant to provide
amusement or to lead enemies away. If
forced to actually harm a creature, pixies
(who are able to attack and remain invisible)
employ small bows from a maximum
distance of 30?. Apart from the normal
war arrow, there are 2 special ones
they may use if the need arises, as noted
in the Monster Manual.
<Pixie arrows>

Due to their ability to cast ESP and know
alignment, pixies always know when an
enemy is present. Likewise, they always
know the best sorts of jokes to play. Pixies
are particularly adept at creating an illusion
of someone?s heart?s desire, only to
have it melt away when touched. Those
who heartily accept the pixies? jokes can
often make friends with the little creatures
after their initial pranks. These
patient individuals are made guests of
honor at pixie feasts of nuts and fruits.

24

Pixies usually dwell in small, balconied
twig-houses that hang from the branches
of large trees (although pixies in colder
climates often place their homes in handy
caves). They are certainly among the most
magical of faeries, and pixie royalty is
especially so. Pixie kings are said to be
able to use one magic-user spell each of
levels 1-7, while pixie queens may do
likewise with druidic spells.

Set up: In a high mountain glen, the
adventurers are discovered by a group of
invisible pixies. While a fighter in the front
rank catches sight of and climbs up to
fetch a magnificent sword stuck high in a
tree (an illusion, of course), a magic-user
observes his dagger floating up just out of
arm?s reach. All hear the giggling voices of
many small creatures. If the group handles
the encounter with a sense of humor, the
pixies can make up for the incident by
providing information on ruins or a monster
?s lair the party seeks within the
forest?after a proper period of feasting,
that is.

Quickling (MM2). The most common
legend regarding the origin of these baneful
faeries is that they were once brownies
who dabbled in magics best left alone.
Some druids, however, tell a slightly different
story?one which is tied to the creation
of the buckawn (detailed earlier).
Their legend states that, having earned the
scorn of Rhiannon for mocking other
brownies who pleased her, some of the
buckawn rebelled against their chastisement
and left the gathering of faeries.
Upon their departure, these defiant
brownies stole a book of dark magic
brought to the Queen by the elves. Studying
the book, they learned some of its
secrets, and became the cursed and evil
outcasts from the faerie folk they now are.

While scornful of other races, quicklings
particularly hate all creatures of faerie
(including gray elves), and they will not
hesitate to attack them on sight. Druids,
especially those of Rhiannon, are special
targets of quickling wrath. It is said that
these creatures will cooperate on a shortterm
basis with evil races that seek to
harm their enemies.

Set up: On their way to the lair of drow
recently terrorizing other elves, the adventurers
discover the surrounding woods
are guarded by quicklings. These quicklings
assist the drow in their fight against
the nearby gray elves. [See also “Encounter
in the Wildwood,” in DUNGEON Adventures
issue #19, for an encounter with a
quickling-led band of monsters.]
 

Satyr (MM). Also known as fauns, satyrs
are certainly accepted as faerie creatures,
although it is universally acknowledged
that they have no ties to the Faerie Queen.
Instead, these faeries trace their creation
to the Greek deity, Dionysus. These beings
are most often found in grassy lowland
meadows in areas where worship of the
Greek pantheon of gods once flourished.
Satyrs spend their time tending goats,
making wine, frolicking, or just playing
their wind pipes. Their favored dwelling
places are old, abandoned temples to the
gods, which they jealously protect from
intruders.

Satyrs are both lustful and sometimes
greedy, and have been known to charm
attractive female humans and demihumans
to be their consorts. Through the
power of their bardlike piping, they may
also cause creatures to sleep, thereafter
filching a few valuables and making off to
the safety of their lair.

Set up: As the group rests for the night,
a satyr who has discovered their presence
attempts to lull a guard to sleep and carry
off some treasure. Whether or not he is
successful, the party may trail the satyr
back to an old temple he uses for a lair,
where he is aided by a charmed druid of
Artemis. [See also “The Ecology of the
Satyr,” in this issue, and “The Chest of
the Aloeids,” in DUNGEON® Adventures
issue #21, for more on satyrs.]

32

Sprite (MM). Some believe sprites are
cousins of the pixie race, although they
are not as magically versatile as and are a
bit larger than pixies, as well as more shy.

It is a common myth that sprites, who
are able to detect good/evil, slay evil creatures
on sight. It is more typical of them to
fire envenomed arrows at such intruders,
putting them to sleep. The sprites then
remove the creature?s goods and leave the
creature bound some distance away.
Sprites have also been known to bring evil
intruders to a local druid or dryad that
they trust, leaving disposition of the sleeping
prisoner to him or her. Only under
extreme circumstances will sprites kill a
helpless creature of any sort.

Sprites aren?t much more enthusiastic
over good creatures who venture close to
their glens; they will almost always hide,
resorting to their sleep arrows only if
disturbed. Sleeping victims are then removed
from the sprites? lairs (which usually
consist of large hollows carved into
great trees) in the hope they will go elsewhere
upon awakening.

Set up: An adventuring party containing
an evil character wanders too close to a
meadow frequented by sprites. As a result,
all are put to sleep by invisible
archers. The good or neutral party members
later awaken in a valley a mile away
to find their comrade gone. They eventually
discover the evil compatriot held
securely by a nearby treant, whom they
must deal with in order to free their
companion.

Swanmay (MM2). More than one story

has been told of a person who wandered
into the land of Faerie and never more
sought to return to the world of mortals.
Swanmays are said to have originated in
much this way. The most common tale is
that swanmays were once maidens of pure
heart who, after many adventures and
encounters, made their way to the court
of the Faerie Queen. There, they pleased
the Faerie Queen with either a story or
song and were granted a wish, which
(according to legend) was usually a request
to remain within Rhiannon?s enchanted
realm. But alas, that is the one wish even
the Faerie Queen cannot grant, for the
Realm of Faerie is closed to mortals but
for short visits. Instead, Rhiannon presented
these mortal women with a token
of some sort?a ring, magical feather,
gown, etc.?which granted the ability to
become a beautiful swan. Many maidens
thus honored have chosen, because of
their love of nature, to remain in a forest
as its protector and as a representative of
the Faerie Queen.

Many people falsely believe that the
enchanted item presented to the girl by
Rhiannon also confers the knowledge and
abilities of the ranger character class. It is
true, however, that many of these maidens
in their mortal form were themselves
rangers before undertaking the journey to
the Queen?s court. Likewise, some swanmays
with druidic powers have even been
reported.

The gift is also thought to allow the
swanmay, once each new moon, to enter
the Realm of Faerie for a short time if she
so desires. It is also said that those with no
right to the item who use it to venture into
Rhiannon?s realm risk her unbridled wrath
at such an intrusion.

Set up: Passing through a forest on their
way back home, the adventurers are approached
by a swanmay in human form.
The swanmay advises them of the presence
of a nearby tribe of orcs led by a
powerful witch doctor. The girl represents
herself as a ranger or druid and asks the
group to join her in overcoming this bane
to the forest, keeping her true nature a
secret if at all possible.

40

Sylph (MM). Sylphs are perhaps the
rarest of faeries and are certainly among
the most powerful with respect to their
magical abilities. These gossamer-winged
creatures of great beauty function as
Rhiannon?s messengers to her servants,
delivering her pronouncements and summonings
as well as carrying advice to her
druids. Because of these duties, sylphs
may enter and leave the Realm of Faerie at
will.

More than once, sylphs have been
known to aid good creatures in some
struggle against evil. It has even been
rumored that, during times of great cataclysm,
sylphs have brought mortals to the
Faerie Queen to receive counsel.

Set up: With the odds stacked against
them in a tough outdoor fight, the adventurers
are saved by a pair of timely fireballs
from a sylph. The creature then
makes her presence known, informing the
group that this fight heralds the rise of
great trouble across the land. The party
then becomes involved in a long campaign
and may even journey into the Realm of
Faerie for a short while to be told by
Rhiannon where an artifact may be found
to aid in overthrowing their enemy.

The Faerie Queen
Almost all faeries trace their origin to
the Nature goddess Rhiannon, who created
them in an ancient time predating recorded
history. The Faerie Queen dwells
within an alternate Prime Material plane
consisting of endless magical forests,
glens, and rivers. The few mortals to have
journeyed there relate that even the most
beautiful of sylvan woodlands pale in
comparison to the indescribable splendor
of Rhiannon?s kingdom. No instances, for
example, are known of anyone?s desiring
to return home after having caught a
glimpse of the Realm of Faerie, although it
is apparently impossible for mortals to
remain there for more than a short time.

There are said to be many gates into
Rhiannon?s world. For instance, a doorway
in the side of a small hill that opens into
the sumptuous and magical den of a leprechaun
is thought to be one example of
how pockets of the Faerie Realm coexist so
closely with the world of mortals. It is
true, however, that while faeries of all
sorts can see and venture through the
otherwise invisible gates into the Faerie
Realm, only Rhiannon?s messengers (the
sylphs) may shift between planes at will.
The path for mortals to take into the
Realm of Faerie, then, is most always
through a gate shown them by a faerie
creature?none of whom will do so except
under the most unique circumstances.
 

RHIANNON (Queen of Faeries)
Greater goddess

ARMOR CLASS: 0
MOVE: Infinite
HIT POINTS: 350
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By spell
SPECIAL ATTACKS: Polymorph
SPECIAL DEFENSES: Immune to natural
forces; never surprised
MAGIC RESISTANCE: 100%
SIZE: M
ALIGNMENT: Neutral
SYMBOL: Spiral
PLANE: Prime Material (alternate)
PRIEST: 35th-level druid
WARRIOR: Nil
MAGE: 35th-level mage
ROGUE: 30th-level bard
PSIONIC ABILITY: Nil (immune to psionics)
S: 20
I: 25
W: 25
D: 20
C: 25
CH: 25

Rhiannon always appears as an indescribably

beautiful elven creature with a
pair of gossamer wings. She is adorned
with wreaths of holly and floral garnishings,
and her most striking feature is her
long, flowing hair, which changes color
with the seasons: yellow in spring, brown
in summer, red in fall, and white in winter.

48

About her flitter a number of songbirds
whose chirpings have a calming effect on
all beings, making even the most hostile or
evil creature passive and docile when
within 20? of the Faerie Queen. Rhiannon
is also attended by a host of faerie creatures,
including: 2-8 faerie dragons, 2-12
korred guards, and 3-18 sylph messengers
(all with maximum hit points). No fairy or
normal animal will harm her, nor is she
affected by any sort of force found in
nature (fire, electricity, etc.). At will, she
can summon or control weather. She may
also summon 1-4 of any sort of faeries to
aid her if she desires.

Rhiannon occasionally leaves her realm
to hold court in sylvan forests where
many of her ?children? dwell. During
these visits, it is a rarity that any but faeries
attend, although she has been known
to favor a single of her high-level druids
with an audience at such gatherings.

The Faerie Queen greatly resents uninvited
visitors to these events, and the usual
fate of intruders who tarry and observe is
to be turned to trees, animals, or faeries at
her discretion (a save vs. spells at -6 is
allowed?unless faced on her own plane).
She does, however, appear to show great 
latitude toward maidens who are pure of 
heart who seek her out.  On rare occasions 
when she is successfully found by a mortal 
girl, there is a 5% chance that the maiden 
is granted a wish if she pleases the Queen 
of Faerie with a song or vivid tale of her 
adventures while seeking her out.  It is this 
favor toward good-aligned maidens that 
permits some druids of Rhiannon (all of 
whom are female) to be of good alignment. 

Druids of Rhiannon USE a slightly different 
experience table than do normal 
druids, and receive a number of special 
bonuses and abilities in addition to losing 
some powers usually gained by other 
druids.  See Table 1 and Table 2 for details.

Table 1
Druids of Rhiannon: Experience and Powers
Experience level Experience points 8-sided HD 
for accumulated 
HP
Special abilities
1 0 1 -
2 2,500 2 A
3 5,000 3 B
56 - - -
4 10,000 4 -
5 18,000 5 C
6 28,000 6 -
7 50,000 7 D
8 80,000 8 -
9 130,000 9 -
10 190,000 10 E
11 270,000 11 -
64 - - -
12 500,000 12 F
13 900,000 13 -
14 1,300,000 14 -
15 1,700,000 15 -
16 2,100,000 15+1 G
17 2,500,000 15+2 H
18 2,900,000 15+3 I
19 3,300,000 15+4 J
20 3,700,000 15+5 K
21 4,000,000 15+6 L
22 4,500,000 15+7 M
23 4,900,000+ 15+8 N

Key to special abilities
A. At 2nd level, the character receives the ability to turn away normal animals
(including huge species such as mastodons, and giant but nonmagical specimens
such as giant badgers) in the same manner a cleric might turn undead. The range of
this effect is 30?, and 2-12 creatures are affected each round until the druid fails her
roll. Table 2 is used to determine success.

B. Like other druids of 3rd level, the character gains the knowledge to identify

animal types and pure water. In addition, the druid gains the nonweapon proficiency
of plant lore.

C. At 5th level, the druid acquires the healing nonweapon proficiency.
<cf. healer class>

D. Like other druids, the character gains immunity to charm spells thrown by all
woodland faeries at 7th level. No other abilities are gained at this time.

E. At 10th level, the druid gains the ability to shape change once per day into any
normal fish, fowl, reptile, or mammal as might exist in our own world. The transformation
takes one round and lasts until the druid wishes to change back to her
normal form.

F. As druids of Rhiannon are solitary, no necessity exists for them to best another
druid to advance beyond 11th level. All such characters, however, defer to higher-level
druids, submitting to their leadership when they meet.

G. At 16th level, the character gains all abilities of ?normal? druids reaching this
level. Note that her size decrease may be taken to one-tenth normal. She also may
ask a service from faeries she meets, excluding satyrs, swanmays, and quicklings.

H. At 17th level, the character may summon a korred to aid her for an hour. This
power is usable once per week. No other abilities are gained.