Wayfare (Art)

This is the Art of travel, of clever movement, of the fae talent for moving quick as a dream. Wayfare is an ancient Art and one of the most widespread bits of changeling magic. It is prized by scouts, scoundrels, couriers, and travelers alike. During the Accordance War, commoners used the Art to evade sidhe ambushes and advances, while the nobility have always valued it to keep lines of communication open between freeholds.

Useful as it is, Wayfare is often regarded as a hedge Art — magic suited for retainers, scouts, and commoners, not refined magic for high nobles or grand courts. The eshu are its most famous practitioners, but it is also strongly associated with pooka and clurichaun.

## Unleashing Wayfare

Unleashing Wayfare is the desperate act of those who have utterly lost their way or who face imminent doom. “Get us out of here” and “get them out of here” are by far the most com - mon directions when the ancient magic of ways and travel is poured into the Autumn World, followed closely by “bring me to my goal.” The latter command is rarely predictable, hurling Kithain into the arms of Dán — the place a changeling needs to go to progress is often not the place they expect. Wayfare Unleashings have also been used in the past to attempt to force open dormant trods, with only limited and temporary success. A bold few changelings have even used this Art to attempt to transport themselves to lost Arcadia, but either report that even the Glamour of the Autumn World can no longer lead them to its source, or simply vanish into the depths of the Dream - ing, never to be heard from again, their ultimate fate up to the speculation of those left behind.

## Wayfare Bunks

Wayfare bunks tend to involve the concepts of motion, travel, flashy action, or ostentatious display. Examples include: Tap your foot thrice, get down into a runner’s stance, paint flames or lightning bolts on an object, jog in place, jump up and down, whistle loudly and point to your destination, hum your favorite road song, pick up and pocket a bit of road dust, rip up a gas station map, throw a frequently-used key some - where irretrievable, draw a map, run a mile to build up speed, call someone at your far-away destination to confidently state you’ll be right there.

## Wayfare Cantrips

### Hopscotch

A laughing pooka clears a high fence in a single bound, leaving behind her pursuers. A wicked redcap forces a forklift to hurl itself at the group of trolls who have come to drag him before their liege.

This is the Art of prodigious leaps, potentially allowing the subject to clear tall buildings in a single bound. Hopscotch moves its subject forward or upward as the caster desires, and the Glamour infused into the leap ensures that the landing is always undamaging, no matter how far the target drops before impact. Some pooka insist that Hopscotch was once their very own special magic, stolen by an eshu trickster in the time of legends and spread to the rest of the Fae — but who believes a pooka?

**System:** The Realm selected determines who or what jumps. Living creatures gain the ability to make a prodigious leap, or can be forced to do so. Objects targeted with Hopscotch leap wildly as the caster wills them to. Anyone in contact with a leaping object may attempt to stop its wild flight with a Strength + Athletics roll (difficulty 7) against the changeling’s successes in invoking the cantrip. The exact result of failing to stop an object from taking flight are up to the Storyteller and depend on the object. A set of clothing is likely to rip itself free as it soars skyward, but a leaping smart car could have significantly more serious results.

The Scene Realm allows multiple subjects to jump, rather than making roads or buildings hurl themselves about — although such terrifying acrobatics have been observed in the wake of Wayfare Unleashings.

The number of successes rolled dictates the strength of the jump:

 2
 3
 4
 5

**Type:** Wyrd

### Quicksilver

Quick as a grin, the subject of this cantrip moves as a literal blur, trailing traceries of expended Glamour behind as speed lines, crackling lightning, or some other manner of visual discharge. A motley of piskies runs down a speeding car carry - ing a stolen treasure, burning the road in their wake. A sidhe knight explodes into a blur of flashing steel and sizzling magic.

**System:** The Realm determines who or what speeds up, although it doesn’t grant objects the power to move if they’re not moving already. Each success grants a subject one extra action or doubles her movement speed on her next turn. Suc - cesses may be divided between extra actions and extra speed as the player desires. Hurled objects treat successes on the activation roll as bonus dice on the damage roll if they strike a target. Enchanted vehicles cannot gain extra actions, and simply speed up instead, enjoying the same damage bonus as a hurled object if they strike something.

**Type:** Wyrd

### Portal Passage

A pooka childling draws a door in chalk on her bedroom wall, which becomes her gateway to the world. A sluagh childling creates a trap door in the floor, leading to the sealed-off basement below — her personal playground.

This is the Art of gaining entry or egress whenever and wherever the changeling desires. Portal Passage creates a door large enough for the changeling to pass through, which pierces any barrier up to 10 feet thick — whether it’s a brick wall, a hedgerow, or the side of a moving van makes no difference to the cantrip. Doors created with Portal Passage are unique to the changeling casting them, and may be recognized and identified by those familiar with her. Portal Passage can also be used to open gateways into the Dreaming.

**System:** The Realm used determines who can open the door, if used with Actor or Fae, or what material or object the door appears in, if used with Prop or Nature. Doors created by Prop and Nature can be used by anyone capable of perceiving things of the Dreaming, while only the individuals targeted at activation can use Actor or Fae doors. The door created persists for one minute per success.

**Type:** Wyrd

### Winder Runner

An eshu arrives at a freehold aboard a flying carpet — clichéd, but stylish nonetheless. A pooka childling stamps her feet and rises into the sky, escaping the pressures of the schoolyard.

Wind Runner is the glorious Art of flight. Most believe this particular magic was bartered for or stolen from the inanimae or some similar spirit of the winds, though the Nunnehi mutter that it was originally theirs, learned at great cost from the terrible beast known as the wendigo.

**System:** The Realm used determines who or what gains the power of flight. If used on an object such as a rug or classic car, it allows anyone on or in the enchanted object to come along for the ride. Weight is of no concern to the power of Glamour.

The number of successes determines how long the subject can fly.

 2
 3
 4
 5

Unlike Hopscotch, Wind Runner does not guarantee a safe landing if the magic runs out while the enchanted person or object is still airborne.

**Type:** Wyrd

### Flicker Flash

This fearsome cantrip allows its master to go anywhere she pleases, and none can bar her passage. It is the wondrous trick of vanishing sorcerers and gloating thieves, allowing the subject to disappear and reappear anywhere she desires.

A few caveats apply. First, the traveler must know, see, or possess a part of the place she intends to go. Second, Flicker Flash can only deposit the changeling somewhere within the same realm she currently occupies — she cannot use it to travel from the Autumn World to the Dreaming, or vice versa, nor from one depth of the Dreaming into another.

**System:** The Realm used determines who gains the ability to teleport. If used on another living being, the subject determines where she wants to go; this cantrip can’t be used to banish others to secret prisons or underwater grottoes. If used on an object, the caster determines where the object goes. The number of successes rolled determines how quickly the magic takes effect to transport the subject. Flicker Flash takes effect after (5 – successes) turns — thus, 5+ successes produce an instant result.

**Type:** Wyrd