Ysbryd

There are many other spirits in the Otherworld than just the samhladhs. These other spirits are called ysbryds [ISBRID] by the fiosaiches. Since all natural phenomena have spirits, heathens can attempt to contact spirits of wind, storm, rocks, etc, while in the Otherworld. If all goes well, the heathen can forge a link to the Ysbryd, and will be able to call on that spirit for temporary benefits, much as he does with a samhladh.

## Types of Ysbryd

### Low Weather Spirits

Low Weather Spirits are +150 Life Force to contact. Upon successfully walking the Spiral, the fiosaiche may elect to summon a weather spirit, in which case the weather changes to match the spirit. He may protect against the spirit, which provides protection against that type of weather, or he may banish the spirit, which sends that weather away.

#### Fog/Mist

Spring equinox; Deceitful; +1 DEX, -1d6 Damage

#### Thunder/Lightning

Beltaine; Vengeful; +1d6 Damage; +3 Reckless

#### North Wind

Winter solstice; Arbitrary; +2 STR, -2 DEX

#### South Wind

Summer solstice; Just; +2 DEX, -1d6 Damage

#### East Wind

Spring equinox; Forgiving; +2 APP, -1 CON

#### West Wind

Autumn equinox; Vengeful, +2 Movement, -1 STR, -1 APP

### Plant Spirits

Most plant spirits enhance magical abilities, though some have benefits for the warrior. Many plants will have an effect if carried, such as Rowan or Blackberry, which are powerful protections against faeries of all kinds. All plant spirits are +50 Life Force to Contact. Once summoned, the plant spirits add their magical bonuses to further castings. Thus a fiosaiche wishing to cast a powerful Banishment might first summon the ysbryd of Rowan to aid him.

#### Ash

Summer Solstice; Valorous; +2 STR, -2 DEX

#### Elder

Spring Equinox; Selfish; +1d20 Necromancy, -2 CON

#### Hawthorn

Beltaine; Pious, +2d20 Bless, -2 Movement

#### Hazel

Spring Equinox; Prudent; +2d20 Divination or +10 Awareness; -2 Worldly

#### Ivy

Winter Solstice; Lustful; +2d20 Protection, -2 Chaste

#### Lily

Winter Solstice; Pious; +2d20 Divine Miracle

#### Mistletoe

Winter Solstice; Indulgent; +2d20 Life Force

#### Nettle

Winter Solstice; Cowardly; +2d20 Protection, -2 Trusting

#### Oak

Summer Solstice; Honor; +3d20 Protection or +3 Con, -3 DEX

#### Thistle

Winter Solstice; Suspicious; +2d20 Protection, -2 Hospitality

#### Willow

Beltaine; Cruel; +2d20 Curse, -2 Love (any)

#### Yew

Lugnasadh; Trusting; +2d20 Dispel; -2 Loyalty (any)

### Geographical Spirits

Geographical spirits have specific days depending on the particular feature. For Instance, Loch Ness is a Samhain spirit, Ben Nevis is a winter equinox spirit, etc. Most geographical spirits of a similar type have the same traits, though the Gamemaster should feel free to modify a spirit to fit a mood or story line. All geographical spirits are +100 Life Force to contact, and the fiosaiche must be at the location of the geographical spirit he wishes to contact.

#### Mountain Spirit

Various; Loyalty (Lord/Clan) +2 CON, -2 Movement

#### Rock Spirit

Various; Prudent; +2 Armor, -1 Movement, -1 DEX

#### River Spirit

Various; Arbitrary; +2 Movement, -5 Awareness, -1 CON

## Meeting an Ysbryd

The warrior retires to a hut, cave, or other out of the way location. If a fiosaiche is accompanying the warrior, the fiosaiche may cast a Sacred Space spell similar to the Sacred Circle. The warrior then begins his ordeal.

If the warrior rolls a Critical on the trait being tested, he has successfully crossed into the Otherworld, and will usually find himself in the presence of the spirit he seeks. Occasionally, he may appear before another spirit or his samhladh, and rarely he will be lost in the Otherworld, forced to wander until rescued by a fiosaiche.

### Encountering an Ysbryd

The warrior may encounter the expected spirit, or he may meet a spirit he had not expected. Either way, if the spirit is not his clan samhladh, he must take the test of the spirit, even if it was not the right spirit. The test consists of making a single die roll against the favored trait of the spirit.

#### Spirit Test Outcomes

**Critical, Successful:** The character has made a good impression on the spirit, and may call upon the spirit in times of need. The fiosaiche will tattoo him with the mark of the spirit when he returns form the Otherworld.

**Failure:** The character may not call upon the spirit this year, but may try to contact the spirit again later.

**Fumble:** The character has angered the spirit with his arrogance. He may never try to contact this spirit again, and the spirit takes 1d3 points of the tested Trait.

### Encountering the Clan Samhladh

If the warrior has contacted his samhladh, he must take a test against all five Traits of the samhladh. Each Critical roll acts as two successes, each Fumble acts as two Failures. The gamemaster is free to add or subtract successes depending on the samhladh's view of what is being asked, and role-playing on the part of the warrior's player.

**No Successes:** The samhladh rejects the warrior. The warrior must spend many months or even years placating the samhladh before it will answer him again. The tattoos for the samhladh fade, and cannot be renewed until the samhladh is satisfied with the warrior again. The samhladh takes 1d3 points of each trait that is fumbled. The warrior becomes lost in the Otherworld

**One Success:** The samhladh is angry with the warrior, who must spend weeks or months placating it. The tattoos for the samhladh fade, and cannot be renewed until the samhladh is satisfied with the warrior again. The samhladh takes 1 point of each Trait that is fumbled. The warrior becomes lost in the Otherworld

**Two Successes:** The samhladh leaves the warrior, and will not answer a summoning. The warrior is thrust out of the Otherworld. The Shock causes 1d6 hit points of damage as his body is overcome with spasms.

**Three Successes:** The warrior's words are heard, but the samhladh may demand more trials before it aids him. The warrior returns to the Middle Realm unharmed

**Four Successes:** The samhladh will do some or all of what the warrior asks, depending on how well the request of the warrior fits the personality of the samhladh. The warrior returns to the Middle Realm unharmed.

**Five Successes:** The samhladh will gladly do as the warrior requests. The warrior gains 1 point of any one Criticaled trait (character's choice)

**Six or More Successes:** The samhladh may gift the warrior with more than he asked for. The warrior gains 1 point in each Criticaled trait.

### Lost in the Otherworld

If a warrior has become lost in the Otherworld, he will not be tested by any spirits. A fiosaiche may rescue a warrior by encountering or summoning him in the Otherworld while Spiral Traveling.