Adventures in Arcadayn
Travel to and from Faerie
By Tim Emrick


There are several means of travel between Kemil and Faerie:

Spells: Create Gate and Plane Shift (GURPS Grimoire, pp. G49, 46) will allow physical travel between worlds. Planar Visit (p. G45) will allow a visit as a disembodied spirit. Travel to and from Faerie normally has the standard difficulty and fatigue cost given for the spell used; however, the variable influence of Faerie may give skill modifiers in some regions (see "Thin Spots in the Veils Between Worlds" and "The Spring and Autumn Feywalks", below).

GURPS Celtic Myth (pp. CM98-100) has the following spells that can be used for travel to and from faerie: Control Otherworld Gate, Create Otherworld Gate, Scry Otherworld Gate, Seek Otherworld Gate. In Arcadayn, these spells have the prerequisites listed there, except that the normal spells of those names are used, not Celtic Myth's tree magic system. Create Otherworld Gate requires 5 Earth and/or Air spells instead of Oak spells.

Psionics: Astral Projection will allow travel as a disembodied spirit.

Faerie Horses: Some of the most wealthy and powerful sidhe have bred albino horses which have the ability to travel between worlds with their riders. These steeds have IQ 5 and can be trained to cast Plane Shift (p. G46) upon themselves (as an innate ability) at skill 15. Per the spell description, they may carry up to Heavy encumbrance for a cost of 20 Fatigue. [As a Magical Knack, this ability would cost 40 points, doubled for two-way travel.] These magical steeds are otherwise identical to normal ponies, saddle horses, racing horses or cavalry horses.

Faerie-Walker Advantage (Variable Cost): This is a variant of the World-Jumper advantage (p. CI 48) which allows travel between Kemil and Faerie, but no other worlds. The basic cost of this power is 100 character points, but special limitations and enhancements (see below) can vary the cost. Faerie-Walkers can improve this ability with time and practice. The minimum cost for this advantage is 40 points.

Making the Walk: A Faerie-Walker travels between worlds exactly as does a World-Jumper. On a critical failure, the Walker may be sent to a distant location on the same world, into the Astral Plane, or may lose Faerie-Walker ability for an indefinite time.

Fatigue Cost: Travel to or from Faerie costs 5 Fatigue.

Load Carried: Treat this exactly as for Time-Jumper, p. CI 46.

Special Limitations: The following Time-Jumper limitations can be applied to Faerie-Walker (see pp. CI 47): Cannot escort another Walker (-10 points), Drift (-15 points), Stunning (-10 points), Uncontrollable (-10 points).

Suggested other limitations include the following (see pp. CI 110-112; each -1% equals -1 point): Costs Fatigue (-5% per point of Fatigue beyond the normal 5), Fickle (-10% to -70%), Limited Use (-10% to -40%), Fickle (-10% to -70%), Preparation Required (-10% to -60%), Takes Extra Time (-10% per doubling), Unreliable (-10% to -70%).

Summoning Susceptibility (-15 points): The Walker is more likely than other creatures of his type to be the target of Planar Summons and similar magics. One per session, the GM should roll 3 dice; on a 3 or 4, the character will be whisked away to the other world at some point during the adventure.

Special Enhancements: The following enhancements can be applied to Faerie-Walker: No Concentration Required (+15 points), Costs No Fatigue (+20 points).

Resistant to Banishing (+5 points): Any attempt to use Banish or similar spells to return the Walker to his home world is at a -5 penalty to skill.

Thin Spots in the Veils Between Worlds

The kingdom of Haldinibar, the Fey Isles and the Storm Isles are infamous for the number of faerie encounters that occur there, and for the number of feyblooded mortals found there. Locations giving easy access to Faerie (by Gate or otherwise) are more common here than elsewhere in Arcadayn. Faeries may be encountered anywhere in Arcadayn, but the more distant from Haldinibar, the less likely the meeting. Within Haldinibar and its neighbor isles, GMs may give a +1 skill bonus to magic involving contacting the sidhe or traveling between worlds. (This would include all faerie shaman abilities.) Likewise, in the Krithian Empire and parts of Visala, these same powers might have penalty of -1 to -3 (or more, if the locale is especially resistant to Faerie's influence).

In certain sidhe strongholds on Kemil, mages can create Beacons (p. G44) to modify the use of plane-traveling magic. A form of aspected mana might also manifest which would act as a Beacon while giving a reciprocal penalty to using spells such as Banish on faerie creatures.

The Spring and Autumn Feywalks

1 Greening and 1 Browning are "Feywalk" days, when Faerie is closest to Kemil. During these days, travel between the two worlds becomes easier: All skill or IQ checks to activate world-traveling spells or powers have a +3 bonus, and Fatigue costs for these powers are halved. This is cumulative with the "faerie influence" modifiers above, and with the Beacon spell. This makes success much more likely at specific times and places, but critical successes gained in this way will have dramatic and unpredictable side effects.


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This page last updated 11/8/2003 by Timothy E. Emrick. | Copyright 1998-2003 Timothy E. Emrick.