Avalon

“Where is my bonny love, my heart’s true one desire, With tall white cliffs, and stalwart shores, I’m far away, by ship and foot, yet every night I pray, To find myself in your loving arms, Avalon, you call me home.” —You Call Me Home, traditional sailing song

The United Kingdoms of Avalon are known as a land of living legends, a glorious set of countries resur-rected from the grips of war by its mighty leaders and the Sidhe magic uniting them. Avalon is a place where the boundaries between the real and the fantastic are hazy, if sometimes nonexistent. Magic in Avalon is held together by the sacred compact between the (so far) undisputed Queen Elaine and the kingdom’s færie inhabitants, the Sidhe.

From the day Queen Elaine received the Graal from the Sidhe and solidified her right to rule, Avalon has remained a united trifecta, bound together by honor and dedicated to the ancient magical rights of the land.

This magical renaissance comes at a price, as the Sidhe annex lands previously held by humans. Sidhe Glamour overtakes the lands in which they live, twisting and shaping it to suit their needs. In the process, the people living there have lost their homes, their livelihoods and in some cases, their lives. Tensions between humans and Sidhe rise, and yet their ruler espouses goowill and unity between them.

Learning to live with the Sidhe is not the only chal-lenge facing the denizens of the Glamour Isles. Each island nation has its own slew of issues, from those who wish to separate the United Kingdoms to those who deny magic all together.

## Three Nations as One

The history of the Glamour Isles is a long and bloody one. Avalon has for centuries sought to rule the three islands through war and subjugation. The island of Inismore especially has had difficulties winning their freedom from Avalonian rule through the years. The last such time was as far back as the original O’Bannon’s rule. Even when they were able to cast off Avalon, the nation fell into civil war, each clan seeking the throne in a bloody mess. The Highland Marches has had a strong history of uniting under a single clan’s ruler as High King in efforts to stave off Avalonian rule, though they have had their fair share of civil uprisings through the years.

In the last three hundred years, the people of the Glamour Isles have suffered under the burden of civil war, inter-island war and war with the rest of Théah. Queen Elaine’s rise to power brought unprec-edented peace, but at the cost of each nation’s right to sovereign rule.

### Rebuilding After the War

During the War of the Cross, the Glamour Isles were as embroiled as any other Théan nation. Avalon sent ships to Eisen, and Montaigne and Castille regularly invaded the islands. Toward the end, after Avalonian troops finally expelled Montaigne, Castille sent a large armada into Inish waters to take advantage of their weakened state. While clan leaders panicked, bloody warrior Jack O’Bannon took up his sword and single-handedly slew the Castillan invaders. His  legendary actions, and the blessing of the country’s magical Fål Stone, earned the O’Bannon the throne of Inismore.

The expulsion of Castille from Inismore relieved the Glamour Isles of Théan invaders and allowed the nations a chance to finally rebuild. Unlike their sibling country of Inismore, the Highland Marches fell into civil war at the end of the War.

Ten years after the end of the War, Elaine appeared carrying the Graal and declared herself Queen of the Glamour Isles. The power of the Graal caused O’Bannon to bend his knee, and MacDuff followed suit aid his failing nation. The Graal signaled to the people of the Glamour Isles that the magic of their homelands accepted Queen Elaine as the rightful ruler. Since then, a full decade of peace and prosperity has proven trust in Queen Elaine to be a wise choice.

### Avalon

Avalon is the seat of Queen Elaine's power. It is the jewel of the Glamour Isles, and ground zero for the Sidhe incursion. Those living on the island have a hard time recognizing how much it has changed in the past ten years.

It is a center of beauty on Théah’s western shores, united by the economic growth that has brought prosperity to every part of Avalon’s population since the unification. The rising merchant class expanded outward with the help of privateers, and Avalon became a powerful trading partner across the known world. From Avalon’s many ports, its people traveled east to the far-off Crescent Empire and even west to the Atabean Sea and the new worlds beyond.

It is to those new lands that many an Avalonian has turned his eyes with the hope of expansion, yet tensions at home keep the Queen and her court occu-pied. Underneath the prosperity and good fortune standing as the hallmark of Queen Elaine’s reign, old resentments still burn true, and those who believe Queen Elaine unfit to rule wait in the wings for the right moment to strike.

### Inismore

Freedom and independence burn in the hearts of the Inish. The passionate people of Inismore have spent twenty years rebuilding their kingdom in the shadow of a long, bloody history, only to be shackled to Avalon in the middle of it.

Though a typical Inish may raise a glass to the Queen’s health and the strong heart of the O’Bannon, she would not mind the chance to see her lands free once more. She speaks about the days of legend, when the people of Inismore fought against the darkest creatures to tame the land and live in harmony with the Sidhe. And while many cheered the return of the O’Bannon to the throne, they did not expect their leader to return in such a volatile form.

Where the old stories once said the O’Bannon would return to Inismore in its hour of need, the people never expected this returned king to be so capricious and act so wild. The O’Bannon disap-pears into the countryside for days or weeks at a time, fueling fears he will one day walk away from the throne and never return.

### The Highland Marches

Of the three kingdoms, the Highland Marches has come out the worst for swearing fealty to Queen Elaine. While other parts of the Glamour Isles have seen growth since the unification, the Queen’s resources never quite reached places that needed aid in the Marches. Additionally, a Marcher noble seems to hold a lesser place in court, stymying his economic growth. No matter how much Avalon prospers, a person from the Highland Marches has to work doubly as hard for the rest of Théah to take him seriously.

Meanwhile, the Marches have come together to foster a new renaissance for their culture during this time of rebirth. A typical Marcher has rededicated himself to his national heritage and old festivals. Holidays and traditions have resurfaced, as have old clan grudges and the worship of old gods.

Much of the Marches has always been heavily tradi-tional, with women unable to lead households, run businesses or inherit property. With the rise of Queen Elaine, a movement has erupted for women’s equality in the public sphere. Led by noble and peasant women alike, these “Bonny Swans” demand equal opportunity in the new and growing Highland Marches.

This fight for equality fuels conservative Separatists, who see Avalon’s influence as a corrup-tion of traditional Marcher values and believe that the Highland Marches should rule themselves. This, matched with the people’s discontent over the Sidhe annexing Highland lands, has perhaps finally given the Separatists the leverage they need to drive the Highland Marches out from under Avalon’s control.

## Important People in Avalon

### Queen Elaine

Queen Elaine grew up the bastard child of a king and rose to become one of the most powerful women in all of Théah. Her father fostered her in the house of a loyal noble and convinced her she would lead an unas-suming life. At nineteen, she was engaged to marry a young noble whose child she carried when the wizard, Derwyddon, came to her wedding and led her away. He led her on a quest into the heart of the land of the Sidhe, Bryn Bresail, to recover the Graal that would help her unite the kingdom and make her queen.

Elaine spent many long years in the land of the Goodly Folke and suffered many difficulties, including the loss of the child she carried. Derwyddon prepared her for the trials at the hands of the Three Queens, who tested her right to become the ruler of Avalon. When she returned from her time among the Sidhe, ten years had gone by, her father was dead, her fiancé was nowhere to be found and Elaine hadn’t aged a day. She traveled to the court, united the lands and accepted the allegiance of the O’Bannon and James MacDuff to create the unified Avalon of today.

With every passing year, Queen Elaine becomes an even more composed and confident ruler, wise beyond her years and giving in a way that makes her beloved by all the people. Yet, she struggles with threats against her nation that no amount of loving and giving can help.

The Highland Marches, despite her best efforts, sink deeper into debt and poverty. Jack O’Bannon traipses about the Inish countryside rather than ruling his people. Regardless of his loyalty to her, his leadership is lacking, and yet she cannot control him. Derwyddon has left her court, and with it, her only true advisor on the Sidhe at court.

The Separatists gain ground daily, and many criticize her for allowing King James MacDuff to deal with them instead of striking them down. The Realists dislike her support of Glamour magic and the Sidhe. Still others gossip about her personal rela-tionships with not only Duchess Colleen MacLeod but also her trusted knight, Lawrence Lugh.

The biggest controversy comes from her involve-ment with Lugh, her personal guard and constant companion. Some claim he is a Sidhe prince, exiled from his homeland. Others claim he is simply a Knight of Elilodd. No one can doubt his powerful control over Glamour, and people fear Queen Elaine is too deeply involved with the Sidhe to accurately assess them as a threat.

While these struggles may seem overwhelming, Elaine takes them all in stride and with grace, dealing with what she can and making contingency plans for the things she cannot. She struggles constantly with knowledge that her people suffer, while she can do little to help them. All the while, her enemies pull at the strings available to them—which are few and far between—in an attempt to bring her kingdom toppling down around her.

#### Portraying Elaine

Ten years have barely dimmed Queen Elaine’s vision or stride. While those around her age, the Queen remains fresh-faced and vibrant, a gift of youth granted by the Graal.

Elaine is proud and strong, slow to anger, but has a fiery temper when provoked. Her one true love is Avalon, and she endeavors to meet the needs of her land and her people at all times. That isn’t to say that she does not enjoy some distractions, but ruling over three disparate groups of people is trying at times.

#### Story Hooks

* The Separatists have a spy in Elaine’s court. She knows it is someone close to her, but she also knows she is too close to the situation to see it clearly. She needs someone to help her identify the spy, and find out everything he may know.
* The overwhelming return of the Sidhe to Avalon is causing serious issues all across the Isles, but Elaine cannot act openly against them. Her reign depends on their continued goodwill. She needs someone to give her true accounts of their activities and help her stay their incursion for as long as it takes to formulate a real plan.

### Duchess Colleen MacLeod

Colleen Carlyle was born to the Duke of a small county just across the channel from the Highland Marches. She grew up connected to the Marches, immersed in its culture. It was no surprise when Colleen married Monty MacLeod, the second son of Duke MacLeod, a powerful clan in the Highland court. When  his older brother died in an accident, Monty became the next Duke. Colleen quickly rose in court, despite the second-class status of Marcher women. She became a symbol to the Bonny Swans, who push for equality in all levels of society.

She publichly supports the King, but secretly believes the Marches can only thrive when ruling themselves. She pushes peaceful separation, and maneuvered herself into an ambassador position to the Avalonian court.

At first, Colleen feared she would have to feign affec-tion for the Queen, but once they met, they became fast friends. They share a mutual love for learning and the people of Avalon, and soon Colleen found herself drawn into the Queen’s confidence.

In an attempt to discredit her, Separatists spread rumors that her friendship with the Queen was some-thing more. It took those rumors for Colleen and the Queen to acknowledge their feelings for one another, and the two soon began a quiet relationship with her husband’s blessing. Colleen feared tensions in the court, as rumors held Lawrence Lugh as the Queen’s lover, yet Elaine has  managed to have relationships with both the Duchess and Lugh without publicly admitting to either romance.

#### Portraying Colleen MacLeod

Colleen is practical, though often loud and outspoken. She is a fighter, and does not give up easily. She has a strong Marcher accent, though born in Avalon. She loves Elaine, and her desire for separation wars with her feels on a constant basis.

#### Story Hook

* Colleen’s  relationship with Queen Elaine puts her in a difficult position with the Separatists. She cautions a long plan, but they wish her to act quickly. They seek to force her into action. Her life may be on the line if she doesn’t act soon. She needs someone to help her talk sense into the Separatists, if only to buy her more time.

### Derwyddon,  High Wizard of Avalon

Of all the residents of Avalon, none is more myste-rious than Derwyddon, High Wizard of the Glamour Isles and advisor to Queen Elaine. Countless rumors  circulate about Derwyddon and his life. Some say he ages backwards and the end of his life spells the end of the Glamour Isles. Others spread rumors that he has existed as long as the Glamour Isles themselves, a living incarnation of its magic.

The truth is no less fantastic. Derwyddon is the son of a Sidhe and one of the very first rulers of Avalon to make a deal with Bryn Bresail. The boy was born spouting visions of the future from his cradle, a power that frightened his mortal father so much he begged the Sidhe to take the boy away.

Derwyddon’s mother gladly raised her son in the Sidhe homeland, but knew his mortal lifespan would take him away from her too quickly. To preserve her son’s life, she bound him to the time-less heart of Bryn Bresail itself. For as long as Derwyddon remained in the Sidhe homeland, he would age impossibly slow. Derwyddon grew up in the Seelie court and studied the depths of magic, offering his prophecies to the Three Queens for a dozen mortal lifetimes before he ever set foot back in the mortal world.

When the Old Kingdom invaded Avalon in the 6th Century, Derwyddon realized he had to do something or the Glamour Isles would be wiped away. He left Bryn Bresail, despite his mother’s warnings, and bargained with the Three Queens for power to draw down a curtain of mist to obscure the Isles until the danger had passed.

The pact he made hid Avalon for nearly one hundred years, frozen in time but safe from its enemies. But to accomplish this massive feat of magic, Derwyddon bargained away his place in the Sidhe homeland. Instead, he must wander the mortal world, forever separated from his beloved mother, in service to the Glamour Isles and the Seelie court.

It is for that reason Derwyddon serves the court of Queen Elaine. Her future was written long before she was even born, foretold by one of Derwyddon’s own prophecies.

The vision told of a ruler who could reawaken the bonds between the Sidhe and the mortals of the Glamour Isles, whose decisions and allegiance would either lead to a golden age or bring ruin and destruction. Derwyddon came to prepare Queen Elaine for her future, and only he knows the full truth about Elaine’s ascendancy. Of course, his motives may be more personal, as this could mean a possible way to get back into the good graces of his Sidhe homeland.

#### Portraying Derwyddon

Derwyddon is a master strategist. Using the wisdom accumulated during his time in the Sidhe kingdom, he has done his best to ensure a person important to the future of the Glamour Isles is just where she needs to be.

While he is a master at manipulation as well as magic, Derwyddon stops just shy of influencing an individual’s choices, instead allowing him to choose his future for himself. Perhaps it explains why the self-titled High Wizard of Avalon often looks so frustrated, stalking about on whatever business keeps him busy.

#### Story Hooks

* Derwyddon’s time in Avalon is coming to an end. The magic to slow his aging seems to be fading while in the mortal realm and indeed seems to have advanced his aging process in the past few years. He recognizes his time is coming to and end, and he looks for someone who can ensure his vision for Avalon reaches its intended fruition.
* For the past week, no one has seen or heard from Derwyddon. The court Sidhe are restless, and communication between them and the Queen is taking a turn for the worse. She needs his advice now more than ever, but she does not know where he went.

### Daníele

Daníele is the emissary of the Sidhe, representative of the Seelie court in Théah and perhaps the most controversial person in Avalon. Much of the contro-versy around Daníele is no fault of their own. They are an ethereally beautiful Sidhe, kind and witty, with a soul full of quiet contemplation, deep thought and mischievous humor. Identifying neither as male nor female, they dress alternately as a handsome youth or in gorgeous gowns at court. They play music, sing, ride horses, and speak half a dozen languages. They are polite and hospitable, dangerous in politics and caring to everyone around them. They also bear an uncanny resemblance to Queen Elaine.

Mystery shrouds Daníele’s history. No one knows what happened to Queen Elaine while she was in Bryn Bresail, but most guess she made a deal with the Seelie Queens to gain their support. Daníele’s arrival on the tenth anniversary of Elaine’s ascendance to power, along with their appearance, leads many to believe that Daníele is Elaine’s child from her days with the Sidhe. Others believe Daníele is the true Elaine, kept among the Sidhe while a double was sent back to rule the kingdom. Some think Daníele is Elaine’s sibling, stolen away at birth as a bargain by the wizard Derwyddon. Whatever the case, Daníele and Elaine know the truth behind their connection, and the secret is a source of tension in the royal court.

#### Portraying Daníele

Daníele is devoted to the survival of Avalon, provided the Sidhe are equal partners alongside their mortal counterparts. They speak candidly—especially for a Sidhe—and show concern to the plight of both mortals and Sidhe, working diligently to sooth any conflicts. When not at court, they travel the coun-tryside to calm flare-ups in Sidhe and mortal rela-tions and explore new pockets of Glamour erupting across Avalon.

#### Story Hook

* Daníele is preparing the Avalonian people for a Sidhe invasion. While they represent the Sidhe to the Avalonian court, they do not agree with their brethren’s plans. They need someone to help them spread word without alerting the rest of the Sidhe.

### Jack O’Bannon, King of Inismore

The ruler is reflected in the spirit of their land and vice versa. If that is the case, then Inismore may be in a spot of trouble because Jack O’Bannon is quite erratic in nature. The king always seemed a little unstable since his appearance at the very end of the War of the Cross and has only gotten worse since then. Regardless of how he acts, there is no one quite like the O’Bannon. And his people love him for it.

The rumors about the O’Bannon’s early years are plentiful. The most widely accepted one is that the O’Bannon’s mother, a Sidhe Lady, tried everything she could to make her son into a true Sidhe like herself. All the attempts drove young Jack into madness, and he fled her for the mortal world. Still others believe he is the returned O’Bannon of ancient legend, sent back by the Sidhe whenever Inismore needs a champion to put things right. In those legends, the O’Bannon leaves after the land is safe and his duty complete, returning to his resting place until the next time he hears the call. Every story about an O’Bannon appearing out of nowhere to save Inismore, of which there are several, corroborate one thing: each time the O’Bannon returns, he is a little madder than the last time. This time, Jack O’Bannon appeared during the Castillan invasion and slew six hundred invaders before claiming the crown. After all, who was going to stop him? The Inish were happy to celebrate the man who helped free them from Castille and the threat of civil war. But, as time went on, the cracks in the O’Bannon began to show.

He seems preoccupied and does not spend as much time ruling as one would think a ruler should. Inscrutable to those around him, the O’Bannon sends his Fianna warriors on one mission or another, at every chance. Despite his temperament, the people of Inismore love their king, owing all their current pros-perity to his presence. He alone keeps the people from rising up against Queen Elaine, despite a growing desire to break free from her rule and become an independent nation once more. He has extended a personal protection over the queen, and many say he believes the Graal is the only thing keeping Inismore currently safe. Yet, due to distractions, madness and his unpredictable nature, many wonder how much longer ol’ Jack’s force of personality can keep the alli-ance—and perhaps even the Queen—alive.

#### Portraying the O’Bannon

Jack O'Bannon is a rugged man with a shock of thick grey hair he keeps in a loose carefree mess. He appears to be in his mid-thirties, though he has looked that age for the past twenty years or so. He is lean and muscular, nothing like the descriptions of wild warrior who killed hundreds of Castillians.

The O’Bannon is quite mad, but that does not make him any less powerful or shrewd. Even if the rumors about his Sidhe heritage are not true, he has a command over Glamour magic outside the scope of the Knights of Avalon.

He seems as moody and tricky as a Sidhe, and though he is often absent from his castle in Donega, Heroes can find him disguised as a commoner wandering the Inish countryside, on a mission only he seems to understand.

#### Story Hooks

* With the Sidhe expanding their borders and rumblings of clan dissatisfaction with Avalon rule rising up once again, Inismore needs their king more than ever. But Jack O’Bannon has a problem he needs to solve: the crown of Inismore is missing. He spends as much time as he can searching for it, but he fears his people believe he is abdi-cating his throne. Yet, without the crown, his proof of leadership is tenuous at best. He needs someone he can trust implicitly to find the crown and return it to him before he can rest easy.
* Inismore is at peace, and the O’Bannon fears his time in the mortal world is almost at an end. The Fål Stone sings on its own, humming and pealing ancient lyrics into the night sky. While rumors say it calls him home, he knows better. Something is wrong, and he needs help investigating the cause of this disturbance.

### King James MacDuﬀ

Raised from a young age to be the leader of his clan, James MacDuff II never expected to deal with the kinds of problems that came after the War of the Cross. After the war, the High Council fell into civil war, rebuking James the elder as their High King. The MacDuffs had sat on the throne for generations, descending from the great Robert the Black, who became High King in 1219. The fighting lasted nearly eight years before the MacDuffs regained some stability, but not before the elder James died.

Shocked from years of war, the country barely limped along as restoration efforts required more resources than the nation could muster. When Queen Elaine appeared in Avalon with the Graal, MacDuff viewed it as a golden opportunity to rebuild his nation using someone else’s money. He believed an alliance with Avalon would bring prosperity for his people, enough to allow the Marches to grow until it could stand on its own safely. When the time came, King James bent the knee to Queen Elaine of Avalon, choosing stability for his people rather than the harder road of independence. The choice has cost him dearly over the years.

King James has fought constantly with his govern-ment to keep the peace and remain unified. While a majority of the High Council agrees with him, a smaller—and louder—faction of Separatists fights him at every turn. They are not large enough to over-throw him, so they have resorted to assassination attempts. While he has bested these attempts, he lost his son, Robert, in an attack while the two were out hunting. His son’s death has hit him hard, and he has become quiet and circumspect in a time when his kingdom needs a strong, decisive ruler. Where once he believed the Marches would separate from Avalon after a short period of growth, ten years later he has yet to declare his intentions, afraid of the chaos that might ensue.

Ever the political mastermind, King James has held off the Separatists as well as difficult social questions in favor of tackling a more difficult issue: namely, what to do about the Sidhe, and how can he trans-form the Highland Marches into a country others will recognize with more respect?

#### Portraying King James MacDuﬀ

In the ten years since the alliance, King James has aged dramatically. His once thick black hair and beard are shot through with silver, and though he remains a powerful warrior, the years have left lines in his once youthful face. His age belies his warrior’s strength and grace, which he is quick to show to people who challenge his rule.

King James is an affable man, exhausted from years of dealing with a failing nation. He is quiet, reserved and prone to long contemplation before acting.

#### Story Hooks

* The Bonny Swans are pushing their agenda on King James, and they refuse to take no for an answer. He wants to support them, but knows to do so openly would spurn tradional members of the court, possibly even driving them towards the Separatists. He needs someone to act as a go-between so that he can give these women the aid they seek without tipping his hand.
* The Separatists under the direction of Fergus MacBride have devised a plan to free the Highland Marches of Avalonian rule. They are making deals with Montaigne and the Vendel League to fund a war against Avalon. James knows about the plot, but he does not want to act openly against them, hoping a public failure will dissuade anyone else from such endeavors. He just needs agents to help him ensure their plans fail.

### Jeremiah Berek

Leader of the Sea Dogs, Jeremiah Berek was an Avalonian noble known more for his love of wine and parties than for his sea prowess. When Queen Elaine made a call for ships, Berek put his family’s money to work, commissioning Wandesborrow's shipbuilders to build many fast and powerful ships. The first, the Black Dawn, he captained and took to sea. Instead of acting as a defense against attackers, Berek took to piracy almost immediately, handing most of his proceeds to the Queen.

A decade later, Berek is no longer the foppish young man. Now one of the most powerful pirates across any sea, he is a near mythological name. Knighted by Queen Elaine after unnamed exploits, Berek rarely spends any time at court. Instead, he travels far and wide aboard the Black Dawn in search of gold to fill the Queen’s coffers. No one questions his loyalty to the Queen—he carries a portrait of her in his stateroom, and rumor has it the two were childhood friends.

His fortunes have expanded as a member of the Brotherhood of the Coast and as the leader of the Sea Dogs. Where once the Dogs were only his crew, they have expanded to encompass sailors across dozens of ships. The Sea Dogs maintain a presence in most ports across Avalon, and control Carleon’s docks and a good chunk of the enterprise surrounding import and export in the capital. All of this has made him a wealthy noble and internationally known privateer, with hundreds of loyal sailors and pirates.

#### Portraying Jeremiah

Anyone who gets past his public exterior of the flashy, dashing captain realizes he is still the self-effacing man he was in his youth; happier aboard the deck of a ship than in court or manor. Don't upset him; he is the leader of the Sea Dogs.

#### Story Hook

* Berek has chosen to travel across Théah to connect with other privateers and learn about the expansion of territory west. He prepares for a major push to the New World in search of new lands for the Queen, and he is looking for information and crew.

## Realists

Many organizations have broken off from the main Vaticine Church over the years, but few have chal-lenged the very foundation of the Church’s beliefs with their extremism as much as the Realists. This offshoot of the Objectionists believes that not only should the use of magic be eschewed by churchgoers, as stated in the Book of the Prophets, but in fact, magic itself is not actually real. Instead, a Realist thinks magic is a dangerous collective hallucination that can affect the world around him. Simply put, he believes magic does not exist, but those who believe it will it into existence. He concludes people must stop believing in magic to end its scourge on the world.

The Realists’ beliefs are a startling departure towards further conservative thought, well past even what the Inquisition believes. The idea that magic does not exist at all, in fact, borders on heresy, since the Prophets themselves acknowledged magic as a real force. This has made the Realists an unwanted blight on most of Théah, and the group has fled from nation to nation looking for a home. Good Queen Elaine’s doctrine of accepting all religions allowed the Realists to find shelter in Avalon, despite the fact that Avalon is one of the most magical kingdoms anywhere. With the land literally transforming around her through Glamour, a Realist preaches turning away from magic, which has not made her too popular in Avalon.

They are looking for a home across the seas, where they may find a land free of magic. The group eagerly seeks word of any location that may make a good home for the small church. In Avalon, they remain clustered in any town that allows them to hold their meetings. Each group of Realists is led by an Elder; a former Vaticine priest named Prestor Mathor helms the organization. Their largest chapter house is in Carleon, though they have a presence in other major cities. A Realist avoids towns where ancient tradi-tions are ingrained in magic and avoids any contact with the Sidhe—dangerous manifestations of the collective hallucination that is magic. He preaches to everyone to turn away from magic before it consumes all of Avalon.

Traditional Realist clothing is dour, modest and humble. She wears high collars and dark colors with head coverings hide her hair.

## Walter “Sawbones” Kelly

Walter Kelly attended University in Donega as a young man, first for philosophy, but then changed to studying medicine when his mother fell ill. He hoped to cure her, but strained the limits of his training and the local hospital’s capabilities. After her death, he set out to learn all he could about medicine. In his searching, he came across a Sidhe who offered Kelly supernatural intellect in exchange for a favor. Kelly accepted the offer, traveled to Montaigne to deliver a message to another Sidhe. He searched for nearly four years, but never delivered his message. His original benefactor seemed satisfied with the effort.

Later, Kelly found himself once again in Inismore, working as a field medic and tending the wounds of fallen warriors, saving lives with his newfound medical genius. There, he befriended one of Inismore’s Fianna warriors, a woman by the name of Maeve MacGowan. Kelly saved MacGowan’s leg from a nasty infection, and they became fast friends; she protecting the wily doctor, and he entertaining her with stories.

Wherever he went, she followed though his life as a doctor rarely saw much in the way of danger. After Queen Elaine took the throne, MacGowan had a falling out with other Fianna over her staunch support of the new Queen. She traveled to Avalon, to pledge her service, but found that Avalon’s own military was nearly non-existent. When Jeremiah Berek took to sea in the Black Dawn, following Queen Elaine’s call to arms, MacGowan and Kelly joined the crew. Berek welcomed them, not knowing the boon having Kelly on board would serve him in the coming years.

To this day, Kelly remains a member of the Sea Dogs, sailing with Berek and MacGowan and keeps the ship’s crew the healthiest of any Thean fleet.

### Portraying Walter Kelly

Walter Kelly lives a hard but satisfying life as a Sea Dog. While he might be the most educated doctor in all of Theah, he plies his trade sewing up privateers on the open seas. Kelly has a healthy fear of the Sidhe, preferring a life at sea rather than living side-by-side with the fae back in Inismore. He is jovial and friendly, and always has a smile on his face, a drink in his hand and his medical bag nearby. He is an educated man and is probably the only Sea Dog better-spoken than Berek himself.

## Captain Eilionoir NicDappel

Eilionoir NicDappel—known as Eilidh (pronounced AY-lee) to her family, Helen to her peers in the Avaloinian Navy and Captain to her subordinates—has always been between worlds. She is the daughter of a flamboyant Avalonian naval captain, and a rugged Highland Marches plantation owner, who is well-edu-cated for a farmer. While Eilionoir spent much of her time traveling between the Highland Marches and Avalon, the rugged lifestyle of her father’s estate and his practical, no-nonsense attitude made the biggest impact on her development. And yet, her mother’s stories held such wonder and fascination that as soon as she was able, she ran off to join Queen Elaine’s navy.

NicDappel rose quickly through their ranks, and earned a ship of her own within short order. Her detractors claim her mother as the reason, but Captain NicDappel has proved a rather capable sailor and captain on her own grit. She is determined and loyal, and it shows in her command style. She has one of the most disciplined ships in the Avalonian navy, much to the chagrin of other captains.

Though the Sea Dogs ostensibly serve Queen Elaine, Captain NicDappel and Jeremiah Berek have no love lost between them. She views Berek as a self-centered, spoiled, reckless man who is likely to get Avalon into another war. She has no patience for the pirate’s antics, no matter if he has a writ from her Queen.

The only thing keeping NicDappel from working to disband the Sea Dogs entirely is her utter devotion to Queen Elaine. She realizes that though Berek is rash, he is loyal to the Queen, and so are his men. While NicDappel is not in command of the Queen’s navy, she is the most respected of its captains, and when she speaks or acts, others follow.

### Portraying Eilionoir NicDappel

Eilionoir NicDappel has reddish brown hair, brown eyes and fair skin, ruddy from her time on ship. She is pragmatic above all else. This makes people believe she is cold, but she is anything but. Those who know her best see her as an impassioned woman, slow to anger.

She puts aside feelings when making decisions, thinking only of tactics and focused on details. Eilionoir's devotion to Queen Elaine comes not from childish superstitions about the Graal and the Sidhe, but by her wise rule which has brought peace to Avalon.

## The Goodly Folke (Sidhe)

The Sidhe are creatures of infinite life and magic living alongside the people of Théah, walking across all of Avalon. Capricious and ever-changing, these mercu-rial beings fought terrifying wars against primordial enemies and reveled in their power unfettered for thousands of years. Yet the rise of mortal civilization inexplicably tied the future of the Sidhe to humanity in a dance that would change both forever.

### History and Evolution of the Sidhe

In primordial times, the world was at war between powers both wondrous and terrible, beautiful and dark. The Sidhe ruled the land until mortals propagated and spread across Théah. They became fascinated with humanity and mimicked their behavior to better interact with the mortal world. They delighted in challenging mortals with puzzles, riddles and quests, rewarding those who passed their tests and punishing those who fell short. This time period lasted for hundreds of years where mortals grew powerful through the magic gifted by the Sidhe, fostering an age of powerful heroes and terri-fying monsters.

That age of legends ended as humanity began warring with itself. Across the world, mortal civili-zations rebelled against magic and the creatures who used magic. The humans overthrew gods and drove out the Sidhe or destroyed them outright. Some Sidhe hid themselves away while many more fled back to Bryn Bresail, the Sidhe homeland on the far side of gateways all across Théah. Sidhe everywhere noticed a disturbing change in their immortal, fluid natures. The nature of magic was changing, and the rise of humans as the rulers of Théah affected the Sidhe as well. The unchanging mortality of humanity warped them from their constantly shifting forms until they became fixed, limited from their previously immense power.

Two factions developed among the Sidhe as a result. The Seelie chose to embrace the mortal perceptions on their form, adopting many of the trappings of humanity out of fascination, adaptability and neces-sity. Many furious Sidhe, with no wish for mortal influence to contain them, rejected this decision to adapt. The three sisters of Earth, Sky and Sea—the three Færie Queens—fostered the idea of embracing mortals and banished these malcontents, and the second faction, the Unseelie, were born. These Sidhe rejected containment and instead embraced their more chaotic natures, taking on terrifying forms to torment and bedevil humanity.

As distrust of magic spread across Théah, the Sidhe chose to withdraw almost completely from the rest of the world, leaving gateways to Bryn Bresail open only in the Glamour Isles. Their pacts with King Elilodd and his Knights remained undamaged in all the turmoil. They gifted the Glamour Isles with the sword Firinbrand, the MacLeod Færy Flag, the Fål Stone and the Graal as symbols of their friendship. The Unseelie were outraged and cursed the Seelie, saying they would see the day when their gifts are turned against them.

Their curse came to fruition when over six hundred years ago, invaders from Théah arrived, bringing a war that stretched for generations. The Sidhe entered the conflict in hopes of protecting their land; they gifted the Graal to King Elilodd for this purpose and gave magic to his knights. Years after Elilodd’s death, the Sidhe’s magic was corrupted, their mortal allies slain and their hiding places destroyed; magic once again became feared by the people. The tipping point came when a Montaigne Villain blessed with Glamour magic bound the Lady of the Lake, a Seelie Queen, and turned her power against the Glamour Isles.

The heroine Athrwyn used the power of the Graal to free the queen during the defense of the Bran Bridge, but the damage was already done. The Lady of the Lake took the Graal and left for Bryn Bresail, sealing off Glamour to the three kingdoms behind her. For the rest of the Montaigne occupation, the magic of Avalon lay dormant and many believed the Sidhe would never walk the Glamour Isles again.

### The Reclamation

Earlier this year, on the tenth anniversary of the ascension of Queen Elaine, the waters of Bran Bridge Lake drew open and a Sidhe delegation appeared. The glorious retinue rode across Avalon and presented themselves to the court, led by Daníele, emissary of the Seelie. They declared that the Færie Queens assigned them to oversee the expansion of Sidhe territory in the mortal world. They explained the Sidhe would be retaking land they once occupied so many centuries ago, before they were driven out. The Reclamation, as they call it, has begun.

For the most part, Daníele and the other Sidhe at court serve as liaisons to the territories most densely held by the Sidhe now living openly across Avalon. Their main stronghold is in the Síocháin Forest, a dense and mysterious wood at the heart of an entire county now run by the Sidhe. The area has been renamed Arcadia, where mortals and Sidhe live peace-fully side-by-side. A lesser stronghold in the Highland Marches, called the Dagna, is a Sidhe paradise of wild vegetation surrounded by a wall of thorns.

Things are not as peaceful in the Highland Marches, where nobles attacked the lakeside Sidhe territory of Ballorwick, only for a dark and terrifying Sidhe, known as the Cursed Prince, to drive them back. And reports have come in from across Avalon about a terri-fying Sidhe lord, a creature known as the Red-Eyed King, who favors a return to the ancient ways and violence against mortals. His terrifying Unseelie Host has been spotted riding across the Highlands of both the Marches and Inismore and across the wilds of Avalon proper, hunting stray mortals who have gone back on deals. Many wonder at the disposition of the three Seelie Queens in all this. The addition of terri-tory in the mortal world may have upset the balance between their powers.

### Sidhe on the Move

Sidhe come in many shapes and sizes, from the glorious beauty of the Sidhe Queens to the horrible nightmares of the Unseelie court. Yet where once these magical creatures tried to hide themselves from mortal view, they have stripped away obfuscations in favor of living out in the open. Instead, seal women swim lakes and rivers and centaurs gallop forest trails, while Sidhe lords and ladies create dazzling palaces in forgotten glens, transforming the landscape with a thought.

In general, a Sidhe walks through Avalon simply as himself, though another may wish to hide her true appearance, blending in and experiencing everything that mortal life has to offer. Yet another may take to looking up families whose blood carries his blessing to either call on long-lost descendants, or else cash in on favors hundreds of years past due.

A Sidhe may choose to leave Avalon, taking ships across to the mainland and other parts of Terra to find Sidhe left behind when the doors to Bryn Bresail closed, or else to discover new adventures she could hardly imagine. One trait follows every Sidhe, however, no matter how disguised she is or far from home: stare long enough at a Sidhe in a mirror, and you can see her reflection ripple.

### Sidhe and Mortal Relations

The return of the Sidhe has been a celebrated, if jarring, experience to modern Avalonians. The Sidhe have taken a prominent place not only in the court of Queen Elaine, but across the landscape of the United Kingdoms. Entire forests, towns and sections of major cities have transformed into these new Glamourlands.

Even the people living in these areas are transformed by the Glamour's influence. Chilren born to parents living in pockets of Glamour have a natural affiinity for the magic without a Sidhe blessing. Others have accepted Sidhe blessings, granting them  Glamour beyond the originally blessings to Elilodd's Knights.

Many mortals have fled from lands too wild and out of control with magic. Others stay and accept Sidhe management, and should their new local Sidhe be kindly, they reap the benefits of a magical patron. If their new Sidhe neighbor is less kind to mortals, the outcomes can be very dire.

Earning a Sidhe’s favor, can bring enormous benefit. In ancient times, King Elilodd forged the very first pact with the Sidhe that allowed mortals to create deals with the Sidhe ever-after, a pact sealed with the Seelie gifts to Avalon that exist to this day. The pact maintained that the Sidhe could bestow their magic onto humanity, provided the mortal proved himself worthy in some way set down by the Sidhe in question.

Some Sidhe are more altruistic and others more vindictive. Unseelie Sidhe are almost always terrifying, chaotic and dangerous to encounter, while the Seelie are more likely to be helpful. Still, even a Seelie Sidhe enjoys his games of riddles and wordplay, and any mortal must be careful when dealing with him. Only a mortal deemed extraordinary gains exceptional returns on her pacts, and woe betide anyone who is not careful when wording her pacts with a Sidhe.

Many pacts are short term, with limited duration or gifts that, once bestowed, allow a mortal to go on her way. There are, however, longer-lasting bonds that create connections between the mortal and the Sidhe. A mortal may find his farm protected from wild animals thanks to an ancestor’s bargain with a local Sidhe or a child might be born once a generation with the power of foresight thanks to some ancient service provided by an ancestor to a kindlier Sidhe.

### Favor with the Sidhe

A Hero may earn Favor with the Sidhe in much the same way she would with a Secret Society, by creating pacts with a Sidhe. But Sidhe Favor always comes with a cost, which is often determined by the Sidhe offering the Favor.

Additionally, a Hero who has performed a challenge for a Sidhe may spend Favor she does not have, but going into debt with a Sidhe can have serious conse-quences. A Hero with debt to a Sidhe may have an unexpected visitor demanding her to drop everything and complete a task. If she refuses, the Sidhe is likely to curse her or worse.

A Hero may earn Favor with the Sidhe in the following ways:

* Performing a task for a Sidhe is worth 2 Favor. This task is often a challenge set forward by a potential Sidhe benefactor, and must be performed before a Hero can earn any further Favor with the Sidhe. The challenge might be something as simple as a riddle, or as complex as a quest, provided it satisfies the Sidhe’s requirements and the mortal agrees.
* Helping or saving a Sidhe’s life is worth 6 Favor. A Sidhe whose life has been saved by a mortal is in debt to him.
* Gifting a Sidhe with a present, or providing assistance to the Sidhe is worth 3 Favor. These assistances are often more taxing than the original challenge put forth by the Sidhe.

A Hero may spend Favor with his Sidhe benefactor for the following rewards:

* For 4 Favor, a Sidhe can grant a single Rank in one Major or two Minor Glamours to a Hero, even if he does not have the Sorcery Advantage. The Hero picks a Major and Minor Trait when he receives the Sidhe's blessing, unless he already has Glamour Sorcery. This Glamour access is tempo-rary and can last no longer than a week’s time. The Hero suffers the same Gesa that a Knight ofAvalon would suffer (Core Rulebook, page 210).
* A secret costs 2 Favor. This secret can be anything the Sidhe could reasonably know or find out about a situation, person or Sidhe. Sidhe have ways of finding out people’s secrets easier than others, but that does not make them all-knowing.
* Temporary access to a Sidhe artifact costs 3 Favor. It functions as a Signature Item, although the effects of a particular relic are at GM’s discretion. A Hero is expected to return the artifact within a week’s time, regardless if he accomplishes his mission. If he does not, he is likely to incur the wrath of the Sidhe.

## Secret Societies

The Secret Societies of Théah have branches all across the continents and in every kingdom, and Avalon is no different. The ten years of peace have allowed many of these organizations to thrive and entirely new ones to spring up in the midst of both growth and recent tensions with the Sidhe.

### Die Kreuzritter

The expansion of Die Kreuzritter from their origins protecting Eisen from everything dark and terrifying in the forests has proved an excellent assistant to the people of Avalon in their time of need. With magic on the rise all over Avalon, Glamour has awakened creatures not only beautiful and friendly, but awesome and terrible as well. Though Avalon is chock full of Heroes ready to take on any challenge, the members of Die Kreuzritter are uniquely trained to tackle monsters. With many mercenaries in Eisen looking for work outside of their borders, they have started exporting their expertise to the darker parts of Avalon.

#### Favor in Avalon

A Hero who belongs to the Die Kreuzritter can earn Favor while in Avalon in the following ways:

* Bringing evidence of destroying a Sidhe crea-ture is worth 4 Favor.
* Selling information about Sidhe or Unseelie Sidhe encroachment is worth 2 Favor.

### The Explorer’s Society

Not only has the transformation of the land by Glamour unearthed a myriad of different sites never seen before all over Avalon, Inismore and the Marches, but Avalon has become the jumping off point for many ships heading west across the ocean. Explorers flock to Avalon to hear accounts of things seen in the New World, or to witness some incredible artifacts brought back from Syrneth cities discovered for the first time. Many a member of the Explorer’s Society believes Avalon is the new frontier in magical explo-ration and has set aside his fascination with Syrneth ruins to focus on ancient Sidhe sights, creating a whole new branch of study and understanding for Explorers all across Théah. A collection of Explorers have even dedicated themselves to leading expedi-tions into Bryn Bresail itself and actively seek Sidhe to secure safe passage into what might be one of the most magical realms anywhere.

#### Favor in Avalon

* A Hero who belongs to the Explorer’s Society can earn Favor while in Avalon in the following way:
* Acquiring a Sidhe artifact or knowledge about the Sidhe is worth 4 Favor, if that artifact or knowledge is turned over for study. The knowledge could be specific information on types of Sidhe, where they make their homes or items and tools used by the Sidhe in their daily lives.

### The Brotherhood of the Coast

The Brotherhood has a large presence in Avalon, thanks to the patronage Queen Elaine offers to privateers. Her relationship with Berek has her look the other way when it comes to many dealings of the Brotherhood. Privateers also have their hands full gathering crews to head towards the New World and the Atabean Sea. Avalon is a major stopover before heading for Brotherhood centers like La Bucca and Aragosta in the Sea of Monsters to the southwest. Conflicts come up between various Brotherhood crews, and parlays happen often off the coast to settle differences.

### The Invisible College

The Invisible College's goal to continue scientific research despite the intrusion of the Inquisition led them to seek any safe port in the storm. Thanks to Queen Elaine’s edicts, Avalon was a perfect choice. The Vaticine Church is all but expelled from the unified kingdoms and the Church of Avalon’s stance on scientific research is much more lax. An Invisible College researcher can continue her explorations without fear of persecution.

The only city that poses a challenge is Carleon, where Vaticine priests visit often, and the Inish city of Liumech, where the Church attempts to estab-lish a foothold. The College is aware of Inquisition agents seeking to combat the spread of the Sidhe, and members have dedicated their time to combat the spread of the Inquisition into Avalon.

### Knights of the Rose & Cross

The ten years of peace in Avalon and the diligent work of the Queen’s Knights have kept Avalon clear of any wide-scale conflicts. But with tensions on the rise once more with the expansions of the Glamourlands and conflicts with Separatists brewing in the Highland Marches, a Knight of the Rose & Cross has his hands full managing small issues across Avalon. While the unified kingdoms might not have the large-scale wars or disasters of other countries in Théah, there is room for the Rose & Cross to protect the peasants across the Glamour Isle. Moreover, a Knight can find himself in the position to protect Sidhe under attack by displaced villagers and nobles, earning him thanks, and often rewards, from the Sidhe.

### Los Vagabundos

With tensions between Castille and Avalon still fairly high, it has not been easy for a member of Los Vagabundos to make herself at home in Avalon. Still, the spirit of Los Vagabundos to maintain the country for its people has its members scrambling to help keep the peace and unity of Avalon. With Separatists tugging the Highland Marches away from the United Kingdoms and strife destabilizing the O’Bannon’s support, a Los Vagabundos member spends her time supporting Queen Elaine’s regime for the sake of the people. Since the thwarted assassination on the Queen, sightings of the masked vigilantes in purple have become a more welcome sight in Avalon.

### Močiutės Skara

Though the Močiutės Skara began as an organization in the Sarmatian Commonwealth working to aid and feed the people, the agents in Avalon have embraced a new goal. While Avalon has become a land of plenty, the spread of Glamour and magic has sent Avalon slipping under the influence of Bryn Bresail, unseating local nobility and sending Avalonians fleeing from their homes. From the main meeting places in Carleon and Liumech, a member of the Shawl works to not only secure donations from the wealthy for those in need, but to organize attempts to halt the spread of Glamour into areas heavily populated by mortals. Additionally, he spends much of their gathered resources feeding and clothing those refugees fleeing Sidhe encroachment. Some members whisper of darker options to drive back the Sidhe, ancient weapons once used to slay the powerful færies, but overall the Shawl’s members are dedicated to aiding unfortunate people in need rather than taking up arms.

### Rilasciare

The Rilasciare has had a great deal of trouble finding a foothold in Avalon for many years, for obvious reasons. The peaceful age of prosperity brought by Queen Elaine has redoubled most citizens’ belief that the monarchy, backed by the approval of the Graal, is powerful and righteous. With the tensions with the Sidhe on the rise and people losing their land to the magical encroachment, there has been an uptick in interest.

### Sophia’s Daughters

Though this organization is primarily concerned with protecting and rescuing Fate Witches from Vodacce, Sophia’s Daughters has found a surprising ally in the women of the Highland Marches and Avalon. Many Vodacce women who wield magic see Avalon as a paragon, where a woman is not only free to do as she chooses, but where the ruler is a Queen who wields a magic Graal and lives in a magic castle. Agents of Sophia’s Daughters have made Avalon the final destination for many Fate Witches on the run and relocated countless of them into any of the three kingdoms. Sophia’s Daughters have also tangentially found help from the women of the Marches, discov-ering kindred spirits fighting their own, albeit less dire, battle for equality.

### The Long-Strider League

Born from the ministrations of the Močiutės Skara in the Glamour Isles, this group spreads information and tidings across Théah, ensuring the right people have the information they need. The group owes its beginnings to druidic orders of Inismore, devoted to telling stories as a way to pass along information. Today, the Long-Strider League has spread across Théah to become the safest way to pass information across land or sea.

The original Long-Striders were trained druids, believers of the old gods of Inismore, who used the gifts of their benefactors to travel across great swaths of land in short periods of time. Trained as bards and storytellers, the Long-Striders were also accomplished secret messengers, capable of concealing important documents or missives for delivery anywhere. During the War of the Cross, the Long-Striders spread out across Théah, recruiting those capable of swearing the Long-Strider oath: The truth is the story which binds our lives, and to that truth, I pledge my life.

Any Long-Strider initiate must begin her training as a dalta, an apprentice to a fully initiated bard. The storytellers train their students not only in spycraft, wilderness training and mastery of languages, but also in the arts of storytelling and music. By the time a dalta stands before the bardic masters, the Seanchaí, she is capable of traveling for days without rest and would rather die than let a message in her care slip.
Every Long-Strider wears ten-league boots, magical footwear able to help the wearer travel hundreds of miles in a single night. Many view the Long-Strider League as small, yet a threat, as it supports organiza-tions, kingdoms and causes dedicated to truth, charity, hope and justice. Their flagrant use of magical objects and support of the old gods of Inismore have set them in direct opposition to anti-magical groups, especially the Inquisition.

#### Favor with the Long-Strider League

The Long-Strider League primarily concerns itself with delivering important information to Avalonians across Théah. They deal in national secrets just as easily as tidings from one town to another.

A Hero who belongs to the Long-Strider League can earn Favor in the following ways:

* Successfully delivering an important message is worth 4 Favor. If that message is particu-larly important or delivered particularly fast, it may be worth an additional 2 Favor.
* Recruiting a messenger or someone trust-worthy to pass along a message for the League is worth 2 Favor.

A Hero who belongs to the Long-Strider League can call upon it for aid in the following ways:

* Access to a reliquary costs 4 Favor. A Long-Strider League reliquary contains items imbued with Glamour used to increase speed of travel or ensure safety while in the wilderness. Such relics function similarly to a Signature Item, although the exact effects are at the GM’s discretion. An agent is expected to return the relic after his mission is complete, and refusal to do so could result in the agent being declared a traitor.
* Access to information gathered by the Long-Strider League costs 2 Favor. If the informa-tion is particularly sensitive or earmarked as private for the recipient only, the request costs 4 Favor.

## Places

### Avalon

Avalonians long prided themselves on living in a glamour-touched country, and no one was surprised when Queen Elaine’s ascension sparked a resurgence of magic across the realm. Most attributed it to the Queen’s connection to the Graal and her time among the Sidhe and welcomed a return to the old ways.

As time went on, that initial joy gave way to unease as the Glamour warped the land around its mortal inhabitants. Locations simply Glamour-touched transformed into unrecognizable magical places out of ancient legend, dangerous as they were wondrous.

Forests once passable became dense, and enchanted greenery annexed dark woods and towns on the outskirts. The change forced mortal populations to flee their homes or submit to living under the baffling, often horrifying and inhuman, rule of the Sidhe. Avalonians dubbed these new, inexplicable places Glamourlands.

#### Carleon

Carleon is “The Shining Star” glittering on the country’s southern coast. While other countries boast ancient capitals, Carleon is a gorgeous city in which the very magic of Avalon created the halls and streets.

Upon Queen Elaine’s rise to power, the wizard Derwyddon declared that the Queen and her kingdom needed a capital worthy of the Glamour Isles. Overnight, he turned the ordinary port city into something out of legends, transforming sea foam into the brightest stone castle to stand high above tree-lined streets and promenades, glorious cathedrals and opulent marketplaces. It is the single most powerful reminder that Glamour is truly the lifeblood of Avalon.

#### Glenayre Castle

The black cliffs overlooking the ocean host the magical city of Carleon, crowned at the very top by Queen Elaine’s spectacular castle, Glenayre. The gleaming spires and high walls of the castle look even more astounding and fresh than the day they were created, though now ten years old.

In the heart of the foam-white walls, in a throne room encircled in gold-veined pillars entwined with living trees, Queen Elaine sits at court. The high-ceiling throne room is large enough to hold hundreds of diplomats, courtiers, knights and attendees, while the magic of Glenayre allows the voice of the Queen to carry across the great crowd with ease whenever she pleases.

The rest of the castle is full of lavish art galleries, lush gardens full of citrus trees and a large feast hall lined with tapestries depicting ancient legends of Avalon. The lower section of the castle hosts a well-stocked training pavilion where the Queen’s knights train new recruits and maintain their own martial readiness, while high above in the towers, dignitaries and members of court fortunate enough to live in the castle look down on the city or the sea below.

The Queen’s tower is enormous, hosting a small library, private meeting chambers and servants quarters for her ladies in waiting. Elaine entertains important guests and dignitaries in her private quar-ters within the tower.

The Queen’s tower also hosts a direct entrance to the Walking Hall, where petitioners wait in the hopes of catching the queen on her way to court to ask for her aid or a simple blessing. The Queen may circumvent the Walking Hall by taking Elaine’s Stairs, a glorious outdoor staircase that leads down the side of the castle. Her personal guards maintain watch over the stairs. It stretches from her tower all the way down to a private inlet in the cliffside that leads out to the ocean. Elaine is fond of taking visitors down the stairs during private talks, to ensure no one eavesdrops on her conversations.

#### The City Proper

North and west of the castle lies the rest of Carleon in a twisted jumble of streets that wander down the cliffside to the sea. It is easy to get lost here until you realize the streets follow the natural rock formations of the cliffside. Even that does not give much in the way of reason to the meandering streets. The Procession Way is the main road that leads from the castle to a wide park at the very heart of Carleon called the Promenade. This park is always open, and plays host to performers, sightseers, visiting dignitaries and small merchant stalls selling fake Sidhe trinkets. Further down the Promenade lies the national Parliament building, where leaders from across Avalon come to attend to the business of the governing the Glamour Isles.

On the opposite side of a wide green square is the National Dock, where the high courts sit in judge-ment over the most important cases brought up from the county courts. Above the dock lie the judges’ chambers and law libraries, as well as the Advocate School, where advocates for the accused are trained. Behind the Dock lies the prison of Endwell, where prisoners stay to await their trial. The worst crimi-nals in Avalon, such as traitors or those deemed truly dangerous, dwell in the lowest levels. The Endwell is built deep into caves in the cliffside, and Glamour protects and maintains the prisoners by the glow of eerie færie lights.

Just before the waterfront at the edge of the Promenade lie the Marking Stones, a circle of ancient rocks where the wizard Derwyddon practices his magic. Since Derwyddon has been seen less and less in the capital in recent years, those followers of the old gods and loyal to the Sidhe have taken to gathering at the Marking Stones to worship or to entreat for aid.

#### Northern District

Beyond the Promenade, the city splits into three districts on the north, west and south of the park. The northern section holds the majority of the homes within the city, with the nobility boasting homes closest to the Promenade and the castle. This stretch of town also hosts a series of religious build-ings, including the Church of Avalon’s Grand Chapel, which lies just beyond the Parliament building.

This grand structure boasts high stonewalls in a darker grey-blue and stained glass windows depicting scripture and doves in flight. Not far away, the more subdued St. Benedict’s, a small Vaticine Church, ministers to the believers that remain in Carleon. Further into the poorer sections of the town lies the Realists’ Meeting Hall, a no-nonsense dark-roofed building which hosts Avalon’s newest religious sect. They therefore live the farthest from the city center they can, citing the city’s Glamour-filled streets as a collective delusion given form.

#### Western District

The western side of the city hosts the diplomatic homes, bustling businesses and merchant halls fueling Carleon’s complex political world and robust economy. Closest to the Promenade on the north side is Vendel League Row, a stretch of the most prime real estate bought and maintained by the Vendel League. There, the League’s representatives not only do business but patronize lavish art galleries, musical performances and theater, all catered to the highest of clientele. Diplomats from across Terra rent the houses, each wishing to claim a home closest to Glenayre and the court. Renting these houses may cost a pretty penny, but the display of wealth is a great way to impress the Vendel League abroad.

Nearby lies the Explorer’s Society Charter House, the headquarters for the Society across all of Avalon. From here, members of the Society organize expe-ditions to the Thalusian Islands or to newly discov-ered pockets of Syrneth ruins in the swamplands of Inismore.

The west side of town also hosts the city’s market-place, a colorful lane of shops, stalls and vendors selling their wares. Here, a short walk from the southern docks, is where a Hero can offload wares, restock her ships and find maps and other assorted items for a long voyage.

#### Morgan’s Roost

On the south end of the western district lies Morgan’s Roost, a glorious mansion uniquely crafted out of the wooden planks of retired ships. There, privateers from across Théah may retire within spitting distance of the sea and among other sailors and captains just like them.

The odd retirement home began as a joke among the privateers hired by Queen Elaine, who asked if they returned to retire to “a home with a view.”

The Queen apparently found the idea amusing and built the landing as a tribute to all those who served her on the sea. The mastheads recovered from scuttled and destroyed ships line the main hall, given a place of honor after they have served their time. While it may seem ridiculous, some of the most notorious retired privateers call Morgan’s Roost their home.

Morgan’s Roost faces southeast, towards the port at the very foot of Carleon. A visitor from the sea can find everything he needs upon landing at the finest docks on the Glamour Isles. The Sea Dogs rule the docks, from the cozy tables and rooms at Hopewell’s Inn overlooking the Marking Stones to the Burning Gyre tavern down at the water’s edge. The Dogs not only own a good chunk of the ships in dock, they also own a number of the dockside warehouses merchants use to store goods coming in from across Théah. Everything passing through the docks gives a cut to the Dogs, and anyone breaking the law might find himself apprehended by the Dogs before the city guards are even on the cast. And woe betide anyone found breaking the Dogs’ code of conduct by harming the innocent on their streets, as the Dogs have their own justice and it is swift and terrible.

#### Glamourtown

Beyond the market lies the newest part of town, sprung up from the far end of the marketplace. Called Glamourtown by the locals, this section of the city began to warp and transform under pockets of wild Glamour popping up all across Avalon. Walking out of the market and into Glamourtown, a traveler immediately notices the colors around her getting brighter, the buildings a little taller and grander and perhaps a little more wondrous as well.

Magic lurks around every corner and the Sidhe live alongside their mortal associates. The Sidhe diplo-mats to Queen Elaine’s court keep a residence here, a tall manor house called Seabright. Its blue-green walls and silver accents beggar even the wealthiest nobles’ homes on the opposite side of town. Be careful wandering Glamourtown without an escort; wild magic has a way of causing mischief.

#### Síocháin Forest

To the east of Pomitain and lying in the shadow of Mt. Cymru is the enchanted woodlands known as the Síocháin Forest, the heart of Sidhe power in Avalon. Once known simply as a mystical wood, many trav-elers ignored the odd and mysterious events occur-ring there. Riders disappear into the night, led by the voices of long-lost loved ones, while færie lights guide the bewildered off, never to be seen again.

In recent years, the Glamour-soaked forests have more pronounced effects, specifically around the fields at its southern edge that host the Bran Bridge. The bridge itself is nothing more than an ancient ruin barely poking up from the earth. Its stones end at the still waters of Bran Bridge Lake, supposedly the loca-tion where Athrwyn threw the Graal to keep it out of Montaigne hands six hundred years ago.

In the days before Queen Elaine’s reign, a unicorn emerged from deep within the woods, a creature hidden for generations to all but the most pure of heart. The unicorn walked to the water’s edge and touched it with its horn. The waters parted and from within rose the Sidhe. Some rode white færie steeds on to Carleon, while others established a stronghold within the forest. Since then, Síocháin Forest, also known as the Unicorn’s Forest, has become the center of the new Sidhe territory, Arcadia.

The trouble is that much of what is now their terri-tory once belonged to people living on the land. The mortal villages of Cordelia, Broken Bow, Harlenn and Wandinhome now fall inside Sidhe territory. The Sidhe offered the inhabitants an option once they arrived: stay and live under Sidhe ministration, or leave. While many fled to nearby towns, others chose to stay behind. Travelers through the area report the people have begun transforming, growing more Sidhe-like, with more chil-dren born with an affinity to magic every month.

Those wishing to traverse the territory do well to learn the ins and outs of Sidhe customs, such as bringing gifts to placate the spirits. But a wanderer who chooses to accept gifts without a clear and equal exchange may find himself owing the wrong Sidhe and becoming bound to the land before he can escape. Some don’t find that fate too unkind, as the towns and villages within the Síocháin Forest have trans-formed into idealized versions of what the Sidhe believe mortals want from their homes.

The people living there now deal with odd beasts roaming their city streets in exchange for food that tastes as sweet as candy and self-mending clothing.

A council of three Sidhe maintains the peace within the borders, each holding a mark of power and representing different types of the Sidhe. Elenyth is the eldest of the three and representative of Magic. Elenyth acts as guide for the Glamour awake in the Forest and serves as the chief voice between mortals and the magical creatures. Her symbol is a scrying bowl full of glowing water from Bran Bridge Lake, which never moves within the bowl, or spills.

The second of the triumvirate is Lady Anne Ladybee. Lady Anne was once a mortal, they say, but the Sidhe took her away at a young age. She returned more Sidhe than woman and is now a handmaid to Daníele. She represents the power of Sidhe Wisdom and acts as host to the library of magical knowledge rumored to be secreted away in the caves below Mt. Cymru. Her symbol of power is a holly branch, always in full bloom, and a small flock of ladybugs always surrounds her.

The third of the triumvirate is Bailiwick Brownteeth, a terrifying Sidhe with grey, mottled skin, long skel-etal arms and legs, and teeth stained a deep, rotted brown. Bailiwick represents the power of the Sidhe in their most intense, martial form, and he serves as the leader of the forest’s Redthorn Guard. The Sidhe Guard rides from one corner of the territory to another policing the borders on steeds that only drink single-malt whiskey. Bailiwick’s mark of office is a black thorn branch that can cut through anything.

#### The Queen’s Respite Inn

No Sidhe pacts are made within the Queen’s Respite; only mortal business deals may be struck, and any within the inn are safe against harm. An exiled Sidhe, the tall Lady Gwynnfra, runs the place. Her giant golden horns and grey-blue skin marks her a proud “fallen” member of the Goodly Folke.

A guide service operates from the inn, in an attempt to help humans navigate the Glamour-changed forest. Solis, a Sidhe, and his brother Tolus have gathered experienced travelers to act as guides within the forest. Their prices are reasonable, though if you go without a guide and need a rescue, the prices are much steeper. Either way, the Queen’s Respite is a great place to have neutral meetings with people and Sidhe alike.

#### Tallow Hill

The territory encompassing Síocháin Forest is expanding. Where once it only encompassed a few square miles, the territory now spans from the northern border of Balig all the way back to Mt. Cymru. The Sidhe delegates in the capital have bid anyone who wishes to live safely in the arms of a magic-based culture to join them there. News of this has spread across Théah, attracting many a magic user from lands where his talents have seen him persecuted and even hunted. A small settlement on the northern edge of the forest called Tallow Hill has sprung up, where magic users have settled as refugees. This new community exists to share knowledge about magic in safety. It is a great place to find information, assistance or even the stray magical artifact if you know who to ask. The location does not sit well with the Realists, though no part of the Síocháin Forest sits well with them.

#### Wandesborrow

The port city of Wandesborrow lies on the eastern shore of Avalon, directly north of the capital city of Carleon and east of Mount Cymru. A visitor to the port notices right off that its design and architecture are much older than much of the rest of the cities of Avalon, built off the ancient black cliff rock with high walls to protect against invasion from the sea. She also notices that the accents and language of anyone from Wandesborrow is different, thicker and much more pronounced, with a lilting brogue often confused for Inish. In fact, the people of Wandesborrow are descendants of the Cymry people, one of the ancient tribes of old Avalon, and one of the most culturally traditional groups in the whole kingdom.

History teaches that once the Cymry stretched across a good portion of eastern Avalon, with their ancestral home at the base of Mt. Cymru. When emissaries from the Old Empire arrived, they built many of their new colonies in Cymry land, driving back the tribespeople to their high-walled port at Wandesborrow. While many Cymry assimilated into other tribes and became part of the larger people of Avalon, the people of Wandesborrow have remained traditionally Cymry within the city’s black walls.

Their ancient traditions of music and songs to honor the old ways have held fast, and a sailor putting into port often reports hearing the music of Wandesborrow long before he even docks.

Wandesborrow is the largest port in Avalon outside of Carleon and sports the finest boat-builders in all three kingdoms—or so the Wandies say. The city is also a haven for sailors, boatswains and anyone else coming ashore for some good rest after a long tour at sea. Called “Sailor’s Haven” by many, a ship can berth at Wandesborrow and let its crew carouse freely. Once through the great gates that separate the docks from the city proper, the city itself is a raucous adventure, full of taverns, alehouses and any other place a sailor might spend her freshly earned purse. Get too rowdy and you will run afoul of the Cymry constables, a tough breed ready to take on even the hardiest sailor on a binge. The Cymry elders run the city, all former sailors with decades of experience at sea under their belts.

For all its ancient roots, Wandesborrow is also a city on the rise. Visitors or new arrivals can find work along the docks or on newly constructed ships heading out to raid on the high seas. Some say the head of the elder council, Tamarin Driscoll, made a bet with Jeremiah Berek himself that given five years, the Wandies could create a pirate fleet that would rival the Sea Dogs. The city has certainly taken up the challenge, turning its attention to building new ships and providing them with supplies, making Wandesborrow the perfect place for a pirate trying to build up his reputation. Young Wandies and newcomers alike gather at Hugh Manson’s outdoor tavern called the Hwyl overlooking the sea to swap stories about their first adventures.

The other half of city life is dedicated to music and the creation of art. Those dedicated to beauty and traditional culture can linger among the stalls in Owens Gardens. Formerly just a copse of old, gnarled trees surrounded by the homes of the wealthy, the Gardens are home to those passionately dedicated to worshipping in the old ways through song and dance and the creation of tapestries depicting old legends. Behind the scenes, however, those interested in trading and selling ancient relics of old Avalon use Owens Gardens as their black market, even going as far as to trade items from all across Théah and beyond.

### Inismore

The country is a contradiction in terms, made of large cities of stone dispersed across leagues of wide-open and wild spaces. The stories claim that the ancient people of Tuatha spent their lifetimes battling the darkness of horrible monsters alongside the Sidhe.

Those Sidhe influences remain all across the wilder parts of Inismore, in the craggy caves of the O’Bannon Highlands or the bogs and swamps that notoriously dot the landscape. Yet everywhere across Inismore are proud towns and strong people building lives along-side the ancient ruins of the past, prospering in the grace of Queen Elaine’s golden age.

#### Donega

The capital of Inismore is a city newly reborn in the wake of the ten years of plenty thanks to the unifica-tion. The formerly ancient city going to ruin has been invigorated once more. The return of the O’Bannon twenty years ago brought attention back to the old capital, then called Tara, which for decades people viewed as merely a ceremonial bit of history for a people fractured under foreign invasion.

When the O’Bannon claimed the throne, nobles began to flock back to the city, and rechristened it Donega after the surrounding O’Bannon’s ancestral territory. Still, the city’s very design and architecture presents a besieged air more than the center of a new and developing nation. And for the most part, that is just the way the O’Bannon likes it.

#### Fål Stone

At the heart of the city in the wide Tara Square lies the Fål Stone, the symbol of the true king from time out of legend. The wide, smooth stone stands taller than a person and seems plain enough to the eyes. However, the stone is imbued with the magic of Inismore itself. The O’Bannon proved his identity as the true king by kissing the stone, which began to weep and sing in his presence. Donegans say the song of the stone foretells the future of the king, though what the song said in the O’Bannon’s presence ten years ago, no one shares. Rumors around Donega say recently the stone began to weep again and sing on nights when the moon is full. Though the Knights of Tara have kept away those eager to hear the song, it is pretty clear something is not right.

#### Castle of Tara

The castle of Tara, left to keep the old name, is a ramshackle old keep overrun in many places by decades of trees and vines that threaten to pull down the ancient walls. Yet somehow not only does the old castle still stand, but in the twenty years since the O’Bannon’s return, Glamour entwined the green within the architecture until nature and masonry became one.

The O’Bannon sits in the heart of a throne room with grass underfoot and a ceiling open to the sky overhead, though the outside weather never seems to come within the walls. His throne is an ancient tree with a well-worn seat, with a place set for the ancient crown of Inismore, now empty.

The rest of the castle hosts two feuding groups of warriors under the king’s command, the Fianna and the newly forming Knights of Tara. The Fianna were established long ago as knights who set aside their clans to serve only the king, their ard rí. Guardians of the throne, crown and the Fål Stone, these knights faced the single greatest blow to their honor in years when the crown of Inismore disappeared.

Many of the other knights, and even commoners, have lost confidence in the Fianna’s ability to protect the king. The O’Bannon’s obsession with redis-covering the crown has not only led him traveling without his flaith (his honor guard) in search of the crown, but has sent the Fianna from their training halls all across the world to track it down.

Since the king started taking long treks away from the castle, his councilors took the opportunity to establish the Knights of Tara, a second order loyal to the country as much as their king.

Much of the old Fianna lists, training grounds and weapon’s stores have been repurposed to the Knights of Tara. Warriors from every clan come to the castle in the hopes of joining the new order, filling the halls with people from all over Inismore.

The knights are a controversial bunch, their ways fashioned more after the Knights of Queen Elaine’s court than the warriors of Inismore. The populace sees them as anything from a novelty to an affront to Inish traditions.

The Knights of Tara—though controlled by the Inish nobility—are a stabilizing force in the capital and across the region when the O’Bannon disappears on his kingdom-wide walkabouts for weeks, some-times months at a time.

#### O’Shay’s Provings

On the east side of the city—far from the castle of Tara—is the raucous O’Shay’s Provings, a tremen-dous indoor and outdoor training area for fighters, mercenaries and those who would like to improve their martial prowess.

Run by legendary brawler Mickey O’Shay, the fighters gathered at O’Shay’s are the best from all across Inismore, brought to Donega to teach anyone who wants to learn. Entrance exams to O’Shay’s are a lot like those to Burke University, only the testing is a lot more hands on.

Those who survive can learn from the best teacher of armed combat, wrestling, horseback riding, archery and more. A graduate leaves the school with a new tattoo of a bull rampant over a blazing sun, the mark of her proving.

#### Burke University

South of Tara Square and past the homes and businesses lie the two institutions in Donega that most typify the spirit of the city: Burke University and the O’Shay Provings. Nestled on the west end of the city just against the walls, Burke University hosts some of the greatest thinkers and philosophers from all around Avalon. A center for higher learning, its arched-roofed libraries boast texts imported from all across Théah. They invite teachers from the various universities across the continent and beyond to come and lecture there, and though not as lavish as the universities in Castille or Montaigne, Burke University hosts some of the leading magical researchers. Its administrators are a mix of the local Inish people, and invited luminaries from around the world, including Yachidi teachers from the far-off Crescent Empire. Students interested in studying at Burke must provide three letters of recommendation from scholars, leaders or thinkers, as well as pass a rigorous entrance examination. After that, however, tuition is free and a student can remain within the university for as long as he wishes, often traveling abroad to further his knowledge and return with new discoveries to study.

#### Liumech

The city of Liumech has become the hotbed of polit-ical and naval power in the country. A port city just north of Dunkeen, Liumech had fallen into disrepair shortly after the War of the Cross. It served as a den of criminal activity frequented by mercenaries, sailors and ships in need of a jumping off point into the western oceans beyond. Ruled by the O’Malley clan, its leadership was notoriously corrupt and debauched until the coming of a new leader only five years ago.

Aileen O’Malley lead a coup against her wine-sotted uncle Stanley, and established Liumech as a center for commerce and sea trade once more. A natural-born diplomat and ferocious sea captain in her own right, Aileen, the former Pirate Queen of the Shannagary Islands, brought her small fleet of ships to Liumech to protect the coasts against sea raiders and thereby gained the love and loyalty of the people. Slowly, she transformed Liumech into a safe, peaceful town and one of the most cosmopol-itan of all the cities in Inismore.

Ships from all across Théah dock at Liumech on their way west towards the Atabean Sea or beyond, and goods from across Terra cross the Liumech docks to be sold at a fair price at market. Clan O’Malley maintains the city’s just and even-handed trading rules, as well as its justice, in conjunction with aid from other clans who maintain homes in the city. An ad hoc ruling council from these clans, as well as the Merchants’ Guild and Captain’s League, serve as advi-sors to Aileen as she sits in the High Lord’s Castle.

#### Old Town

Since the city’s revitalization, the seedier elements have clustered themselves around the western side of the city down to the docks in what has been dubbed Old Town. The changes brightening up Liumech has yet to reach down to Old Town and the crooked streets are often dark, the buildings ramshackle and falling down. Still, you can find anything in Old Town, and those more unsavory characters from across Théah looking for a place to lie low before heading off to sea find Old Town the perfect port in a storm.

Many of the old buildings of Liumech fallen to ruin are now being repurposed for use. Stelladora’s, a music hall where musical performers from across Inismore come to play, lies in the remains of what once must have been a library in Old Town. The meetinghouse for the Brotherhood of the Coast rests in an old noble’s manor.

The most contested real estate in all of Liumech is St. Rose Church on the border of Old Town. The former Vaticine cathedral was the treasure of Liumech back in its heyday before the Church was evicted from Inismore in favor of the Church of Avalon. Recently, the Vaticine Church petitioned Clan O’Malley to reconstruct the cathedral and provided such hefty tribute, Aileen O’Malley could not refuse. Since then, the returning church leaders have encountered a small problem: new tenants took up residence after they abandoned the structure and are not interested in leaving.

Jennys use St. Rose Church as a place of safety and refuge as well as an ad hoc meeting hall, and they see no reason to give up their new home. So far, the church has been allowed to continue construction on the massive structure provided they do not oust the jennys. But both groups are in heated and contentious struggle over the future of the towering cathedral.

#### The High Lord’s Castle

The High Lord’s castle is an ancient manor dating back to the days of the first O’Bannon, with gorgeous stonework architecture weathered by time and neglect. Before Aileen’s arrival, the castle was a moldering ruin. Now the funds brought in by the Pirate Queen have rebuilt the castle to transform it into a modern, tasteful center of power for Clan O’Malley, resplen-dent in their banners and decked in always-fresh wreaths of holly. The clan treats visitors to the best food and drink Liumech has to offer, often expensive imports. Aileen hosts important visitors in the wide receiving hall and does not snub even the poorest of petitioners. Her reign may have started with a backbone of piracy, but Aileen rules Liumech with an honest and fair hand.

#### Lady Morwyn’s Gardens

The most recent addition to Liumech comes in the form of a massive construction project on the northern end of the city. One morning, the people of Liumech awoke to find a large chunk of the hillside just north of the city had transformed into a series of rocky but beautiful gardens full of standing pools of water and the most beautiful birds. Sidhe magic clearly trans-formed the area, and Lady Morwyn runs the grand house resting among the water gardens, a woman who appeared just as mysteriously as the gardens.

The Lady offered to open the magical gardens to everyone with the clear instructions that they must not linger after nightfall without her express permis-sion. Since then, the lush gardens have become a haven for poets, musicians, writers and artists, all drawing tremendous inspiration from the unearthly beauty of the place.

A festival called the Sea’s Grace Festival has sprung up there in the late autumn where people from far and wide come to celebrate Liumech’s artists in the days before the weather turns cold. Lady Morwyn sits as the gracious Lady of the Sea, watching over the proceedings alongside Aileen O’Malley. That the two women do not get along is no secret. Aileen worries that Morwyn has political aims and does not trust the Lady. Yet both put aside their enmity for the sake of the festival once a year.

### The Highland Marches

The lands of the Highland Marches are split into numerous small holdings each maintained by the Highland clans. One clan or another owns every farm, city and piece of unarable land. The larger holdings have evolved into cities, often encompassing multiple clans, usually one powerful family and all their smaller subsidiaries. Castles dot the landscape, the ancestral homes of the clans, some no larger than a farm house, and others the centers of large cities.

#### Kirkwall

Rising high above open, windswept land as far as the eye can see, the city of Kirkwall is a proud and ancient city caught in between its regal past and an ever-evolving future. The political center of the Highland Marches is a city at war with itself. Its very architec-ture and design makes evident the battle between the old and the new going on in the Marches, as those allied with the MacDuff ’s strategy of aligning with Avalon reap the benefits of the Glamour Isles’ golden age. Still others intend to hold onto the past, and the city’s quarters sport new constructions in a host of new styles imported from all across Avalon, built just alongside the oldest meeting halls and homes.

#### Parliament House

Unlike other capitals, the heart of Kirkwall is not the castle of its king, but its Parliament Building. The Parliament hosts the High Council of Advisors, a five-hundred-person body of clan leaders and gentry from across the Marches. Each seat is inherited and serves as a touchstone to each corner of the Marches for the king, who sits as leader for every session.

Politics can be spirited in the Marches, and many an argument has transformed into a shouting match and even a round of fistfights and duel-challenges at day’s end. No issue invokes such responses quite as much as the issue of support for Queen Elaine.

The arrival of Parliament to Kirkwall for the legisla-tive and political season transforms the capital. Since most of the representatives are also landowners and clan leaders, many of the High Council spend most of the year elsewhere in their own counties and clan lands, only coming into Kirkwall once a year.

#### The Noble’s Mile

When the High Council convenes for one week during the spring, the entire city must prepare to host hundreds of dignitaries and notable figures from across the country and even across Théah. This amounts to tens of thousands of people including nobles, their families and households, diplomats, merchants and tradespeople flocking into the city at once.

Due to the yearly influx of Parliament, Kirkwall is constantly expanding, building new facilities to host the visiting horde. Most of those important visitors maintain houses on Noble’s Mile, the long mile of well-appointed houses between the Parliament Building and the chapter house of the Knights of the Rose & Cross.

Since many of the households are only in Kirkwall for a limited time during the year, some remain empty until High Council season. Others allow people they support to live in their residences within the city while they are away to maintain the house, leading to  many second or third sons and daughters and their families taking up residence.

#### Inverness Castle

The building at the very top of the Noble’s Mile is the small castle built in recent years for King James called Inverness. The castle is a miniature scale of the MacDuff ancestral castle in their home across the Marches, presented by the Unionists after the unifica-tion with Avalon netted them quite handsome profits due to trade and expansion. The idea was to create a castle to proclaim their king as grand as Avalon’s Queen without being too ostentatious. Inverness is only as large as a great manor house estate, with a small courtyard for the king’s guards to muster and train in the open air. King James himself often retires to Inverness when in the area, accepting visitors and dignitaries as necessary, though he prefers political meetings to occur at the Parliament Building.

#### MacDougal’s Manor

Threats are alive and well in Kirkwall, such as the central meetinghouse for the Separatists movement headquarters in Noble’s Mile. MacDougal’s is an ancient manor house just before one reaches the end of the Mile. The manor once belonged to the MacDougal clan and its lord, who ran afoul of King James and was exiled when he espoused his anti-uni-fication rhetoric once too often at Parliament. The Separatists used the MacDougal’s plight as a rallying cry and took over the manor as their central rallying point and meeting location. The home might once have been lavish and well appointed, but it has since fallen into disrepair. The Separatist members stripped out any comforts outside of the barest necessities and used the great hall to hold talks and meetings. The king’s guards have no love for MacDougal’s which, due to its size and orientation, makes it difficult to monitor in case of treasonous activity. The meetings are led by the MacBrides, who have taken to staying at the old manor.

#### St. Marigold’s

Beyond the wealthy homes lies one last large struc-ture before the ground opens up on the way to the city walls. St. Marigold’s is the tallest building in town aside from the Parliament House. It also stands as the only Vaticine Church left in all of the Marches.

The Highland Marches never adopted the Church of Avalon, but instead adopted Objectionist views, ever since Mattias Lieber escaped the Church. At the end of the War of the Cross, the last few Vaticine representatives were forcibly expelled from the Marches.

Within recent years, the Church petitions to return to the Marches, and tend to the few Vaticine members still found there. They were surprised when King James let them enter, though the money they brought with them was more likely the cause than any act of faith.

Emissaries wasted no time going to Kirkwall to begin work on a grand structure that would capture people’s attention. Unbeknownst to most in Kirkwall, the Inquisition largely funds the emissaries, looking to build a beacon against the magical forces of the Sidhe in any of the three unified countries.

#### Fairegrounds

Beyond the grand buildings of the nobility and the church lie the outskirts of town, an open swath of land before the gates where merchants, trades-people and artists can ply their wares. Called the Fairegrounds, this area lies mostly fallow for the year until High Council season arrives.

During that week, a giant market springs up around the town to support the influx of people. Merchants bring fresh food, crafts and entertainment to the people of Kirkwall. The Fairegrounds has become such a popular attraction that people come from all across Avalon to see the amazing displays of music, theater and art during Parliament season.

This weeklong extravaganza proves the richness of Highland culture and the hope Marchers have for their futures. Even Queen Elaine takes time to attend Parliament sessions, hoping to foster goodwill with the beleaguered people.

#### Shannagary Islands

At the mouth of the Highland Channel, between the western shores of Inismore and the Highland Marches, lies the rugged Shannagary Islands. The islands may be little more than rocky outcroppings at the edge of the huge ocean, but they have served as a major strategic location when approaching Avalon for as long as anyone can remember.

Several large islands, and nearly a dozen smaller ones—some so small they do not appear on larger maps of Théah—make up the island chain. Only the savviest sailors, or those with well-detailed maps can chart a course from one side of the Shannagary to the other.

##### History of the Islands

The first settlers to the islands fled Inismore during occupation by the Old Empire. They named the three major islands in the chain after the stages of their grief for their homeland.

They settled the southernmost island first and named it Keening Rock. They named middle, and largest, island Misneach, which loosely translates to “pushing forward through adversity.” Finally, they named the northernmost island in the chain, closest to the Marches, Uisce, or “Source of Life.” These Inish refugees were only the first wave of settlers who fled to the Shannagary to escape war, famine or tragedy on the mainland.

These hearty survivors united to create a special breed of Avalonians dedicated to three ideals: comhar, ceol and cara. Comhar encapsulates the spirit of shared work towards a common goal, uniting the Shannagary at their tasks. Ceol represents the rhythm within, the vibrant music of life that invigo-rates and drives the people onward. Finally, cara calls for a connection in friendship between the people of the islands that bonds newcomers and natives into one community.

The Shannagary Islands became known as a home for the lost and lonely, drawing in people from across Théah looking for a second chance at life. The architecture across the islands’ settlements mixes traditions from nearly everywhere, wind-swept and sun-bleached like everything on the Islands.

##### A Cultural Hub

The oldest city of Taisce on Keening Rock is primarily a fishing village that looks like a throwback to the most ancient Inish settlements. San Spleodar on Uisce is a former Castillian outpost overtaken by Inish and Marchers escaping the War twenty years before. A microcosm of all that intermingling is Port Saoirse on Misneach, home to privateers and the vagabonds of the world.

After Queen Elaine created a navy of independent ships and privateers, many came to the Shannagary hoping to score easy money from a group of people outside the Queen's influence. What they found instead was a group of fierce islanders who repelled them time after time. Privateers began making port under flags of peace, knowing the islanders would provide a safe harbor for the time they were there. Many of the privateers liked the islands so much, they decided to stay.

There was only one catch: the islanders swore after settling the islands to remain neutral to conflicts and dedicate themselves to peace. A typical islander commits herself to becoming a haven in the wind-swept seas, picking up weapons only to defend herself and her guests from harm. Instead, she devotes her energy to her spirit of hard work and communal living.

Each islands’ taoiseach, translated as “first among us,” is deeply committed to keeping outside politics beyond their borders, and anyone whose personal issues bring trouble to the islands can find himself tossed off if he puts his own personal needs ahead of the rest of the community.

##### Life in the Shannagary

It takes a strong communal dedication to survive in the harsh Shannagary Islands. The intense currents of the Highland Channel make it difficult to land ships in any of the bays.

The wind-swept islands themselves have little vege-tation, and settlers subsist on hearty sheep and goats and a steady diet of fish, seaweed and other sea crea-tures. They remain insular, refusing to trade even with Inismore or the Highland Marches unless pressed.

No single island produces enough to provide for all its people, and a strong economy of trade among the three major islands keeps the communities alive.

Uisce has a huge spring of fresh water that runs from the middle of the island to the sea, hence the name. The islanders barrel and export the water south to Misneach, which serves as the trade hub and central meeting city.

Keening Rock, despite its sorrowful name, is rife with tough, thick trees whose wood burns smokey but long. Once dried thoroughly, the pleasant-smelling wood makes an impressive fuel and works even better for making ships.

The islanders bring these resources to Port Saoirse, for sale under the neutral banner of trade. Anyone who breaks this truce is met with ferocious retribu-tion and expulsion, otherwise all are welcome, no matter their affiliation.

Explorers visit and hire locals to lead them on expeditions into vast cave systems in Uisce, searching for ancient Syrneth ruins. Numerous missing dignitaries and runaway power brokers have sought shelter on Shannagary, attracting bounty hunters who risk dragging the Shannagary into their personal conflicts. The islands also serve as the jumping off point for many explorations to the New World or the Atabean Sea.

Those ships heading across the open ocean resupply or take on crew in Port Saoirse, and the towns are known for being the first to see new wonders brought back from the far west. The port is a vibrant, energetic place, full of sailors, merchants, travelers and locals all shouting to be heard over the roaring wind coming from the sea.

New arrivals must climb the stone stairs up from the docks to the town on the rocky land above, where squat buildings huddle together against the chill. By evening, the people huddle inside taverns or large drinking halls to share in stories and cele-brate ceol with music, storytelling and dancing. The parties in Port Saoirse are raucous, lasting long into the night, but the Shannagary get up early the next morning to face the hard, tough nature of their lives again together.

#### Banesidhe Shoals

If the Shannagary Islands are full of hardworking, people and privateers trying to survive, then the Banesidhe Shoals are their twisted reflection. Situated off a rock-lined, storm-tossed bay at the very north of the Highland Marches, the Banesidhe Shoals are nightmare islands surrounded by razor rock reefs.

Long considered forbidding and dangerous to Marchers, legends say the island was once a prison used by the Sidhe to hold their worst violators. Legends say that the Sidhe prisoners still live on the island, preying on anyone who dares encroach upon their shores.

Those stories did not keep away the more unscru-pulous over the years, however, and pirates and privateers looking for a hideaway settled the island, living in defiance in a place where many fear to tread. What is worse, in recent years, the island has attracted raiders looking for a base from which to launch attacks all along the kingdoms’ coasts. These raiders respect no queen or country and deny the sovereignty of Queen Elaine or King James or the O’Bannon.

Separatists have risked life and limb to seek audi-ence with the raiders of the Shoals to help foment further anti-monarch sentiment, with some success. These plots are ironic, considering how deeply treason is ingrained into the legends of the Shoals. Only those raiders who live on the Banesidhe Isle at the center of the shoals know just how real those legends truly are.

##### The House of the Dead

The only part of the island not under the raiders’ control is a small inlet facing the larger western ocean. Though the storms of the Banesidhe Shoals pound the small den set amidst the craggy cliffs, the small house flush against the rock face seems no worse for wear.

Anyone who approaches the hut develops the worst case of vertigo, and many black out before ever going inside. Someone who does enter, describes a place where she may sit and converse with her own deceased loved ones over a friendly dinner, hosted by a lovely Sidhe woman in white. A visitor may stay as long as he likes, but once a piece of food or drink has passed his lips, he lives on borrowed time.

One year to the day of his arrival, no matter where the visitor may roam after leaving the Banesidhe Shoals, a haunting wail finds him and the ghostly form of the hostess comes to claim his life for her own.

##### Fiddler’s Point

Should a ship manage to navigate past the Shoals and the raiders, it would come ashore at Fiddler’s Point, named after Shannon Fiddler, the first to land there. The raider queen created a ramshackle port for her troops that grew over time until it became a small raiders’ village. The port grew bigger when Captain Fiddler made an alliance with Vestenmennavenjar raider ships launched from Klorhulg to raid their coastline.

The two groups came together to become the largest raiding fleet in Avalon’s vicinity, and Fiddler’s Point evolved into a more permanent, heavily forti-fied town. The Vestenmennavenjar leader, Holbrung, cemented the alliance by marrying Fiddler and moving all of his resources to the island.

Stories differ on how they discovered the ancient Sidhe fortress at the heart of the island, however they both agree the wails of a creature seemingly in pain drew them there.

Within the twisted spires of the fortress, they discovered an ancient Sidhe, beautiful and pale as sea foam, chained to the rock floor inside an oubli-ette. The Sidhe’s guardian was a wizened old crone, who told the couple that the storms surrounding the Shoals came from the screams of the trapped Sidhe. The storms would protect anyone who accepted custodianship of the prisoner as long as they do not leave sight of the island.

Fiddler and Holbrung agreed to become the new wardens. Once they struck the bargain, they both fell asleep. When they awoke, the old crone had trans-formed into a little girl. The raiders returned to the Point with their new Sidhe daughter, Kit, and the knowledge that they are bound to the island until someone else agrees to guard the imprisoned Sidhe.

With the power of storms under their command, the raiding fleet is a devastating force. Raider ships under their command attack without warning, stripping a village bare before melting back into the cover of a storm.

Fiddler’s own treasure is rumored to be hidden in a series of caves underneath the town, and a raider who searches there finds herself on the receiving end of a stern lecture by a small, terrifying child, grown now to nearly the age of ten but with the mind of a full adult.

## Legends of Avalon

With the return of the Sidhe and Glamour to the islands of Avalon, creatures of legend are more prev-alent than before. Some legends are just that, mere whispers of creatures or events from ages long gone.

### Drachen

Many legends have been told throughout Avalon over the years about drachen, but few have been confirmed. Still, there have been enough sightings and recorded historical events that it is of no doubt to anyone who knows Avalon that drachen once existed. The most detailed report of the last sighted drachen comes from The Historie of Die Kreuzritter, in a section about their service in Avalon. The book notes that Die Kreuzritter were nearly wiped out by the drachen and only through great bravery, luck and sharp wits did they manage to conquer the beast with a little less than half their numbers still alive.

The book describes the drachen as measuring about ten horses high and over twice as long from the tip of its tail to its long snout-like maw. Scales thicker than plate armor covered its skin and ranged from a deep, muddy green on its back to a more pale lime across its leathery belly. It had lizard-like limbs, short and low to the ground, and claws half a foot long protruded from its paws. The area on the paws just above the claws released a thin layer of highly flammable, poisonous fluid. Combined with its ability to breathe fire, the beast would often swipe at its victim and then set clothing and wounds aflame, the fluid extending the fire’s duration. Its tail is prehensile and able to break a person’s spine with a single swing. Lastly, a long line of spikes stuck up from its back, starting at the crown of its head and reaching to the end of its tail.

While Die Kreuzritter has the most detailed account, other stories speak of drachen in colors other than green—red and yellow seem to be the most popular tales. The Historie of Die Kreuzritter does not mention wings, but many oral legends say the beasts can fly. Most of the tales do recount these creatures as protective and territorial; once they have laid claim to something—be it land, lake or even a person—they defend it with deadly violence.

#### A Resurgence

The recent resurgence of glamour into the lands has brought rumors of the return of drachen. Hunting parties have found small, dense sections of forest inex-plicably burnt to the ground around Avalon.  Near these burned sections, they discovered footprints of a large, clawed paw over three feet long in the mud.

The prints can be traced for about half a mile and then abruptly disappear. The local peasants are begin-ning to grow scared and rumors of the drachen are abounding. Die Kreuzritter has plans of mounting hunting parties within the year. They have armed all of their people with extra pages of The Historie to study. They are also gathering extra supplies, armor and rations for the long hunt.

Drachen, while rare, are dangerous creatures. They attack any who trespass on their claimed territory. They are Strength 10 Monsters and can have any or all of the following qualities: Fearsome, Powerful, Regenerating and Winged.

### The Ghemenii

The Sidhe are well known as magical, whimsical, powerful and often possessive people, therefore it is no surprise that their preferred pets mirror all of those qualities. The Ghemenii are creatures purely of Færie but, much like the Sidhe, are able to live in the world of humans. The most powerful quality of Ghemenii is that they are always born in identical pairs.

They are close in appearance to felines, but are not cats. They range in size from as small as a teacup to as large as a horse—depending on the bloodline. Parents or family usually gift a pair of Ghemenii to a Sidhe child shortly after birth. It is a great honor to receive Ghemenii, and only the most powerful of families can routinely afford them.

The Ghemenii are fiercely loyal to their owner and no others. During a Sidhe’s early life, the Ghemenii often watch over the child as guardians. The traditional sculpture of felines guarding an entrance began from the way Ghemenii guard a young Sidhe child’s room. Many mischievous Sidhe would never survive childhood if it weren’t for the nannying of Ghemenii. A Sidhe can develop her own language with the Ghemenii and, by young adulthood, there is no doubt that the trio can communicate adeptly with each other in this unique code.

#### The Ghemenii’s Power

To remain a pair is not the ultimate goal of the Ghemenii, however. Their true power lies in the ability to communicate across great distances almost instantaneously. When a Sidhe has a loved one traveling far away, courts another or (sometimes) wishes to spy upon her enemies, she gives one of the Ghemenii to that person and keeps the other at her side. This ensures she may easily know what happens to the other part of the pair. It also gives her alerts when the recipient of this gift is in times of high emotion—be it great danger or high excitement.

Of course, with the Sidhe entering mortal society again, this ability to spy is often used for the same purpose but among unknowing mortals. The Sidhe never speak of the Ghemenii’s abilities among mortals, but they often give them as gifts to mortal paramours. Mortal society considers these gifts great treasures. Sidhe gift these færie cats as a deep show of love between a Sidhe and a mortal. It is rather clear to mortals that the felines are not things of Terra—their eyes are often too large, they are clearly more intel-ligent than domestic pets and strange coincidences of luck often happen around them—but these fæ qualities make them even more sought after as pets.

Little does a mortal know that having one of these felines means her Sidhe paramour can watch her at all times. The Sidhe use Ghemenii to monitor mortals for loyalty, but also safety. More than once a Ghemenii has alerted its partner to save the mortal’s life. Being the recipient of a Ghemenii is a mixed blessing—as are most gifts—when it comes to the Sidhe.

Ghemenii are Strength 3 Monsters with the Swift Monstrous Quality.

### The Restless

Along the small towns that line the shore of the Kilkenny Cliffs, any given local often says he can hear the quiet, mournful howls of the Restless on any too-calm night. At first, it just seems to be the wind, a stray breeze through the caves below the cliffs, but then the listener realizes that the wind sounds far too human and far too pained. The sound of the Restless is one of the most lonely, aching calls in the world, for the Restless are not just longing for other people, but for their lost souls.

The Restless wander the dark roads between the villages of the Kilkenny Cliffs, but more recently there have been several sightings more inland in Inismore. Rumors say it may not be safe to leave one’s house late at night, especially when the wind doesn’t blow.

Most of the Restless look gaunt and ghost-like—ashen figures in ragged clothing with completely white eyes and black lips. Savvy gossips say that it is unwise to remain long enough to get a good look—the Restless attempt to consume another mortal’s soul in their desperate hunger to regain their own. While this consumption does not seem effective, it does drive their victims to madness. Villagers have found many a Restless victim dead, having clawed out his own eyes during the last terrorized beats of his heart. While no one is certain how the Restless began, most are fairly sure it was the doing of those practicing dark magics, most likely the Unseelie or their followers. Rumors say dark magic consumes the very essence of mortal souls, leaving their bodies wandering empty, listless and starving. Many people currently call the Restless a plague magic has unleashed on the land.

#### The Truth

In truth, the Restless are not færie touched at all. Nor are they sick, dying or soulless. They are the machi-nation of the Realists. In efforts to stir unrest against the use of magics, a small sect of the Realists started the “Haunting Initiative” upon moving to Avalon. By creating a horrible enough issue that slowly spreads through the lands, they intend to spur on hate against magic and the fæ. The Realists leaked rumors into the community about these dark, magic creatures, but quickly realized that rumors are not nearly as effective as actual sightings. So, a new adherent who wishes to prove himself loyal are now required to do “Restless” duty—dressing up as these apparitions and wandering the streets among his small town to scare those out too late at night. While most of these haunting packs don’t do anything other than frighten, a few overzealous (and desperate) members of the group have killed those that discovered them in the night. These killings are always done with a very subtle poison, and the bodies are made to look as if they had clawed out their own eyes. The work is gristly, but many of the Realists find it to be necessary for the greater good of the world.

### Sylkies

For as long as Inismore has existed, there have been stories of the men and women of the sea who live as seals but can change into humans and walk the land. Most of these stories are romantic tragedies: a woman’s seal skin is caught by a man wanting a wife, so she is taken as his bride but constantly longs for the sea; a lady falls in love with a fisherman, only to wed him and find his heart always lies first with the ocean. There was no proof of these tales before færies returned to Avalon. They were nothing but old, sweet stories made into songs sung in sea-front taverns or around bonfires. But every sea town family has a story a touch too unique to simply be handmaiden’s tales. Once færies returned to the greater mortal world publicly, however, the Sylkies began to also show themselves more. With most of the land being accepting of fæ and magics, the risk of being hunted down did not seem so awful. So, Sylkies, who had kept their natures hidden from their lovers, began to confess their existence. Others dared venture more often onto the land. Nowadays, the Sylkies are probably one of the most known and loved fæ people other than the Sidhe.

#### The Truth

While there are numerous rumors and debates over what a Sylkie’s actual powers are, she does not have many magical gifts beyond the ability to turn from a seal into a person and vice versa. Each Sylkie is born in human form, often to a Sylkie and a human lover. She spends her early life like any human child, but with an ever-curious longing for the ocean. Sylkie children are always in the water on the first day warm enough to swim and the last child home on evenings spent at the river.

Eventually, though, the Sylkie parent finds a day to give up the sea. The parent hands her seal-coat to her child, allowing him to truly step into his legacy. The seal-coat, when off, generally looks like a large seashell. In the hands of a Sylkie, it twists, stretches and grows until it wraps like a blanket as the child transforms completely into a seal.

The parent teaches the child how to use the new coat, but often no more than one or two demonstrations are needed before it comes as natural as breathing. Once this child has taken to his true heritage, it is nearly impossible to draw him far away from the sea, and he continues building his own story to match the ones of old.

A Sylkie’s powers do rest entirely in his coat, and should a human steal it, he is unable to transform until he finds it again. Therefore, seal-coats are jeal-ously guarded. There is a current debate going in the Queen’s government about making theft of a seal-coat illegal, as it is considered essential to life for a Sylkie.

Sylkies are rarely dangerous creatures, but may fight if their families, lives or coats are threat-ened. As long as Sylkies have their coats, they are Strength 4 Monsters with the Shapeshifting  Monstrous Quality.

### The Dormarch

A skilled hunter needs a good dog; the mix between a canine’s ability to track and a human’s wits is essential to a proper hunt. The Dormarch, however, take that mix and put it straight into the body of canine-like creature, but far more terrifying. As creatures of Færie, they have a person-like intelligence and the agility of the strongest dogs.

They have supernaturally heightened senses in all areas—scent, hearing, taste, touch and sight. However, their senses go beyond those areas as well. They are able to track magical things and pick up residue that færie magics leave behind the same way some may track a scent. This is likely why the Dormarch resist listening to mortals—because they instinctively know mortals are not empowered, and they consider them-selves to be dominant over anything non-magical.

The Dormarch are immensely powerful creatures. Even the smallest runt of the litter stands half a horse high once mature. They have square heads with massive jaws that contain two rows of teeth—one for ripping and the other for chewing. The front half of their body contains a large, muscled chest area and powerful legs. They narrow into a more svelte back half of the body with a slender stomach and long, thin hind legs. Lastly, they have three snake-like tails that have been known to cause lashing injuries.

#### The Wild Hunt

On occasion, all Dormarch leave their owners and join the Wild Hunt as is their sacred right and duty. Færie myth says that the Dormarch all originated with the Wild Hunt but, one fall, the Huntsman fell in love with a beautiful Sidhe princess. When his Dormarch whelped that spring, he gave her one of the pups as a show of his loyalty.

It became fashionable for all færie nobility to have a Dormarch at their sides as guard and companion. While most nights the Dormarch are fiercely loyal to their owners, the fae accept that every so often it will disappear, returning to its natural roots and hunting with the rest of its brethren. Come the morning sun, is is found slumbering back in its owner’s abode, with no evidence of having ever been missing.

Dormarch vary in strength and power, though an average example is a Strength 5 Monster with the Powerful Monstrous Quality.

### The Green Man

Once upon a time, a man by the name of Quinn Morgen worked as a farmer along the inland, rural planes of Inismore. He was a remarkably smart man for his work—some said he was too clever for the simple life he led. He worked the fields at day and spent his evenings in the local tavern, spinning great stories over mead to any who would hear them. He created entire worlds in his head as he worked the fields by day and brought them to life at night.

One fall, a Sidhe named Loinseach began to listen to these stories. He fell in love with them—and with the man that told them. Loinseach started spending more time away from Færie…and more time with Quinn. Over several years, the two fell deeply in love. Eventually, Quinn allowed Loinseach to take him into Færie, following the promises of great adventure and strange new lands.

However, Færie is not a safe place. Quinn’s mortal mind could not process the strange, terrifying and beautiful things around him. Loinseach quickly real-ized that Quinn did not belong in Færie. He took Quinn back to the mortal realm, but it was too late. Quinn had fallen to madness, gaining fæ-touched powers—he now seemed immortal, speaking directly with plants and field creatures and predicting the weather weeks in advance. Sadly, for all this power, his previous life was lost to him.

#### Nowadays

Decades later, most do not even know Quinn’s name and simply call him “The Green Man.” He is made as much of leaves and grass as he is flesh and bone. He seems to melt out of the fields and trees when he is most needed. Many people claim the Green Man has saved them from dangerous animals, bandits or storms. Yet he kills those who would prey upon the innocent without hesitation and stalks the roads for bandits who try to take advantage of lone travelers. In recent times, it has become a fad for parents to tell cautionary stories to their naughty child about how the Green Man gets her if she tries to sneak out past bedtime. For those who know the truth, the man wishes to do nothing but protect the lands that he tended so dearly for many years, even if his methods are now haunting and alien to the mortal realm in which he never truly belongs again.