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WE ARE ALL
MAD HERE

guilherme cosenza (Order #26776915)


CREDITS
Designer Shanna Germain
Creative Director Monte Cook
Editor/Proofreader Ray Vallese
Art Director Bear Weiter
Cover Artist Roberto Pitturru
Sensitivity Readers Ash Cheshire, Jess Meier

Cartographer
Hugo Solis

Artists
Bethany Berg, Felipe Escobar, Michele Giorgi, Inkognit, Chris Knight, Baldi Konijn, Kezrek Laczin,
Katerina Ladon, Patrick McEvoy, Alyssa Menold, Mirco Paganessi, Angelo Peluso, Roberto Pitturru,
Nick Russell, Audre ‘Charamath’ Schutte, Lie Setiawan, Joe Slucher, Lee Smith, Cory Trego-Erdner,
Rengin Tumer, Tiffany Turrill, Nino Vecia

Playtesters
Monte Cook, Bruce R. Cordell, Dominique Dickey, Erin M. Evans, Rhiannon Held,
Corry L. Lee (PhD), Susan J. Morris, Sean Reynolds, Charles Ryan, Tammie Webb Ryan, Bear Weiter

© 2020 Monte Cook Games, LLC. CYPHER SYSTEM and its logo are trademarks of Monte Cook Games, LLC in the U.S.A.
and other countries. All Monte Cook Games characters and character names, and the distinctive likenesses thereof, are trademarks of
Monte Cook Games, LLC.

This book is not intended to be a substitute for professional advice, diagnosis, or treatment. For questions or concerns, seek the advice of your
mental health professional or other qualified health provider. If you’re having suicidal thoughts, call 1-800-273-TALK (8255) to talk to a skilled,
trained counselor at a crisis center in your area at any time (National Suicide Prevention Lifeline). If you are located outside the United States,
call your local emergency line immediately.

Printed in Canada

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TABLE OF CONTENTS
The Woods Are Real and Dark and Full of Wolves 4

PART 1: Once Upon a Time 7


Chapter 1: Upon Fairy Tales 8
Chapter 2: Building Fairy Tale Settings 13
Chapter 3: Building Fairy Tale Campaigns 29
Chapter 4: Running Fairy Tale Games 46
Chapter 5: Playing in Fairy Tale Games 56
Chapter 6: Creating Your Character 60
Chapter 7: Equipment 69
Chapter 8: Cyphers and Artifacts 73
Chapter 9: Beasts and Beings 100

PART 2: Adventures Three 141


Chapter 10: Cypher Short: The Apple-Pip Witch 142
Chapter 11: Cypher Short: I’ll Gnaw Your Bones 144
Chapter 12: Full Adventure: Between Worlds 146

PART 3: Lost in the Heartwood 157


Chapter 13: Welcome to the Heartwood 158
Chapter 14: Mental Health in Games 159
Chapter 15: Running Games in the Heartwood 163
Chapter 16: Creating Heartwood Characters 166
Chapter 17: Heartwood Atlas 179
Chapter 18: What the Moon Dreamt 203
Chapter 19: The Prince Who Would Seek Death 210

BACK MATTER: Happily Ever After 217


Inspirations and Resources 218
Story Index 220
Index 223
Fairy Tale Game Consent Checklist 224

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WE ARE ALL MAD HERE

THE WOODS ARE REAL AND


DARK AND FULL OF WOLVES

W
hen I was little, fairy tales scared When I think about many of the
me. Little girls like me were choices I’ve made in my life, I realize
Acknowledgments always in danger. There were that at nearly every fork in the path, I
During the making hungry wolves and evil stepmothers took the one that I thought would lead
of this book, I
received invaluable and evil regular mothers and curses and me not to the wolf, but to becoming the
assistance—directly dead sisters, and horses that seemed wolf. I wanted to know that I was in
or indirectly—from
the following people, nice but really just wanted to drown you control, that I had the autonomy to save
places, and things: in the river. Your brothers depended myself. This is the great value of fairy
on your silence and knitting skills (I tales (and truly, all kinds of stories):
Ampersand, the sucked at both) to save their lives. Your they can help us make sense of the
Best Black Dog
grandmother was sometimes your dangerous parts of the world, work
Brown-butter chocolate
chip cookies grandmother and sometimes a wolf and through deep internal conflicts, and give
Bullet journals sometimes just missing forever. You us the power to change our own lives
Carrie Fisher, the never knew what hungry maw you’d find for the better.
Original Princess at the end of the path. The first section of this book, Once
Danny Elfman And yet, scared as I was, I could not Upon a Time, is all about fairy tale
Days Gone stop reading them. I sensed that there games in general. You’ll find notes
Dermot Kennedy was something deep beneath the skins for running and playing in fairy tale
High King Margo of the little girl, of the wolf, even of the games, tips for creating your own fairy
Looking Glass Coffee grandmother, that I deeply needed to tale settings, and myriad creatures and
Lost in the Trees understand. Also, I wanted to befriend characters to put into your game.
Mumford and Sons animals, find the magic ring, talk to the The second section, Adventures
Sera Gamble west wind. Three, offers three starter adventures,
Thrive Fitness including two Cypher Shorts, which are
Woods Coffee
The entire Monte Cook Using We Are All Mad Here
Games team. And a We Are All Mad Here is designed to work For ease of use, this book uses the
special shout-out to our
Kickstarter backers, as a companion to the Cypher System term “fairy tales” to encompass a much
playtesters, and Rulebook. While We Are All Mad Here larger set of story types, including fables,
sensitivity readers. focuses specifically on using fairy tale parables, folklore, legends, myths, urban
Thank you for helping
elements and settings in a Cypher System legends, and so on. There’s a short
me believe at least six
impossible things before game, it doesn’t go into details on description of these types in the section
breakfast. character creation, rules, or other related called Fairy Tales and More, as well as
concepts. For that, you’ll need a copy of notes on how to use them in a game.
Fairy Tales and the Cypher System Rulebook.
More, page 11

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THE WOODS ARE REAL AND DARK AND FULL OF WOLVES

easy ways to dip your toes into fairy a stranger in the eye, howl a song of
tale games while doing almost no prep strength or need to my pack. I can’t give
work. fairy tales all the credit for that, but they
And the third section (because you certainly started me on this path toward
can’t have a fairy tale book without power.
invoking the rule of threes), called As fairy tale author Kate Forsyth
Lost in the Heartwood, is something writes, “Fairy tales . . . give us hope that
completely different. Lost in the we can somehow be saved, rescued,
Heartwood is a setting that gives healed. Transformed in some way for “Life itself is the most
wonderful fairy tale.”
players the opportunity to explore fairy the better. As we travel with the fairy ~Hans Christian
tales from the perspective of mental tale protagonist through the dark and Andersen

health and illness. dangerous forest, as we suffer with


Lost in the Heartwood invites them and triumph with them, we
characters whose lives have been follow them back into the brightness
touched by mental health issues of a world renewed. Fairy tales are an
and mental illness to explore those instruction manual for psychological
experiences with magic, pain, empathy, healing.”
and power. You can read more about This is the idea behind the Heartwood
how this works in Chapter 13: Welcome setting—that each of us has both Chapter 13: Welcome to
the Heartwood, page 158
to the Heartwood and Chapter 14: weaknesses and strengths due to our
Mental Health in Games. experiences with mental health issues Chapter 14: Mental
Health in Games,
Mental health issues manifest in and illnesses. And it is this combination
page 159
different ways for each of us. For me, that makes us who we are.
depression and anxiety still make me However you use We Are All Mad
feel like I am the scared little girl again, Here, I hope you find yourself immersed This book refers to
wandering in the dark, dangerous in a wondrous world of magic and many fairy tales that
appear in different forms
woods alone. I hear wolves around whimsy, where your unique story helps (including books, films,
every corner, see the poison in every you survive and thrive on the dark and musicals, and cartoons).
For example, there are
apple half, worry about the well-dressed dangerous paths of the world. many versions of the
stranger coming to the door. But Alice in Wonderland
story. Titles used in this
living with depression and anxiety for book are often general
so long has also given me survival references to the source
material, not necessarily
skills, strengths that are mine alone. I any one specific version.
have learned how to heft an axe, look

Throughout this book, you’ll see page Whenever you see this symbol, it means
references to various items accompanied that the accompanying text offers a bit
by this symbol. These are page references of fairy tale lore or background. These
to the Cypher System Rulebook, where you notes are designed to provide you
can find additional details about that rule, with additional interesting thoughts,
ability, creature, or concept. comments, and details about fairy tales
to enhance and deepen your games.

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WE ARE ALL MAD HERE

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PART 1

C E U P O N A T I ME
O N

“And what is the use of a book,” thought Alice, “without pictures or


conversations?”
~ Lewis Carroll, Alice’s Adventures in Wonderland

Chapter 1: Upon Fairy Tales 8


Chapter 2: Building Fairy Tale Settings 13
Chapter 3: Building Fairy Tale Campaigns 29
Chapter 4: Running Fairy Tale Games 46
Chapter 5: Playing in Fairy Tale Games 56
Chapter 6: Creating Your Character 60
Chapter 7: Equipment 69
Chapter 8: Cyphers and Artifacts 73
Chapter 9: Beasts and Beings 100

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WE ARE ALL MAD HERE
Chapter 1

UPON FAIRY TALES

In the old times, when wishing was still stories and lists the creatures, characters,
effective . . .  cyphers, equipment and more that come
from each of these stories. That way, if you

W
Fairy tales are also want to run something in a specific story
sometimes called hat do you think of when you think or setting, you have a handy list of options
wonder tales, from of fairy tales? Maybe it’s one of the at your fingertips. In addition, if you’re
the German word
Wundermärchen. oldies but goodies—Cinderella or wondering where a particular character or
The Little Mermaid or Peter Pan. Maybe cypher comes from, you can find it there and
it’s one of the more obscure ones that you then read the story from which it is drawn.
love for deeply personal reasons: The Little
Match Girl, Tatterhood, or The Magic Lotus
Fairy Tales and More, Lantern. Or maybe it’s something newer Preparing For a
page 11 like the comic book Fables, which combines Fairy Tale Game
fairy tales, myths, and legends into a single Preparing for a fairy tale game is similar to
setting. Or movies like Frozen or Brave, TV preparing for any other game, with a few
shows like Grimm or The Magicians, or video exceptions. Because “fairy tales” is such a
games like American McGee’s Alice or The broad category, you’ll likely want to spend
Wolf Among Us. Or perhaps it’s a mishmash some time homing in on exactly what kind
of your own making, a setting that takes fairy of setting, mood, and experience you want.
Chapter 2: Building Fairy tales in an entirely new direction. The chapters Building Fairy Tale Settings
Tale Settings, page 13 Whatever your fairy tale jam, this book and Building Fairy Tale Campaigns go into
Chapter 3: Building Fairy is designed to help you turn it into a more details on these ideas, but here is a
Tale Campaigns, page 29 full-fledged roleplaying game. You’ll find basic step-by-step plan for getting ready to
rules and guidelines for making all kinds of run a fairy tale game.
characters, from Pinocchio and Thumbelina
to a fairy princess and a magic-wielding Step One: Decide Your
mermaid. Creatures and characters from Setting and Mood
a wide variety of fairy tales make an One of the hallmarks of fairy tales is that
appearance, along with common archetypes they change and morph over time. With
(like witch) that you can alter to fit any every retelling, something new is added and
number of settings and stories. something is taken away. The early versions
The Story Index in the back of the book of Grimms’ tales are almost nothing like the
includes common (and not-so-common) Disney versions of those same-named tales.

“The wisest thing—so the fairy tale taught mankind in olden times, and teaches
children to this day—is to meet the forces of the mythical world with cunning
and with high spirits.”
~Walter Benjamin, “The Storyteller”

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UPON FAIRY TALES

“Faërie contains many things besides elves and fays, and besides
dwarfs, witches, trolls, giants, or dragons; it holds the seas, the sun,
the moon, the sky; and the earth, and all things that are in it: tree and
bird, water and stone, wine and bread, and ourselves, mortal men,
when we are enchanted.”
~J.R.R. Tolkien, “On Fairy-Stories”

And myriad modern writers have taken The battle of good versus evil is a
stories a step further, putting their own spin common element of fairy tales and one that
on the ancient tales. So you would be one of often helps answer the question of what
many to jump on board with creating your characters do in a setting. Are they hunters
own setting. of some kind, authorized to track down and
Stay traditional or mash everything kill creatures or witches (Grimm, Hansel Creating original settings,
together that seems like it fits, and run & Gretel: Witch Hunters, The Witcher)? Or page 15
with it. Want to make Snow White a perhaps they’re tasked with protecting the Using existing settings,
down-on-her-luck detective in New Orleans creatures, the kingdom, or even magic page 13
for your dark and dangerous noir fairy tale itself from a curse or other threat (Frozen, On Fairy Tale Magic,
game? Go for it. Have a vision for putting Moana). Maybe there’s a magic object that page 27
the Three Little Pigs on a space station for a will save the world and only the characters
comedic romp? Perfect. can find it and use it.
Throughout this chapter and the ones
that follow, you’ll find lots of suggestions,
tips, and tables that will help you create a
setting and mood to suit your desired game
perfectly. There are additional suggestions
for creating original settings and for using
existing settings in your game in Chapter 2:
Building Fairy Tale Settings.

Step Two: Make Magic Awesome


The section On Fairy Tale Magic goes into
this concept in more detail, but in general,
remember that in fairy tales, magic is big.
It’s bold. It’s unexpected and wondrous
and weird and has no rules. Don’t constrict
magic—use it to its fullest. Get wild with
it. Let players get in there and mess things
up with magic that is too powerful for their
own good.

Step Three: Decide


What Characters Do
When creating a new setting or game (or
even playing in an existing one), one of the
most important things to ask yourself is:
what do the characters do? You can make a
beautiful world, full of magic and wonder,
but if the characters don’t have anything to
do, it will likely be a boring game.

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WE ARE ALL MAD HERE

Not all fairy tale stories have to be large, • A forest setting in which all the players
though. Saving one person, finding magic are talking animals
treasure, removing a curse: these can all • A take on Peter Pan, where the
make great small stories that have big characters start as children in the
emotional impacts. mundane world
Chapter 3: Building Fairy The sections called Building Fairy Tale • A dark horror game set in an enchanted
Tale Campaigns, page 29 Campaigns and Fairy Tale Story Seeds are forest filled with fey creatures
Fairy Tale Story Seeds, full of inspiration and ideas to get you
page 36 started on this. You can go into more or less detail,
depending how much of the setting is
Step Four: Tell Your designed to be known to the players ahead
Players About the Setting of time. The important part is that you’re
Start by giving your players a general sense telling them enough so they have a good
of the setting. This doesn’t have to be long grasp of the kind of game they’ll play, the
and involved, and it doesn’t have to include setting they’ll be running around in, and
spoilers of what’s ahead. Ideally, give them what types of characters they may want to
some information about the genre and build.
Fairy tale elements setting, the important fairy tale elements
and motifs, page 18 and motifs in the game, and, possibly, what Step Five: Help Your Players Build
types of magic they can expect to encounter. Great Characters
Some example descriptions are: Characters that fit into the setting are an
• A traditional European-based fairy tale important part of the verisimilitude of a
setting roleplaying game. Thankfully, one of the
• A sci-fi setting on the moon where the great things about fairy tales is that the very
archetypal characters are androids essence of “What is real?” is at question,
• A present-day noir setting populated and that means that almost any character
with modernized fairy tale characters can fit into the setting you build. If everyone

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UPON FAIRY TALES

else is human and someone wants to play Fairy Tales and More
a puppet character—great, you’ve got Throughout this book, we use “fairy tales”
Pinocchio. If you’ve created a traditional as an inclusive term to encompass a much
fairy tale setting but someone wants to broader range of story types. Partly, that’s
play a PC who has the focus Is Licensed to for ease of use—it’s a mouthful to say
Carry, change the gun language to a bow “fairy tales, fables, folk tales, myths, and
and you’ve got Merida from Brave. And that so on” every time. It’s also because there’s
doesn’t even begin to look at some of the so much crossover between different types
weirdest mishmash settings, like Alice in of stories, and the lines blur even more as
Wonderland, Fables, and The Wizard of Oz. stories are told and retold. Is Little Miss
The Creating Your Character chapter Muffet a nursery rhyme or a fairy tale? Chapter 6: Creating Your
offers a range of options for players to What about Beauty and the Beast? It likely Character, page 60
choose from, including suggested types, depends on which version you hear or read,
descriptors, and foci. Have a look through as well as your own definitions of each
them ahead of time and see which ones story type.
will work in the game and setting you have For the purpose of fairy tale games,
planned. In fairy tale settings, because the distinctions don’t matter as much as
almost anything goes, sometimes it’s easier you might think. Fairy tales are already a
to just choose the ones that don’t work and hodgepodge of different styles of stories,
point those out to players. Alternatively, magic, creatures, and traditions, and fairy
be prepared to get creative so that players tale games can (and probably should)
can choose whatever options they desire. mimic that mélange of ideas. Pulling
Making last-second tweaks to a setting liberally from a wide range of story types
to accommodate players’ desires almost can infuse your fairy tales with a mix of
always ends up adding something that you “known” and new that players will recognize
wouldn’t have thought of originally. and appreciate.
Additionally, let your players know what Here are some general guidelines on
equipment is available to them, and make which kind of story is which—not to create Chapter 7: Equipment,
sure they have starting cyphers. borders around different types of tales, but page 69
to give you additional inspirations and ideas
Step Six: Get the PCs for your games.
(and the Players) Invested
The section Getting the Players and PCs Fairy tales are fictional stories from almost Getting the Players and
Invested covers this idea in more detail, every culture and location around the world PCs Invested, page 39
but in short you want to make sure that you that have their roots in an oral tradition.
give your players a meaty hook—emotional They typically feature a number of common
or otherwise—for caring about the world fairy tale motifs, including magic, folkloric
and the story. Don’t wait for the story and characters and creatures, impossible tasks,
“reason” to come to the characters. Push and so on. Little Red Riding Hood, The
them out into the dark woods and abandon Little Mermaid, and Sleeping Beauty are just
them. Curse their children. Call the wolves. a few well-known examples.
Let them hear Baba Yaga’s laugh as she
comes for them. Fables are succinct prose pieces or verses
Fairy tales are all about getting lost in the that often illustrate a moral through the
woods—emotionally and physically—and use of anthropomorphized animals, plants,
getting the characters deeply invested right forces of nature, or inanimate objects.
out of the gate is one of the best ways to Examples are The Tortoise and the Hare,
make sure that happens. The Bundle of Sticks, and The Fox and the
Grapes.

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WE ARE ALL MAD HERE
Alice laughed. “There’s no use trying,” she said: “one can’t believe
impossible things.”
“I daresay you haven’t had much practice,” said the Queen. “When I was
your age, I always did it for half-an-hour a day. Why, sometimes I’ve
believed as many as six impossible things before breakfast.”
~Through the Looking-Glass

Folk tales cover a wide range of traditional Myths attempt to explain something,
stories and have many variations, but they such as the origins of the world, animals,
share the characteristics of being passed people, or civilization, and try to answer big
down orally, featuring common people, and questions about life, death, and so on. They
often containing a moral. They’re often, but often feature larger-than-life characters with
not always, considered fairy tales. The Pied godlike qualities, such as Thor, Poseidon,
Piper, Clever Hans, and Babe the Blue Ox Ra, and even Cupid.
are all folk tales.
Nursery rhymes are simple songs or
poems for children. They typically rhyme,
have a bouncy rhythm, and feature lots of
repetition. Mary Had a Little Lamb, Jack
and Jill, and Baa Baa Black Sheep are all
examples of nursery rhymes.

Parables are simple stories designed


to illustrate moral or spiritual lessons.
Unlike fables, they typically exclude
anthropomorphized animals, plants, forces
of nature, or inanimate objects. The Boy
Who Cried Wolf and The Emperor’s New
Clothes are examples of parables.

Urban legends might be considered the


fairy tales of our time. These funny or scary
stories are typically framed as cautionary or
morality tales and may feature dangerous
magical beings, inexplicable phenomena,
curses, and a sense of wonder or magic, all
set in the dark forest of the internet and the
labyrinth of the modern landscape. Slender
Man, the Black-Eyed Kids, and the Goatman
are all popular urban legends with fairy tale
elements.

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BUILDING FAIRY TALE SETTINGS

Chapter 2

BUILDING FAIRY TALE SETTINGS

T
he first step in running a fairy tale a setting that’s already out in the world in
game is deciding what the setting some form.
of your game is going to be. This When using an existing setting, you’ll
involves determining a number of things, want to keep the following things in mind:
including:
Mood. Will it be whimsical and weird? How Familiar Are You and Your
Dark and dangerous? Madcap and silly? Sad Players With the Setting?
and forlorn? A little of all of these? If you love a particular setting, but your
Magic. Is magic everywhere? Do just a players have never heard of it, you’ll have
few people have it? What kind of magic do a different experience as game master For additional
the characters have? How does magic work? than if you play in a setting that everyone’s information, see
Time and place. Is this a traditional fairy heard of or watched. For the former, you’re Creating a Fairy Tale
tale, set in long-ago worlds of woods and introducing players to something that’s Setting, page 302
water? Is it a modern-day setting in a city? brand new, and they will have no idea that
Far future? On the moon? it’s an existing setting (while this is more
Creatures and characters. What and likely to happen in other genres because
who lives in your world? Are they magical fairy tales are so widespread, it’s still
or regular? What kinds of characters can possible—someone may not have seen
the players create? Are they all human? Frozen or may not have read many fairy
Something else? A mix? tales when they were young). For the latter,
you’ll want to make sure to touch on the
This chapter walks you step by step familiar tropes and clichés that players will Bring Out the Tropes!,
through fairy tale settings, including using expect to see, and that you’ve captured page 15
existing settings, creating your own settings, the mood and feel of the setting as much
mixing genres, incorporating clichés and as anything. Details matter less than the
tropes, and more. overall sensibility.
Of course, players who are very familiar
with a setting might end up accidentally
Using an Existing Setting being “setting lawyers” (much like
When you look at the span of stories, players who are rules lawyers, but in this
novels, movies, plays, musicals, games, and case, they’re arguing setting nuance and
so on, there are so many existing fairy tale specifics). You can handle this in any
settings that it might seem hard to choose number of ways, including bringing them in
just one. Granted, many of them are built to help you keep the details straight; letting
on other settings (the way that the musical them know that you’re going a little
Wicked is based on the book Wicked: The Life off-book, so discrepancies are okay; or
and Times of the Wicked Witch of the West, throwing their character a GM intrusion that GM intrusion,
which is based off of the original Wizard will keep them busy. page 408
of Oz book and film), so there’s a lot of
overlap. Still, you can run almost any type of
fairy tale game that you desire just by using

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WE ARE ALL MAD HERE

How Will You Manage Expectations? series that you could pick any number of
Let’s say you’re going to play in the setting stories.)
of Alice in Wonderland, and everyone in Because most players will likely have
your group says they’re familiar with it and read (or watched or heard of) the story, if
love it. But when you get to the table, you you stick with the original, they will know
realize that one player loves the original everything that’s about to happen. Does
book, one loves the Disney film, one loves this make for a good or bad adventure?
the Tim Burton film, and one loves the That depends.
game American McGee’s Alice. Now you have The benefits of following the same story
completely different expectations at the are a sense of nostalgia and the opportunity
table, and you’ve set at least one player up to relive moments that players may have
for disappointment. You’ll want to be clear loved when they first experienced the story.
Oz, the Great and on exactly which setting you’re thinking of, While they may deal with the Wizard of Oz
Terrible, page 120 and make sure everyone’s on board. or the Wicked Witch of the West in different
Wicked Witch of the ways than the characters in the original
West, page 135 Do You Tell the story did, they get to interact with people
Setting’s Original Story? and places that they already know and love
If you pick a popular setting, such as The (or love to hate). This type of game likely
Wizard of Oz, do you have your player works best when the players are young
characters set off down the yellow brick or when they all agree that they adore a
road, encounter the same creatures and specific story set in a specific place.
characters as in the original story, and have The drawbacks of sticking to the
the same ending? Or do you have them do original story are that players (if not their
something entirely different, but set within characters) will know everything that’s
the same world? (Of course, The Wizard about to happen and may find the game
of Oz is a particularly interesting choice, boring or trite. They don’t get to experience
because there are so many books in the the wider world of the setting on their own

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BUILDING FAIRY TALE SETTINGS

or make their own discoveries. It really


comes down to the type of story you want to
tell within the setting. Public Domain and Copyright
Many published fairy tale settings—
Bring Out the Tropes! particularly modern ones—legally belong
One of the best ways to make sure you to the author, company, or organization
capture a sense of the setting you’re playing that created them or holds their rights.
in is to liberally use the clichés, themes, Others (especially the original stories Fairy Tale Clichés,
and motifs of that setting. There’s a whole from various sources) are considered to Themes, and
be in the public domain. What does this Motifs, page 22
section in this book that goes into more
detail, but in short: if you use Peter Pan as mean for gaming? Peter Pan, page 63
your setting, you probably should include at In short, if a setting is in the public
least three common elements of the setting, domain, it means you can do almost
such as Peter Pan, fairy dust, and a captain anything you want with it. You can
with a hook for a hand. Giving players publish stories about it, make and sell
touchstones for a setting makes them feel games about it, and so on. (Note: this
comfortable and settles them into the game isn’t legal advice; always check with a
world that you’re trying to represent. lawyer before you do anything.)
However, if a setting isn’t in the public
domain, then to be safe, you’re best
Creating an Original Setting using it for home and private games
Maybe you don’t want to use a setting that’s only. But what about making a show
already out in the world, or perhaps you on YouTube or Twitch? How about a
want to mash a bunch of settings together podcast? What about creating and
to create something that’s wholly yours. selling character sheets online that use
This section offers a number of things to characters from Frozen? Again, checking
consider when making your own setting, with a lawyer is your best bet for doing
including mashing genres together, using things properly because there are a lot
fairy tale magic, and the all-important of grey areas right now, thanks to new
clichés and tropes. Additionally, it can be technologies.
useful to take another look at the Fairy Tales And things can get even more Fairy Tales and More,
and More section in chapter 1, especially if complicated, even with a setting that is page 11
you’d like to pull in myths, fables, and other in the public domain. For example, the
fairy tale-adjacent stories into your setting. children’s book The Wonderful Wizard
Here are some general questions to ask of Oz was written by L. Frank Baum in
as you begin to build an original fairy tale 1900, and it’s in the public domain, as
setting. are some of the others in the series.
However, neither the 1939 film The
What Is the Genre? Wizard of Oz nor the novel Wicked are.
Read through the section Fairy Tale Genres Fairy Tale Genres,
for additional details on how to choose the page 26
genre of your setting. In short, fairy tales work give your setting that special something that
within almost every genre, from traditional makes it feel like a fairy tale. Read through
and mythic to modern noir and horror to the section Fairy Tale Clichés, Themes, and
post-apocalyptic and science fiction. Motifs for tips and suggestions.

What Are the Clichés, What Is the Magic?


Themes, and Motifs? Magic is important in nearly every fairy
Fairy tales are full of clichés, and unlike tale—so important that it has its own
in almost every other genre, you will want section in this book, On Fairy Tale Magic. On Fairy Tale Magic,
to stack your setting full of them. This is If magic is commonplace in fairy tales page 27
because they make great touchstones and (and it usually is) and if more than a

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handful of people know about it, then might seem like a small issue, but it can
contingencies and countermeasures have big repercussions on a story. “Horses”
would also be commonplace. It doesn’t might seem like the most obvious answer,
make sense to have a world where magic and that’s fine—but why not take advantage
is everywhere but the culture hasn’t taken of the really cool transportation options in
steps to protect against it in some way. fairy tales like magic carpets, flying mortars
Imagine if magic could create digital viruses and pestles, and chicken-legged huts?
in today’s world. You can probably guess
how many emails and offers you would What Is Death?
For more information get to secure your computer and your life In fairy tales, death isn’t always permanent,
on how to use death, against such viruses. Death is a living (?) figure, and magic
see page 48
If your setting has common magic that allows even the long-dead to interact with
lets people become invisible, take the shape the living. In the earliest versions of Snow
of beasts, or curse their enemies, make White, the titular character is not sleeping,
sure the setting also has countermeasures but actually dead. And in Fitcher’s Bird,
for these things. Not only does this do
wonders for the verisimilitude, it also makes
things trickier and more interesting for the Fairy Tale Settings
Although fairy tales PCs. Every time they attempt to use their for Young Players
were originally
magic to accomplish something, they have You may have noticed that much of
intended for listeners
and readers of all to be prepared for or find a way to deal this book is designed for adult players,
ages, in the nineteenth with the magical countermeasures and with adult themes. That’s because there
and twentieth contingencies that others have set up.
centuries they began
are many existing fairy tale games and
to be categorized settings for young people, including
and sold mainly as What’s Rare? What’s Valued? Amazing Tales, Faery’s Tale, No Thank
children’s stories (in Maybe magic is the thing that’s rare. You, Evil!, and The Princes’ Kingdom.
no small part thanks Although this is unusual for a fairy tale, it’s
to modern, often These games are designed with easier
sanitized, retellings in certainly possible. But more likely, other rules, less-adult themes, and more
books and movies). things are scarce. Often in traditional fairy guidance on playing with children and
tale settings, what’s scarce are the basics: young adults.
As early as the 1700s,
food, love, shelter, safety, and so on. In However, you can easily build your
French women were
penning fairy tales that more modern settings, what’s rare might be own fairy tale setting for children using
promoted the idea of something more esoteric and less necessary the Cypher System. That’s because the
love at first sight in an for living.
attempt to encourage
rules don’t change—only the setting and
women to marry for
“What’s valued?” is a question about both themes need to be adjusted.
love and attraction. moral values and money, and it ties into the It’s likely that when playing with
At the time, they question of what’s rare. If magic is rare, then children, you’ll want to go less dark and
were heavily criticized it’s highly valued. In some fairy tale settings,
for going against scary, and include much more whimsy
the status quo. Now marriage and power are valued. In others, and wonder. Choose creatures and NPCs
they’re often criticized it’s goodness in a dark world. Knowing what that are helpful, funny, and interesting to
for creating what some is rare and what is valued in your setting interact with rather than scary or deadly.
call the “love at first
can help you set the stage for interesting Use clichés and tropes liberally, pay
sight” falsehood.
adventures that have high stakes and worthy special attention to potential problematic
rewards. It also allows you to create a elements, and include lots of characters,
Problematic Elements, monetary system that suits the setting. creatures, and places that young people
page 42
will know and expect.
How Do People Get Around? The Heartwood setting in part 3 of this
Seven-league boots, If seven-league boots are common in your book, with its themes of mental health
page 97 setting, going on a quest across the country and mental illness, is not recommended
(or even the world) is no big deal. One for children.
stride, everyone’s there, and the adventure
is over. Knowing how people get around

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“Fractured fairy tale” is a term for taking a well-known fairy tale


and changing one or more of the characters, the plot, the setting, or
another significant element. This is so common now that almost all
modern fairy tales do it to some extent. The comic book Fables is perhaps
the best-known example, but there are a number of fractured fairy tale
anthologies that are worth checking out.

the heroine brings the hacked-up bodies of genre. Including at least one or two of these
her siblings back to life. Sometimes death can help solidify the genre in the players’
returns characters to life in new forms. minds.
The murdered stepson in The Juniper Risks: Ways that running a game in this
Tree comes back as a bird, and in various genre could go wrong, such as turning too
versions of Cinderella, her dead mother dark, becoming predictable, or losing the
comes back as a tree, a fish, and a cow. sense of wonder.
Decide what “death” means in your Magic and Wonder: The weird magic and
setting, particularly as it pertains to the wondrous elements that are woven through
player characters. Will they be able to this genre, and suggestions for how you
return? How? Does it take a long time? Are might use them. Playing soundtracks
they changed in some way? Inspiration: A list of other media (books, from fairy tale movies
can quickly help set
television shows, films, music, and so the mood for players.
on) that are useful for evoking the mood,
Mixing Genres theme, or sense of the genre.
One of the first steps in building a fairy tale
setting is figuring out what genre you want Traditional Traditional Inspiration
to use for your game. That might seem Overview: Traditional fairy tales are what Traditional fairy
like an obvious question, as many fairy many of us probably think of when we think tales, folk tales,
myths, and fables
tales seem to come with the setting built of fairy tales—stories set in the Middle
right in. However, there are many options Ages or the Renaissance, filled with royalty Disney and Pixar movies
when it comes to running and playing fairy in castles, witches in dark forests, and
tale games, and mixing a variety of genres magic in the form of curses. However, it’s
together is a great way to create games good to remember that traditional tales
with a unique fairy tale feel. A game set in a don’t just take place in Europe. There are
traditional fairy tale world is much different fantastic stories from cultures all over the
from one set in the modern day, and that world that often don’t get as much attention
too is different from one set in the far future as European-based tales, and they can
or a post-apocalyptic world. provide great inspiration and settings for a
This section takes a detailed look at some traditional fairy tale game.
of the most common genres and offers Traditional fairy tales can also include
suggestions for how to combine them with ancient myths, fables, folk tales, and nursery
fairy tales for best effect. rhymes.

Understanding the Listings Elements and Motifs: These contain all of


Every genre is presented by name, followed the elements and motifs that you typically
by a standard template that includes the imagine with fairy tales, such as princes and
following categories. princesses, the rule of threes, and magical For lots of additional
Overview: A quick summary of the genre. objects. information on motifs
in fairy tales, see Fairy
Elements and Motifs: A list of elements Tale Clichés, Themes,
and motifs that define or encapsulate the and Motifs, page 22

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Alice started to her feet, for it flashed across her mind that she had
never before seen a rabbit with either a waistcoat-pocket, or a watch to
take out of it, and burning with curiosity, she ran across the field after it,
and fortunately was just in time to see it pop down a large rabbit-hole
under the hedge.
~Lewis Carroll, Alice’s Adventures in Wonderland

Risks: Adventures set in traditional fairy traditional fairy tale worlds or by bringing
tales can seem predictable or boring to fairy tale characters to the modern world.
some players, particularly those who are Alternatively, you can bring fairy tale objects,
knowledgeable in the genre. Choosing creatures, and themes into a modern
lesser-known stories or mixing and setting full of modern characters. Fairy tales
matching elements keep players guessing can be intermixed with the modern world
and interested. in many interesting ways to create unique
Additionally, many traditional fairy tales games, from fairy tale noir and horror to
feel like one-shots: you go on a quest to post-apocalyptic and sci-fi.
accomplish something, you accomplish
it, and you’re done. Adding an overarching Elements and Motifs: Modern fairy tale
story to the smaller quests gives a sense games can work with any fairy tale elements
of continuity and allows you to run a and motifs, but it’s important to include a
longer campaign that still feels like a number of them or include the strongest
fairy tale (think of it like a TV series, with ones so the fairy tale feel stands up to the
“episodic” adventures framed by one big, modern feel. You’ll likely want to choose at
long story arc). least one or two motifs that aren’t found
It’s good to remember that many players in the modern world. For example, the
may not be well versed in fairy tales, or they modern world has glass, keys, passwords,
may just want to play the fairy tales that they and mirrors, so if you include only those
know and are familiar with. Traditional fairy elements, it wouldn’t feel very much like
tales work well for both of these situations. a fairy tale. But if you also include talking
animals and wicked queens, everyone would
Magic and Wonder: In traditional fairy likely make the connection.
tales, magic and wonder are inexplicable,
accessible, and come in more forms than Risks: It’s easy to lose the fairy tale thread
would be possible to write down. They are when building a modern setting, so be
both dark and light, a blessing and a curse. sure to include enough elements and
Overall, it’s best not to try to explain magic motifs to make it feel strongly like a fairy
in traditional tales—no one needs to know tale, even with all the modern-day stuff
its origin story or why a particular bit of that’s going on.
magic works one way when another bit It can be tricky to bring fairy tale
Modern Inspiration works another. Just make it happen and characters away from their fantastical and
Fables (2002 comic let the players and their characters react to magical setting and put them in the modern
book series) the wonder. world. Because the players are from the
Grimm (2011 TV series) modern world and already know everything
Hanna (2011 movie) Modern about it, the fairy tale world their characters
Once Upon a Time Overview: A modern fairy tale game is inhabit probably seems much more
(2011 TV series) one where traditional fairy tales are mixed interesting. You’ll have your work cut out for
The Magicians (2009 with the modern world. This might be you creating a setting and scenario that is
Lev Grossman book
by sending modern characters off to more interesting than the one they just left
series; 2015 TV series)
behind.

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Magic and Wonder: When using magic in Risks: It can be easy for the wonder and
a modern fairy tale setting, you’ll need to whimsy of fairy tales to get lost or turn silly
decide whether or not to update magic (and thus make the overall feel of the game
accordingly. For example, it’s possible to less dark than you’re aiming for). Keep
keep magic as it’s always been in fairy tales the wonder dark as much as possible. The
and transpose it directly into the modern movie Pan’s Labyrinth is a great example of
world. This gives you a setting with a lot of this, as is the game American McGee’s Alice.
ancient weapons, armor, and magical
items. Packages are delivered on flying Magic and Wonder: Typically, the magic
carpets, that bow in your closet once comes from a dark place (either a literal
belonged to a fairy queen, and magical one or a dark place of the soul). Every time
potions are brewed from 300-year-old the characters use magic, it should affect
recipes passed down from generation them, the world, or those they love in some
to generation. dark way.
Alternatively, you could update the magic
trappings for a modern age. Technomagic Romance Romance Inspiration
(also called magitek) combines magic and Overview: Romance has long been an Enchanted (2007 movie)
technology, and works well in this genre, element of fairy tales, although thankfully The Princess Bride
particularly when you use specific fairy it’s changed a lot from the problematic (1987 movie)
tale magic. So cell phones are powered by portrayals of bride-stealing and Shrek (2001 movie)
fairies, radios have sirens inside them, and nonconsensual kissing. Today’s romantic Stardust (2007 movie)
planes can fly thanks to the kindness of plots are more about finding true love, Tangled (2010 movie)
witches. usually by working alongside each other on
a quest or task. Alternatively, the PCs might
Dark/Horror be trying to find true love for someone Dark/Horror Inspiration
Overview: Dark and horrific might not seem else—a prince who’s been bewitched to American McGee’s Alice
very fairy tale, but in truth that’s how most forget his true love, a wolf who’s lost her (video game)
fairy tales started, before they were cleaned mate and would give anything to find them Pan’s Labyrinth
up for family and young readers. It doesn’t again, a princess who must discover true (2006 movie)
take much digging beneath the surface of love in order to reverse her curse. “The Little Match
Girl” (Hans Christian
fairy tales to discover their true dark nature. Andersen short story)
Elements and Motifs: Breaking the rules,
“Bluebeard” (folktale)
Elements and Motifs: Death (as an entity curses and wishes, good and evil, weddings,
Bluebeard’s Bride (RPG)
and as part of the character’s experience), marriage, and children.
breaking the rules, curses, debasement of
the heroes, bargains and rash promises, Risks: Much like the boy in The Princess
good versus evil, light versus dark. Bride, players might be tempted to ask if
they have to sit through the parts about

A “fairy-story” is one which touches on or uses Faerie, whatever its


own main purpose may be: satire, adventure, morality, fantasy. Faerie
itself may perhaps most nearly be translated by Magic—but it is magic of
a peculiar mood and power, at the furthest pole from the vulgar devices
of the laborious, scientific, magician. There is one proviso: if there is any
satire present in the tale, one thing must not be made fun of, the magic
itself. That must in that story be taken seriously, neither laughed at
nor explained away.
~J.R.R. Tolkien, “On Fairy-Stories”

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kissing. Make sure the group talks ahead of Elements and Motifs: Any of them,
time about what amounts of romance and depending on the stories you’re bringing
sex are right for them. Romances often (but into the future.
not always) involve only two characters, so
if romance is the theme, be sure to have Risks: Similar to modern. It’s easy to lose the
ways for all of the characters to be involved, fairy tale elements when you move stories
not just stand by. far into the future, so be sure to include a
number of obvious tropes and motifs.
Magic and Wonder: True love is already
magical enough. Add real magic to real Magic and Wonder: Technology, aliens,
love, and now you’ve got something special and space are all great containers to
(especially when that magic is also used to carry magic and wonder. Many times,
keep the lovers apart in an interesting way). the difference between a common piece
Science Fiction of technology and a magical piece of
Inspiration Science Fiction technology is the description of how it
A.I. Artificial Intelligence Overview: Science fiction might seem looks, how it works, and how others think
(2001 movie)
like a modern addition to fairy tales, but about it.
Wires and Nerve many tales boast early sci-fi elements.
(2017 graphic novel)
For example, several of the stories in One Comedy
Thousand and One Nights include things like Overview: Comedy is an element of many
Comedy Inspiration mansions on the moon, travel across the fairy tales, from the weird and wonderful
The Brothers Grimm cosmos, and robots and automata. Maybe offbeat humor of Alice in Wonderland to
(2005 movie) fairies are actually aliens (or vice versa). the straight-out laughter of movies like
Enchanted (2007 movie) Bringing fairy tale elements to far-future Shrek. Often, the comedy comes in the form
Hoodwinked! technology and space creates an interesting of funny NPCs or objects (as sidekicks,
(2006 movie) mix of the familiar and the brand new. helpers, tricksters, or foes), in impossible
Shrek (2001 movie) situations that require bizarre solutions to

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overcome, and in magic that causes funny Elements and Motifs: Taking common
things to happen. elements and clichés and turning them on
their head is a great way to play up whimsy.
Elements and Motifs: Breaking the rules, Turning the idea of good versus evil into
bargains and rash promises, impossible a single character with two heads—one
tasks, blessings and curses, sentient named Good and one named Less Good (or
animals and objects that talk. named Evil and Lesser Evil)—is a great way
to include that trope in a whimsical style.
Risks: Using inappropriate or problematic
humor can cause a game to come Risks: Some players might have a hard time
crashing down. Sometimes forcing humor finding their footing in a very whimsical
can also create a weird feeling that is setting. They will want to know the rules of
anything but funny. the setting and could have a hard time when
they learn that the rules are ever-changing
Magic and Wonder: Everything that talks or maybe don’t exist at all. Consider giving
or has a magical ability can be funny. GM them one or two things to ground them in Whimsy Inspiration
intrusions, curses and blessings gone the setting so they don’t feel so lost. Alice in Wonderland
wrong, and anything that magically backfires (various movies)
Alice’s Adventures
is a great opportunity for comedy. Magic and Wonder: Whimsy is all about
in Wonderland (1865
wonder. Why is that? What is this? What’s novel by Lewis Carroll)
Whimsy happening here? Wordplay, the unexpected Through the
Overview: Whimsy might be less of a genre and unexplained, and general weirdness Looking-Glass (1871
and more of a feeling or sensibility, but it add to the sense of wonder, especially if novel by Lewis Carroll)
still feels important to include. Whimsy is they’re magical in nature. The Wizard of Oz
the sense that everything’s upside down, (1939 movie)

but you can’t remember if that’s how it’s


supposed to be or not.

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Urban Legends Urban Legends Common Tropes
Inspiration Overview: Urban legends and fairy tales • Recurring patterns and numbers,
Candyman (1992 movie) have a lot in common. In fact, many people particularly three and seven
Freeway (1996 movie) feel that urban legends are the modern-day • Colors, particularly red, white, and black
Slender Man fairy tales due to how they’re transmitted • Haven or civilization vs. wilderness
The Black-Eyed Kids and shared, the fact that they often have a • Poverty vs. royalty
Goatman warning attached (don’t go in the woods, • Rituals
don’t talk to strangers, don’t go off the • Breaking the rules
“Fear isn’t so difficult to path), and the types of creatures that lurk • Bargains and rash promises
understand. After all, inside them. • Wishes
weren’t we all frightened
as children? Nothing
• Good and evil, or light and dark
has changed since Little Elements and Motifs: Origin stories, getting • Getting lost and found
Red Riding Hood faced lost and found, deep dark forests, breaking • Deep, dark forests
the big bad wolf. What the rules. • Going off the path, or straying
frightens us today is
exactly the same sort • Magic and enchantments
of thing that frightened Risks: Urban legends can easily shift into • Talking, sentient animals and objects
us yesterday. It’s just the realm of creepy and scary, losing their • Keys and passwords
a different wolf. This
fairy tale sense. Using well-known fairy tale • Glass and mirrors
fright complex is rooted
in every individual.” characters in a modern urban legend game • Magic words and phrases
~Alfred Hitchcock or putting an urban legend in a particular • Origin stories
setting (such as Oz or Wonderland) are • Shapeshifting or transformation
good ways to combine the two without • Tricksters, guardians, monsters, or
losing one or the other. helpers
• Youngest vs. oldest
Magic and Wonder: Much of the magic and • Loathly women
wonder of urban legends comes from the • Knights who battle monsters
breathless retelling of the tales—the “This • Impossible tasks or quests
actually happened to someone I know” • Blessings and curses
mythos. And, of course, the creatures that • Animals stealing children
seem both possible and impossible at • Calumniated or cast-adrift characters
the same time. Magic might come from (especially wives, queens, and youngest
technology in an urban legend/fairy tale children)
crossover, or it might be old magic from • Debasement of the hero(es)
long ago that can be used against modern • Death by burning
monsters. • Weddings, marriage, and children
• Journeys to discover identity

Fairy Tale Clichés, Example: the Rule of Threes


Themes, and Motifs Almost every fairy tale has at least one use
Using clichés, themes, and motifs is an of the rule of threes (and sometimes many).
important part of fairy tale games. While In The Three Little Pigs, there are three pigs,
you probably don’t want to present the exact three houses, and three huffs-and-puffs.
setting and story that everyone already knows, Three wishes, three siblings, three tasks.
you can use the expected elements to settle Part of the reason for this is that having
players into the world that you’re creating. three of something made the original oral
This is particularly true if you’re planning stories more memorable. It also has to do
to break away from traditional fairy tales— with how we anticipate and understand
keeping just one or two common tropes is stories, which typically have three parts: a
usually enough to make any game feel “fairy beginning, a middle, and an end.
tale-ish” even if everything else is set in In fairy tales, the rule of threes typically
space or takes place in the modern world. includes an escalation of some kind. The
first of three fights or encounters is tough,

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the second is tougher, and the third is • Three riddles


nearly impossible. This is also true of tasks, • Three gifts
riddles, and even siblings—the third sibling • Three curses Just the place for a Snark!
is always the most beautiful, the strongest, • Three siblings, daughters, or sons I have said it twice:
the wickedest, and so on. • Songs with three rounds That alone should
Alternatively, the last one is almost the • Creatures with three heads encourage the crew.
complete opposite of the first two—perhaps • Ask your players to give their characters Just the place for a Snark!
two evil fairies dole out curses to a young something in their backstory having to I have said it thrice:
child, but the third fairy gives her a blessing do with three What I tell you three
instead. Someone is given three wishes and times is true.
asks for such dumb things with the first two Individual Story Touchstones ~Lewis Carroll,
that the final wish must undo that damage. Each fairy tale also has key elements, parts The Hunting of the Snark
When creating fairy tale settings, here are of the story that are essential to that story. If
some ways you can use the rule of threes to you’re planning to run a game that’s based
your advantage. around one or more existing stories, be
• Three tasks to complete sure to include the important elements that
• Three attempts to accomplish symbolize that story to your players.
something Start by listing the key elements. Let’s
• Three days to complete a task or until a look at one of the most commonly retold
big event happens stories: Little Red Riding Hood. When you
• Three encounters with the same being, think of that story, what are the three or four
or encounters with three different beings main elements that come to mind? For me,
in a row it’s a girl in red, a wolf, a path through the
• Three wishes woods, and a grandmother. If you tell me a
• Three tries at a thing, only the third of story that doesn’t have any of those things
which is just right and try to convince me that it’s Little Red
• Three objects Riding Hood, I’ll be very confused. What if

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In [fairy tales], power is rarely the right tool for survival anyway.
Rather the powerless thrive on alliances, often in the form
of reciprocated acts of kindness—from beehives that were not
raided, birds that were not killed but set free or fed, old women who
were saluted with respect. Kindness sown among the meek is
harvested in crisis.
~Rebecca Solnit, The Faraway Nearby
you run a game that features a girl in red but grandmother, woods, or red cloak, it’s likely
none of the other story elements? Well, there that your players wouldn’t recognize your
are a lot of great stories about girls in red, inspiration as Little Red Riding Hood. In fact,
but does that make them Little Red Riding they might think it’s something completely
Hood? Probably not. A girl in red plus a wolf? different, such as The Wizard of Oz. (Of
Now you’re starting to get somewhere. course, if you’re creating a mystery or are
Elements in stories have hierarchies. purposely trying to surprise your players, you
Some are more vital to the essence of the could use this to your advantage.)
story than others. For example, if you run Reading and watching modern retellings
a game about a wolf and a grandmother, I of old fairy tales can give you lots of tips for
might think of Little Red Riding Hood, but how to do this well (and in some cases, how
I might not. Even a story about a wolf, a not to do it). Be wary, though, as movies
grandmother, and a path through the woods often mash up elements of the original
doesn’t quite get us there. stories in ways that could be confusing to
The trick is knowing how many (and players. The Queen of Hearts (from the
which) elements you can keep or eliminate book Alice in Wonderland) isn’t the same as
and still tell the story you want to tell. It’s a the Red Queen (from the book Through the
bit of a math problem, because two major Looking-Glass, also known as Alice Through
elements (a girl in red and a wolf) can give the Looking-Glass). But the two characters
you the same effect as one major element have been conflated in the movies often
and two minor elements (a girl in red, a enough that most people believe they are
hatchet, and a basket), whereas you could one and the same. As a GM, you can run
have a ton of minor elements but they with this—giving a single character the
wouldn’t add up to one major element. For attributes and phrases of both—or you can
example, if you run a game with a girl (not point out ahead of time that they are not the
in red), a basket, and a path, but no wolf, same person, to avoid any misconceptions.
The idea of touchstones is also true
for any characters and creatures that you
introduce in your game. The comic series
Some stories, especially those that have
Fables is a great example of this—it’s a
become popular movies or TV shows,
modern-day mishmash of fairy tales, fables,
have become so entrenched in our
and nursery rhymes in which many of
culture that you can choose almost any
the old tropes are destroyed, but you can
single element of that story and players
easily pick out each character based on a
will still recognize it. All you have to say is
few traits. Boy Blue is a young man who
“the Cheshire Cat” and everyone knows
dresses in blues and plays the blues on his
you’re talking about Alice in Wonderland.
ever-present trumpet. Prince Charming is
Even words and phrases, like “We are all
a princely rogue who seduces women with
mad here” and “Off with their heads!” are
ease. Goldilocks has golden hair and a
enough to invoke the entire story.
number of bears at her side, including one
who is her lover.

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Keeping the main essence of these Touchstones of Common Fairy Tales


characters allows them to be easily
recognizable, even while removing many of Title Touchstones
the other important elements of the setting Cinderella Wicked stepmother
and the story. Or adding non-traditional Fairy godmother
elements: in Fables, Goldilocks also Prince/marriage
happens to be a power-hungry, gun-toting Glass slipper/shoes
political agitator. While this is certainly a
big leap from her slightly bratty original Little Red
character, we still recognize her because Riding Hood Girl in red
her key elements—in this case, hair and Wolf
bears—remain. Path through the woods
It’s also useful to note that key elements Grandmother
of stories are variable and can change Woodsman
over time. Many fairy tales have “getting
married” or “rescuing the princess” as Rapunzel Locked in a tower
touchstones. Once, it would have been Long hair
difficult to tell a story about Cinderella Witch/captor
without including the prince and the Prince
marriage proposal, as those were
considered vital parts of the story. That’s Snow White Evil mother/stepmother
no longer true. If you reimagine the Magic mirror
prince and the marriage as a stand-in for Seven dwarves
Cinderella’s desire to escape her difficult Poison apple
family circumstances, you can replace Glass coffin
those elements with something else that
has similar connotations. Maybe the fairy Hansel and Gretel Brother and sister
godmother helps Cinderella get a great Candy house
job that lets her earn money, respect, and Blind witch
In an earlier version of
freedom. Maybe Cinderella takes matters Oven
Rumpelstiltskin, the
into her own hands, kills her wicked miller’s daughter has
stepmother and stepsisters, and disappears Rumpelstiltskin Small man an entirely different
to start a new life. Or maybe she falls in Miller’s daughter problem: she can only
spin straw into gold,
love with her fairy godmother and the two Spinning straw to gold making her unable
of them run off together. Even without the Naming riddle to finish her regular
prince or the marriage, players will be able domestic duties. Which
to recognize Cinderella, because you’ve left makes for a different
story altogether, even
in enough important elements. Random Inspiration though it features all
Where do the player characters fit in a When you can’t choose or need inspiration of the same elements.
story like this? Anywhere. Perhaps they need for your setting, let the dice decide. The
to turn to Cinderella for her job expertise. Fairy Tale Inspiration tables can help
Or possibly they’re trying to hunt down you randomly build aspects of your
the murderer who took out Cinderella’s setting. Combine them with the Fairy Tale Fairy Tale Inspiration
family. Maybe they meet her and her fairy Inspiration tables on the next page for a tables, page 26
godmother while they’re on the run, being quick and easy adventure.
pursued by Cinderella’s wicked stepfamily. Or
before the ball, while Cinderella is still trying
to find ways to show her fairy godmother
how she feels about her, and could use some
help in the romance department.

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Fairy Tale Inspiration Tables
Fairy Tale Genres
17 Sky
Fairy tale genres, If you want to mash up two or more genres
page 17 in your game, roll twice on the table and use 18 Town/city
both. 19 Underworld
d20 Genre 20 Woods
01 Traditional
02 Ancient myths
Fairy Tale Adventure Types
03 Modern d6 Adventure Type
04 Historical 1–2 Quest
05 Science fiction 3–4 Impossible task
06 Young adult 5 Initiation
07 Space 6 Battle between two forces
08 Dark
Fairy Tale Archetypes
09 Horror
d6 Archetype
10 Comedy
1 Trickster
11 Romance
2 Helper
12 Fractured
13 Whimsy 3 Innocent
14 Child protagonists 4 Fool
15 Urban legend 5 Hero
16 Superheroes 6 Villain
17 Crime
Fairy Tale Tropes/Motifs/Clichés
18 Mystery
d20 Trope
19 Noir
01 Rule of threes
20 Apocalypse/post-apocalypse
02 Rituals
Fairy Tale Locations 03 Blessings
d20 Location 04 Curses
01 Bog/swamp 05 Talking animals
02 Bridge 06 Talking objects
03 Castle 07 Keys and locks
04 Cave 08 Magic words and phrases
09 Mirrors
05 Dungeon
10 Origin stories
06 Enchanted forest
11 Shapeshifting/transformation
07 Fairy glen
12 Good and evil, or light and dark
08 Farm
13 Breaking the rules
09 Graveyard
14 Recurring patterns and numbers
10 Haunted house
15 Red, black, and white
11 Hovel
16 Bargains and rash promises
12 Kingdom
17 Wishes
13 Maze/labyrinth
18 Impossible tasks
14 Meadow
19 Magic and enchantments
15 Mountains
20 Haven vs. wilderness
16 River

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Faërie cannot be caught in a net of words; for it is one of its


qualities to be indescribable, though not imperceptible. It has
many ingredients, but analysis will not necessarily discover
the secret of the whole.
~J.R.R. Tolkien, “On Fairy-Stories”

On Fairy Tale Magic Magic Obeys No Rules


When we think of magic, many of us think Magic in fantasy is typically filled with
of fantasy. And that makes sense, because rules and limitations. But fairy tale magic
fantasy stories and games are likely how throws off its constraints as easily as one
we are most familiar with magical items, throws off a cloak. Magic might work this
beings, and places. But fairy tale magic is way in one part of the world, and that way
not the same as fantasy magic. In fantasy, in another. Someone might be able to use
there are often complex rules and guidelines ice magic only to create physical objects,
about who has magic, who can use it and while others can use it only to stop the
how often, and where it came from or how hearts of creatures. Sometimes it works
it came to be. perfectly and does everything you ask of it,
In fairy tales, there are few such rules. and sometimes it seems to have a mind of
Someone can become magical by eating a its own. Sometimes magic truly does have
cake, talking to a fish, or just wishing they a mind of its own, for spells, curses, magic
were. Shoes can bring you home with a items, and even mundane items like cups
click of your heels, turn you invisible, take have been known to become sentient and
you across continents in a single step, or even sapient.
become homes for old women.
Why does it matter? Because the two Magic Isn’t Singular
different ways of viewing and using magic There are many types of magic in fairy tales,
are a major dividing point between fantasy and they’re all okay. Some magic comes
and fairy tales. If you’re hoping to create a from higher powers (Death personified,
fairy tale experience at the table that doesn’t the gods, the sea, the moon and the stars)
bleed too far over into fantasy, magic is one while other magic comes from the tiniest
of the best ways to do it. Here are some tips beings of nature or even from grains of
on using magic in fairy tale games. sand or the dust in a sleeper’s eye. Magic in
fairy tales is imbued with the cultures where
Magic Just Is the stories are told, which gives it lots of
In fairy tales, magic doesn’t need an forms, each with a unique flavor and slant.
explanation. It doesn’t need a wellspring, a
backstory, or a long expository lead-in about Magic Is Common and
where it came from and how it got there. It the Common Is Magic
just is. In fact, giving magic an origin story Magic is everywhere in fairy tales, and that
can quickly strip the wonder from it. Make means anything could be magical and
it happen, and while it can be wonderful extraordinary. A donkey? Sure! A table? Why
and surprising, it isn’t unexpected. Because not! Something as small as a bean or as
in fairy tales, something magical is always large as the moon can have magic. This
expected. A talking fish shows up in also means that in most settings, people
someone’s tea cup? Totally normal—in the will be aware of magic and act accordingly.
“magic is normal” sense of the word, at In a world where people can turn invisible
least. on the spot, shopkeepers are going to have
magical ways to protect against thieves. In a
setting where creatures sometimes talk and

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grant wishes, no one will think it weird that wizard). In fairy tales, magic is interwoven
a person walking through the woods might through the world and is usable by anyone
ask a squirrel in a nearby tree how she’s who comes across it. Of course, some
doing. creatures (such as faeries) are inherently
more magical than others, and some (such
Common Doesn’t Mean Boring as witches and sorcerers) may further
In fairy tales, anything magical can happen. their skills through study, but that is the
Anything. A Moon Princess raised on earth exception rather than the norm.
eventually makes her way back to her home
on the moon (from the story called The Tale Magic Means Whimsy
of the Bamboo Cutter). The Sun, the Moon, Magic that is whimsical is magic that is
and the West Wind all go out to dinner with irrational, delightful, amusing, witty, and
their aunt and uncle, Thunder and Lightning playful. It’s an elusive element, but one
(“How Sun, Moon, and Wind Went Out to that suffuses fairy tales in cheerful talking
Dinner”). Severed hands (and heads) grow cats, moon-eyed dogs, and kissing frogs.
back, tables fill themselves with feasts at a Labyrinth and The Princess Bride are great
command, turtles sing and play the piano, examples of movies that double down on
and doors in the middle of nowhere lead to whimsy.
adventures in the middle of everywhere. If Even in fairy tale games with a strong
you can imagine it, you can magic it. horror slant, whimsy is an important
element. In fact, the power of whimsy is even
Fairy Tale Magic more obvious in a horror game. Think of the
Is Not Fantasy Magic movie Pan’s Labyrinth and how the whimsy of
In many roleplaying game settings, magic—the tiny fairies, the baby mandrake—
particularly fantasy settings, magic is underscores and deepens the scary and
something you must study and learn in horrific realistic elements of the film.
order to use, it’s quantifiable, and it often
defines your role (such as a cleric or a

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Chapter 3

BUILDING FAIRY TALE CAMPAIGNS

O
ne of the difficulties of building The Quest Adventure
campaigns from fairy tales is that “Come, Little Red Cap. Here is a
so many of the original fairy tales
neatly sidestep plot in favor of story. Plots, piece of cake and a bottle of wine.
both in stories and games, are organized Take them to your grandmother. She
and connected. If a talking, flaming sword is sick and weak, and they will do her
shows up in the first chapter (or session), a
good writer (or a good GM) will make sure it
well. Mind your manners and give her
comes back in some significant way later on. my greetings. Behave yourself on the
Fairy tales, on the other hand, especially way, and do not leave the path, or you
the early ones that come from oral traditions,
might fall down and break the glass,
are often disjointed and disconnected. The
stories are built on random happenings, and then there will be nothing for
deus ex machina reveals, and illogical leaps. your grandmother.”
They’re full of talking, flaming swords that
~Little Red Cap
show up, have no purpose, and never return.
Some segment of this randomness is
an important essence of fairy tales, so Just like in traditional fantasy games, many
the goal is not to cut it out completely. fairy tales are built around a quest of some
If a flaming sword shows up, sings a type. In a quest, the characters head off
song, and then disappears, that could on a perilous journey to find a precious
just be a fun and interesting part of the object, complete a seemingly impossible
setting. But roleplayers have been trained task, battle an ancient evil, or rescue an
to look for clues in everything, so they’re important person. Along the way, they
going to assume that the song is filled encounter, and must overcome, dangerous The Cypher Shorts
with important tidbits. Or that the sword foes and difficult obstacles. included in this book—
“The Apple-Pip Witch”
will point the way toward treasure or While we might traditionally think of and “I’ll Gnaw Your
information. Or that they can capture the quests as long campaigns—such as in Lord Bones”—are examples of
sword and use it as a weapon. (All of which of the Rings or Homer’s The Odyssey—they quick quest-type plots.
are awesome opportunities for stories if also work great as quick adventures when The Apple-Pip
you’re ready for them.) the characters are traveling through a Witch, page 142
smaller space, such as dark woods, a candy I’ll Gnaw Your
house, or a sprawling castle. Bones, page 144
Adventures Little Red Riding Hood is an example
Here are sample ways to turn fairy tale of a simple quest story: a granddaughter
stories into adventures: the quest, the must travel along a path through
impossible task, the initiation, and the dangerous woods to deliver a basket to her
battle between two forces. grandmother. Along the way, she encounters
a number of dangers, the biggest being the
big bad wolf. Whether or not she succeeds
in overcoming these obstacles and

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completing her quest depends on which gathering necessary items, learning


version of the story you read. anything they need to know, and possibly
In a quest plot, characters typically need making a plan for a route. Sometimes this
to know the general scope of the journey step is skipped altogether, and characters
they’re about to undertake (across the are forced to set off with whatever they’ve
world, over the glass mountains, through already got on them.
the labyrinth, and so on) and their end goal
(steal the treasure from the ogres, destroy 3. Move Toward the Goal While Facing
the cursed ring, kill the sea serpent, rescue Dangers. This is the heart of a quest
the prince, and so on). plot, and will likely take up most of the
adventure. The dangers the characters
Steps in a Quest Adventure encounter might be random and unrelated
1. Discover and Define the Quest. The to the quest (they have to cross a field to
characters could be dispatched on this quest get to the city they seek, but the field is full
by someone (the king, an employer, a family of flowers that make them fall asleep) or
member, a powerful enchantress), they could they might tie directly to the quest (flying
discover it on their own (in a book, from an monkeys sent to capture them and stop
overheard conversation, on a wanted poster them from reaching their goal). Ideally,
or map, from a talking creature), or it could include a mix of random encounters and
be a common tale in their family or culture encounters that are all about the quest
that they’ve long wanted to pursue. at hand. One way to do this is to give the
quest a powerful antagonist—someone who
2. Prepare for the Quest (optional). doesn’t want the characters to succeed—so
Depending on how important speed is, that they or those in their service can appear
the characters may have a lot of time in multiple ways to threaten the characters.
to prepare, or no time at all. Typically, The foes and obstacles the PCs encounter
preparation involves purchasing or should endanger them physically, of

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course, but ideally will also put their There’s a bit of an overlap between quest
mental fortitude to the test and make them and task plots, but the main difference is
question their beliefs in their purpose, their that quests typically focus on the journey
own selves, and each other. itself, while tasks typically focus on what
the characters must accomplish. The
4. Achieve the Goal and Get the Reward cat in Puss in Boots is given the difficult
(or Fail). Sometimes a quest ends just as task of making his master rich, while in
the characters might expect, with success Rumpelstiltskin, the miller’s daughter is
and an awesome reward. Other times, given the unachievable task of spinning
the characters fail and must face the gold into straw. The focus is less on how the
repercussions. characters got to that point than on what
they do now that they’re there.
Awarding XP: In a quest adventure, XP can Tasks in these adventures truly should When designing an
be awarded for completing the quest, as feel impossible. Baking an apple pie, for adventure, have a plan
for awarding XP. Even
well as for exploring and discovering new example, is probably not a task worthy of if the characters fail
places, overcoming foes and obstacles, an impossible task adventure. But baking at the main quest or
garnering new allies, and working together a magic pie could (and should) be. Send task, surely they did
to defeat challenges along the way. the characters to gather apples from an something worthwhile
along the way.
invisible orchard, steal a witch’s mortar and
The Impossible Task Adventure pestle, and construct a talking oven to bake
And now the King’s son and his six the pie in, and you’ve got a task worthy of a
fairy tale adventure.
servants came to the town where the The idea is that seemingly impossible
aged Queen dwelt. He did not tell tasks are actually possible in fairy tales.
her who he was, but said, “If you will How? Magic. Or muscles. Or minds. Or,
ideally, a little of all three. Tasks might require
give me your beautiful daughter, I the characters to be strong beyond the
will perform any task you set me.” ordinary (climb a glass mountain range, slay
The sorceress was delighted to get a hundred giants), smart enough to figure
out how to complete a feat that breaks the
such a handsome youth as this into
laws of physics (carry water in a sieve, lasso
her net, and said, “I will set thee the moon), or kind enough to earn a favor
three tasks, and if thou art able to from others who then offer assistance (free a
perform them all, thou shalt be benevolent genie, heal an injured giant).
In a task adventure, characters typically
husband of my daughter.” need to know the details of the task they’ve
~The Six Servants been given (gather three magical items,
figure out how to break the curse that
In a task plot, sometimes also called a turned their family into werewolves, find the
test or trial plot, the characters are given remedy for a fast-spreading magical illness,
a seemingly impossible task, often to and so on) and what’s at stake if they do or
show their mettle, smarts, or drive. If they don’t complete it (they get a reward, their
succeed, they’re rewarded with marriage, family is killed by werewolf hunters, the
money, power, or perhaps just the chance magical illness takes over the world, and
to keep their lives. Traditionally, these plots so on). It’s up to them to figure out how to
rely more heavily on the characters’ wit accomplish the task.
and magical abilities than on their physical
prowess, but your role as the GM is simply Steps in a Task Adventure
to present the problem, puzzle, or dilemma. 1. Be Given the Task. Typically, a task is given
Characters can try to complete the task any directly to the characters by someone they
way they want to. know (although it could be someone they
just met). It might also be something they

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Many fairy tale campaigns are quest plots followed by task plots: first, travel
through dangerous territory to get someplace and then accomplish an
impossible task while you’re there.

read about in a flyer, overhear at the market, be helpful for you to have a list of possible
GM intrusion, page 53 or discover locked away in a hidden room. solutions, GM intrusions (both beneficial
Task adventures are almost always about and detrimental), and additional encounters.
proving the characters’ mettle, physical Sometimes characters in a task plot get
GM intrusion,
or mental prowess, or resolve. The given stuck on solving the problem, so don’t be
page 408
tasks might be to gather ingredients, steal afraid to help them along with hints (possibly
a bunch of treasures, make the world safer in the form of GM intrusions or allies). You
or better by removing a series of curses or might also be sure that they have a couple of
blights, kill impossible-to-kill creatures, or cyphers that inspire them to get creative—
break the laws of physics in some way. dealing with impossible tasks is pretty much
Sometimes the tasks are given all at what cyphers are made for.
once—in Into the Woods, the witch gives Other times, the PCs may have just the
the characters a list of four things they right artifact or cypher to blow through
must gather in order to undo a curse, and your “impossible task.” In that case, you
a timeframe in which the tasks must be want to reward them for their ingenuity, of
completed. Other times, the tasks are spread course, but you also want to be ready with
out. The faun in Pan’s Labyrinth doles out additional encounters and opportunities
The Heartwood tasks to the princess Ofelia one by one, for them to experience. This is also a great
adventure, “The Prince waiting until she’s accomplished (or failed) time to use a GM intrusion, something that
Who Would Seek
Death,” is an example
each before giving her the details of the next. introduces an interesting complication or
of a quest plot followed Ideally, the task-giver has a reason why raises the stakes.
by a task plot. they can’t complete the task themselves. Never penalize characters for being
The Prince Who Would Perhaps they can’t touch the objects quick-thinking and solving a task in
Seek Death, page 210 because of a curse. Maybe they’re too sick to an unusual or unexpected way. If you
do it, or they find it beneath them. Maybe the throw additional encounters at them, be
whole point is that the task-giver believes sure they’re a positive net gain for the
no one could possibly accomplish the tasks, characters—they end up with something
and that’s why the characters are chosen—as awesome at the end, for example, or they
a test that can only be failed. (This is often meet someone who helps them out on a
used by kings who don’t want someone to future task.
marry their daughters or who aren’t ready For example, let’s say the characters
for their sons to take over their thrones.) have to climb over a glass mountain range
without making a sound as part of their
2. Make a Plan to Accomplish the Task. task. It’s entirely possible that they could
Depending on how important speed is, have the perfect combination of artifacts
the characters may have a lot of time to and cyphers to make this task fairly easy—
prepare, or just a little. This might involve maybe a pair of iron shoes for climbing
doing research, gathering people or tools and a sound dampener so that even if they
that can help them, or completing other make a sound, no one can hear it. That’s
tasks in order to gain money, skills, or a quick success for a task you probably
equipment to ensure their success. imagined would take a lot longer. So they
get to the other side of the mountain. Now
3. Attempt to Complete the Task, Solve the what? Now, have them encounter a witch
Puzzle, or Succeed at the Trial. This is the who wants to steal their iron shoes. If they
heart of a task plot, and will likely take up give her the shoes, maybe she gives them a
most of the adventure. As the GM, it will blessing that helps them on the next task.

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Sample Impossible Tasks Spend one coin to buy an item that will
Fairy tales involve a number of “impossible” fill an entire room. This is where language
tasks that can actually be solved by paying comes in. Does your world have a single
careful attention to language and by being coin that is worth a lot of money? Then your
tricky. players could buy a lot of things with just
Perhaps more than any other time, one coin. Make sure you use the proper
it’s important to pay attention to your language to signify that they mustn’t spend
wording when assigning impossible tasks a lot of money.
to characters. One slip of the tongue and Possible answers to this puzzle are things
that task might not even be hard, much like air, breath (they could pay people to
less impossible. Play around with (and be stand in the room and breathe), magic, or
wary of) words that have more than one something that’s mostly free (they still have
meaning. Riddles and impossible tasks are to spend the coin, after all). Alternatively,
full of Janus words (words that are their own they could purchase a light source of some
opposites, like cleave, trip, fast, and dust), kind and fill the room with light. Perhaps
as well as homographs (words spelled they pay the coin to the West Wind to have West Wind, page 131
alike but with different pronunciations or her come and blow wind into the room.
meanings) and homonyms (words with
the same spelling and pronunciation but Sort something small from something
different meanings). equally small. In fairy tales, this is often
Here are examples of impossible tasks ash from lentils, wheat from barley, or chaff
that don’t involve killing the strongest from straw. It might also involve counting
dragon in the world or scaling the highest rice in a bowl or on the floor. This is typically
glass mountain, along with ways to tackle just an annoying task, especially in a game,
the problem in case your players get stuck. unless you give it a time limit, in which case
it becomes impossible.
Carry water in a sieve. This common fairy Characters who talk to animals could
tale task is probably one of the easiest convince birds or mice to eat one or the
to accomplish. In various stories, the other and do the work for them. Or they
characters stuff the sieve with something could use the wind (magical, sentient, or
that will plug the holes—mud, moss, clay, otherwise) to separate the items. Magic
and so on. In other stories, characters put might help them here as well, provided
the water inside another container and then there’s nothing in the riddle that says magic
set that container inside the sieve. This isn’t an option.
last solution works for trapping or carrying There are many more impossible tasks
anything that seems like it should be along these lines, including getting a crown
impossible (such as smoke, air, fire, and so from the middle of a large rug without using
on). Characters who have magical abilities tools or touching the rug with your feet,
might find additional interesting ways to fighting a dragon without spilling a cup of
handle this task. water, and cutting water into pieces. Steal
liberally from riddles, logic problems, and
five-minute mysteries (particularly obscure
ones that your players are less likely to know
the answer to).

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If they fight her, be sure they end up with This type of adventure typically includes
something great out of the ordeal—perhaps a rite of passage and centers on a loss
they rescue a couple of children from her of innocence or on the acquisition of
cottage, and the children tell them about knowledge that allows the characters to
a wolf that stalks the forest at night and mature or transform in some way. This is
eats people whole while they’re sleeping, a plot that typically works well for young
thus giving them valuable information and characters, naive/innocent characters, or
possibly saving their lives. those who are not of the world in which
they’re traveling.
4. Complete the Task and Earn the Reward. Hansel and Gretel is an initiation
When the characters successfully complete story, as are The Wizard of Oz and Alice in
their task, they can return to the task-giver Wonderland. A character or characters enter
for their promised reward. Sometimes, a wholly unknown space or experience, and
task-givers fail to keep their word, and by journeying through it, they learn and
defeating them (or someone else who stands grow. By the time they’re done and on their
in the characters’ way) might become the way back home, they (and likely their lives)
final task. A successfully completed task have changed in significant ways.
might also open the way to be given more In an initiation plot, the characters
tasks, with even greater rewards. typically need to know very little ahead of
time, as much of the point is to experience
Awarding XP: In an impossible task the wonder and strangeness of the new.
adventure, XP can be awarded for
completing the impossible task, as well Steps In an Initiation Adventure
as for gaining interesting allies, defeating 1. Establish the Regular World. In order to
difficult foes or obstacles, and working make the experience seem weird and new,
together in creative ways. the characters (and the players) should
have a solid understanding of the world
The Initiation Adventure they’re currently in, whether it’s merely the
When Dorothy stood in the doorway poor, shabby cabin where they live with their
father or stepmother, or the boring life on a
and looked around, she could see farm in Kansas.
nothing but the great gray prairie on
every side. Not a tree nor a house 2. Make the Transition Unprepared. Typically
in an initiation adventure, the characters
broke the broad sweep of flat country have no time to prepare for what’s about to
that reached to the edge of the sky happen (and even if they did, they wouldn’t
in all directions. The sun had baked know how to do so, because their future
is mysterious). The transition is usually
the plowed land into a gray mass,
sudden, unexpected, and often irreversible
with little cracks running through it. (at least for a while): children being led
Even the grass was not green, for the to and left lost in the woods, falling down
a rabbit hole, or being picked up and
sun had burned the tops of the long
transported by a cyclone.
blades until they were the same gray
color to be seen everywhere. Once 3. Grow and Change. Much of what
the house had been painted, but the happens in an initiation adventure involves
encountering new and interesting (and
sun blistered the paint and the rains often challenging) things. The characters
washed it away, and now the house was must find the strength inside them to keep
as dull and gray as everything else. going, overcome hurdles and foes, meet
allies, find and use interesting weapons
~The Wizard of Oz and objects, and so on. In short, the PCs

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discover that they had the skills they needed beliefs that are driving the battle, and so
inside them all along. on. It’s also possible that the characters’
backgrounds have already involved them in
4. Stay or Return Home. At the end of an the battle one way or another.
initiation adventure, the characters may Sometimes characters in this type of
decide to stay in their new land, or they may adventure do small things as part of the
decide that they have learned all they can battle, such as saving their homes from an
and are ready to return home. invading army, stealing money from a very rich
patron and giving it to the poor, or providing
Awarding XP: In an initiation adventure, healing and succor at the battlefront. Other
XP can be awarded for discovering new times they might be major players in the
abilities and objects, for overcoming foes or ongoing struggle. Perhaps they’re sent out to
gathering allies, and for reaching the end of assassinate the evil wizard who started the
their journey, wherever it takes them. battle, or they’re an elite force working for
that same evil wizard, sent to kill the king.
Battle Between Two
Forces Adventure 2. Make a Plan. With the understanding of
This type of story has countless iterations. all of the above, the characters must decide
Often the battle is between good and evil, how they’re going to accomplish their
but sometimes it’s between two kingdoms, mission. They may need to gather supplies
two religions, two philosophies, or even or special weapons, learn information
two brothers. The live-action film Maleficent about the battle plan and foe, or draw allies
explores this theme, as Maleficent tries to around them.
protect a realm of supernatural beings from
a neighboring human kingdom. Robin Hood 3. Step Into the Battle. While characters may
and Jack the Giant Slayer are films that also literally step onto the battlefield to fight,
illustrate a battle between two forces, as they may also join the battle in more subtle
do novels like The Lion, The Witch, and the ways. This is typically the heart of this type
Wardrobe. of adventure, and will likely make up the
In this type of adventure, the characters majority of the PCs’ actions. Here is where
are typically called to join one side or the they use their skills and planning to try to
other. Alternatively, they may be tasked with achieve their goals.
protecting their realm from being caught in
the middle, or they may try to bring the two 4. Accomplish Their Goal or Fail. In this type
forces into alignment or at least a cease-fire. of adventure, it is possible for the characters
The characters need to know at least a to accomplish their goal, but for the battle
little about the two forces that are in combat to continue regardless. Alternatively, they
with each other, such as how long the battle may fail at their goal, but the battle ends
has been going on, who the two sides are, for different reasons. If they do succeed,
what they’re fighting over (money, power, they may or may not get a tangible reward.
religion, philosophy, and so on), and at least A king or other ruler might reward them
a bit about what’s at stake. with money, objects, or power, but they may
instead just win the safety of their land,
Steps in a Battle Between friends, and family.
Two Forces Adventure
1. Hear the Call to Battle. This might come Awarding XP: In a battle between two forces
in any number of forms—loved ones or adventure, XP can be awarded for making
powerful allies who are fighting might call progress in their goal (achieving peace,
for aid, the characters’ homes have been or helping one side win, protecting someone,
are about to be destroyed by the powerful and so on). Of course, if the battle ends,
war raging all around them, one or more of one way or another, the characters should
the PCs believes strongly in the underlying get additional XP for their role in that.

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Dealing With Happily Ever After Sprinkle Breadcrumbs. Throughout
In many fairy tales, the characters venture the adventure, present little tidbits and
out after a single goal, achieve that goal, glimpses of other things going on the world
and then live happily ever after. In short, that could have long-term repercussions.
they go out into the world, overcome an They don’t necessarily have to be things that
obstacle, get what they want, and they’re the characters follow up on right away, but if
done. While the idea of “happily ever after” you plant these seeds early, the players will
makes for a great one-shot or very short remember them later and want to find out
adventure, it seems like the antithesis more.
of a longer RPG campaign. What do the
characters do after they’ve achieved their No Happy Endings. Make the happily ever
perfect ending? How can you take a simple after not quite all that it’s cut out to be.
story and turn it into a longer campaign? Sure, the characters got all the gold they
Here are some tips for doing just that. ever wanted and a cool castle, but all that
bling has attracted a family of dragons who
Apples for Sale. Don’t make the happily ever want to settle in their living room.
after quite so quick and easy to achieve.
Character arcs, page 67 Throw in interesting and worthwhile side Use Character Arcs. Character arcs provide
stories and characters to stretch out the a great opportunity for PCs to grow and
middle. Don’t fill this space with nonsense extend beyond the first happily ever after.
and filler, of course, because your players Getting married to the prince, for example,
will feel it and grow bored. Consider might be their first happily ever after (via a
throwing in characters and opportunities Romance arc), but maybe now they want to
that will make the PCs reconsider their end rule another kingdom, kill their spouse, or
goal—maybe that marriage proposal they’re have children. Any of these can be new arcs
seeking or that crown they’re hoping to wear that the character undertakes after they hit
isn’t quite so appealing after all, especially the “end.”
after they discover that they could become a
witch and poison all their enemies.

Fairy Tale Story Seeds Don’t be afraid to mash together settings,


This section provides a number of fairy tale themes, and plot ideas—that’s one of the
story seeds that you can use as a starting hallmarks of fairy tales. Alternatively, take
point for your game. Most of them are a noun and change it to something else:
designed to work across a variety of settings maybe instead of the queen, it’s a dragon.
and genres. For example, a glass coffin Instead of your father, it’s a troll or a talking
could be discovered by a group of children animal. If that makes a weird combination,
in the woods (traditional fairy tale), ghost great. Embrace it as part of fairy tale
hunters in the basement of a haunted house weirdness.
(horror/mystery), a group of coworkers As long as you include at least a handful
in the overgrown lot behind their office of the important archetypes, elements, and
(modern/noir), or the crew of a spaceship motifs of fairy tales in your adventure, you
floating in space (sci-fi). A queen can be a can push the boundaries on the where,
traditional fairy tale queen, but it can also when, why, and how of the story.
mean a famous rock star, a fashion icon,
the bad-ass leader of a post-apocalyptic • The characters discover a glass coffin
gang, or an artificially intelligent ruler on the with a sleeping boy inside. One or more
moon in the far future. PCs hears the boy in their head, asking

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same clothes as when they disappeared,


and tells strange tales of fantastical
Adventure Building Checklist experiences.
Use this list to build a fairy tale adventure
• People in the PCs’ hometown are
on the fly, or to double-check an
preparing to go kill the dragon that
adventure you’ve already built. Does it
resides nearby, claiming that it’s been
have most or all of the following?
killing humans and animals in the area.
But clues suggest that something or
Invitation and investment for the
someone else is to blame. Getting the Players and
characters PCs invested, page 39
• Close friends or relatives are convinced
Roleplaying opportunities
that their child is not really their own. Fairy Tale Clichés,
Fairy tale clichés, themes, and motifs Themes, and
They believe fairies took their real child
Magic, wonder, and whimsy Motifs, page 22
and replaced it with a changeling. The
GM intrusions
difficult part is they’ve come to care On Fairy Tale
Cyphers Magic, page 27
for the changeling child too. They want
A difficult-to-achieve but quantifiable
help finding their true child, while also GM intrusions, page 53
goal
keeping the changeling child as their Cyphers, page 74
A grand finale that ties into the above
own.
goal
• One of the PCs discovers a hidden,
XP rewards for doing specific things
magically sealed door in their basement.
A revelation or plot twist as a sequel
They call their friends (the other PCs) to
hook
help them open the door and see what’s
on the other side.
• A depressed king seeks a group of
them to help him track down whoever brave adventurers to bring him three
or whatever trapped him here and find a things to help him feel better. He will
way to free him. pay handsomely for the delivery of
• A close friend or relative disappears after the happiest laugh in all the land, the
hiking through a nearby forest. Clues best-smelling rose ever grown, and the
lead to a fairy ring, a stand-alone door in brightest star in the sky.
the woods, or an underground maze. • A wizard long ago tucked his soul into
• A queen seeks a group of brave a safe and secret place so he could live
adventurers to find the child they gave forever. Now he’s decided that he’s ready
up for adoption long ago. Is the queen to move on, but he can’t remember
finally ready to give up the throne to an where he put his soul for safekeeping.
heir? Or is it just a ploy to make sure He promises to teach the secret of
that no one else can ever take their hiding a soul to anyone who finds his
crown? soul and returns it to him.
• The PCs come upon a hart that’s been • A detective or guard working a
shot with a magic arrow. The creature gruesome crime scene—the death of
promises to tell them the location of a a beloved local fairy—discovers clues
secret treasure if they help track down that lead to the PCs. The detective
the hunter who injured it. brings them all in for questioning, but
• A young woman’s seven brothers have when they get there, they find that the
been turned into swans by an evil curse. detective has also been killed. His ghost
She seeks the characters’ help to gather begs the characters to solve the murders
the three items she needs to save her in his stead.
brothers. • A friend or loved one of the PCs has
• A long-lost friend or relative, who been cursed and asserts that it was their
everyone secretly believed to be long partner who committed the crime. But
dead, shows up suddenly. The person part of the curse’s effects are paranoid
looks the same age and is wearing the delusions. It’s up to the PCs to figure

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out who committed the crime and break they will do anything to get back to their
the curse before it takes full effect. beloved beneath the ocean.
• A king’s apple tree bears golden apples • Long ago, a sorceress who was afraid
that he uses to help keep the kingdom of her three sons turned one into an
afloat. However, the guards report eagle, one into a whale, and one into
that every night, one of the apples is a butterfly. Now that she is rich and
stolen by a powerful creature. The king powerful, she wants to find them again
promises hefty treasure to anyone who so she can turn them back into her sons.
catches the creature red-handed and • The devil wishes to marry, but worries
brings back its head. that the one he loves will not have him
• The characters come upon a ship that because of his reputation, which he
has crashed on the shore. Most of the professes is highly overblown. He seeks
crew is dead, but one is still alive. The help making himself presentable and
sailor says they have fallen in love with gathering the finest and rarest gifts in all
a mermaid—and she with them—and the land to offer his true love.
• The characters walk through a doorway
into a different world, accidentally or
on purpose, and are instantly met by
someone who seeks their aid (or wishes
to harm them).
• The flute of the Pied Piper went missing
from its case at the museum. The PCs
have been hired to track it down and
return it safely before it falls into the
wrong hands.
• The PCs are hired to guard Prince
Charming while he attends an awards
ceremony. There’s just something
about him that causes everyone to want
to touch, kiss, and throw themselves
at him.
• Large puzzles are showing up
suddenly in farmer’s fields across the
countryside. No one can figure out how
to solve them or what their purpose
is, but they’re causing blights,
diseases, and bad luck.
• The PCs were aboard a ship
that wrecked on an island. The
land is full of creatures they have
never seen before, and the sea is
swimming with beasts.
• The PCs hear a beautiful bird
singing nearby: It was my mother
who murdered me / it was my father
who ate of me / it was my sister Marjory /
who all my bones in pieces found; / then in
a handkerchief she bound / and laid them
under the juniper tree.
• The characters come upon a trio of
young children in the woods. They say
they’ve just escaped from a witch and

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her gingerbread guards are coming Getting the Players


through the woods after them. and PCs Invested
• While on a group trip to a local zoo, the Because almost every player is likely to
PCs discover a woman weeping in front have some experience with fairy tales, it
of the seal exhibit. She says she’s a selkie might seem easy to get them invested in a
who has lost her skin, and would give fairy tale game. However, it can be a little
anything to be able to go back home to tricky, because each player will bring their
her sea family. own experiences with fairy tales to the table
• A friend or loved one has been trying and build their expectations for the game
desperately to have a child. They’ve heard on those experiences. So if the GM goes a
of someone who can help them conceive, different way, it might be hard for them to
but it’s a long and dangerous journey to adjust. If they show up expecting stories
get there and they’re afraid to go alone. of dark woods, big bad wolves, and sweet
• A farmer’s cows have all become sick, grandmothers, and you throw them into
and he believes they were shot by some a world of Mad Hatters, bandersnatches,
type of fairy. He seeks someone to help and songs about carpenters and walruses,
him cure his herd and track down the there’s going to be a period of adjustment.
beings who did the damage. This isn’t impossible to overcome—and
• A restaurant is offering a chef’s special obviously, if you set those expectations
with unusual side effects. Are they ahead of time, you’re likely to sidestep the
casting curses on patrons, or serving a problem completely.
side dish made from magical creatures? Additionally, it can sometimes be hard for
• A magical being has lost their powers players to wrap their heads around a fairy
and wishes to get them back. They seek tale world. They might be used to reading
help with a complicated ritual that is stories or watching movies about fairy tales
supposed to return them to their former but haven’t thought about what that means
powerful self. in terms of a roleplaying game. Let’s face

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it: fairy tales are weird. The magic makes no Give Them a Reason to Care
sense. There are no rules. Almost everything So many adventures start with the
can talk and act and move. It’s a lot to take characters sitting in a tavern, waiting for
in, particularly for players who may be more something to happen to them. Don’t do
used to the stricter rules and guidelines that to your PCs (unless they own the
for magic and world-building that are tavern and it’s being threatened by ogres
common in fantasy games. Helping them or something). Instead, give them strong
settle into the weird right out of the gate reasons to care about the situation and the
means that they won’t be afraid to jump in people involved. While characters will often
and go with the flow. A great way to do that do something for the promise of money or
is to have the PCs meet up with someone because they know it’s the right thing to do,
knowledgeable about the fairy tale world there are so many great ways to get them
and help the players adjust to it. Think emotionally invested in what’s about to
about Lucy meeting Mr. Tumnus on her first happen.
trip into Narnia or the main character in The
10th Kingdom finding a prince transformed Beloved people. When danger shows up,
into a dog (who only he can understand). put people (or creatures) that the PCs care
Of course, getting the characters invested deeply about right in the middle of it. Maybe
quickly is probably one of the best ways to the characters’ friends were stolen by fairies,
get the players invested. Here are some ways their siblings cursed by a water hag, their
to involve the characters (and hopefully children transformed into swans.
their players) in the setting, scenario, or Alternatively, you could work with the
adventure. players ahead of time to put one of the
other PCs in danger (with their permission,
of course). Perhaps that character starts out
suffering from a horrible curse, or they’re
about to turn into a werewolf if they don’t

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get the potion they need. One important Deep need. Everyone has a deep-seated
element of this is to be sure you don’t need, a thing that they desperately want
remove the endangered PC from the action. to achieve in their lives, even if they don’t
Don’t throw them into a tower where they speak it aloud. Perhaps it’s to be lauded for
have to wait to be rescued. That’s boring for bravery, to be remembered for something
them, and it doesn’t give the group a good they created, or to gain access to a specific
opportunity to gel at the start of the game. type of weapon, magic, or item. This is a
great opportunity to use character arcs and Character arcs, page 67
Beloved places. If a pack of ravenous wolves put the PCs in positions where they can
is about to attack a town, don’t just make start going after these desires (or reject
it any town. Make it the town where the them and face the consequences).
PCs grew up, or where their parents live, or
where they live. Or maybe a terrible curse Trap Them
is threatening the beautiful, peaceful village This might be less emotionally driven than
where the characters go once a year to get other ways of getting the PCs invested,
away from it all. but it works well for quick adventures or
campaigns where you want to get right
Old enemies. Enemies that have wronged into the action. Start the game with the
the PCs in the past are likely to evoke characters stepping into a cursed castle,
emotions quickly, especially if it involves where the doors are all magically locked.
the chance to right a wrong, get vengeance, Drop them into a complicated maze or a
or prove their mettle. If a random witch dark forest, and let them hear the snorts of
is stealing kids, that’s scary. But if the the minotaur or the howls of the wolves.
witch is the same one who kidnapped Put them on an island after their ship has
and tried to eat the PCs as children, and crashed and have them watch a bunch of
is now threatening their own kids? That’s mermen steal away their food stores. Of
horrifying. course, mixing this with a reason to care
gives them not just one, but two reasons
Threatened reputations. By placing the to be invested in the story. It’s even better
action among people that know the if the food that’s being stolen was meant
PCs, you can easily put the characters’ for the characters’ starving families back at
reputations and relationships at stake. If home.
the townspeople have always thought the Having the PCs encroached on in their
PCs were unworthy louts, here is a chance regular lives is another way to trap them.
for them to prove In Shrek, the titular
otherwise. If the character is living his
townspeople look up perfect solitary life
to the PCs as heroes, “Curiouser and curiouser!” when suddenly both
are they willing to let ~Alice in Wonderland his beloved home and
everyone down and his peace and quiet
turn their backs? are disrupted by the
arrival of fairy tale creatures. He’s trapped
Pressure points. All characters have a in the place that he loves but he hates every
hidden (or possibly not-so-hidden) minute of it, so he becomes invested in
weak point. Maybe it’s greed. Or a getting his old life back, no matter the cost.
gambling addiction. Maybe they’re not who Another option is to trap the characters
they say they are. Maybe they’re hiding an away from the thing that they want. Perhaps
illness or struggling with grief. Possibly, they’ve been ousted from their community,
an old debt or promise is coming back to and the only way to get back in is to prove
haunt them. Whatever weak points the their worth. Or perhaps they fell down a well
characters have, don’t be afraid to press on and woke up in a strange land, and now
them early and often. have to make their way back to where they

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“Through dangers untold and hardships unnumbered, I have fought my way
here to the castle beyond the Goblin City to take back the child that you
have stolen, for my will is as strong as yours, and my kingdom is as great.
You have no power over me.”
~ Labyrinth

started. This works particularly well if there’s Pique the Players’ Curiosity
a time element—they must make it back This tip involves metagaming, but an
home before the moon disappears from the interested player usually means an
sky or they’ll be trapped here forever. interested character. Because fairy tales are
built of magic, mystery, and wonder, fairy
Threaten Their Lives tale games present a unique opportunity
This is a fairly easy and common way to to engage your players’ (and thus hopefully
get characters invested in the story. Start their characters’) curiosity. It can be
out right in the middle of the action, with difficult, for example, to surprise veteran
The Cheshire Cat, their very lives at stake. It might be one fantasy players. They’ve seen it all, heard
while best known for player character who’s in danger, or all of it all, and fought it all. “And here’s another
its role in Alice in them. This choice is slightly risky because wizard, except this one shoots dragon snot
Wonderland, actually
predates the 1865 it doesn’t give the PCs much time to get out of his staff!”
novel, having been to know each other before they have to But with fairy tales, anything truly is
defined as “any one start taking action. On the other hand, possible, and the weirder the better. What
who shows his teeth
working together under pressure creates is the White Rabbit late for? Why does
and gums in laughing”
in A Classical an opportunity to cement relationships and the Cheshire Cat leave nothing behind
Dictionary of the roles within the group. but its grin? Why is a raven like a writing
Vulgar Tongue in the desk? Once players know that the answer
eighteenth century.
The book also included Make It Their Job to “What’s behind that tiny door?” is
entries like bone box Having the PCs start an adventure as never what they think or expect, their own
(mouth), cackling people with jobs is a great way to get them curiosity will keep them pushing their
farts (eggs), and whipt
invested. Obviously, this works best if their characters ever forward into the mystery.
syllabub (a frothy,
flimsy discourse). jobs are somehow related to the adventure.
Maybe they’re miners, hunters, guards, or
investigators. To make this work really well, Problematic Elements
don’t simply tell the characters that they’re Fairy tales are mirrors of the time in which
guards for the royal kingdom. Give them they were created, reflecting back to the
details: “For the past few years, you’ve all hegemonic norms and beliefs of individual
been employed as guards for The Queen of eras. For all that fairy tales can teach us
Hearts. You call yourselves the Soldier Club about good things like empathy, kindness,
and you meet every week to sit around and kick-assery, and more, they are also rife
bitch about how awful the queen is. During with elements, tropes, and clichés that
one of your gripe sessions, the White Rabbit likely made sense at the time, but which
arrives with a new job for you all . . . ” are problematic today, including lack of
“Job” in this case doesn’t have to mean consent, child marriage, and traditional
“career.” It could just mean that the PCs gender roles.
are the most qualified people to try to deal Many modern fairy tales have worked to
with the situation. Thus it becomes their subvert these tropes and turn them on their
job because most likely no one else could heads, expanding the roles of all genders,
succeed at it. ensuring that everyone consents and is of
age, and generally giving characters more
autonomy and choice over their own lives.

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We can do the same for our games— Here are a few common fairy tale tropes
keeping the elements that make things feel and clichés that haven’t stood up well to the
“fairy tale-ish” while removing or upending test of time, along with some suggestions
things that are no longer relevant or for handling them in a game. There are
acceptable today. certainly more than we’ve listed here, and
While subverting tropes and clichés, it modern retellings are good resources for
might be tempting to issue a sweeping tackling additional issues.
statement such as “All X are bad,”
when in reality, things are often much Lack of Consent
more complicated and nuanced. This is In many stories, including Snow White
particularly true because fairy tales originate and Sleeping Beauty, the main character
in a wide variety of cultures, and elements is woken from her deep slumber with a
that some might find problematic are not nonconsensual kiss (and in the case of
considered so elsewhere. For example, Snow White, the titular character is actually
a number of fairy tales include arranged kidnapped by the prince while she’s
marriages, a practice that some cultures unconscious). While it may be possible to
find archaic and problematic, but which construe this action in a modern, scientific
is an important and positive practice for light—imagine the character is dying and
other cultures around the world. Being the prince is giving them mouth-to-mouth
respectful of other cultures and their stories to save their life—it seems pretty clear that
and beliefs likely requires much more than
a simple “This is bad” or “This is good.”
Complicated situations require complex
and nuanced solutions, which often make
for better games anyway, as characters are
faced with difficult choices that make them
think and question their beliefs and actions.
If you don’t think you’re able to include
a theme or motif from a culture other
than your own in a respectful and
thoughtful way, it’s often best to
forgo it and choose something
else. Note that making fun of
something is not the same as
adding humor or whimsy to
the game. If you’re thinking
of adding a cultural
element just to make fun
of it, it’s best to forgo it.
A good general rule is
to be aware of potential
issues, talk with the
table about consent and
boundaries, and, if the
group decides to include
problematic situations, do your
best to handle them with care
and respect. You can also use the
Fairy Tale Game Consent Checklist
at the back of this book as a resource
and guide.

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this isn’t the original intent. And it gets Traditional Families, Gender
much worse with some versions, such as Roles, and Other Conformities
in the fairy tale Sun, Moon and Talia, where In fairy tales, problems of all kinds arise
the king has sex with Talia while she is from nontraditional families, breaking
unconscious. In fact, she doesn’t wake up gender roles, and generally going against
until she gives birth to the king’s twins. the norm. Children without parents are
prone to all kinds of bad influences. Adults
Tips: While the lack of consent is deeply without children are almost always either
problematic on its own, fairy tales often sad and barren or wicked and misguided.
exacerbate the issue by misconstruing the And everyone knows the inherent evil that is
character who committed the nonconsensual stepmothers and stepsisters. Young, chaste
act as the hero of the story (for example, women are good, while older, experienced
Prince Charming). If you’re going to include a women are evil. Women should be seen but
nonconsensual act in your game (something not heard, and their only futures are to be
which you should do only if you’ve gotten married off, rescued, or killed. Men must be
informed consent from your players ahead strong, emotionless, and powerful. The list
of time), consider making that an act of the goes on and on.
villain and not the hero. While there’s nothing inherently wrong
Also, be especially careful when the with having one wicked stepparent or one
nonconsensual act involves a player character beautiful, chaste young woman, there’s no
(either as the acting person or the target) reason to have everyone fit those tropes.
rather than an NPC. Make sure that the group First, it doesn’t make sense in the modern
discusses it carefully ahead of time, and world, and second, it’s boring and expected.
that you have permission to put the PCs
(and the players) in that emotional space. Tips: Thankfully, most of these issues are
easy to subvert by introducing real, complex
NPCs who have complicated goals, desires,
and interests. Turn that wicked stepmother
into a loving but tired and overworked new
wife who doesn’t understand her young
stepdaughter, who just seems to want to
read in her room. Now you have a character
who might lose her shit and snap at her
stepdaughter, but you also understand why
she does it, and she’s no longer wicked, just
struggling and doing her best like the rest
of us.
Populate your world with characters
of all genders and gender roles, sexual
orientations, family situations, and
personalities. This might seem obvious, but
when creating settings based on fairy tales,
it can be easy to fall into existing norms
without thinking about it. It’s no more
difficult to give a character two dads (as in
The Dark Crystal: Age of Resistance) than it is
to give them a traditional family unit.

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“What about you, Huntsman? What’s in this for you? Is it just about the
gold, or is there something more than that?”
~ Snow White and the Huntsman

Depictions of Mental Illness herself as she is, but also understands that
This trope is covered in chapter 14 as well playing by the world’s perception of good Chapter 14: Mental
as throughout the Heartwood chapters. and evil increases her power. Health in Games,
page 159
There, you’ll find examples of problematic Do your research. If you want to include
depictions of mental illness in fairy tales, as something in your game that you’re not
well as tips for using mental illness in your familiar with, read about it. Ask someone
games in better ways. who knows. Watch a documentary. Don’t
be afraid to involve other members of the
Classism, Racism, and Other Isms group in planning and prepping; everyone’s
European-based fairy tales, in particular, experience is different and they may have
include a number of “isms,” such as insight that you don’t.
classism, racism, ageism, sexism, sizeism,
and ableism. Some of it is overt—think Children in Danger
of some of the depictions of both women Children in danger is a broad category, and
During the Third Reich,
and people of color in One Thousand and in some ways is one of the tropes at the very the Nazis tried to use
One Nights or of the Native American heart of fairy tales. In fact, most fairy tales fairy tales as tools of
stereotypes in Peter Pan (in both the book include a child who is being threatened by propaganda. They
claimed, for example,
and the Disney movie). Other times it is something or someone. Little Red Riding that Cinderella’s purity
more subtle, hidden beneath the layers Hood is a child at risk. So are Hansel and distinguished her
of culture and history that shape stories. Gretel. The Little Match Girl’s story is sad from her non-Aryan
You can see it in the way most princesses, enough to break the hearts of mothers stepsisters and that
Little Red Riding Hood
heroes, and “good” people are shown to be everywhere. Babies are cursed and stolen, symbolized Germans
slim, white, and traditionally beautiful, while and children are married off, maimed, suffering at the hands
villains, antagonists, and the wicked are tortured, turned into beasts and objects, or of the Jewish wolf.
portrayed as being larger, having dark skin, sent off into the woods to be killed.
or speaking in accents. For some groups, the idea of a child in
Even in stories where isms aren’t obviously peril is a no-go zone. For others, children in
present, the lack of diversity in size, race, danger of death is acceptable, but touchier
shape, and so on creates an unconscious topics like child brides, incest, torture, and
message that fairy tales are only for and dismemberment are definitely not.
about certain people. And of course that’s
not true. (Non-European fairy tales typically Tips: It’s good practice to use most tropes
feature lots of characters who break these about children in danger sparingly or not
tropes; they’re a great resource for creating at all (and if you do use them, consider
diverse characters and settings.) keeping them off-screen). They’re likely best
used to illustrate the depravity of the NPCs
Tips: As with conformities, you can do a perpetuating the act, and to give player
lot to upend isms by creating full, complex characters someone to rail against.
characters. Think of Ursula from The Little Alternatively, if you want to base your
Mermaid—she’s a powerful sea witch who is game on an existing fairy tale that includes
fat and fabulous, and she knows it. On the these themes, consider increasing the age
other hand, she’s depicted as being wicked of the characters. In the original story, Snow
and when she goes undercover, she morphs White is only seven years old when she’s
into someone who is slender and “good.” taken into the woods to be killed. Retellings
She is a complicated character who loves cast her as a young adult, or even older.

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Chapter 4

RUNNING FAIRY TALE GAMES

I
n many ways, running a fairy tale game No, Really—Say Yes
is similar to running games in other There will be times when your instinct is to
genres. There are a few unique things say, “No way. You can’t do that.” (I don’t
to consider, though, in order to really mean breaking the rules or anything like
encapsulate the mood of fairy tales at the that. I mean in a roleplaying sense.) But say
table. yes anyway.
For one thing, fairy tales are magical—not Why? Because fairy tales are all about yes,
For additional in the way that fantasy is magical, which and because it leads to beautiful character
information, see is to say regulated and controlled. No, in and game moments. As an example, in one
Running a Fairy Tale
Game, page 303 fairy tales magic is big, unexpected, bold, of the playtests that we ran of the adventure
and story-changing. It can be a bit scary to “The Prince Who Would Seek Death,” one
GM in that kind of setting with that kind of of the PCs wanted to stall the arrival of day
Poison for your powerful magic available at any moment. by using their poison for your daughter
daughter, page 86 “What if my adventure is to cross the world cypher (compulsion) to poison the sun
and a character gets a pair of seven-league and get it to obsessively shine on a certain
boots and they take one step and they’re place away from the characters. The way the
there?” “What if one of the characters wants adventure was written, the sun was not a
to poison the sun with a cypher?” living entity, so in many games, the answer
would have been “No, you cannot poison
the sun.” Also, in many games, you need
Say “Yes, and . . . ” the sun for all the characters to continue
Saying “Yes, and . . . ” starts as early as surviving. Not so in fairy tales. The sun or
character creation. For example, if you’re moon can disappear for months or years,
planning a setting where the characters and everyone goes on living.
Drives Like a Maniac, are rats trying to escape from a castle In fairy tales, you truly can say yes to
page 67 and a player wants to take the Drives almost anything.
Like a Maniac focus, you could say no. Or In the playtest example, I said yes, but
you could get creative and say yes. Just told the player that poisoning the sun would
plan ahead to add some tiny cars, trucks, be very difficult. She rolled a natural 20.
and trains to your setting. Maybe it’s The sun went off to compulsively shine on
Christmastime in the castle, or maybe the a faraway place until a certain number of
mean king’s daughter just happens to love flowers grew, and the characters were able
toy vehicles. The great joy of saying “Yes, to continue following the moonlit path
and . . . ” is that it often opens interesting without any trouble.
doors. Now you have a holiday event or It was a perfect game moment, the kind
a little girl in your setting, either of which that people talk about for a long time after.
could become a great boon—or bane—to And it came about because fairy tales allow
the player characters. you to say yes to things that most settings
don’t—like poisoning the sun.

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Describe, Don’t Define of the magic go awry and backfire, or every


If you’ve ever read Lewis Carroll’s poem time the characters do something magical,
The Hunting of the Snark, you know it is the it has an unintended effect.
definition of this concept. Don’t tell the
PCs what something is by explaining its
philosophy, background, motivation, and Tumble Down the Rabbit Hole
mindset. Instead, describe it. Don’t say it’s Don’t be afraid of weirdness. Fairy tales
the Cheshire Cat. Say that right in front of are full of it, and fairy tale games should
them, sitting in a tree is a giant striped cat be too. It’s okay if the PCs feel unsettled
with a grin that’s far too wide for its face. or confused by what’s going on around For an interesting
They will be able to figure out that it’s the them at first. Think of Alice finding her “describe, don’t define”
challenge, check out
Cheshire Cat quickly—and that’s okay. It’s way through Wonderland—the weirdness the snark, page 110.
not supposed to be a challenging puzzle. was part of the wonder. It’s what made her
It’s supposed to be a sensory way of giving adventures so interesting and unique.
the PCs the information they need to figure
out what’s going on.
This is particularly true when you’re Ground the Players
attempting to play up the whimsy and While using weirdness, don’t forget to
magical elements. Describing what the give the players something to hold onto:
characters hear, see, smell, feel, and taste a cliché, a favorite character, a place, a
is far more intriguing than just saying what familiar saying, and so on. All players really
something is. Imagine a foe “wearing a need is one small thing to ground them in
long black robe and with a crocodile upon the setting, and they’ll be able to make their
his head. In his hand he carried a whip way through the rest of it over time.
made of twenty long snakes, all alive and
writhing . . . ” That description from Andrew
Lang’s fairy tale The Golden Branch is much Use Props
more interesting, and probably far scarier, Using props is a way to ground players
than just saying, “There’s an enchanter (and characters) quickly and easily, while
standing in front of you.” also setting the mood. A quick internet
This is also true of magic. Remember that search for almost any fairy tale—but
magic just is. It does cool things. That’s particularly the popular ones—will reveal
really all anyone needs to know about it. dozens of different props that you can use
to enhance your game. Princess crowns,
strange seeds or beans, rocks with holes,
Overcome Magic Fatigue and interesting-looking rings all make great
Just as with horror movies, where at some artifacts and cyphers. But you can also
point everything stops being so horrific make your own, if you’re feeling creative.
because you’ve seen too much of it, magic Label little bottles with a DRINK ME tag
fatigue can happen. At some point, magic and write EAT ME on a couple of cakes,
stops being special or unique because and you’ve got an easy Alice in
there’s so much of it everywhere, everyone’s Wonderland setup.
using it, and it no longer holds the appeal it Audio can be an important part of setting
once did. the mood for a fairy tale game as well. Use
In cases like this, consider turning magic soundtracks from your favorite fairy tale
down or off for a bit—if not for the whole movies or musicals (Peter and the Wolf is a
world, then at least for the PCs and those great option, as is Into the Woods). If your
they interact with. When you become game has dragons, giant birds, or scary
accustomed to using magic for everything shrieking creatures of almost any kind, play
and it suddenly goes away, it seems special audio clips of barn owls screaming and
because of its absence. Or change up how everyone will instinctively duck.
the magic works—something’s making all

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Scents are a great addition as well. There Death
are some incredible pine- and wood-scented You’ve probably noticed that in fairy tales,
candles out there for evoking a feeling of characters die all the time. Or almost die.
wandering through a deep, dark forest. Or sleep forever instead of die. Or die and
come back to life. You get the idea.
“To die will be an Potentially, this will also be true in a fairy
awfully big adventure.”
~Peter Pan
Make Bad Guys Bad tale game. Thankfully, death doesn’t have
How do you make bad guys bad? Show to be the end of a character’s life. There
them eating something. Okay, that’s kind of are any number of ways to stop or reverse
silly, but it’s also kind of true. Have you ever death, including artifacts, cyphers, and
noticed how villains in fairy tales are always abilities. Additionally, a few NPCs, such as
eating? In Snow White and the Huntsman, witches or Death themself, may have the
we see Ravenna dig a bird’s heart out of its power to bring someone back from the
body with her claw ring and eat it raw, all dead.
Once upon a time there while talking about how merciful she is. In Typically, though, if a character dies and
was … “a king!” cry my The Return of the King, Denethor, Steward of chooses to stay dead (or is unable to find a
little readers. But no,
children, you’re wrong.
Gondor, feasts in a focused, almost bestial way to return to life), they are dead—they
Once upon a time there way while the others ask him for help. Bad no longer have bodies, abilities, Pools,
was a piece of wood. guys crunch apples while other people are and so on. They can communicate to the
~Carlo Collodi, trying to talk to them or intimidate them. living only through magic. Someone may
Pinocchio
They stuff their faces with decadent sweets stay dead for up to about a year (in game
while others starve. time) and still return to life. After that time
While it might seem like a silly example, elapses, death is permanent.
it’s just one way to use details to create Of course, you can make death work
nuance in villains. Instead of eating, they however you want to in your game. Just be
might preen every time they walk by a sure the PCs (and the players) know how it
mirror, pluck the feathers out of their works in the world they’re running around
captive pet bird as they speak, and perform in.
various other actions that let the characters
know just how villainous they are, without Interesting Ways to Use
them ever having to say it outright or even Death in Fairy Tale Games
pull out a weapon. • The character “dies” but is actually
sleeping, in a coma, or otherwise unable
If a character dies, and to interact with the world. Characters
it seems like it might
be a while before they
Special Rules in this state can be revived in the same
can be brought back to
Fairy tale games have unique opportunities way that a dead character would be
life, consider inviting for magic that aren’t found elsewhere— brought back to life. Note that it’s best
the player to take on death, curses, blessings, and wishes are all to use this option sparingly, because it
the role of a walk-on prevalent in fairy tales and make interesting can be boring for a player to have their
character or an NPC or
two while they’re waiting. elements in games. Here are some character lying around doing nothing.
suggested ways to handle them. However, it’s a great option for players

The idea that characters can come back after death creates
a unique opportunity for historic and memorable moments—a
character may sacrifice themselves for their friends in a blaze of glory,
and in return, their friends may spend time and resources to bring
them back to life. Don’t hesitate to give characters these kinds of
opportunities, where they can shine in big, bold, life-altering
(or life-ending) ways.

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who need to miss a session or two— Curses


being stuck in a sleeping or near-death In fairy tale games, curses are likely to be
curse easily explains why they’re not common. Most witches can cast curses Witches, page 132
participating in the action. of one form or another, as can many fey
• The character is able to put some or beings, queens, and sea creatures. Even
all of their death, soul, or life into an objects and places can cause a character
object, such as a deathless cypher, for to become cursed. Characters might have Deathless, page 80
safekeeping. When they die, they are multiple curses on them at the same time.
instantly brought back to life (or perhaps All curses have a level, from 1 to 10. The
they resist death altogether, such as with level affects how hard it is to resist the
a death’s candle cypher). curse, as well as how severe the effects are Death’s candle, page 80
• The character uses a magic item, spell, and how difficult it is to remove the curse.
or ability (such as the song of the dead Curses work slightly differently than Song of the dead,
cypher) and infuses part of themselves regular damage. Curses can have an impact page 89
into an object, living creature, weapon, on the game and the game mechanics (a
and so on. When the character dies, they character is turned into a fish or becomes
can communicate through that object to invisible, all of their interactions are
those around them (but typically only in hindered, they take ongoing damage, and so
limited ways). on), or they can have more of a roleplaying
• The character set up a contingency plan impact (a character looks much older, they
with their friends or loved ones ahead forget the word “apple,” their skin turns
of time (or perhaps has made a bargain golden). See the Curse table for a list of Curse table, page 51
with a powerful foe) that outlines how example curses.
to bring them back to life in the case of
their eventual death. Preventing Curses
• The character made a deal with a When a character attempts to resist being
powerful entity that upon their death cursed, they must make an Intellect defense
they become a ghost, wraith, or other roll against the level of the curse being cast.
spirit creature until they can be returned Being trained in Intellect defense eases
to life. As a spirit creature, the character this task, as does having a skill in curses or
can be seen and heard but not felt, and resisting curses.
cannot interact with the world in any Often, part of a curse’s effects is
way (beyond talking and moving about). hindering curse resistance; thus, a character
This allows a dead character to continue who already has one curse on them will find
to be part of the game until they are defending against a second curse is more
returned to life. difficult (their task is hindered).
• The other characters set out to bargain,
plead, or otherwise make a deal with Removing Curses Death (NPC), page 114
Death (or some other powerful entity) to Similar to poison and disease, curses aren’t Made a Deal with
bring their friend back to life. automatically removed when a character Death, page 175
• The character chooses to remain dead. makes a regular recovery roll. Instead, they
Obviously, this works best if the player stick around, continuing to affect the PC
wishes to start a new character or is long after the curse is cast. In order to rid Poison and disease,
leaving the game permanently. Of themselves of a curse, the character must page 219
course, if the player ever returns, it’s a take actions to remove it. The actions
great opportunity to bring that PC back required depend on the nature and level of
from the dead as well. the curse.
The easiest way to remove a curse is to
find, buy, steal, borrow, or otherwise acquire
an object that removes curses (such as the
blood pearl blossom cypher). Alternatively, Blood pearl blossom,
the character might be able to pay someone page 79

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who is skilled in curse removal to do the Curse intrusions. Curse intrusions work
deed. like regular GM intrusions, and the cursed
Curse Removal table, See the Curse Removal table for some character gets XP. However, they only get
page 52 ways that curses can be removed. 1 XP instead of the usual 2, and they must
decide whether to keep it or give it to
Curse Intrusions and Curse Mode another player. Introduce additional curse
In addition to dealing with the original effect intrusions from the Curse Intrusions table
of the curse, a cursed character is more when it feels appropriate. This might be
likely to have bad things happen to them. anytime the character has a big success,
There are two ways for the GM to work this when they’re in a particularly risky position,
into the game: curse intrusions and Curse or when they start to feel like they’ve
Mode. Ideally, you’ll want to use both of forgotten about the curse.
Horror Mode, page 283 these, as they each add something unique
to the experience of being cursed. Curse Intrusions
d6 Curse
1 An insect stings or bites the
character at just the wrong
moment.
2 Something in the area makes
the character sneeze loudly and
repeatedly.
3 The character shimmers in and
out of view.
4 A deep sense of despair comes
over the character.
5 The character feels an
overwhelming urge to start
dancing.
6 The character’s clothes are
suddenly much too large.

Curse Mode. When using this rule, the GM


increases the range of numbers that trigger
a GM intrusion. As soon as a character
is cursed, every time they roll a 1 or a 2
(instead of just a 1), they trigger a GM
intrusion. As time passes, GM intrusions
happen on a roll of 1 to 3, then a roll of 1 to
4, and so on. This potentially means that a
die roll in Curse Mode can indicate success
in a task and still trigger a GM intrusion.
Curse Mode is similar to the Horror
Mode optional rule in the Cypher System
Rulebook, with one exception: the escalation
works at a much slower pace. This is
because Curse Mode is not designed to
heighten immediate tension, but rather to
create a long-term sense of being saddled
with an unwanted and unpredictable
negative effect.

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Typically, the intrusion range is increased d20 Effect


by 1 when:
1 Turned into an animal (bear,
• The character is cursed.
toad, hedgehog, swan, dog, etc.)
• The character starts a new day (or makes
their ten-hour recovery roll). 2 Becomes invisible
• The character actively takes an action to 3 Turned into a living object
remove the curse (curses like wreaking 4 Turned into a great beast
havoc, which is part of the reason they’re 5 Turned into someone much older
so hard to get rid of). 6 Forced to dance all night
• The character attempts to resist an
7 When speaking, bugs and toads
additional curse being cast upon them. While not all regular
fall from mouth GM intrusions are
8 Enchanted sleep necessarily bad for the
Once all curses are removed, Curse Mode character, curse intrusions
is no longer in effect. 9 Forced to wear iron shoes always make the cursed
(hinders all Speed actions) PC’s situation worse.
Curse Table 10 Turned into a flower
Roll 1d20 on the Curse table to determine 11 Voice taken away
the effect of the curse, or choose one that
12 Unable to remember their true
feels appropriate to the situation and the
love
characters. Feel free to combine one or
13 Nose grows every time they tell
more options from the table to create
a lie
unique curses, particularly when they seem
to go together. For example, someone 14 Positive social interactions are
could be cursed to have bugs and toads fall hindered
from their mouth when they speak, which 15 Number of points regained by a
would likely hinder their positive social recovery roll is decreased by 1
interactions. 16 Grows weak (Effort on Might
Typically, curses that have simple tasks costs +1 Might)
roleplaying effects (such as the character’s 17 Brain is in a fog (Effort on
inability to speak their own name) are Intellect tasks costs +1 Intellect)
lower-level curses, while those that affect
18 Moves slowly (Effort on Speed
gameplay (such as decreasing recovery roll
tasks costs +1 Speed)
points) are higher level. Curses that have
multiple effects are likely the highest level 19 Can no longer say, write, or spell
of all. However, sometimes an incredibly their own name
simple curse is still very high level because 20 No one else remembers or
the caster wants to make it very hard to get recognizes the character
rid of. The GM should feel free to use their
discretion and creativity when deciding the
level and effect(s) of a curse.

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Curse Removal Table 10 Find a poem of which there is
Some curses have a specific way that they only one written copy, read it
must be removed. Others can be removed backward each morning for seven
in a variety of ways. You can use the table mornings in a row, and then burn
as a reference for ways to remove or undo a the item upon which the poem is
curse, or you can roll 1d10 to give a curse a written.
specific method of removal.
There are also many artifacts, cyphers,
and other objects in the world that will Blessings
remove (or prevent) curses. Blessing can be cast upon a character in
a number of ways. Maybe the PC does
A person can be cursed d10 Removal process something good for another person or
and blessed at the same creature, maybe they inadvertently find
time. If this occurs, use 1 Complete an important task for
Curse Mode as normal, the one who cursed you. an item that blesses them, or perhaps
but about one out of someone bestows a blessing upon them as
2 Complete an important task
every three or four GM a kindness before they set out on a difficult
intrusions should be for (or make a large payment
task.
blessing intrusions instead to) someone who promises to
of curse intrusions. When someone is blessed, it typically
remove your curse.
means that they are more likely to receive
3 Make things right (return the a beneficial GM intrusion when they roll a
stolen item, apologize, or undo 1 (or when the GM deems it appropriate
whatever was done to cause to give them an intrusion). The Blessing
the curse to happen in the first Intrusions table provides examples of
place). positive GM intrusions that a blessed
4 Write the name of the curse character might receive.
on a scrap of paper, bind it in
a cloth with an egg, bury it at a Blessing Intrusions
crossroads, and never look back. d6 Blessing
5 Pass the curse to someone else 1 Someone randomly gives the
(this typically requires learning character a small gift.
how the curse was done and then
2 When the character speaks, gold
passing it to another person in
coins fall from their mouth.
the same way, but there are also
more creative ways to make this 3 A necessary item, map, or clue
happen). falls into the character’s lap.

6 Collect five birds, five beetles, 4 The weather is suddenly in the


five cats, five fish, and five young character’s favor.
winds. 5 Someone nearby just happens
7 Die and return to life, which to have the thing the character
usually (but not always) takes needs.
advantage of a loophole that says 6 A cypher or artifact works even
death will end a curse. better than expected.
8 Take three golden leaves from
a golden tree to make tea with;
drink the tea and read the leaves;
then complete the task they
suggest.
9 Kill the one who cast the curse
(or otherwise find a way for them
to die).

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Wishes table to determine the intrusion that occurs,


Wishes can be granted via objects, creatures or choose one that feels right for the
such as genies, or as part of a bargain. situation.
When the character asks for a wish, the
GM assigns it a level. The larger and more Interaction Intrusions
difficult the wish, the higher the level. d10 GM Intrusion
Generally, a wish such as gaining an asset 1 A mischievous brownie attempts
or inexpensive item is level 1, and a wish for to steal an object from the
an expensive item or for a foe to vanish is characters in the middle of an
level 7. important conversation or fight.
In order for a wish to be granted, the
2 The NPC that the characters are
character must succeed on an
talking to suddenly looks at their
Intellect-related task (usually persuasion or
watch or the sky, says, “I’m late,
possibly intimidation) equal to the wish’s
I’m late,” and disappears.
level. On a failed roll, the wish is either
not granted at all or is partially granted, 3 A character speaks and all of their
depending on the wish and the creature or words come out backward.
object that is granting it. 4 The creature that the PCs are
Even if a wish is granted, the character fighting or interacting with splits
may not get exactly what they want, into two versions of itself.
especially if the wish is poorly worded, 5 The character that the PCs have
has multiple interpretations, or asks for been interacting with loses their
something that is utterly impossible (such glamour, and the PCs discover
as destroying the entire world). it’s not the person they thought
it was.
6 Death arrives, convinced that Death, page 114
GM Intrusions one of the characters is someone
GM intrusions present fantastic else.
opportunities to imbue fairy tale games with
7 An opponent uses magic to gain
a bit more weirdness, wonder, and whimsy, Fairy Tale Wonders
hidden knowledge about a PC table, page 304
all while making the game more interesting
and uses it to their advantage in
and surprising for characters. Example GM
a fight or debate.
There’s a list of example GM intrusions Intrusions, page 411
in the Cypher System Rulebook, and any of 8 The North Wind has taken a
those would work in a fairy tale game. The liking to one of the characters
GM intrusions included in this section are and does something to help
more specifically designed with fairy tale them succeed in their actions.
magic in mind—they’re what could happen 9 One of the PCs inadvertently (or
when magic goes wrong (or extraordinarily purposefully) offends someone,
right). and they are instantly turned into
Remember that GM intrusions don’t a frog.
always mean that something has gone 10 An opponent holds up a mirror
wrong or is bad for the players (unless they or other reflective surface at just
are curse intrusions). A GM intrusion could the right moment, reflecting Curse intrusions, page 50
be the arrival of a good omen, the sudden a spell or ability back on the
reversal of a curse, or something that seems character.
bad at first (like falling down a rabbit hole)
but leads to something wonderful in the
end (a whole new world to explore!).
The Fairy Tale Intrusions tables are ways
to quickly generate intrusions appropriate to
a fairy tale aesthetic. Roll on the appropriate

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World Intrusions Item Intrusions
d10 GM Intrusion d10 GM Intrusion
1 One or more characters 1 A magical ability, cypher, or
accidentally damage or offend a artifact does exactly what it’s
plant of some type, causing it to supposed to, but also creates a
retaliate. weird side effect that affects a
2 A wren starts singing at a nearby friend (or foe).
nearby crossroads, warning that 2 A piece of equipment whispers
something’s coming. lies into the character’s ear,
3 One of the characters trips and making a convincing argument
falls into a rabbit hole. that their friends are not loyal.
4 Someone steals the moon just 3 A magical weapon breaks in
as the PCs are about to do an the middle of combat and starts
important task that requires to cry.
moonlight. 4 A character’s belt turns into
5 The tree that the characters are a snake and starts tightening
sitting under wakes up. Perhaps around their middle.
it is hungry, or maybe it just 5 A random object begins to wiggle
wants company. and crack, as though it’s about
6 The path that the characters to hatch.
have been following turns into a 6 The character’s weapon or armor
rushing river beneath their feet. begins to yell loudly for help
7 Someone casting a curse nearby while the PC is trying to sneak
accidentally catches one of the or hide.
characters in the magic, causing 7 A previously opened box, bottle,
them to be affected (roll on the jar, or other container has locked
Curse table, page 51 Curse table to determine the itself back up, with an important
effect). item inside.
8 A mountain rises up suddenly 8 A cypher, artifact, or bit of magic
between the place where the is far more powerful than the
characters stand and the place characters realized, and affects a
they need to get to. much larger area (or has a bigger
9 Somewhere far off, a magical effect) than they expected it to.
effect backfires, causing a 9 The glint of a recently acquired
stampede of wild animals to run object or weapon is so shiny, it
right toward the characters. attracts the attention of a giant
10 One of the characters smells bird, beast, or dragon.
gingerbread. The scent is so 10 An item in the character’s hand
tempting, they have a hard time or bag starts to replicate itself
turning away from it. over and over.

With fairy tale magic, anything is possible. GM intrusions create


an opportunity to show characters just how true that is!

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Consent and Boundaries a large body of work in the world that


While many fairy tale games won’t cover incorporates sex and romance into fairy Romance, page 19
topics that run the risk of making people tales. Probably one of the best known is
uncomfortable, fairy tales definitely have Anne Rice’s The Sleeping Beauty Quartet, a
a dark side to them. If you’re thinking of collection of erotic stories loosely based on
running a game that leans more horrific or Sleeping Beauty.
darker than players might expect, consider
having a conversation about boundaries
and consent ahead of time. While some Important Things About Consent
players might be okay with graphic • You decide what’s safe and right for
descriptions of these elements, others you.
might prefer to have them happen offstage, • The default answer is “no.”
while still others might not want to include • Nobody has to explain why they’re not
them at all. consenting.
When planning a fairy tale game that may • There may not be a reason why they’re Fairy Tale Game Consent
have difficult topics or problematic elements, Checklist, page 224
not consenting.
consider using the Fairy Tale Game Consent • There’s a spectrum of consent for Problematic
Checklist included in this book. The checklist elements, page 42
each topic.
has additional entries for many common • Anyone can always change their Chapter 2: Building Fairy
fairy tale topics discussed in this book. As Tale Settings, page 13
mind about what they are or aren’t
with the general checklist in the Consent in consenting to. For more information
Gaming PDF, the GM prints or photocopies about consent in gaming,
• Anyone is allowed to leave an download the free
one for each player and for themselves, uncomfortable situation at any time. Consent in Gaming PDF
and each player fills out their own form and at myMCG.info/consent
returns it to the GM.
Fairy tale elements to consider in terms of
consent include the following.

Horror and Violence. While fairy tales have Fairy Tale Game Consent Checklist
GM Name:
become more and more sanitized over Player Name (or leave blank):

time, many of the originals have a violent Planned Game Theme:

If this game were a movie, its movie rating would be: G PG PG-13 R NC-17 Other:
or horrific element to them. Toes are cut Mark the color that best illustrates your comfort level with the following plot or story elements.

off, women are burned at the stake, eyes Green = Enthusiastic consent; bring it on!
Yellow = Okay if veiled or offstage; might be okay onstage but requires discussion ahead of time; uncertain.
Red = Hard line; do not include.
are pecked out, and more than one queen G Y R
HORROR ..............................................................
G Y R
SOCIAL AND CULTURAL ISSUES .................
©2020 Monte Cook Games, LLC. Cypher System and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.

Blood .............................................................. Ageism ...........................................................


dies by dancing eternally in red-hot iron Body horror ....................................................
Bugs ...............................................................
Classism.........................................................
Genocide ........................................................
Demons/Devils.............................................. Homophobia .................................................
shoes. In the original story of The Frog King, Dismemberment ...........................................
Eyeballs ..........................................................
Racism ...........................................................
Sexism ............................................................
Gore ...............................................................
the princess doesn’t kiss the frog to turn it Harm to animals ...........................................

MENTAL AND PHYSICAL HEALTH ..............


Harm to children ...........................................

into a human; she hurls it against a wall in


Rats ................................................................
Shapeshifting ................................................. Authority, authority aggression .....................
Spiders ........................................................... Cancer ............................................................

exasperation. Witches .......................................................... Claustrophobia ..............................................


Freezing to death ...........................................
Gaslighting.....................................................

RELATIONSHIPS ...............................................
Heatstroke ....................................................
Mental illness ................................................
Romance ........................................................ Natural disasters (earthquakes, forest fires)

Problematic Elements. Fairy tales also have Fade to black ............................................


Explicit ......................................................
Between PCs and NPCs ..........................
Paralysis/physical restraint ...........................
Pregnancy, miscarriage, or abortion .............
Self-harm........................................................

a fair number of problematic elements, Between PCs.............................................


Nonconsensual ........................................
Severe weather (blizzards, tornados) ..........
Sexual assault ................................................
Family members....................................... Starvation .......................................................
from nonconsensual acts and child Bestiality ...................................................
Sex ..................................................................
Thirst .............................................................

Fade to black ............................................


marriage to racism and sexism. These Explicit ......................................................

ADDITIONAL TOPICS ......................................


Between PCs and NPCs ..........................
Between PCs.............................................
elements are discussed in more detail in Nonconsensual ........................................
Family members.......................................
Bestiality ...................................................
chapter 2.
CHILDREN .......................................................... Do you want the GM to follow up with you to clarify
Child marriage ............................................... any of these responses? If so, which ones?
Sex and Romance. We might not Children in danger .........................................
Stolen children ...............................................
Underage relationships .................................
traditionally think of sex when we think
of fairy tales, but that’s mostly due to the Many of the items on this checklist are general, but some are specific to fairy tales. Because fairy tales contain a number
of potentially problematic elements, we’ve included the most common ones here as an easy way for players to opt out.
Having them on the list is in no way an endorsement of using such tropes or topics in your game.

cultural constraints at the time when many


of them were published. Today there’s

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Chapter 5

PLAYING IN FAIRY TALE GAMES

P
laying in a fairy tale game isn’t quite don’t be afraid to talk with the group and
like playing in other types of games, particularly your GM ahead of time about
where everything is constrained by your hopes for the game. If they know
logic and rules. Instead, fairy tale games are what you’re dreaming of when it comes to
full of big events, wild magic, unexpected your perfect fairy tale game, they can likely
results, and a whole lot of whimsy and find a way to include some of your favorite
weirdness. Asking the GM to be the one to elements.
make all of that happen is a lot, so players
can go a long way in helping to create
the kind of setting and atmosphere that Don’t Be a Setting Lawyer
embodies fairy tales. It might be true that you’ve read The Wizard
of Oz twenty-five times (enough, in fact,
to know that L. Frank Baum’s book isn’t
Check Your Expectations actually called The Wizard of Oz—it’s called
As a player, you probably bring a certain The Wonderful Wizard of Oz), and you may
set of expectations to a fairy tale game. have memorized every single line and know
Because so many of us come to fairy tales more about the setting than your GM, but
as children, they imprint deeply on us. What that doesn’t mean you need to let everyone
makes a good fairy tale or a bad one; how know (or worse, correct the GM during
a character looks, acts, and experiences the the game). No one likes a rules lawyer,
world; who is good and who is evil. and no one likes a setting or story lawyer
Maybe you strongly love or hate a either. Especially in a fairy tale game, where
particular story, a fairy tale trope, or even creativity, surprise, and character autonomy
a character. Maybe you know exactly what are paramount.
character you want to play, what weapon On the other hand, do offer your
you want them to have, and how you want knowledge to the GM in case they find
them to sound, act, and react. While a little it useful. They may be planning to go off
bit of planning and preparation is good and script and purposefully set aside or change
useful, it’s possible to set your expectations some details, but if not, they may find it
too narrow for the game ahead. If the GM useful to know you are there as a resource.
says you’re playing in Wonderland, and They might even be interested in co-GMing,
you’re expecting a play-by-play from Lewis where you each use your unique expertise
Carroll’s book and instead you get Tim and share the game mastering duties.
Burton’s movie (or even American McGee’s
version from his videogame), you’re likely to
be deeply disappointed. Push Your Creativity
Keep an open mind and make sure Sometimes roleplaying games have so
that you’re not holding too tightly to your many rules and constrains that it almost
expectations for what a fairy tale game starts to feel like learned helplessness. “Can
should be. All too often, expectations like I do this?” “No.” “How about this?” “No.”
that can only set you up for failure. But also Eventually we stop trying to think creatively

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“Would you like an adventure now, or would you like to have


your tea first?”
~J. M. Barrie, Peter Pan
because we’ve learned that our weird ideas your characters are involved with. Instead,
usually can’t come to fruition. sink into your character, who doesn’t know
In fairy tales, that’s not true. Magic can these stories or these people, and try to see Player knowledge is
make almost anything happen, if you can everything around you with fresh eyes. different than character
knowledge. You, as the
find a way. So think big, think creatively, Additionally, do the same for your fellow player, often know more
think outside the rules box. Ask yourself, players and characters. If you are feeling than your character
“What Would Magic Do?” and then find a bored because you already know this story does. For example, you
way to do that. (or think you do), have your character do may know how Sleeping
Beauty ends, but your
This isn’t to suggest that you argue with something to entertain or delight the other character lives in the
your GM about what’s allowed, or that characters, to bring some whimsy and world and does not. In
you try to break the rules in ways that are wonder to their experience, or to make the this case, you’ll want
to keep your player
egregious or otherwise awful. Instead, use unexpected happen.
knowledge separate
the constraints of the rules to inspire your from your character
creative ideas and actions. knowledge. Let your
Remember the Magic character be surprised,
delighted, or horrified
Remember that feeling you had when you by things that might
Believe Impossible Things were a child and everything was still magical feel like old hat to you.
All too often, it’s easy to get complacent and new and wondrous? When anything
and comfortable, particularly in settings could happen? When you could wish upon
where you think you know every character a star, travel over the rainbow, or become
you meet and you’ve heard every story a princess (or prince) just by believing it to

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This is not simply a story about a frog and a prince. A story about
a frog would be biological. A story about a prince would be
historical. But a story about a frog-prince is magical, and therein
lies all the difference.
~Jane Yolen, Touch Magic: Fantasy, Faerie and Folklore
in the Literature of Childhood
be so? When animals could talk to you, and Once Upon a Time: Someone you played
beans were magic, and wishes were horses? with as a child reappears and helps you in
Bring that child self to the table. Put aside whatever you are doing. They may be alive
everything you’ve learned as an adult (except or dead, but your heart is warmed upon
perhaps good table manners) and pretend seeing them, for it’s been a long time.
you’re five again. Or fifteen. Or whatever age
you were at when you still believed, deeply As You Wish: You do something that
and truly, in the power of magic. reminds another person or creature in the
And if you’re one of those rare and lucky area of someone they once cared for deeply.
people who still believe, share it with the They are eager to assist you in whatever
rest of the table. Help them remember the you’ve got going on, at least for a few
wonder of magic, of belief, of impossible minutes.
dreams coming true. Because this, more
than anything, is what fairy tales are made of. Once Upon a Dream: Not long ago, you
dreamt of a scenario similar to the one
that you find yourself in now. You can’t
Player Intrusions remember all of the details, but you
Player Intrusion, A player intrusion occurs when a player remember enough to know some of what’s
page 21 chooses to alter something in the story, about to take place, and it gives you an
making things easier for a player character. additional action to prepare something
It’s kind of a reverse GM intrusion: instead useful.
of the GM giving the player XP and
introducing an unexpected complication Bibbidi-bobbidi-boo: A little sprinkle of
for a character, the player spends 1 XP magic from your fairy godmother is all you
and presents a solution to a problem or need to achieve a goal, retry a task, or be
complication. better at something you’re attempting to do.
There are example player intrusions for
each character type listed under the types in Wish Upon a Star: Long ago, you helped
the Cypher System Rulebook. Below are some part of a dying star return to its rightful
additional player intrusion suggestions that place in the sky. It keeps an eye on you and,
would work for a variety of PCs in fairy tale in a moment when it feels like all hope is
settings. As always, work with your GM to lost, it sends a little magic or light to aid you.
decide whether the intrusion is suitable
for your character, the setting, and the Dreams Do Come True: Something you
situation. wished for long ago comes true just at this
moment. It might be for a broken weapon

“Take care, lest an adventure is now offered you, which, if accepted,


will plunge you in deepest woe.”
~J. M. Barrie, Peter Pan

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Those who don’t believe in magic will never find it.


~Roald Dahl

to be fixed, an ally to appear, or a bit of Minor Effect Suggestions


knowledge or understanding to arrive in • A weapon comes alive at the perfect
your mind. moment and does a bit more damage to
a foe.
What’s Come to Pass: Not long ago, • A fluctuation in magic hinders all of the
someone forewarned you of the exact foe’s tasks for one minute.
scenario that you find yourself in now. You • A curse, spell, or ability has additional
know just what to do to put yourself at an force behind it, and lasts a round longer
advantage in the situation. than expected.
• The foe’s magical armor begins to If a player has no XP to
Think Happy Thoughts: You think of dissipate, decreasing the amount of spend, they can’t use
a player intrusion.
something or someone that brings you protection it offers on the next attack.
great joy, and it imbues your next few • A shapeshifting or disguise spell or
actions with magic, allowing you to fly or ability dazzles the target, easing all tasks
do some other thing that you are normally related to it.
unable to do. • A magical attack hits the target and
something they were holding, causing
I Can Show You the World: Something or damage to both.
someone in the area shows itself to you,
highlighting a route you were looking for, Major Effect Suggestions
an object you had lost, or an answer to a • A weapon comes alive at the perfect
problem. moment and does a lot more damage to
a foe.
Happily Ever After: Through the power of • A fluctuation in magic prevents a foe
your love for another, you use magic to from taking their next action.
protect someone you care for. They are able • A curse that was cast upon you by the
to sidestep an attack that would normally foe you’re attacking is removed.
do them grave damage. • A foe surrenders, agreeing to lay down
their weapons.
• A foe accidentally steps on a living plant
Minor and Major or dangerous creature while trying to
Special Effect Options dodge your blow, and it attacks them or
Any time a PC attempts an action and rolls holds them fast.
a natural 19 or 20, they have the option • A shapeshifting or disguise spell or
of triggering a minor special effect or ability works so well that the foe’s Special effects,
major special effect, respectively. In fairy familiar or companion runs off, afraid to pages 211–212
tales, almost anything goes, which can be continue the fight.
overwhelming to a player trying to decide
what their character’s special effect might
be. Here are a few special effect options for
players to use or be inspired by.

Don’t ask questions of fairy tales.


~folk saying

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Chapter 6

CREATING YOUR CHARACTER

C
“Who are you?” said the Caterpillar. reating your character in We Are
Chapter 4: Creating This was not an encouraging All Mad Here is similar to creating
Your Character, a character in any Cypher System
page 14 opening for a conversation. Alice
game. You start with the simple sentence
replied, rather shyly, “I—I hardly
of “I am an adjective noun who verbs.” For
know, sir, just at present—at least I example, you might say, “I am a Clever
know who I was when I got up this Woodcutter who Keeps a Magic Ally.” Or “I
morning, but I think I must have been am an Appealing Princess who Descends
From Nobility.”
changed several times since then.”
You’ll want to choose from the types
Descriptor, page 65
~Lewis Carroll, suggested on page 63. For your descriptor
Focus, page 66 Alice’s Adventures in Wonderland and focus, you can choose from the
suggested options in the following sections,

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“Fairy tales thrive on black and white. In life, there’s only grey—no bad
guys, no good guys. You could be the Cheshire cat, Snow White, a troll or
a pastry-making witch whose diet consists only of little kids, but you’ll
always be you.”
~Arnold Arre, After Eden

or use the new ones created specifically for to emphasize the bit of your character that
the Heartwood setting (or a combination of you want to play. For example, if you play Creating Heartwood
the two). The descriptor and focus sections Tom Thumb, you might try to argue that you Characters, page 166
of this book include lists of recommended should get an asset on stealth tasks because
options from the Cypher System Rulebook, you’re so small, but that will be true only if
as well as additional information on how to you’ve taken that as part of your character’s
tweak the name or details to better suit the abilities. Consider choosing a focus such
setting, where applicable. as Explores Dark Places or Infiltrates, or
build your character with the stealth flavor, Stealth Flavor, page 34

Form Vs. Function


In many settings, the form that a character
takes affects the function of that character.
If you wanted to play something other
than a human—a wolf, for example—you’d
probably have to use a separate set of
stats. If you wanted to play a child or a
mouse, you’d probably have less strength
than someone who wanted to play an adult
human or an ogre. But in fairy tales, we
can hand-wave some of that away, because
everyone can be anything, form does not
always equal function, and shapeshifting is
as common as poisoned apples.
In a fairy tale game, the PCs might consist
of a talking fox, an ogre, a fairy, and a
human the size of your thumb. And that’s
perfectly fine. Build your character sentence
in a way that plays to your character’s
strengths and weaknesses, and the rest can
be handled through story and narrative.
Playing a talking bear, a gingerbread
man, or a changeling will likely affect your
character’s appearance, their outlook on
life, and their backstory, but it doesn’t
necessarily affect their abilities, skills, and
Pools beyond what you choose during
character creation.
Because the form that you choose doesn’t
typically offer you something in addition to
your Cypher System stats—being small, for
example, does not inherently mean you’re
stealthy—you’ll want to choose your stats

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Not all player characters in a fairy tale setting need to be human, so check
with the GM before building your character. You may have even more
options than you think!
in order to gain the aspects you want to about Alice, she becomes a warrior who
play up. Alternatively, the GM can say yes to wields the Vorpal Blade against the Big Bad
giving you that stealth asset, but will also (thus becoming a character who Masters
give you an inability in something else— Weaponry, perhaps, or who Never Says Die).
perhaps people can’t hear you holler for Alternatively, you can embrace the passive
help because your voice is so quiet. character by choosing an appropriate focus
You and your GM should work out a plan like Doesn’t Do Much or Runs Away. These
together for how to handle various character foci still give the PC a way to participate in
elements and be sure they’re right for the the adventure while remaining true to their
setting. more passive nature, and allow them to
experience interesting growth along the way.

Building Active Characters


You might have noticed that many Examples of
characters in fairy tales are passive. They let Iconic Characters
the adventure happen to them without ever Unsure what kind of character to play in a
taking much action or making decisions. fairy tale game? Here are sample character
Alice in Wonderland is a great character, builds of iconic characters to get you
but in the original stories, she’s often started.
much more of a watcher than an active
participant. She spends much of the story Cinderella/Snow White/Little Bo Peep: An
responding to the environment, the other Appealing Speaker who Masters the Swarm
characters, and the activities going on makes for a great “princess or prince with
around her, but she doesn’t initiate much small friends” character. Want to ask your
Some of these examples in the way of action or adventure. While it bird and mice friends to help make you a
of iconic characters could be argued that Alice is a Speaker type, dress? Or maybe you need them to run up
use types (like Wolf
and Adventurer) that
as she spends much of her time interacting the skirts of the mean witch at your door?
are described later with the other characters, she’s fairly (If Masters the Swarm doesn’t have the
in this chapter. passive in that role as well. ring you want for your character, feel free to
In a game, you’ll want to build an active change the name of the focus to something
character, one who does something, who more appropriate. Loves the Little Things,
takes action, who shapes the experience perhaps. Or Befriends the Flock.)
along with the rest of the group. There are a
number of ways to do this. Little Red Riding Hood/Hansel/Gretel:
If you’re interested in creating a PC based on An Inquisitive Seeker who Learns Quickly
a passive character in a fairy tale, one option or Metes Out Justice would give you a
is to build them as they are after the story. It’s character who isn’t afraid to head off into
easy to imagine that Little Red Riding Hood the dark woods and give that wolf or witch a
grows up to become someone who Metes Out little what-for.
Justice after her experience with the wolf.
Use more recent adaptations of fairy The Big Bad Wolf: A Charming or Vicious
tales as your guide. Most current stories, Wolf who Fights Dirty or Howls at the Moon
movies, shows, and comics present fairy creates a dangerous, slinky hunter.
tale characters in active roles because
modern audiences expect characters to Jack (from Jack and the Beanstalk): A
do something. In more recent movies Foolish Adventurer who Infiltrates gives you

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Skills
As described in the Cypher System Rulebook, there is no definitive list of skills. Characters Skills, page 19
can choose to become skilled in anything they like (with the GM’s permission). In addition
to the suggested skills in the rulebook, useful skills for fairy tale games might include:
• Baking • Playing an instrument • Talking animals*
• Cobbling • Puzzles • Talking nature*
• Curses • Riddles • Trickery
• Dancing • Sailing • Using magic
• Death • Sensing magic • Weather
• Magic • Singing

Remember that only skills gained through character type abilities or in other rare instances
allow you to become skilled with attack or defense tasks. Thus, all magic skills are
noncombat skills only.

* These skills could be used in a number of different ways, depending on the setting. If the setting
has talking animals that the players can’t understand, the talking animals skill could help a
PC communicate with them in other ways. If there are talking animals that the characters can
understand, the skill could provide an asset in social interactions.

a Jack who ventures forth into new places, Consider changing the name of the focus
grabs the gold, and gets out, ideally with all to something more appropriate to the
their limbs intact. character’s exploits, such as Sailed the
Chimera or Sailed the Seven Seas.
Peter Pan: A Chaotic or Impulsive
Dreamer who Never Says Die captures the Robin Hood: A Beneficent Archer, Warrior, or
mischievous, eternally youthful outlook of Outlaw who Helps Their Friends, Defends
the brash and bold character. In fact, you the Weak, or Is Wanted by the Law creates a
could even change the name of your focus variety of different Robin Hoods, depending
to Never Grows Up. on which version of the roguish hero you
want to play.
Pippi Longstocking: A Jovial Trickster
who Controls Beasts or Looks for Trouble
captures the mischievous chaos that a Pippi Type
Longstocking-type character would bring to Your character’s type is the core of who Type, page 20
a game. they are and how they interact with their
environment, their companions, and other
Sinbad the Sailor: A Risk-Taking Seafarer living creatures they encounter. It’s the noun
who Sailed Beneath the Jolly Roger in the sentence “I am an adjective noun who
creates a mythical explorer of legend. verbs.”

“Only demons or spirits pass through the Dark Forest.


Which are you?”
~ Snow White and the Huntsman

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When choosing your type, start with the
idea of who you want to be and worry about
Suggested Types for a Fairy Tale Game the name of the type later. If you want to be
someone who’s great at swinging a sword
Type Name Flavor Suggestions and taking down enemies, choose the
Warrior type, and rename it to whatever you
WARRIOR want. Within the Warrior type, you could
Huntsman Skills and knowledge, stealth be a princess who swings a giant sword, a
Knight butcher who really knows how to wield his
Woodcutter knives, or a trickster who delights in hitting
Guard his enemies with a giant hammer. The
Archer Stealth examples in the box are designed to get you
started, but are by no means exhaustive.
ADEPT Choose the type name that suits your
King/queen character best and run with it.
Wizard/witch Magic, skills and knowledge
Chosen one
Apprentice
Magical being (genie, spirit,
faerie, and so on)

EXPLORER
Adventurer
Dreamer
Seeker
Sailor/seafarer Combat
Wanderer
Outlaw Combat, stealth
Thief Stealth
Wolf Combat, stealth

SPEAKER
Aristocrat
Princess/prince
Entertainer
Helper Magic
Trickster Skills and knowledge

Almost any character in a fairy tale game could take the magic
flavor as part of their type. It’s a great way to give characters a
set of unique magic abilities and to mimic iconic characters in
new and interesting ways.

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Descriptor
Your descriptor is what defines your situation or adventure, and helps provide a
Descriptor, page 38
character—it changes the way you tackle sense of their motivations. It is the adjective
every action that you take. Your descriptor of the sentence “I am an adjective noun who
places your character in their current verbs.”

Suggested Descriptors for a Fairy Tale Game


The following descriptors are appropriate for fairy tale settings. Other descriptors from the
Cypher System Rulebook may be appropriate but would require consulting with your GM to
determine how such a character might get involved in the campaign.
You can also choose one of the new descriptors in Chapter 16: Creating Heartwood Heartwood descriptors,
Characters, which have been specifically created for a fairy tale setting. page 168

• Appealing • Exiled • Naive


• Beneficent • Foolish • Perceptive
• Brash • Guarded • Resilient
• Calm • Honorable • Risk-Taking
• Chaotic • Impulsive • Skeptical
• Charming • Inquisitive • Strong
• Clever • Intelligent • Strong-Willed
• Craven • Intuitive • Tongue-Tied
• Creative • Jovial • Vicious
• Dishonorable • Kind • Virtuous
• Doomed • Mad • Weird
• Empathic • Mysterious

Heartwood Descriptors
• Bewitched • Fragmented • Haunted
• Changeling • Frumious • Lost

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Focus with your GM’s help, to suit your character
Focus, page 60 Your focus makes your character unique. and the setting. For example, Battles Robots
It gives you benefits when you create your and Builds Robots might not seem like
character and each time you ascend to the great foci for a fairy tale game at first glance,
next tier. When you choose a focus, it gives but if you’re playing in a sci-fi or
you a first-tier ability, a special connection post-apocalyptic mashup, or even in a
to one or more of your fellow PCs, and setting along the lines of The Iron Giant,
possibly some starting equipment. The either of those might be a great choice.
focus is the verb of the sentence “I am an Additionally, the word “robots” could be
adjective noun who verbs.” a stand-in for “puppets” in settings like
The Cypher System Rulebook details more Pinocchio and Edward Scissorhands. With a
than ninety foci, most of which would little tweaking, you and your GM can likely
work for a fairy tale game without any adapt almost any focus to the setting and
adjustments. Others can be customized, genre of your game.

Suggested Foci for a Fairy Tale Game


• Abides in Stone • Exists Partially Out of • Never Says Die
• Absorbs Energy Phase • Performs Feats of
• Awakens Dreams • Explores Dark Places Strength
• Bears a Halo of Fire • Fights Dirty • Rages
• Blazes With Radiance • Fights With Panache • Rides the Lightning
• Brandishes an Exotic • Focuses Mind Over • Runs Away
Shield Matter • Scavenges
• Channels Divine • Grows to Towering • Sees Beyond
Blessings Heights • Separates Mind From
• Commands Mental • Helps Their Friends Body
Powers • Howls at the Moon • Shepherds the
• Conducts Weird Science • Hunts Community
• Consorts With the Dead • Infiltrates • Shepherds Spirits
• Controls Beasts • Is Wanted by the Law • Shreds the Walls of the
• Controls Gravity • Keeps a Magic Ally World
• Crafts Illusions • Leads • Slays Monsters
• Crafts Unique Objects • Learns Quickly • Solves Mysteries
• Dances With Dark Matter • Lives in the Wilderness • Speaks for the Land
• Defends the Gate • Looks for Trouble • Stands Like a Bastion
• Defends the Weak • Masters Defense • Throws With Deadly
• Descends From Nobility • Masters Spells Accuracy
• Doesn’t Do Much • Masters the Swarm • Travels Through Time
• Emerged From the • Masters Weaponry • Was Foretold
Obelisk • Metes Out Justice • Wields Two Weapons at
• Employs Magnetism • Moves Like a Cat Once
• Entertains • Moves Like the Wind • Works for a Living
• Exists in Two Places at • Murders • Works Miracles
Once • Needs No Weapon • Would Rather Be Reading

Heartwood Foci
• Befriends the Black Dog • Feigns No Fear • Made a Deal With Death
• Curses the World • Lived Among the Fey • Sheds Their Skin

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Don’t hesitate to change the name of your focus to


something that feels more appropriate to the setting. Absorbs
Energy can easily become Absorbs Magic. Dances With Dark Matter
becomes Dances With Dark Magic. Moves Like a Cat becomes
Moves Like a Jabberwock.
You can also choose one of the new Witch from The Lion, The Witch and the Heartwood foci, page 173
foci in Chapter 16: Creating Heartwood Wardrobe would likely have this focus.
Characters, which have been specifically
created for a fairy tale setting. Sailed Beneath the Jolly Roger
With small tweaks to the language and
Adjusted Foci abilities, this could work for someone who
used to be a sailor or pirate. Characters
Battles Robots, Builds Robots, in Peter Pan, The Little Mermaid, and One
Talks to Machines Thousand and One Nights all sailed the high
Best for settings that include elements seas at some point in their lives. Sinbad the
of science fiction. Alternatively, “robots” Sailor and the Dread Pirate Roberts (from
can be a stand-in for puppets, steampunk The Princess Bride) would likely be characters
entities, golems, or other creations such with this focus.
as Pinocchio, Edward Scissorhands, the
Gingerbread Man, and the Tin Man.
Mister Geppetto would likely be someone Fairy Tale Character Arcs
who Builds Robots, while Muska (from Character arcs are fantastic opportunities Character arcs,
Miyazaki’s film Laputa: Castle in the Sky) for players to deepen their roleplaying page 238
might be someone who Battles Robots. options, add to the narrative, and set goals
that can intertwine with and strengthen a
Drives Like a Maniac campaign or adventure. While character Vehicles, page 72
Best for modern settings or those where
traditional fairy tale vehicles such as
horse-drawn carriages, magic carpets,
witch’s brooms, and chicken-legged huts
are common.

Fuses Flesh and Steel,


Fuses Mind and Machine
Best for steampunk or weird science
mashups. Edward Scissorhands and the
Tin Man are probably characters who Fuse
Flesh and Steel. Alternatively, renaming the
foci to Fuses Flesh and Magic or Wants to
Become a Real Boy can provide characters
with the same benefits from a more
magical-sounding source.

Is Licensed to Carry
With small tweaks to the language and
abilities, this could work for someone who
wants to wield a wand, bow, or other ranged
weapon. Merida from Brave and the White

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She couldn’t be the prince, and she’d never be a princess, and she didn’t
want to be a woodcutter, so she’d be the witch and know things.
~Terry Pratchett, the Discworld series

arcs aren’t a requirement, they work Rescue: One or more of your siblings have
particularly well in fairy tale games, where been enchanted by a witch and you must
individual goals and tasks are often at the find a way to break the enchantment and
forefront of what drives adventures. rescue them. (The Six Swans)
Players can pick from any of the sample
character arcs in the Cypher System Rulebook, Romance: A character wishes to find their
make up their own (with the assistance and one true love and get married. Their love
approval of the GM), or choose one of the might be someone who’s cursed to look like
Heartwood character new character arcs created specifically for the a beast (Beauty and the Beast), a prince who
arcs, page 176 Heartwood setting. has been enchanted to forget everything
Here are a handful of sample character about the character (The True Bride), or
arcs with suggestions for how you could use someone who just wishes to marry a king
them, based on common fairy tales. for her own power (Queen Ravenna in Snow
White and the Huntsman).
Cleanse: A once-beautiful and thriving forest
was cursed and became a barren landscape. Train a Creature: Surely that fire-breathing
You want to find a way to lift the curse and dragon wants to be your best friend and
bring the forest and its creatures back to lifelong companion? There’s only one way to
their former glory. This would also work as find out. (How to Train Your Dragon)
an Undo a Wrong arc. (Princess Mononoke)
Heartwood Character Arcs
Fall From Grace: You spent your whole life • Become an Advocate, page 177
trying to hide and control your powers to • Put Down Roots, page 178
keep them from destroying everything you • Develop Coping Strategies, page 178
love. But your powers are growing stronger, • Take the Wrong Path, page 178
and you don’t know how much longer you’ll
be able to keep them in check. (Frozen)
If you’re having trouble coming up with
Growth: You have heard people talk about
an appropriate name for your fairy tale
being afraid, but you don’t think you
character, read through any collection
have ever felt truly fearful. You set out to
of fairy tales and borrow names from
challenge yourself with ever-scarier tasks
the stories or even from the titles (there
until you learn what it is to feel afraid. (The
are some good collections online if you
Story of a Boy Who Went Forth to Learn Fear)
don’t have books nearby). A quick trip
through a list of fairy tale titles garners
Repay a Debt: When you were much
interesting names like Almondella,
younger, you promised your firstborn to
Andras, Balor, Bas Chelik, Bran, Ciad, and
someone who helped you out of a difficult
Fin MacCumhail.
spot. They have now come to make good on
your debt. (Rumpelstiltskin)

“Who in the world am I? Ah, that’s the great puzzle!”


~Alice

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Chapter 7

EQUIPMENT

E
quipment and weapons in fairy tales modern setting? What magical items would
are typically a fascinating combination survive in a post-apocalyptic world?
of magic and mundane. While simple, As always, don’t be afraid to mix and
handcrafted items are most common, match equipment and genres. Mashing
magic moves through a surprising number things together is one of the things that
of items. Usually it’s not enough to call fairy tales are best at.
notice to itself, but it’s good to know that
it’s always there.
Most weapons that are powered by magic, Currency
such as wands, operate exactly like a regular In most fairy tales, money isn’t precise.
weapon; they just do their damage using Someone might be poor or rich. They might
magic. That magic can take any form, from find a bag of gold or a chest full of jewels.
fire to sparkles to dark energy. Typically, this They might be the richest man in the town
is a visual effect only. In fact, this is true for or have nothing but a tired old cow to their
any weapon—any weapon can be powered name. But typically what they don’t have
by magic, provided the magic only adds to is “one gold piece” or “thirty farthings”
the look and feel of the weapon and does to their name. This means that whatever
not change the mechanics. In a modern- your fairy tale setting, you can think in
day fairy tale, for example, a gun could general terms of money instead of keeping
be powered by faeries and it might shoot meticulous track of every penny, farthing,
bullets made of compacted fairy dust, but it gold coin, or dollar.
would still work like a gun and do the same Fairy tale currency can change from game
damage as a gun. to game and setting to setting. In a modern
Equipment and weapons with unique fairy tale story, you’d likely use modern
magic abilities are typically considered to currency—money, credit cards, magical
be cyphers or artifacts and can be found in tattoos that keep track of bank accounts, Fairy tale cyphers,
those chapters of this book. or maybe even special apps on characters’ page 74
This chapter presents common phones or devices that they can use only to Fairy tale artifacts,
equipment that characters can find purchase magical items. page 91
in fairy tale settings. It’s by no means Most traditional fairy tales use gold,
comprehensive; if a character had a weapon, silver, or some other precious metal as
outfit, or object somewhere in a fairy tale the basis for their currency. Additionally,
(or even if it feels like they should have had individual cultures, countries, or towns
one), you can make it available to your PCs. might have their own type of currency—
If you’re running a fairy tale game that tumbled stones, perhaps, or magic beans.
combines another setting, such as modern Many fairy tales also feature a trade Modern equipment,
or post-apocalyptic, with traditional fairy tale economy, exchanging tasks, handcrafted page 263
elements, characters should have access items, fresh-baked goods, and even stories Post-apocalyptic
to additional items that make sense in that or magic for supplies. Don’t be afraid to equipment, page 299
setting. What kind of magically powered have your characters barter for the items
car would Maleficent drive, if she lived in a they want, as this can create unique and

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Feel free to use whatever currency makes sense in your game.
Goods and services are categorized into inexpensive, moderately
priced, expensive, very expensive, and exorbitant. You can figure out
what those terms mean in your setting.

interesting opportunities to interact with Apparel and Armor


NPCs and the world. In most cases, characters start out by
To keep things easy, no matter what wearing any type of clothing they choose.
currency your characters use, think of Typically (unless the GM decides otherwise
money as being in simple amounts that or unless it is designated as armor),
scale up, such as a copper coin, a silver this clothing is purely for decorative
coin, and a gold coin. These could easily and roleplaying purposes and offers no
Price categories, equate to the inexpensive, moderate, and additional benefits.
page 202 expensive items on the equipment list. However, clothing with additional benefits
Items that are very expensive might be can be purchased, stolen, found, or earned
worth a bag of silver, while exorbitant items by completing favors and accomplishing
might be worth a bag of gold. tasks. Characters who crave unique or rare
Additionally, if the PCs are completing a outfits or armor should be able to find
character arc, accomplishing a task, or doing places and people in the world who can
some other type of action to receive a piece accommodate their desires (for a price, of
of equipment, you can use the price category course). There is also apparel and armor
to decide how complicated or difficult that items with magical properties that are
task is. A moderately priced item likely considered artifacts.
requires completing a moderately difficult
task, while an exorbitant item may require Optional Rule: I Have That!
something that taxes the PCs and really In fairy tales, characters often have exactly
puts their skills and dedication to the test. the right mundane piece of equipment
that they need to bypass a story-related
obstacle hidden away in a pocket or a bag.
Using the I Have Signature Items Rather than having the PCs stock up on
That! rule doesn’t In fairy tales, clothing, weapons, and other mundane items like marbles, rope, and
preclude PCs from also
purchasing these items
items that a character carries for a long time breadcrumbs in town, use the I Have That!
directly. For example, if tend to be very personal and very important. rule. This means players don’t have to keep
a character who sews They’re often unique and handcrafted, exact track of their characters’ mundane
wants to buy a thimble they may have names or stories that go equipment; instead, they spend an amount
and an inexpensive
Pocket Item, they can. with them, and because characters tend to to get an unspecified “Pocket Item” in
However, they cannot keep them for a long time, they may have that category. Then, when they’re out in
later turn the thimble undergone repairs or have markings that tell the world and realize they could solve a
into a Pocket Item; it
something about the character’s background. problem with an item, they can just say, “I
remains a thimble.
Some characters, such as Tatterhood, Little have that!” and pull it from their pocket. All
Red Riding Hood, and Puss in Boots, are so Pocket Items are one-use only; after using
strongly associated with their signature item them, the PC marks off one of their Pocket
that they take their names from it. Items for the appropriate price category.
Encourage players to go into detail Most Pocket Items are inexpensive, but
when describing the look and feel of their moderate and expensive Pocket Items exist,
character’s favorite belongings. Anything and are likely more useful than their less
goes, as long as it fits the setting and doesn’t expensive counterparts.
have an effect on the mechanics (such as The GM has veto power over items that
providing additional Armor or skills). they don’t think you could have found

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or carried. If a PC decides they have a Exorbitant


honeycomb to bribe a hungry bear, the GM Elegant, bespoke clothing suitable for
may decide that they couldn’t have picked moving in elite circles (provides an asset
up a honeycomb or couldn’t have carried it to interaction tasks)
this whole time, and the character needs to
come up with another idea.
Weapons and Protective Gear

Example Pocket Items Inexpensive


Ammunition (12 arrows, 12 crossbow
Inexpensive bolts, and so on)
• Apple • Magnets
• Ashes (handful) • Marbles Moderately Priced
• Breadcrumbs • Nails Light weapon (knives, handaxe, hairpin,
• Butter • Needle and darts, wand, slingshot, and so on)
• Candy thread Light armor (hides and furs, thieves’ armor,
• Chalk • Paper leather jerkin, padded coat, and so on)
• Cricket in a cage • Plait of hair
• Cup • Pot of fat Expensive
• Egg • Pot of grease Medium weapon (club, sword, battleaxe,
• Fabric • Ribbon mace, crossbow, spear, staff, and so on) Remember, armor
• Flyswatter • Rice (handful) (with a lowercase a)
Medium armor (breastplate, brigade, is something that the
• Glass jar • Straw character wears, while
chainmail, and so on)
• Glue • Tacks Armor (with a capital
• Honey • Wax A) is the total amount
Very Expensive of Armor that you have,
• Leather • Wool
Heavy weapon (huge sword, great including any magical
hammer, massive axe, halberd, heavy effects. You can wear
Moderate only one type of armor at
crossbow, and so on) any given time, but you
• Bird in a cage • Thimble
Heavy armor (full plate armor) could have many things
• Sewing shears
that give you Armor.
Exorbitant
Jeweled, ornate, royal, or bespoke weapon
Jeweled, ornate, royal, or bespoke armor
Clothing
Basic Equipment
Inexpensive
Gloves or mittens Inexpensive
Hat or hood Candle
Chalk (3)
Moderately Priced Day’s rations
Cloak or coat Meal, decent
Specialized outfit (craftsman, baker, Sack
guard, and so on) Sewing kit
Wizard or enchanter’s outfit Sharpening stone
String or yarn
Very Expensive Thimble
Elegant cloak or coat Tinder and flint
Royal ensemble Torch (3)
Suit or ballgown Vial

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Moderately Priced Travel
Travel accommodations span a wide
Backpack
While items such as range, depending on the characters’ needs
books, games, and decks Bedroll and expectations. Overnight lodging
of cards might seem Book
like an unnecessary
in someone’s extra room, coal shed, or
expense, the woods are Box, small haunted manor is likely to have a moderate
deep and dark, and the Deck of cards cost, staying in an inn is more expensive,
nights are long. Mental and renting a whole house or castle is
health and recreation Game
are important, as are more expensive still. Of course, hiding
Lantern
the friends who can be out in someone’s barn is usually free, but
found in stories or on Meal, fine dining sometimes comes with a cost all its own.
the other side of a game Metal file
table. Not surprisingly,
the most common form Mining pick Moderately Priced
of recreation in fairy Mirror, hand Common transportation, rental
tale settings is telling
stories, singing songs, Quill, ink and paper (2 pieces) (horse-drawn carriage, boat, mount,
and sharing poetry. Rope (50 feet) and so on)
Delightfully, these are
available even to the Tent Lodging, shared room or shed, meager
poorest of adventurers. Waterskin or flask
Expensive
Expensive Magic transportation, rental
(chicken-legged hut, levitating mortar,
Bag of heavy tools
magic carpet, talking mount, flying ship,
Bag of light tools and so on). In most cases, renting magic
Box, medium transportation includes a guide, driver, or
other person who can power and operate
Very Expensive the vehicle. For example, a levitating
Charon’s obol. Imbued coin. Placed in the mortar can only be driven by a witch of a
mouth of a dead person prior to burial certain age.
as payment to Charon, the ferryman, for Common transportation, purchase
conveying the soul to its proper resting (horse-drawn carriage, boat, mount,
place. and so on)
Disguise kit/potion. Asset for disguise Lodging, solo room, decent
tasks.
Healing kit/potion. Asset for healing Very Expensive
tasks. Lodging, whole building or large room
Protective charm. Church bell, four-leaf
clover, rabbit’s foot, and so on. Asset on Exorbitant
defense rolls against fairies and other Magic transportation, rental
fey-like creatures. (chicken-legged hut, levitating mortar,
Handheld scrying mirror. Asset for magic carpet, talking mount, flying
initiative tasks when held in hand or worn. ship, and so on). In most cases, it’s also
necessary to hire a guide, driver, or other
person who can control and power the
vehicle. Alternatively, characters must
take a class, learn a spell, or meet other
magic requirements in order to operate
the vehicle.

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CYPHERS AND ARTIFACTS

Chapter 8

CYPHERS AND ARTIFACTS

M
agic objects are an important part of
fairy tales, from food (Jack’s magic
beans, Alice’s “Eat Me” cake) and Places to Find Cyphers
nature (sealskins, fallen stars, and golden • Falling from the mouth of magical
feathers) to fashion (seven-league boots, creatures or humans
the poisoned comb and magic corset • Among the rocks of a riverbed
that the witch makes for Snow White) • Stashed under a bridge
and household objects (spinning wheels, • Stuffed in a hollow tree trunk
spindles, tinderboxes, and mirrors). All of • As part of a bird’s nest Taking cyphers from
these items can easily become cyphers and • From a wandering vendor someone else’s home,
• In someone’s house, yard, or garden nest, den, and so
artifacts in fairy tale games. on without asking
Because magic—and thus magic items— • As a thank you for helping someone
is likely not without
are so prevalent in most fairy tales, cyphers • Tucked inside a book repercussions. While
in particular should be easy for characters • Buried for safekeeping cyphers are fairly
• Left behind by someone in a hurry common, it’s still
to replenish. If you’re using subtle cyphers, considered stealing to
you can choose how they arrive—on magic • As part of someone’s elegant outfit take one that someone
storms, perhaps, or in pockets of magic that • In a keepsake box or chest else has already claimed.
exist throughout the world. Or maybe the • Falling from the sky during a storm
magic is such that it just works, ensuring • Hoarded inside a cave or den
that cyphers show up whenever the • Inside a fairy ring Subtle cyphers,
page 378
characters need them.
Manifest cyphers should be readily Manifest cyphers,
available too—likely they can be found for page 379
cheap at a local market, stashed in hollow
tree trunks or bird nests, or scattered about Cypher Limits
the forest floor. Manifest cyphers may also All characters have a maximum number Fey beings, page 121
be integrated into people’s clothing or of cyphers they can have at any one time, Curses, page 49
furnishings as unique adornments. determined by their type. If a character ever Obviously, having a fey
Artifacts are typically more valuable and attempts to carry more cyphers than their being steal a character
away to their realm
less common. Therefore, player characters limit, the magic within the cyphers quickly is a story-changer. If
are less likely to encounter them at random begins to attract fey beings. Fey beings you’re using this as an
and more likely to find them in the hands may react by stealing one or more cyphers, option, figure out ahead
of NPCs, locked or hidden in chests, or for cursing the character, or even stealing the of time what type of
fey is attracted, what
sale by high-end and specialized vendors. character away to a fey realm. their realm is like, and
Acquiring an artifact should almost always how to play out the
require a sacrifice, trial, or difficult task. character’s disappearance
and possible retrieval.

“I was raised to be charming, not sincere.”


~Prince Charming, Into the Woods

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Fey Being Table Cyphers
Roll a d6 (or choose from the options) to Cyphers are one-use abilities that characters
determine the type of fey being attracted. gain over the course of play. They have
d6 Effect powers that can heal, do damage, ease or
1 Faerie hinder tasks, or produce interesting and
unusual effects. In a fairy tale setting, they
2 Changeling
often appear as a simple object, such as a
Goblin, page 335 3 Goblin poisoned apple or a matchbook. They can
Ogre, page 346
4 Nymph also be something intangible, such as three
5 Pixie wishes or a magic word. The shifting state
Cyphers, page 377 of magic in fairy tales makes it easy to use
6 Ogre
both manifest and subtle cyphers in the
same setting and campaign if you desire.
Fey Cypher Attraction Most of the cyphers in the Cypher System
Roll a d6 (or choose from the options) to Rulebook will work in a fairy tale setting
determine the reaction. as is. A few might need small tweaks in
d6 Effect order to better fit the genre, but these are
1 Steals one cypher likely cosmetic and won’t change the game
mechanics. Just like magic, cyphers in
2 Steals two cyphers
fairy tales work in either manifest or subtle
3 Curses the character forms. A selection of example cyphers
4 Curses one cypher, causing it to specific to fairy tales begins on page 77.
reduce all stat Pool maximums If you’d like to give cyphers manifest
by 5 until the cypher is used, forms, roll on one of the Cypher Form tables
removed, or destroyed or choose the forms that best suit your
5 Causes two or more cyphers to needs. Feel free to add descriptions and
react with each other, destroying alter items as you see fit. For example, an
them and inflicting damage equal apple could be a poisoned apple that inflicts
Poison cypher, to the level of the more powerful damage (poison cypher), a golden apple
page 394 cypher that imparts wisdom (Intellect booster), or
6 Steals the character away to their a rotten apple that explodes when thrown
Intellect booster,
page 391 fey realm (detonation).
Once the PCs find a manifest cypher,
Detonation, page 386 identifying it is a separate task, based on
Intellect and modified by knowledge of
the topic at hand. In fairy tale games, that
knowledge skill is magic.

Possibly more so than in any other genre, fairy tales are


overflowing with one-time magic. Something wondrous and magical
shows up, changes everything for the characters, and is never
mentioned again. That’s what makes cyphers so great for fairy
tale games. Hand them out liberally, and give the PCs interesting
opportunities to use them to their fullest advantage. Ideally, characters
should always have as many cyphers as they can carry, and ample
opportunities to acquire more.

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Cypher Forms
While characters can find or purchase many of these items in the world, only magic
versions of the items are cyphers. Characters should easily be able to tell when an item is
magic (and thus a cypher) and when it’s an ordinary item. Think of Jack, who knew magic In settings full of magic,
beans when he saw them, even if no one else did. However, like Jack, the PCs may not cyphers should be both
readily available and
understand right away what the cypher does or how it works. regularly used. If the PCs
are hoarding or saving
d20 Form d20 Form their cyphers, feel free to
give them a reason to
01 Apple 01 Ball of yarn
use them. And have a list
02 Pebble 02 Mushroom of replacement cyphers
03 Scroll 03 Four-leaf clover ready so the players never
have to go without.
04 Lock of hair 04 Hand mirror
05 Matchstick 05 Comb
06 Feather 06 Acorn
07 Egg 07 Apple seeds Typically, something
08 Tea 08 Fish scales like a handful of magic
beans or apple seeds
09 Fingernail clippings 09 Chalk is considered a single
10 Magic beans 10 Key cypher even though there
11 Rose 11 Bell are multiple items.

12 Small cake 12 Talisman


13 Wolf’s tooth 13 Hand mirror
14 Vial of liquid 14 Secret
15 Magic coin 15 Broken arrow
16 Wish 16 Fairy dust
17 Magic word 17 Spindle
18 Curse 18 Handkerchief
19 Spell 19 Hand fan
20 Fallen star 20 Playing card

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Fairy Tale Cypher Table
When giving cyphers to characters, choose from this table or roll d100 for random results.

d100 Cypher 40 Forget-me-knot 81 Silver slippers


01 Adderstone 41 Genie’s handkerchief 82 Singing bone
02 Agate eye 42 Gilded shell 83 Snake leaves
03 Animated wood 43 Gingerbread man 84 Snickersnee
04 Anywhere door 44 Godfather’s picture book 85 Song of the dead
05 Apple of discord 45 Golden beetle 86 Sorcerer’s skeleton key
06 Azure dust 46 Golden vanity 87 Spirit ring
07 Baba Yaga’s spiced cookie 47 Green spectacles 88 Teleport hat
08 Bellman’s map of the 48 Hart’s heart 89 Three needles
ocean 49 Heart of a star 90 Tin Man’s tears
09 Beloved’s kiss 50 Heart’s tart 91 To Peter with love
10 Bird’s nest coronet 51 Hot cross buns 92 Valorous whetstone
11 Blackbird pie 52 Iron bands of three 93 Vase of tears
12 Blood pearl blossom 53 Itsy bitsy spider 94 White snake
13 Bone key 54 Jack’s candlestick 95 Wish-granting pearl
14 Bones of the beloved 55 Jiminy cricket 96 Witch bottle
15 Bowl of porridge 56 The Key of Knowing 97 Witch’s ladder
16 Cat sidhe medallion 57 Knave of Hearts 98 Wooden spoon
17 Cheshire smile 58 Lion’s courage 99 Yonder yarn
18 Coalheart’s beard balm 59 Living water 00 Roll on the cypher tables
19 Croc’s clock 60 Magic beans in the Cypher System
20 Crown jewel 61 Memory’s match Rulebook
21 Dame Trot’s cat 62 Mermaid tear
22 Darning needle 63 Neverlost
23 Dead water 64 Nonsensical poem
24 Deathless 65 Omniscient bean
25 Death’s candle 66 Pictureless book
26 Death’s messengers 67 Poison for your daughter
27 Diadem of death 68 Poisoned apple
28 Dragon’s blood 69 Poppet (damage)
29 Dragon’s teeth 70 Poppet (love)
30 Dressmaking nut 71 Poppet (prosperity)
31 Drink me 72 Poppet (silence)
32 Dust of the dreamer 73 Powder of life
33 Eat me 74 Princess’s pea
34 Emperor’s new clothes 75 Rabbit hole
35 Fairy cup 76 Rapunzel leaf
36 False grandmother 77 Rose of red
37 Father’s betrayal 78 Shadow soap
38 Flaming arrow 79 Shard of the moon
Cypher tables, page 382
39 Flowers for grandmother 80 Shining knife

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A Selection of Agate Eye


Fairy Tale Cyphers Level: 1d6 + 2
A few examples of fairy tale cyphers are Form: Striped stone that looks like a
presented here. dragon’s eye
Effect: When ground up and added to food
Adderstone or drink, or applied to the skin, renders
Level: 1d6 + 3 the user immune to poisons of the
Form: Stone with a hole in the middle cypher level or lower for one hour per
Effect: For the next day, provides the cypher level (and ends any such ongoing
character with one of the following effects, if any, already in the user’s
benefits. Roll a d20 or choose from the system). Adderstones are
table. sometimes also called
hagstones, seer stones,
Animated Wood and holey stones.
d20 Effect Level: 1d6
1–3 When looking through the hole, Form: Chunk of pine, alder, or other wood
the user gains an asset to seeing imbued with magical properties
things that are normally invisible Effect: Writing a word, such as “child,”
to the eye, including doorways, “horse,” or “sword,” on the wood causes Beware false adderstones,
it to become a living version of that which are made by
beings, spirits, magical effects, enterprising swindlers
and so on. word. The living version is no bigger who drill or carve a hole
than 10 feet by 10 feet by 20 feet (3 m out of a regular stone
4–6 When worn on the finger as a
by 3 m by 6 m) and its level is equal to and attempt to pass it
ring, wards off spirits of the dead off as something more.
the cypher level. It can make attacks
(grants +1 Armor against attacks
or perform actions as commanded to
from ghosts, haunts, and other
the best of its abilities and lasts for one
spirits of the dead).
hour per cypher level. Commanding it is If a character has no
7–9 When attached to physical armor, not an action. hair in which to tie an
adds 1 to the Armor it provides adderstone, perhaps they
Once activated, animated wood is not an can “borrow” some from
(adds 2 to the Armor if the cypher unthinking, docile being. It may, in a friend, a domesticated
is level 6 or higher). fact, resist the user’s commands and animal, or a foe.
10–12 When held in the mouth, protects attempt to take its own actions. Any
against poisons (up to the level actions it takes cannot be harmful to the
of the cypher). user or the user’s allies. The user may Preventing curses,
13–15 When placed on the finger of attempt to stop an unwanted action via page 49
another with good intent, it adds persuasion, intimidation, and so on (any
1 to the recovery rolls of both the such tasks against the animated wood
user and the wearer. are eased by two steps).
16–18 When worn on a string around
the neck, provides training in two
noncombat skills of the user’s
choice that they are not already
trained in.
19–20 When tied in the hair, eases all
defense tasks against curses by
two steps.

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Anywhere Door Beloved’s Kiss
Level: 1d6 + 3 Level: 1d6 + 3
Form: Chalk, pen, pencil, lipstick, or marker Form: Ruby red ring
Effect: Creates a door to anywhere. The Effect: When pressed to the lips of a
door remains for one day, and then character, beloved’s kiss prevents the
disappears. While the door exists, occurrence of one specific condition of
anyone or anything that can discern the the cypher level or lower. Additionally,
door can use it. Erasing the drawn line it ends any such ongoing effect, if
erases the door. any, in the user’s system. Roll a d6 to
determine the result.
Apple of Discord
Level: 1d6 + 1 d6 Condition
Form: Beautiful golden apple that catches 1–2 Renders the character immune to
the eye of all who see it poisons for one hour per cypher
Effect: When tossed up to a long distance level (and ends any ongoing
away, it affects all foes in short range effects)
of the apple, causing them to attempt
3–4 Renders the character immune
to take it for themselves. Foes spend
to curses for one hour per cypher
their next two actions doing nothing
level (and ends any ongoing
but fighting among themselves for
effects)
possession of the apple.
5–6 Renders the character immune
Azure Dust to mental effects for one hour
Level: 1d6 + 1 per cypher level (and ends any
Form: Handful of dust from the Fairy with ongoing effects)
Sing a song of sixpence, the Turquoise Hair
A pocket full of rye; Effect: Sprinkling the dust on someone’s Bird’s Nest Coronet
Four-and-twenty hair, skin, outfit, or other object Level: 1d6 + 3
blackbirds permanently dyes it bright blue. Form: Beautifully woven bird’s nest
Baked in a pie. Effect: When worn like a crown, the bird’s
When the pie was opened Baba Yaga’s Spiced Cookie nest creates an illusion over the wearer,
The birds began to sing; Level: 1d6 making them appear like royalty.
Wasn’t that a dainty dish Form: Rye cookie flavored with spices and Others are more likely to follow their
To set before the king? honey suggestions, defer to their wishes, and
Effect: Eating the cookie increases the user’s treat them well. All social interactions
Intellect Edge by 1 for one hour. are eased by two steps for one day.
Seeing through the disguise is an
Bellman’s Map of the Ocean Intellect task equal to the cypher’s level.
Level: 1d6 + 2
“Other maps are such Form: Blank sheet of paper rolled and tied Blackbird Pie
shapes, with their with a hair tie Level: 1d6
islands and capes!
Effect: When unrolled, convinces everyone Form: Four-and-twenty blackbirds baked in
But we’ve got our brave within short range that the character a pie
Captain to thank holding the map knows far more than Effect: When the pie is cut open, the
(So the crew would they do. For the next ten minutes, blackbirds begin to sing a haunting
protest) “that he’s affected beings look upon the map- dirge of pain and sorrow. All foes within
bought us the best—
holder as their leader or guide, will not long range who hear the song are
A perfect and attack them, and generally will do as hindered on all tasks for ten minutes.
absolute blank!” they ask (all social interactions with
~Lewis Carroll, those affected are eased by two steps).
The Hunting of the Snark

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CYPHERS AND ARTIFACTS

Blood Pearl Blossom Cheshire Smile


Level: 1d6 + 4 Level: 1d6
Form: Rare blood-red flower with a beautiful Form: Mischievous grin
pearl in its center Effect: When hung in the air, the grin slowly
Effect: When ingested, removes one curse (of transforms into a grey Cheshire Cat that
the cypher level or lower) from the user. seems to be made mostly of smoke
The curse-removal process can take from and shadow. It has huge blue eyes and
one round to one day, depending on the an enormous grin. The cat acts as a
level, severity, and type of curse. creature (level equal to the cypher’s RIDDLE: What kind
level) with a mind of its own, although it of a cat can grin?
Bone Key likely helps the person who activated the ANSWER: A catenary.
Level: 1d6 + 2 cypher. It sticks around for ten minutes,
Form: Human finger bone carved into a and then fades away slowly, until even
skeleton key the original smile has disappeared.
Effect: Unlocks one lock of the cypher level
or lower, or provides an asset to open a Coalheart’s Beard Balm
lock of higher level. Level: 1d6
Form: Jar of balm
Bones of the Beloved Effect: When rubbed on the face, the balm
Level: 1d6 + 3 grows into a long, golden beard in
Form: Handful of ground bones about ten minutes. When the user Many dwarfs have
Effect: When eaten, the bones begin a tugs on their beard, it points them beards with magical
powers. It’s possible to
process of lowering the eater’s apparent in the direction of valuable treasure, find other beard balm
age. Over the next three days, the user the location of which was previously cyphers out in the world.
begins to look younger and younger, until unknown to the user. If someone else
they reach the appearance of someone cuts the beard before the treasure
no younger than their mid-twenties. is found, it loses its power. After the
Their hair shines, their teeth glow, their treasure is found, the beard remains.
wrinkles disappear, their back unstoops. But once it is shaved or cut, it does not
The effect lasts for three days (five days grow back.
if the cypher is level 6 or higher). This
does not change the actual health or age
of the character.

Bowl of Porridge
Level: 1d6 + 3
Form: Just-right bowl of porridge
Effect: Restores a number of points equal to
the cypher level to the user’s Might Pool.
Also protects the user from the effects
of cold for ten minutes.

Cat Sidhe Medallion


Level: 1d6 + 2
Form: Medallion in the shape of the white
symbol on a cat sidhe’s chest Cat sidhe, page 108
Effect: When activated, the medallion
protects the wearer from the next curse
(of the cypher level or lower) that is
cast upon them. The curse goes into
the medallion, which shatters into
thousands of tiny pieces.

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Croc’s Clock Deathless
Level: 1d6 Level: 1d6 + 3
“I suppose it’s like the Form: Tiny ticking clock, no bigger than a Form: Needle inside an egg
ticking crocodile, isn’t it? thumbnail Effect: When a character places their soul
Time is chasing after all
of us.”
Effect: When attached to (or swallowed by) inside the needle and places the needle
~J.M. Barrie, Peter Pan a living creature or an object, the clock inside the egg, they are protected from
ticks loudly, alerting everyone within their next death. When the character
long range to its presence for one day. dies, they return to life on the next
round, with all of their Pools full.
Crown Jewel Using the deathless does not protect
If someone gets a hold Level: 1d6 + 2 the character from taking damage or
of another person’s soul, Form: Shining jewel from a royal crown moving down the damage track. Placing
they have a great deal of
power over that person
Effect: When attached to an item such as the soul and returning to life are actions.
(such as easing all actions a weapon, shield, armor, cypher, or Once the cypher holds the user’s soul,
against them by three artifact, creates an exact duplicate of it no longer counts against their cypher
steps). Those who use a the item. The duplicate works just like limit.
deathless should ensure
that it’s well hidden the original and lasts for ten minutes
and well protected. or until it naturally depletes (whichever Death’s Candle
comes first). Level: 1d6 + 4
Form: Small, half-burnt black candle
Dame Trot’s Cat Effect: Once the candle is lit, it burns for a
Level: 1d6 + 3 number of rounds equal to the cypher’s
Form: Statue of a cat level. During that time, the user who
Effect: When activated by feeding it a bit lit it is protected from death or being
of milk or fish, the statue protects the moved down the damage track. While
user, yowling and hissing the next time it the candle burns, if the character
senses danger. The cat’s level is equal to would normally die, they do not and
the cypher level. instead reject all damage. For example,
if a character has 5 points left in their
Darning Needle last Pool, and a foe inflicts 5 points
Level: 1d6 of damage on them, putting all their
Form: Needle with a large eye Pools at 0, the user takes no damage.
Effect: When activated, grows into a larger However, if a foe inflicts 4 points of
version of itself that acts as a medium damage, which is not enough to kill
weapon. It inflicts 4 points of damage the user, the user takes the 4 points of
and causes anything it successfully hits damage.
to shrink to half its size. The needle
lasts for a number of hours equal to the Death’s Messengers
cypher’s level. Level: 1d6 + 2
Form: Bottle, vial, or box filled with three
Dead Water wisps of dark smoke
Level: 1d6 + 3 Effect: The three smoke wisps wrap around
Form: Vial, pot, or jar of black liquid a creature within close range, causing
Effect: Brings a character back to life. them to feel dizzy, experience ringing in
However, they come back with a their ears, and have blurred vision. For
permanent 3-point reduction in their the next three rounds, the cypher inflicts
maximum Might Pool. damage equal to the cypher’s level (each
round).

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Diadem of Death Planting the teeth is an action. It takes


Level: 1d6 + 4 two rounds for the teeth to grow into
Form: Crown made of feathers, bits of bone, warriors. The warriors last for one hour
burnt hair, and old teeth per cypher level.
Effect: When worn on someone’s head,
looped over a limb, or otherwise placed Dressmaking Nut
upon their person, the crown inflicts Level: 1d6 + 2
damage equal to its level. Form: Walnut or other shelled nut, with
hinges and a clasp
Dragon’s Blood Effect: The nut opens to reveal a stunning Beings of all genders can
Level: 1d6 and spectacular ballgown, evening wear any form of outfit
from the dressmaking nut
Form: Powdered dragon’s blood dress, or tuxedo. The outfit is the perfect and receive the benefits.
Effect: When mixed with liquid and painted size, shape, style, and color for the
on a living being, grants one of the person who wishes to wear it. While
following effects for a day. worn, the outfit eases all tasks involving
charm, persuasion, and etiquette for one
d6 Effect hour. After that, the outfit may still be However, this bottle
worn, but no longer offers any benefits. was not marked “poison,”
1–2 +2 to Armor so Alice ventured to taste
3–4 Asset to all tasks involving magic it, and finding it very nice
Drink Me (it had, in fact, a sort of
5–6 Asset to all tasks involving Level: 1d6 mixed flavour of
romance, sex, and fertility Form: Liquid inside a glass bottle with a cherry-tart, custard,
pineapple, roast turkey,
paper label that says “DRINK ME” toffee, and hot buttered
Dragon’s Teeth Effect: Causes the imbiber to shrink down toast), she very soon
Level: 1d6 to half their size. The effect lasts for one finished it off.
Form: Handful of dragon’s teeth hour or until the user can find another ~Lewis Carroll,
Effect: When planted, the dragon’s teeth way to change their size (such as with Alice in Wonderland
grow into three fully armed warriors. an eat me). Warriors: level 3;
The warriors can understand the Armor 1; swords inflict
3 points of damage
verbal commands of the person who Dust of the Dreamer
planted them. Once they are grown, Level: 1d6
commanding them is not an action. Form: Pouch of very fine, rainbow-hued dust
They can make attacks and perform Effect: When sprinkled in the eyes, grants
actions to the best of their abilities. The the recipient all the benefits of a
warriors can never go farther than long ten-hour recovery roll as a single action.
range from the character who planted This does not use up any of their
them. recovery rolls.

Eat Me
Level: 1d6
Form: Very small cake with the words “EAT
ME” written on it in currants
Effect: Causes the eater to grow to twice
their size. The effect lasts for one hour
or until the user can find another way to
change their size (such as with a drink
me).

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Emperor’s New Clothes Flowers for Grandmother
Level: 1d6 Level: 1d6 + 2
Form: Magical thread sewn onto armor Form: Fresh-picked bouquet of flowers tied
Effect: For the next day, the armor the with a red ribbon
thread is attached to is invisible, making Effect: Giving the flowers to someone else
the wearer appear to be unarmored. provides both the recipient and the giver
an asset in defense against damage of a
Fairy Cup specified kind for one hour. Roll a d6 to
Level: 1d6 + 1 determine the effect.
Form: Decorated vessel made of precious
It’s believed that burying materials d6 Effect
a fairy cup returns it to Effect: When the cup is buried in the
its rightful owners below 1 Curses
ground, and it is they
ground, it grants the person who buried
2 Fire/Heat
who offer protection it protection. They gain +2 Armor
by way of thanks. against all physical and mental attacks 3 Ice/Cold
for one day. 4 Poison
5 Intellect
False Grandmother 6 Slashing and piercing
Level: 1d6 + 2
Form: Pair of wire-rimmed glasses
Effect: While wearing the glasses, the user Forget-Me-Knot
designates one living creature that Level: 1d6 + 3
they can see. For the next ten minutes Form: Length of magical rope
per cypher level, the user is disguised Effect: Knotting the rope together to form
as someone the designated creature a loop allows the user to capture a
knows well. The user has no say in who memory from their past. They don’t lose
that person is, but while the disguise the memory when capturing it with the
is active, all interactions with the forget-me-knot.
designated creature are eased by two When the user unties the loop, everyone
steps. The user can remove the glasses in close range spends one round doing
to look like themselves again before the nothing but experiencing the memory
end of the duration. as if it were their own. If the memory
is particularly sad, loving, scary, and
Father’s Betrayal so on, all affected beings likely spend
Level: 1d6 + 2 an additional round dealing with the
Form: Small stone shaped like a heart emotional impacts of that memory.
Effect: For the next ten minutes, a creature Capturing the memory is an action, as is
that the user can see is banished from untying the loop.
an area 30 feet by 30 feet (9 m by 9 m)
around the user. If the creature is within Genie’s Handkerchief
Genie’s handkerchiefs that area when the cypher is activated, Level: 1d6
come in many colors they are knocked outside the area and Form: Extremely large handkerchief with one
and materials. Some
people find that after
are dazed for one round, hindering their corner coated in mercury
their magic is used up, next action. Effect: Rubbing the cloth over a wound
they make fine blankets, heals the wound (restores all points to
curtains, or cloaks. Flaming Arrow the character’s Pools), but also uses up
Of course, extended
exposure to mercury Level: 1d6 + 2 one recovery roll for the day.
has its drawbacks. Form: Arrow with a silver-white shaft, golden
head, and fletching of peacock feathers
Effect: The arrow explodes into flame when
it strikes something, inflicting its level in
damage to all within immediate range.

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Gilded Shell Golden Vanity


Level: 1d6 Level: 1d6
Form: Golden snail shell Form: Golden vanity set in a small, sturdy
Effect: When blown into softly, the shell box that includes a brush, comb, and
expands into a simple structure with a mirror
front door and walls that let in a soft Effect: Each item may be used once and has
light. From inside the structure, it’s a different effect:
about 10 feet by 10 feet by 20 feet (3 Golden brush: Creates bristly terrain in
m by 3 m by 6 m). From the outside, an immediate area, which counts as
the shell continues to look exactly the difficult terrain. Difficult terrain,
way it did before, in both size and Golden comb: Creates jagged, toothy page 224
shape, making it difficult for others to rocks in an immediate area, making it
notice. Once expanded, the structure is extremely painful to cross. Characters
permanent and immobile. within the area take 1 point of damage
each round from the rocks.
Gingerbread Man Golden mirror: Turns into a tall glass
Level: 1d6 mountain 30 feet tall by 300 feet wide Run, run, fast as you can,
Form: Gingerbread cookie in the shape of a (9 m by 90 m). All climbing tasks are You can’t catch me,
I’m the gingerbread man!
human, lavishly decorated hindered, and a fall from any height ~The Gingerbread Man
Effect: After eating the cookie, the user has does 3 points of ambient damage
training in Speed defense for the next (ignores Armor).
day.
The landscape effects are permanent. The
Godfather’s Picture Book golden vanity counts as a single cypher
Level: 1d6 + 2 against the character’s cypher limit.
Form: Large book full of tales When all three items have been used, it “You may show the
Effect: When someone flips through the remains a functional vanity set but no book to anybody you
like; that is, to people
pages quickly, time is altered. If the user longer holds any magic. with kindly eyes and
flips through the book forward, time friendly minds; but if a
jumps forward. Flip backward and time Green Spectacles hell horse should come,
jumps backward. Moving time forward Level: 1d6 then close Godfather’s
picture book.”
gives the user an additional action on Form: Pair of glasses with bright green ~Hans Christian
their turn. Moving it backward allows lenses Andersen, Godfather’s
them to retry their previous action. Effect: Once activated, protects the wearer Picture Book
After the book is used this way once, it from being blinded or having their
becomes a regular book and does not vision affected in other ways for one day.
count against the character’s cypher The wearer can see through illusions of
limit. the cypher level or lower and can see in
the dark as if it were daylight.
Golden Beetle
Level: 1d6 Hart’s Heart
Form: Golden scarab beetle Level: 1d6 + 3
Effect: When dropped into liquid and Form: Still-beating heart from a forest stag,
cooked, it creates enough food to fill the kept in an ornate lined box
stomachs of all friends and allies within Effect: When the user offers the heart to
long range. another living being, all attempts by
the user to bribe, deceive, coerce, or
convince the recipient are eased by two
steps.

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Heart of a Star Iron Bands of Three
Helping, page 226 Level: 1d6 Level: 1d6 + 3
Form: Still-warm piece of a fallen star Form: Three flexible iron bands
Effect: For the next ten minutes, when the Effect: Wrapping the iron bands around the
The queen of hearts,
She made some tarts,
user helps another character while user’s heart keeps it from breaking with
All on a summer’s day, holding the star, that character’s task is trouble and anxiety. While wearing the
The knave of hearts eased by an additional step. (If the user bands, the user automatically succeeds
He stole those tarts, has an inability in the relevant skill, the on their next three Intellect defense rolls
And with them run away:
The king of hearts other character’s task is still eased.) against anything that would make them
Call’d for those tarts, feel sad, fearful, intimidated, and so on.
And beat the Heart’s Tart Each time the cypher activates to protect
knave full sore;
Level: 1d6 + 2 the user, one of the bands breaks. When
The knave of hearts
brought back those tarts, Form: Red tart in the shape of a heart all three bands are broken, the cypher is
And said he’ll ne’er Effect: When eaten, eases all tasks involving used up.
steal more. stealing, picking pockets, sneaking,
running, surprise, and initiative for ten Itsy Bitsy Spider
The name Jiminy Cricket minutes. Level: 1d6
is a play on the minced Form: Tiny spider inside a jar, box, or
oath for “Jesus Christ.”
For example, in The
Hot Cross Buns thimble
Wizard of Oz, Dorothy Level: 1d6 Effect: When released, the spider sets up
exclaims, “Oh! Oh! Form: Small spiced cake a web in a nearby corner. For the next
Jiminy Crickets!” when Effect: When eaten, restores a number of ten minutes, the web catches thoughts,
she’s surprised by the
Wizard’s fireworks display. points equal to the cypher’s level to the secrets, and information about the
user’s Might Pool. general area (up to about a square
mile), including any creatures, people,
weather, or goings on. At the end of that
time, the user can read the web, gaining
answers to a number of questions equal
to the cypher’s level. The questions must
pertain to the area and must be simple
enough that the spider can answer them
in three words or less.

Jack’s Candlestick
Level: 1d6 + 3
Form: Burning candlestick
Effect: Jumping over the candlestick
restores a number of points equal to the
cypher’s level to the user’s Speed Pool.

Jiminy Cricket
Level: 1d6
Form: Small wooden or metal cricket
Effect: Allows the user to retry a task that
they failed within the past minute, using
the same difficulty and modifiers.

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The Key of Knowing Magic Beans


Level: 1d6 + 3 Level: 1d6 + 4
Form: Golden key that is permanently Form: Handful of magic beans
stained with blood Effect: When planted and watered, the
Effect: When used to open a lock (of the beans grow into a giant beanstalk.
cypher level or lower), grants the user It’s almost impossible to know where
the opportunity to ask three yes-or-no the beanstalk leads until you climb it.
questions about a person, place, or Climbing the beanstalk is a level 5 task.
thing. The key answers to the best of its
ability and knowledge, and it does not Memory’s Match
attempt to lie or trick the user with its Level: 1d6
answer. Form: Matchbox with one match inside
After the key is used in this way, the blood Effect: Lighting the match causes everyone
disappears from its surface and the key nearby to see a vision that comforts She rubbed another
refuses to open anything (or speak) ever them. Those who watch the vision in match against the
wall. It became bright
again. the flame for one round feel rejuvenated again, and in the glow
and comforted. Anyone who makes a the old grandmother
Knave of Hearts recovery roll in the next ten minutes stood clear and shining,
Level: 1d6 + 2 gains +3 to the roll. After that, anyone kind and lovely.
~The Little Match Girl
Form: Playing card depicting an elegant who watched the vision but didn’t make
knight a recovery roll takes 3 points of Intellect
Effect: Turns the user into the knight damage (ignores Armor).
depicted on the card. They take on the
appearance, voice, and mannerisms Mermaid Tear
of the knight. They also gain +1 Armor, Level: 1d6 + 2
+1 damage, and an asset in sneaking, Form: Tear-shaped drop of sea glass
hiding, and stealth. The effect lasts for Effect: When swallowed, fills the user with
ten minutes per cypher level. an overwhelming sense of sadness.
The user takes 1 point of Intellect
Lion’s Courage damage, but gains an asset on any
Level: 1d6 + 1 tasks involving water for the next ten
Form: Small medallion with the word minutes. The task must involve water in
“COURAGE” inscribed upon it. a significant way (for example, swinging
Effect: When activated, grants the user a sword while it’s raining likely doesn’t
additional courage in the face of fear. For count, but crying as part of an attempt
ten minutes per cypher level, any time to persuade someone, casting a magic When dead water and
the user is attacked and they attempt to spell involving water, or using a pool to living water cyphers are
used together, a dead
make an attack on their next action, that scry would all be appropriate). character can be brought
attack is eased and they inflict +1 point back to life without any
of damage. Neverlost permanent reductions
Level: 1d6 of their Might Pool.
Living Water Form: Bag of bread crumbs, pebbles, or Dead water, page 80
Level: 1d6 + 3 candy
Form: Vial, pot, or jar of liquid Effect: When dropped along a path or trail,
Effect: Removes any ongoing damage, the items become invisible to everyone Ongoing, lasting,
lasting damage, or permanent damage except the user and any allies the user and permanent
damage, page 436
the character has. However, the designates. The items last for one day
character has a permanent 3-point per cypher level and can be seen by the
reduction in their maximum Might Pool. user and their allies, even in complete
darkness.

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Nonsensical Poem Pictureless Book
Level: 1d6 + 4 Level: 1d6
“And what is the use Form: Nonsense poem written in mirror Form: Book without pictures
of a book,” thought writing Effect: Reading the book aloud for one
Alice, “without pictures
or conversations?”
Effect: Reading the poem aloud lets the round causes all who hear it within
~Lewis Carroll, user reverse one thing about their short range (except the user) to fall
Alice’s Adventures present situation for up to ten minutes. into a deep sleep for one round. While
in Wonderland Up becomes down. Gravity works the they sleep, they have intense dreams
other way. A river flows backward. The and cannot take any other actions.
Pictureless book affects sun shines at night. (The player should The dreams affect them in one of the
NPCs’ health instead work with the GM to come up with an following ways.
of their Pools, either
appropriate and acceptable change.)
restoring them to
full health or doing 5 d6 Effect
points of damage. Omniscient Bean 1–2 Sweet dreams. All dreaming
Level: 1d6 + 2 characters have all of their Pools
Form: Magical bean made into a cake restored to full.
Effect: When eaten, the bean allows the
3–4 Nightmares. All dreaming
user to tap into magic. They can ask
characters take 5 points of
“I know everything,” the GM one question related to their
said the boy, “and Intellect damage.
current task, location, or action and
what I don’t know, 5–6 Dream world. All dreaming
I can find out.”
get a general answer. The GM assigns
a level to the question, so the more characters enter a dream world,
~The Devil with the
Three Golden Hairs obscure the answer, the more difficult where they have an experience
the task. Generally, knowledge that a PC that causes them to temporarily
could find by looking somewhere other learn a noncombat skill of their
than their current location is level 1, and choice for the rest of the day.
obscure knowledge of the past is level 7.
The cypher cannot provide an answer to Poison for Your Daughter
a question above its level (which means Level: 1d6 + 2
it can’t provide knowledge about the Form: Clear liquid that can be spread on any
future, since that is level 10). object, such as an apple, hair comb, or
weapon
Effect: The poison creates a specific reaction
for one hour in a creature who uses
the object. Roll d100 to determine the
reaction.

d100 Reaction
01–20 Sleep. The creature falls into a
deep, dreamless sleep. While
sleeping, the creature cannot take
any actions, but is protected by a
glass coffin that grants +2 Armor.
The creature wakes if they are
touched by someone they love or
if they take damage.
21–40 Disappear. The creature becomes
invisible to everyone and
everything for a number of
rounds equal to the cypher level.
During that time, they cannot be
heard, felt, or sensed.

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41–60 Alter. The creature becomes effect, the user must willingly take a bite.
physically altered until they It’s impossible, for instance, to “Are you afraid of
force-feed someone part of the apple poison?” asked the old
are unrecognizable, even woman. “Look, I’ll cut
by their loved ones. The and have the cypher activate. the apple in two. You eat
alteration also affects their the red half, and I shall
clothing, possessions, and any Poppet (Damage) eat the white half.”
Level: 1d6 + 4 Now the apple had
distinguishing characteristics or been so artfully made
mannerisms. Form: Small figure made of cloth, stuffed that only the red half was
with hair and bone poisoned. Snow-White
61–75 Lost. The creature becomes
Effect: Writing the name of an object or longed for the beautiful
deeply and frighteningly lost, apple, and when she
living being on the figure connects
even if they are in familiar saw that the peasant
the figure with that object or being. woman was eating part
surroundings (such as their own
Destroying the poppet inflicts damage of it she could no longer
bedroom). They do not recognize resist, and she stuck
on the connected object or being equal
any landmarks, cannot find their her hand out and took
to the cypher’s level, no matter how
way, and feel a deep sense of the poisoned half. She
far away it is. Writing the name and barely had a bite in her
panic.
destroying the poppet are separate mouth when she fell
76–85 Breathless. The creature feels actions. to the ground dead.
like they are unable to breathe, ~Brothers Grimm,
Little Snow-White
gulping air and short of breath. Poppet (Love)
Although they are not dying, they Level: 1d6 + 2
feel as though they are. All tasks Form: Small figure made of wax, adorned
are hindered. with flowers and herbs
86–95 Compulsion. The creature Effect: Giving the poppet to another living
becomes obsessed with a single being in a short ceremony (usually
task, unable to do anything simply saying the being’s name and
else until they achieve it. The making an offer of deep positive
task might be simple (picking emotion) protects them from all harmful
the most beautiful rose from effects the next time they are attacked. If
a garden) or complex (knitting the positive emotion is returned (such
seven sweaters from nettles). All as between friends or lovers), the giver
actions that don’t contribute to is also protected. For example, the next
completing the task are hindered. time someone swings a sword, speaks
96–00 Dutiful. The creature becomes a curse, or tries to poison the creature,
much easier to interact with. All the attempt automatically fails, and if
tasks to influence the poisoned the creature were to slip near a deep pit,
creature are eased by two steps. they would not fall into it. Giving the
poppet to another is an action.
Poisoned Apple
Level: 1d6 + 2 Poppet (Prosperity)
Form: Apple that is half white and half red Level: 1d6 + 2
Effect: Eating from the white half heals Form: Small figure made of cloth, stuffed
the user, restoring a number of points with herbs and bits of wood
equal to the cypher’s level to their Might Effect: Writing the name of an object or
Pool. Eating from the red half poisons living being on the figure connects the
the user, inflicting damage equal to the figure with that object or being. Dirtying,
cypher’s level. Each half of the apple has tearing, and damaging the poppet
the power to affect only one creature. causes the connected being or object to
Both halves of the apple can be used by the appear destitute and poor to all who see
same or different people as long as it’s them. This effect lasts for a day. Writing
done within a few rounds of each other. the name and damaging the poppet are
However, in order for the cypher to take separate actions.

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Poppet (Silence) The hole stays open for ten minutes, and it
Level: 1d6 + 2 is possible to travel back to the starting
Form: Small figure carved from wood or place (but nowhere else) by again
stone, with an open mouth jumping in feet-first.
Effect: Stuffing the open mouth with
something that belongs to a living being Rapunzel Leaf
(such as hair, teeth, or fabric) connects Level: 1d6 + 3
the figure to that being. For the following Form: Small green leaf from a rapunzel
day, the being is unable to talk about, plant
point to, see, or otherwise engage with Effect: After being buried beneath a rock,
the person who activated the poppet. the rapunzel leaf begins to grow into a
stone tower that stands 100 feet (30 m)
Powder of Life tall. The tower, which takes ten minutes
Level: 1d6 + 3 to fully form, has a large number of
Objects animated by Form: Bit of powder carried in a pepper box windows but only one exterior door,
the powder of life should Effect: When sprinkled on an inanimate which can be unlocked only by the user.
have stats that represent
their form and nature.
object, the powder brings it to life. The The tower’s level is equal to the cypher level,
For example, a tin object doesn’t change in any way—a and the structure is permanent and
soldier brought to life small cat made of glass remains a small immobile.
likely has 1 Armor and cat made of glass—except that now it is
perhaps a light weapon,
while a stuffed rabbit alive. The living object acts as a level 2 Rose of Red
might be level 3 for the creature with a mind of its own. While it Level: 1d6 + 1
purpose of Speed defense, has an affinity or obligation for the one Form: Big, beautiful crimson rose in full
hiding, and sneaking.
who brought it to life, it doesn’t obey bloom
commands. Effect: Pricking a finger on the rose’s thorns
causes the user to bleed a single drop
Princess’s Pea of blood. When flung into the air, the
Level: 1d6 + 3 blood becomes a large red bird that
Form: Dried pea that was previously slept on flies toward a chosen target up to a
Effect: For one hour per cypher level, allows long distance away. When it arrives, it
the user to recognize disguises, optical bursts in an immediate radius, inflicting
illusions, sound mimicry, false claims, Intellect damage equal to the cypher
and other such tricks (for all senses) for level. The burst spawns 1d6 additional
what they are. birds; in the next round, each one flies
to a random spot within short range
Rabbit Hole and explodes in an immediate radius,
Level: 1d6 inflicting damage equal to the cypher
Form: Pocket watch with an empty face level.
Effect: Laying the pocket watch facedown
on the ground creates a rabbit hole that Shadow Soap
goes directly to a place that the user Level: 4
states. The user must have previously Form: Small piece of soap
Shadows are known to been to the stated place, and must Effect: When rubbed on your visible shadow,
develop a mind of their enter the rabbit hole before anyone causes it to separate from yourself.
own. Sometimes after
tasting a bit of freedom,
else, ideally by jumping in feet first. The shadow acts as a level 4 creature
they refuse to return. The hole grows to the appropriate size under the user’s control for one hour (or
to accommodate the user and anyone until there is no light). The shadow is
traveling with them. Travel inside the two-dimensional and insubstantial, and
hole is not instantaneous, but it is very when sneaking, hiding, and avoiding
fast, taking no more than a minute and detection, it acts as a level 7 creature.
feeling very much like riding a long, When the effect ends, the shadow
winding slide. (usually) returns to the user.

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Shard of the Moon Snake Leaves


Level: 1d6 + 2 Level: 1d6 + 2
Form: Tiny sliver of the moon Form: Three green leaves
Effect: Glows softly for ten minutes, drawing Effect: When placed upon a person, the
all moon-loving creatures (such as leaves restore all Pools to full, move
moths, moon hares, and werewolves) a character one step up the damage
within long range. For as long as the track, or bring a dead character back to
effect lasts, any attracted creatures will life. However, the character also gains
not attack the user or their allies. The a permanent 3-point reduction in their
user can converse with the creatures maximum Intellect Pool.
and ask them questions, which the
creatures will answer to the best of their Snickersnee
ability, but always within their nature (so Level: 1d6 + 4
a trickster will still answer as a trickster Form: Small jewel, talisman, or bead
would, for example). Effect: When attached to a weapon, causes “My mother she
it to grow two to five times its normal killed me,
Shining Knife size. The weapon inflicts an additional My father he ate me,
Level: 1d6 + 3 +2 points of damage, but otherwise can My sister, little
Form: Shining knife be used as if it were a weapon of its Marlinchen,
Effect: When stuck into an object, such as original size. Gathered together
a tree or the side of a house, the knife all my bones,
connects the wielder and someone they Song of the Dead Tied them in a silken
choose. If one of them wants to know Level: 1d6 handkerchief,
how the other is faring, all they have to Form: Small stuffed bird with yellow and Laid them beneath
do is return to the spot where the knife blue plumage the juniper-tree,
is stuck. If both are faring well, the knife Effect: When the user spends ten minutes Kywitt, kywitt, what a
shines bright gold. If harm has come to breathing into the mouth of the bird, it beautiful bird am I!”
one, the knife is dull and rusted. comes to life. It flies off, but now carries ~The Brothers Grimm,
a piece of the user’s life inside it. When The Juniper Tree
Silver Slippers the user dies, the bird flies back to their
Level: 1d6 + 2 body and is able to communicate to
Form: Silver shoes, ruby slippers, or red those around it, but only for one day.
boots After that, the bird returns to its lifeless Once the silver slippers
Effect: When the wearer speaks aloud the form. are used to transport
their wearer, they
name of the place they wish to go, disappear. However,
the silver slippers take them there in Sorcerer’s Skeleton Key it is rumored that
three steps. Note that in most cases Level: 1d6 + 2 they magically return
the slippers only transport the wearer Form: Wooden stick, iron wand, or piece of to the world in some
form for someone else
(although companion animals and the straw who needs them.
like may sometimes travel with them). Effect: When tapped three times against
any locked door or other object (of
Singing Bone the cypher level or lower), the key For most magical objects
Level: 1d6 + 3 automatically unlocks it. involving sound, it’s not
necessary to physically
Form: Human bone carved into the hear the item in order
mouthpiece for a musical instrument to gain the benefits.
Effect: When blown into, the bone sings a “Hearing” may involve
song that details the weaknesses and sensing vibrations,
magical mental
faults of one target (up to the level of telepathy, a sign language
the cypher) that the user chooses. For interpreter, and so on.
ten minutes, all tasks involving the
target are eased for everyone in long
range who heard the bone’s song.

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Spirit Ring To Peter With Love
Fey are fickle beings. Level: 1d6 Level: 1d6 + 3
While spirit rings and Form: Ring, necklace, hairpin, or bracelet Form: Wrapped box with a bomb inside and
the like allow someone
to hold power over
Effect: Summons a group of helpful fey a gift tag on the outside
them, it’s very much who provide assistance for ten minutes. Effect: Write a person’s name on the tag,
dependent on the fey’s During this time, they do as the wearer and the box will deliver itself to that
blessing. Angering the commands as long as they’re within person at a time and place you specify.
fey may cause them to
leave at any moment long range. They can hinder any or all When opened, the box does damage to
(even in the middle of opponents’ tasks, provide information, the recipient equal to the cypher level.
something important), assist in small tasks, and so on. The fey Traveling to the recipient takes at least a
and they may take
will not do anything that goes against round and sometimes longer, depending
the time to curse or
prank the characters their basic nature and safety (such as on the distance and difficulty.
before they disappear. self-harm, attacking their friends, or
obvious suicide missions). Valorous Whetstone
Fey beings, page 121 Level: 1d6
Curse, page 49 Teleport Hat Form: Sharpening stone
Level: 1d6 + 3 Effect: After sharpening at least one of their
Form: Silly hat that is always too large on weapons with the whetstone, the user
the wearer no matter what size their instantly feels more brave. For the next
head is ten minutes, all of their intimidation
Effect: Allows the wearer to wish for a actions are eased, and their sharpened
creature that they know to appear at weapon inflicts +2 points of damage.
their side. The creature must agree to
be teleported (or convinced via some Vase of Tears
type of interaction, such as persuasion Level: 1d6
or intimidation). The teleported creature Form: Vase, vial, or jar filled with tears
stays for as long as both parties agree, Effect: Breaking the vase creates a protective
but not more than a day. At that time, spell around the character, preventing
the creature is returned to their place of them from taking any Might damage the
origination. next time they are physically attacked.

Three Needles White Snake


Level: 1d6 Level: 1d6 + 2
Form: Three enchanted needles Form: Piece of a magical snake
Effect: For the next ten minutes per cypher Effect: Upon swallowing the piece of the
level, the user can climb any solid snake, the user gains the ability to
surfaces (even vertical ones) as if doing understand and speak with all living
so was a routine task. things for ten minutes.

Tin Man’s Tears Wish-Granting Pearl


Level: 1d6 + 2 Level: 1d6 + 1
Form: Tiny vial filled with tears Form: Flaming pearl
Wishes, page 53 Effect: When poured out, spreads out to Effect: The user can make a single wish and
cover an area about 2 feet by 2 feet (60 have all or part of it come true. The GM
cm square), transforming any metal assigns a level to the wish, so the larger
it touches into brittle rust, down to a and more difficult the wish, the more
depth of about 6 inches (15 cm). When difficult it is to have the wish granted.
used on a metal creature (such as a tin Generally, a wish such as gaining an
soldier), the rust inflicts damage equal asset or inexpensive item is level 1, and
to the cypher’s level and hinders all a wish for an expensive item or for a foe
movement actions for ten minutes. to vanish is level 7. The cypher cannot
grant a wish above its level.

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Witch Bottle Artifacts


Level: 1d6 + 1 Most artifacts in a Cypher System fairy tale
Form: Ornate stoppered bottle filled with setting are magical objects that have been “They do say there be
wine, seawater, or pins and needles either crafted via magic or later altered by a witch in that there
bottle, and if you let
Effect: Captures a witch (of a level up to or imbued with magic. There are a number un out there’ll be a
the cypher’s level). Upon entering the of people and beings in fairy tale settings pock o’ trouble.”
bottle, the witch takes damage equal to who are capable of creating artifacts by
the cypher’s level and is trapped until one or both of these methods. Additionally,
someone whispers their name into the some artifacts are products of magic or
bottle’s mouth and releases them. the setting itself. Thus, new artifacts are
constantly entering the world, just waiting
Witch’s Ladder to be found and used by the characters.
Level: 1d6 + 2 When creating artifacts, don’t be afraid
Form: Garland of knotted string, feathers, to go beyond the obvious. Most people are
teeth, and bells familiar with Aladdin’s magic lamp with a
Effect: Safely stores one curse for use at genie trapped inside, but there are other
a later time. The stored curse may be stories in a similar vein with more unusual
released and cast only by the person objects. In “The Fisherman and the Genie”
who stored it, or by someone who has (a tale told in One Thousand and One
received their permission to do so. Nights), the main character fishes an old
barnacled copper flask holding a genie from
Wooden Spoon the bottom of the sea. In various stories,
Level: 1d6 + 4 genies have been trapped in rings, bottles,
Form: Plain wooden spoon pockets, and pocket universes.
Effect: When stirred through the air, restores If you’re running a modern fairy tale
the user’s energy and vitality. The user game, artifacts are likely ancient objects,
gains two additional actions on their which have survived due to being imbued
next turn. For example, they can move a with magic. They may have been passed
long distance, use a one-action recovery down through time, hidden or lost
roll, and activate a cypher as their turn, for generations, or kept in a museum
or attack a foe three times. somewhere. Alternatively, you can update
the object form for the times. Most people
Yonder Yarn in a modern setting wouldn’t carry a
Level: 1d6 + 4 tinderbox (and might not even know what it It is difficult, but not
Form: Skein or spool of yarn is), but they might carry a matchbox, jewelry impossible, to protect
oneself from being
Effect: Unravels to lead the user to their box, lunch box, glasses case, or pencil box. found by yonder yarn.
desired destination. The yarn unspools Of course, it can be more difficult to lend a Witches, in particular,
at the speed that the user would plastic pencil box with cartoon characters know ways to hide
normally walk or ride. The yonder yarn dancing on the lid the same magical themselves (and others)
from the yarn’s power.
will not enter territory it deems too intrigue as an ancient metal tinderbox, but it
dangerous, and it cannot go through can be used to great effect to bring a sense
solid obstacles. If the yarn is cut, it no of whimsy and weirdness to the setting.
longer works.
Artifact Quirks
Magic runs through most items in a fairy
tale world, but especially through artifacts.
Magic is unknowable and mystifying, and thus
something can—and often does—go wrong.
While that may sometimes manifest as GM GM intrusions, page 53
intrusions, it also shows up in artifacts as
quirks. Every artifact has a quirk that sets it
apart from mundane or lightly magical objects.

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If you want to remember Quirks typically do not make an artifact 13 Causes the wielder’s hair to grow
to use quirks to their more powerful, but they can make it more
best effect, consider faster than normal.
interesting, difficult, useful, or just unique.
having players make a 14 Creates a cloud over itself
note of their artifact’s Some quirks manifest during an item’s
constantly. Sometimes the cloud
quirk on a folded index creation, while others might appear (or
card on the table. rains.
disappear) after a particular experience,
usually one involving magic. Quirks may 15 Draws fey creatures to it, whether
come and go without notice, but typically it’s being used or not.
an artifact can have only one quirk at a time 16 Whines incessantly if it hasn’t
and is rarely without a quirk for long. been used (or at least given some
Quirks table, page 306 Choose from the Quirks table in the attention, such as being cleaned)
Cypher System Rulebook or from the table in at least a day.
below, or make up your own. 17 Emits various colored swirls and
sparkles that form shapes in the
Quirks air.
Roll a d20 or choose one that feels 18 Changes appearance in some
In fairy tales, the terms appropriate. small way to match the wielder’s
“living thing,” “living
d20 Quirk mood.
being,” and “living
creature” don’t just mean 01 Randomly changes the color of 19 Sometimes points the way to
humans and creatures. weapons, clothing, and other something interesting or useful.
Many things that speak,
move, act, or interact
objects it touches. 20 Occasionally changes into a
could be considered a 02 Causes some animals to shy completely different artifact
living thing. This includes away from it, and others to draw overnight (including form and
trees, rocks, buildings,
shadows, clouds, the near to it. function); this effect lasts until
wind, and even the moon 03 Musical instruments and the artifact is used in its new
(per the GM’s discretion). birdsongs go flat in its presence. form, after which point it reverts
04 Gives the wielder an increased back (or depletes).
sense of smell.
05 Draws bees and occasionally Artifact Table
drips honey. When giving artifacts to characters, either
06 Sometimes catches on fire choose from this table or roll d100 for
when used; the blaze doesn’t do random results.
damage but it gives off heat and
light. d100 Artifact
07 Produces a rash, tattoo, or other 01–03 A tisket a tasket
mark on the wielder’s skin. 04–06 Bounding boots
08 Causes the wielder to walk an 07–09 Boundless bag
inch or so above the ground. 10–12 Boy Blue’s horn
09 Whistles music appropriate 13–15 Carving knife of sharpness
to what’s going on around it,
16–17 Devils and tailors
including a nasal drone when it’s
bored. 18–20 Fiddle of the fossegrim

10 Sometimes moves of its own 21–23 Fortunate’s purse


accord, but never when anyone’s 24–25 Galoshes of fortune
looking at it. 26–27 Genie’s lamp
11 Talks constantly about its former 28–30 Golden bridle
owner, who it either loves or 31–33 Hatchet of the Woodsman
hates, depending on the day. 34–36 Hook’s hook
12 Gives everyone nearby weird and 37–39 Horn of destruction
unnatural dreams.

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40–42 Iron stove Boundless Bag


Level: 1d6 + 2 Putting all or part of
43–45 Knapsack of sevens a living thing into a
Form: Small bag with two handles and a
46–50 Mirror mirror clasp
boundless bag is always
risky, as more than one
51–53 Pandora’s box Effect: Any nonliving item held in the bag person has had their
54–56 Pixie dust becomes a slightly more valuable item. hand or head turned to
For example, an inexpensive item gold (which might sound
57–59 Red cap lovely, but typically isn’t).
60–62 Red riding hood becomes a moderately priced item, Also, doing so often
while a moderate item becomes an causes the boundless bag
63–65 Self-swinging sword to revert to a normal bag.
expensive item. The bag has no effect
66–68 Seven-league boots on items that are very expensive or Items that create
wealth in any fashion
69–71 Shapeshifter wand exorbitant. The change takes a full day to are particularly sought
72–74 She-bear take effect, during which time the item after. So much so that
cannot leave the bag and the bag should some items are believed
75–77 Shirt of nettles to be cursed, due to the
not be opened. If the bag is opened, the
78–79 Soldier’s cloak of invisibility number of people who
process is canceled and must be started have met their untimely
80–82 Soulful fiddle
over. fate while in possession of
83–84 Steadfast tin soldier Depletion: 1 in 1d6. When the effect a wealth-making artifact.
85–87 Stone canoe depletes, it can still be used as a normal
88–90 Story knife bag.
91–93 Table-be-set
Boy Blue’s Horn
94–96 Tinderbox
Level: 1d6
97–98 Tweedledee’s umbrella Form: Gleaming horn that never needs to be
99–00 Vicious tankard tuned or polished
Effect: When playing a lullaby, the horn puts
A Selection of every hearing living being in short range
Fairy Tale Artifacts (including the user) to sleep for two
A few examples of fairy tale artifacts are rounds. When the horn plays something
presented here. upbeat, the user and all allies within A-tisket a-tasket
short range add +1 to their recovery rolls She took my
A Tisket a Tasket for ten minutes. yellow basket
Level: 1d6 Depletion: 1 in 1d20. After depletion, it And if she doesn’t
Form: Woven yellow basket with wooden continues to function as a regular horn. bring it back
handles I think that I shall die
Effect: This basket can contain up to one Carving Knife of Sharpness ~A Tisket, a Tasket
cypher per artifact level, as long as each Level: 1d6 + 1
is no larger than a typical cat. Cyphers Form: Knife (light weapon) The GM determines
in the basket do not count against a Effect: This weapon functions as a normal the effect of a lost limb;
however, many magical
character’s limit. knife of its kind. When the wielder gets a beings can withstand
Depletion: 1 in 1d20 (check each time a special major effect when attacking, they lost limbs with far more
cypher is added to the basket) can choose to lop off one of the target’s aplomb than a mortal
limbs. creature will display in
a similar situation.
Bounding Boots Depletion: 1 in 1d10 (roll on each major
Level: 1d6 + 1 effect)
Form: Beautifully made leather and gold Major effect, page 212
boots that adjust to fit the wearer
Lasting and permanent
perfectly damage, page 436
Effect: The boots are an asset for jumping and
running (easing one of these skills by two
steps if the artifact is level 6 or higher).
Depletion: —

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Devils and Tailors Fortunate’s Purse
Level: 1d6 + 2 Level: 1d6
Form: Blood-stained draughtboard with Form: Elegant knapsack that shifts colors to
You can determine the figures of white gold, bronze, and pearl hide in plain sight
outcome of a game by Effect: Playing someone in a game of Effect: Any object put inside the sack cannot
having both players roll
2d6. The player with the
checkers or draughts eases all of the be detected by physical senses or magic.
highest number of pieces user’s positive social interactions with The sack can hold a single item, of any
left on the board (highest their opponent. While playing, the user size and shape, at a time. Cyphers in
roll) is the winner. can make a move and interact with their Fortunate’s purse do not count against
opponent as a single action. The game the user’s cypher limit.
lasts a number of rounds equal to the Depletion: 1 in 1d20 (check each time an
Magic bags come in artifact level. item is added to the knapsack)
many forms, such as coin Depletion: 1 in 1d20 (check each game
purses, sacks, packs, and
pockets. Some can be
played). After depletion, the board Galoshes of Fortune
used to hide someone continues to function as a regular Level: 1d6 + 4
safely out of sight, provide draughtboard. Form: Pair of rubber boots
an endless supply of gold Effect: Transports the wearer to a time and
or riches, or grant wishes.
They are most often given Fiddle of the Fossegrim place in the past or present that they
as rewards for doing great Level: 1d6 + 2 desire for up to ten minutes. The wearer
kindnesses or completing Form: Water-worn fiddle cannot be seen, heard, or sensed by
a difficult task.
Effect: Playing the fiddle causes everyone others, and they cannot take any actions
within long distance to become other than to watch events unfold.
enticed by the music and draw closer Traveling to and from the time and place
to the player. After one round, all causes the wearer to disappear from the
creatures in short range begin to dance present for two rounds.
uncontrollably for a number of rounds Depletion: 1 in 1d6
equal to the artifact level. The only
action they can take while dancing is
to attempt to break free from the effect
(an Intellect action equal to the artifact
level).
Depletion: 1 in 1d20

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Genie’s Lamp Hook’s Hook


Level: 1d6 + 2 Level: 1d6 + 1 Genies, also called djinn
Form: Bronze oil lamp Form: Simple iron hook designed to be or jinn, come in many
forms, and not all of
Effect: Rubbing the lamp produces a genie worn as a prosthetic them are contained or
who grants the user a wish. The GM Effect: When placed on an amputated limb, controlled by something
assigns a level to the wish, so the larger the hook grafts on permanently. It works so simple as a lamp.
and more difficult the wish, the more as a simple hook and as a light weapon.
difficult it is to have the wish granted. When activated, Hook’s hook affects the
Djinni, page 324
Generally, a wish such as gaining an minds of all thinking foes within long
asset or inexpensive item is level 1, and range. Those affected are instilled with
a wish for an expensive item or for a foe terror, making them drop whatever Wishes, page 53
to vanish is level 7. The genie cannot they’re holding and flee for a number of
grant a wish above its level. rounds equal to the artifact level. “Do not be fooled
The genie can grant only one wish per day. Depletion: 1 in 1d6 (for the fear ability). by its commonplace
appearance. Like so
Depletion: 1 in 1d6 After depletion, it still functions as a many things, it is not
hook and a weapon. what is outside, but
Golden Bridle what is inside
Level: 1d6 + 2 Horn of Destruction that counts.”
~the Peddler, Aladdin
Form: Bridle made of flowing gold Level: 1d6 + 3
Effect: To activate the bridle, the user must Form: Large brass horn
succeed on an Intellect interaction with Effect: Blowing into the horn destroys all There are rumored to be
a beast whose level does not exceed the objects in an immediate area that is up any number of Hook’s
hooks, all of which are
artifact level. The bridle bonds to the to a long distance away, turning it all made from different
creature, which immediately becomes into rubble and debris. Living beings materials and serve
calm. The creature awaits the user’s inside the area take 2 points of ambient different purposes, such
commands and carries out orders damage (ignores Armor). as the scissors hook, oar
hook, magnet hook,
to the best of its ability. The creature Depletion: 1 in 1d6 teacup hook,
remains calmed for a number of hours grappling-hook hook,
equal to the artifact’s level minus the Iron Stove and fishing rod hook.
Enterprising characters
creature’s level. (If the result is 0 or less, Level: 1d6 + 3
might seek out multiple
the creature is enslaved for only one Form: Iron stove that walks and talks hooks, along with a way
minute.) Effect: Once per day, the stove can bake a to exchange them easily.
Depletion: 1 in 1d10 living gingerbread cookie. The baker
chooses the form, but it must be a It is customary for the
Hatchet of the Woodsman simple, one-dimensional shape (such as one who holds the horn
of destruction to call
Level: 1d6 + 4 a human, a dog, or a tree). The cookie themselves the King of
Form: Well-worn hatchet of unremarkable is a level 3 creature that can move, talk, Rubble and Debris and to
appearance and complete simple tasks that the wear a crown fashioned
Effect: When used on a creature, the hatchet baker asks of it. After a day, the cookie from talus and scree.
turns the target into wood and inflicts crumbles away.
damage equal to its level. If the creature Additionally, the iron stove can be used as a A gingerbread being is
is living wood, the hatchet turns them regular stove to heat water, cook meals, not immune to dangers.
Large amounts of liquids
into nonliving wood. If the target is slain and so on. are likely to make it
by the hatchet, the creature becomes Depletion: 1 in 1d100. After depletion, it melt away, while birds
animated wood. Effects last for ten remains a regular working stove, but no and other scavengers
minutes or until the target succeeds on longer walks and talks. have been known to try
to take an eye or leg.
an Intellect roll.
Depletion: 1 in 1d20 (check on each Animated wood, page 77
successful attack)

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Most mirror mirrors have Knapsack of Sevens d6 Ability
a personality all their Level: 1d6
own. Some sing their 1 Answers a question about the
answers, some show
Form: Simple knapsack present (such as “Who is the
images, and still others Effect: Tapping the knapsack seven times fairest of them all?”) with a simple
sigh with boredom at causes seven swans to fly out. For as one- or two-word answer.
being asked the same long as the user does not speak or make
thing over and over. 2 Allows the viewer to check in on
any sounds, the swans fly around the someone they know (and who
Mirrors never lie. user, providing them with +1 Armor knows them) from anywhere. The
Except when they do. against mental and physical attacks for image lasts just a moment, and
The queen had a the next ten minutes. those being viewed are not aware
wonderful looking-glass, As soon as the user utters a sound, the
and when she stood in that it has happened.
swans return to the knapsack.
front of it and looked at 3 If the viewer stands before the
herself in it, and said Depletion: 1 in 1d20
mirror and shouts their own name
“Looking-glass,
three times, they are granted
Looking-glass, Mirror Mirror a glimpse of their future. This
on the wall,
Level: 1d6 + 4
Who in this land is glimpse lasts just a moment, and
the fairest of all?” Form: Ornate mirror that grows or shrinks
is not guaranteed to come true.
in size according to its user’s needs.
4 If the viewer stands before the
The looking-glass Effect: When the user looks into the
answered:
mirror at midnight while holding a
mirror and interacts with it, it grants
“Thou, O Queen, art light source, they are able to contact
their request, as it is able. Roll a d6 to
the fairest of all!” the ghost or spirit of a person or
determine the mirror’s ability:
creature they know the name of.
Then she was satisfied,
for she knew that
Whether or not the being agrees to
the looking-glass talk with them is another matter.
spoke the truth. 5 Distorts the appearance of
~Brothers Grimm,
everything it reflects, particularly
Snow White
by magnifying the horrible and
ugly aspects of things and people
while ignoring their good and
beautiful aspects. Looking into the
mirror inflicts 2 points of Intellect
damage. Angling the mirror to
reflect an object inflicts 2 points of
damage to it.
6 Coats the user’s skin with its
reflective surface, offering
protection. The first time the user
would take damage, the mirror
shatters instead, reflecting the
damage back to the user’s attacker.
Depletion: 1 in 1d20

Pandora’s Box
Level: 1d6 + 4
Form: Elegant gold box with a hinged lid
and a locked clasp
Effect: When the box is opened, light leaks
out. The light coalesces into a golden
form that represents a deep sense of
peace and hope to the person who
opened the box. For a number of rounds

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equal to the artifact level, the golden form level is equal to the artifact level.
eases all actions taken by the opener. Commanding the sword is not an
Alternatively, the opener can share the action, but it can only do things that
effect of the golden form as their action, a sword would be able to do (attack,
easing all actions taken by allies within block, slice, and so on). If the sword is
short range (but not giving themselves reduced to 0 health, the self-swinging
the benefits). ability ends and must be reactivated.
Depletion: 1 in 1d6 The sword returns to the user when the
duration ends.
Pixie Dust Depletion: 1 in 1d6 (for the self-swinging
Level: 1d6 ability). After depletion, it functions as a
Form: Glass bottle filled with glittering light regular sword.
Effect: Shake the glittering light on a living
being and it can fly for ten minutes per Seven-League Boots
artifact level. If the being can already Level: 1d6 + 3
fly, shaking the light on them grounds Form: Lace-up knee-high boots of black
them, taking away their ability to be leather
airborne for the same amount of time. Effect: Allows the wearer to travel up to
Depletion: 1 in 1d10 21 miles (34 km) with a single step.
Alternatively, two people may each wear
Red Cap one boot and travel up to 10.5 miles (19
Level: 1d6 + 3 km) with a single step. Seven-league
Form: Woolen cap soaked in human blood boots exhaust the user, costing them 2
Effect: The wearer gains an extra recovery Might points per step.
roll each day that is not an action and Depletion: 1 in 1d20 (check each step). Once
does not count toward their daily limit. the movement ability depletes, the boots
Once the wearer uses this recovery roll, continue to function as regular boots.
they can’t do so again until after they
make a ten-hour recovery roll and soak Shapeshifter Wand
the hat in fresh human blood. Level: 1d6
Depletion: 1 in 1d20 (check each day of use) Form: Wand made of wood, glass, metal, or
stone
Red Riding Hood Effect: Allows the user to turn one living
Level: 1d6 + 3 being (including themself) into one of
Form: Bright red cloak that adjusts to fit its the following: flower, lake, duck, swan,
wearer cottage, rosebush, or fish. While in
Effect: Draws the eye while also giving their new form, the shapeshifted being
the wearer the impression of being retains all of their health and other
easy prey. All tasks involving sneaking attributes, but cannot perform any
and hiding are hindered, and foes will actions beyond what the non-magical
typically attack the wearer over any item or creature could normally
others in the area. The cloak provides +3 perform. So a flower can blow in the
Armor and an asset to all Might-based wind, bloom, attract insects, be cut, and
tasks, including combat tasks. smell nice. Any attempts to detect the
Depletion: 1 in 1d10 (check each day of use) shapeshifted being by physical senses or
magic are hindered by two steps. While
Self-Swinging Sword shapeshifted, the being cannot die;
Level: 1d6 + 1 however, they can be injured, cursed,
Form: Steel sword with an ornate hilt or moved down the damage track. The
Effect: When activated by a special word, effect lasts for ten minutes or until the
the sword attacks whoever the user user chooses to end it early.
indicates, fighting as a creature whose Depletion: 1 in 1d10

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She-Bear Soulful Fiddle
Level: 1d6 Level: 1d6 + 2
Form: Bit of wood carved in the shape of a Form: Fiddle made of bone and guts
bear Effect: This instrument acts like a normal
Effect: When placed in the mouth, changes fiddle of its kind. If the wielder is trained
the wielder into the form of a female in its use and plays an appropriate tune,
bear. While in this form, the user gains those within short range who hear it
+4 to their Might Pool, +4 to their Speed suffer one of the following effects: fall
Pool, and +1 to Armor. They also can asleep, become amenable to suggestion,
communicate with other bears while follow the fiddle player in a light trance,
in this form. The effect lasts for ten or take a similar action.
minutes. The desired effect must be the same for all
Depletion: 1 in 1d6 creatures who hear it. The effect lasts for
ten minutes, but actions by others (such
Shirt of Nettles as attacking the listeners or physically
Level: 1d6 + 4 restraining them) can end the effect
Form: Woven shirt of stinging nettles early for a creature.
Effect: The shirt acts as light armor, but Depletion: 1 in 1d20
grants an additional +2 Armor (+3 if the
artifact is level 9 or higher) in addition Steadfast Tin Soldier
It is rumored that there to the 1 Armor that light armor typically Level: 1d6 + 2
are a number of artifacts provides. Additionally, the wearer can’t Form: Small tin soldier with one leg
that create prosthetic
body parts or restore
be shapeshifted against their will. Effect: Gives a user who is missing a
missing limbs, including Depletion: — (At any time, the GM can limb the ability to transform the tin
Paper Ballerina, rule that the shirt has resisted enough soldier into a prosthetic limb with the
Handless Maiden, shapeshifting magic to deplete that appearance of their choosing. The
and Bianca’s Snake.
ability, after which the shirt still limb permanently increases the user’s
functions as armor.) maximum Speed Pool or Might Pool
(user’s choice) by 5 points (or 7 points if
Soldier’s Cloak of Invisibility the artifact is level 6 or higher).
Level: 1d6 + 2 Depletion: —
Form: Slate-grey cloak sewn of shadows and
silence Stone Canoe
Effect: Provides an asset to hiding, Level: 1d6 + 3
sneaking, and remaining undetected Form: Shiny grey pebble, small enough to fit
(even by magic) for as long as the into a pocket
wearer does not interact with another Effect: When activated, forms into a canoe
creature. Entering into combat or that can carry a number of beings (and
interacting with another creature in any their equipment) equal to the artifact
way breaks the effect. level. The canoe lasts for one day and
Depletion: 1 in 1d100 then transforms back into a pebble.
Depletion: 1 in 1d6 (check each use)

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Story Knife Tweedledee’s Umbrella


Level: 1d6 + 2 Level: 1d6 + 2 In addition to artifact
Form: Small penknife inscribed with tiny Form: Large umbrella with a sharp point on quirks, common sense
suggests that the
words in hundreds of languages the end effects of some artifacts
Effect: Slices through words that are in the Effect: Touch a creature (up to the artifact’s will draw additional
form of oral stories, songs, speeches, level) of any size and the umbrella will interesting opportunities
conversations, and so on. This has fold up around it, capturing it inside. or dangers. Using
table-be-set in the middle
one of two effects, depending on the Holding the umbrella with the captive of a forest, for example,
wielder’s desire (the wielder must inside is an action. A caught character is is likely to draw bears
decide before they activate the artifact held for ten minutes or until they make a and other hungry beasts,
while using it in the
each time): successful Might roll to break free.
middle of town might
• Makes the story, song, and so Depletion: 1 in 1d10 garner the characters
on sharper, stronger, and more new friends, or catch the
interesting, increasing the chance Vicious Tankard attention of thieves.
that it will have an impact on listeners Level: 1d6 + 2
(eases any attempted interaction task) Form: Hefty ale tankard carved of stone The good little table
• Makes the story, song, and so on boring, Effect: In addition to serving as a convenient was at once covered
with a clean little cloth,
unwieldy, and disjointed, decreasing means to drink a variety of liquids, if and a plate was there,
the chance that it will have the intended the tankard is topped off with good ale and a knife and fork
impact on listeners (hinders any or spirits, it can be used as a medium beside it, and dishes
attempted interaction task) weapon that inflicts +2 damage (for a with boiled meats and
roasted meats, as many
total of 6 points of damage). Anyone as there was room for,
Using the story knife is an action. It has no who picks up the tankard is practiced and a great glass of red
power to cut physical objects or living in using it in this fashion. Surprisingly, wine shone, so that it
made the heart glad.
beings (unless those beings are made of using the tankard as a melee weapon
~Brothers Grimm,
stories). does not cause more than a modicum of Table-Be-Set,
Depletion: 1 in 1d20 good ale or spirits to slosh out. Gold-Donkey, and
Depletion: 1 in 1d20 (check each fight) Cudgel-out-of-the-Sack
Table-Be-Set
Level: 1d6
Form: Common-looking wooden table
Effect: Putting the table out and saying
“Table be set” automatically fills the
table with as much food and drink as
will fit upon its surface. The table does
not become empty as long as there is
anyone in long range who still wishes
to eat. Once a character uses the table’s
ability, they can’t do so again until after
they make a ten-hour recovery roll.
Depletion: 1 in 1d100

Tinderbox
Level: 1d6 + 2
Form: Small ornate tinderbox made of metal
Effect: Summons three dogs to do the
user’s bidding. The dogs can complete
any tasks dogs would normally be able
to accomplish, including carrying,
fetching, attacking, defending, and so
on. They act as a single level 3 creature.
Depletion: 1 in 1d6

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Chapter 9

BEASTS AND BEINGS

T
he following creatures and characters to which those individuals belong. For
in this chapter are provided to help example, if you look under Witch, you’ll
populate your fairy tale game. find general stats for a witch NPC, as
well as individual stats for some of the
How to Use These Listings more common and interesting witches
Generally, the listings in this book work in fairy tales, such as Baba Yaga and the
A creature’s health much the same way as they do for all Cypher Wicked Witch of the West. This is done to
is always equal to its System creature listings—the standard help the GM capture the essence of fairy
target number unless
otherwise stated. So a
template includes the level, description, tale creatures, which often exist within
level 3 creature has a motive, environment, and so on. archetypes but also have their own unique
target number of 9 and The most important element of each abilities and personalities.
thus 9 health, unless its creature is its level. You use the level to However, it also makes organizing
Health stat line states
something different. determine the target number a PC must them a bit more complicated. Does Áine,
reach to attack, defend against, or otherwise Fairy Queen of Light and Love go under
interact with a creature or NPC. In each the Queen archetype or the Fey Beings
entry, the difficulty number for the creature archetype? The answer, in most cases,
is listed in parentheses after its level. is both. So you’ll find Áine’s main listing
A creature’s target number is usually under the archetype she is most like—in
also its health, which is the amount of this case, fey beings, because most of her
Beasts and Beings by damage it can sustain before it is dead or characteristics, interactions, and combat
Archetype table, page 102 incapacitated. For easy reference, most abilities have more to do with her being fey
entries list a creature’s health, and they than with her being queen. But you’ll also
always do so if it’s different from the normal find a cross-reference for her under Queen.
Understanding the amount for a creature of its level. Additionally, you can use the Beasts and
Listings, page 312 For more detailed information on how Beings by Archetype table to make it easy to
to use level, health, combat, and other find what you’re looking for at a glance.
elements, see the Understanding the
If an archetype doesn’t Listings section in the Cypher System Locations
include certain elements, Rulebook. In addition to archetypes, beasts and
such as Interaction or
Combat, it typically
Due to the dual and complex nature of beings in fairy tales are often defined by
means those are listed many creatures in fairy tales, along with the locations they inhabit. Many fey beings
for individual creatures the large number of archetypes, there are dwell in or near water, with their entire goal
within the archetype. several additional elements that you’ll want in life being to drag unsuspecting victims to
Feel free to mix and
match to create unique to take particular note of when using the the depths.
combinations. creature listings. In order to make it easy to place creatures
and NPCs in a particular location, there are
Alternatively, if an Archetypes symbols along the side of each page that
individual creature Because fairy tales are populated with offer suggestions on where those creatures
doesn’t have an element
(such as Armor),
archetypes—the witch, the queen, the and NPCs are often found. So if your
use the one listed trickster—this chapter is organized both characters have ventured into a place with
in the archetype. by individual entities and by the archetype water, just look for the water symbol along

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the side of the pages for creatures to add to Additionally, the individual creatures
the encounter. You’ll find similar symbols within an archetype, such as Baba Yaga,
for those that dwell in the woods, the sky, already have a few of the archetype abilities
the land, and so on. chosen for them. You’ll find the list of ability
names in the Combat section for each
Water City/Civilization creature.

Forest Belowground Heartwood Beasts and Beings


You can also find additional creatures
Sky Heartwood and characters created specifically for the
Heartwood setting because they deal with Lost in the Heartwood,
Land (cave, bridge, mountain) mental health and mental illness. These are page 157
designated with a small Heartwood symbol.
Dual Nature While these are designed to fit best into the “You may think I’m
Many creatures and characters in fairy tales Heartwood setting, they can easily be used a monster, but what
I am is necessary.”
are dual-natured, both as archetypes and in any fairy tale campaign. ~Grimm
as individuals. You’ll find good queens,
wicked queens, and queens who walk a fine
line in between (or are both, depending Suggested Additional “If you’ll believe in
on the circumstances). Friendly fairies and Creatures for Use in me, I’ll believe in you.
Is that a bargain?”
mischievous fairies and fairies that want to Fairy Tale Settings ~Unicorn, Through
curse your first-born child out of spite. A The Cypher System Rulebook provides a the Looking-Glass
bone-built bog horse that saves you from short list of creatures and NPCs that work
drowning who morphs into a beautiful sea well in fairy tale games. The following
stallion that drags you beneath the waves. creatures from that book can also be used, Creatures and NPCs
This means that there are often multiple although some may need small tweaks to for a Fairy Tale
Game, page 306
ways to interact with any creature or their appearance or motives to make them
character. Tips for these types of dealings more fairy-tale in nature. Creatures, page 312
can be found in a creature’s Interaction and • Abomination
Combat sections. • Chimera
• Demigod
Spells, Curses, and Abilities • Demon
Many beasts and beings in fairy tales— • Devil
especially those that fall under wide • Djinni If you’re looking for more
archetypes—have a variety of spells, • Dragon creatures for your fairy
tale game, you can find
curses, and abilities at their disposal. • Elemental a wide selection in most
Under the Combat section, you’ll often find • Ghost fantasy roleplaying game
a list of available options, complete with • Ghoul bestiaries. They may need
descriptions on how they work. Witches, for • Giant to be lightly tweaked—
elves in fantasy settings
example, might be able to cast spells that • Goblin often differ quite a bit
heal, protect, cast a glamour, and more. • Golem from elves in fairy tale
However, not every witch is able to do all • Nuppeppo settings, for example,
but they can provide a
of those things. Most witches have two or • Ogre
great jumping-off place.
three of those abilities at their disposal. • Orc
Choose a couple from the list that feel right • Prince(ss) of summer
for the character you want to create (or roll • Statue, animate
randomly for an interesting mix of abilities). • Witch
• Wizard, mighty

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Name Level Page Beasts and Beings FEY BEINGS
Áine, Fairy Queen by Archetype Áine, Fairy Queen of Light
of Light and Love 9 124
and Love page 124
Angik 3 121
Aristocrat 4 137
ANIMALS Angik page 121
Baba Yaga 9 133 Animals, common page 104 Brownie page 145
Bagheera 7 106 Animals, magical page 104 Cailleach page 129
Beast 6 106
Bagheera page 106 Cat sidhe page 108
Black dog 6 107
Blind Witch 5 134 Beast page 106 Changeling page 121
Cailleach 5 129 Black dog page 107 Enchanted moura page 192
Cat sidhe 4 108 Cat sidhe page 108 Erlking page 116
Changeling 2 121
Centipede, whispering page 155 Fairy godmother page 123
Cheshire Cat 6 106
Child 1 138 Cheshire Cat page 106 Gráinne, the Wayward
Crafter 2 138 Crow, monstrous page 189 Daughter page 125
Dame Gothel 5 134 Devil’s dandy dogs page 107 Headless horse page 188
Death 10 114
Hans the hedgehog page 145 Nightmare page 188
Drowning Fairy 6 128
Dwarf 4 115 Leveret (giant hare) page 150 Nymph page 121
Enchanter 5 118 Puss in Boots page 106 Pixie page 121
Erlking 6 116 Robber birds page 152 1 Prince(ss) of summer page 348
Faerie 3 121
Sand fleas page 152 Satyr page 109
Fairy godmother 6 123
Feral tree 3 115 Satyr page 109 Tink page 185
Fuath 5 128 Toby the turtle page 186 Tunnel bog page 145
Geppetto’s children 4 112 Wolf, Big Bad page 111 Will-o-wisp page 155
Gingerbread
creatures 2 112
Gráinne, the Wayward CRAFTED OF THE GRAVE
Daughter 9 125 Geppetto’s children page 112 Death page 114
Huntsman 2 139
1 Golem page 336 1 Demigod page 321
Kelpie 6 130
Minotaur 7 117 Horse head automatons page 156 1 Demon page 322
Morgan le Fay 9 120 Tin Woodman page 113 1 Devil page 323
Naiad 4 128 Virgilius’s copper dogs page 112 1 Djinni page 324
Nymph 3 121
1 Fallen angel page 329
Oz, the Great
and Terrible 5 120 EARTH BEINGS 1 Ghost page 331
Pixie 2 121 Erlking page 116 1 Ghoul page 332
Puss in Boots 5 106 1 Giant page 333 1 Skeleton page 353
Queen 6 126
1 Goblin page 335
Queen Grimhilde 8 126
Red Queen 6 127 1 Golem page 336 HUMAN NPCs
Robber 4 139 Minotaur page 117 Aristocrat page 137
Satyr 5 109 1 Ogre page 346 Child page 138
Scholar 2 140
Sea Witch 6 135 Satyr page 109 Crafter page 138
Snark 7 110 Troll page 115 Huntsman/Woodcutter page 139
Snow Queen 6 127 Robber/Thief page 139
Thief 4 139
Scholar page 140
Tin Woodman 7 113
Troll 6 115
Virgilius the Sorcerer 7 120 NAMED CHARACTERS
Virgilius’s Throughout this chapter, entries marked Happy page 186
copper dogs 5 112
with this symbol 1 appear in the Cypher Humpty Dumpty page 185
West Wind 9 131
Wicked Witch System Rulebook. Maid Maleen page 186
of the West 5 135 Snow White page 185
Wind children, the 4 131
Toby the turtle page 186
Witch 5 132
Wolf, Big Bad 8 111
Woodcutter 2 139

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ROYALTY TRICKSTERS
Áine, Fairy Queen of Light Cheshire Cat page 106 In fairy tales, tricksters
and Love page 124 are often wise fools—
Puss in Boots page 106
those who seem silly,
Aristocrat page 137 Raven of the Seven Ravens but in fact use tricks and
Cardinal King page 189 Army page 193 cunning to get what they
want or to teach others.
Gráinne, the Wayward Satyr page 109
They eschew authority,
Daughter page 125 Wolf, Big Bad page 111 create ingenious plans
Listening King page 185 that often go awry, and
The Listening King’s Seven WATER BEINGS tend to be fast-talkers
with lots of skills in
Starry-Headed Children page 185 Cailleach page 129 scheming, deceiving,
One-Eyed Jacque page 189 Cult of the Serpent page 152 and persuading.
1 Prince(ss) of summer page 348 Ghost of the arbella page 152
Queen page 126 Grundylow page 152
Red Knight page 189 Isonade page 152
White stag royal page 188 Mermaid, misery page 196
The Sea, Herself page 151
SHAPESHIFTERS Siren page 152
Changeling page 121 MAGIC USERS
Enchanter page 118 WITCHES, WIZARDS, AND SORCERERS Nearly every beast
Queen page 126 Witch (archetype) page 132 and being included in
this book is a magic
Witch page 132 Apple-pip Witch page 143
user of some kind,
Baba Yaga page 133 with the exception of
SPIRIT BEINGS Blind Witch page 134 most human NPCs.
Black dog page 107 Dame Gothel page 134
Charon the Ferryman page 155 Enchanter page 118
Death page 114 Kitchen Witch page 186
1 Demigod page 321 Sea Witch page 135
1 Demon page 322 Virgilius the Sorcerer page 120
1 Devil page 323 Wicked Witch of the West page 135
1 Djinni page 324 Witch of the Drowning Slough page 209
1 Fallen angel page 329
1 Ghost page 331 WORLD AND WEATHER BEINGS
1 Ghoul page 332 Moon page 209
Nightmare page 188 The Sea, Herself page 151
1 Skeleton page 353 West Wind page 131
Wind children, the page 131

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MAGICAL ANIMALS
If you want to include Common animals in fairy tales are often Remember that even though these are
nonmagical animals magical, which gives them unique abilities magical animals, they have only small
in your game, use the
Normal Animals chart
beyond those of typical animals. Many amounts of magic, so in most cases their
in the Cypher System animals can talk, grant wishes, make nature should give them access to minor
Rulebook as your guide. bargains, and shapeshift. Some magical abilities with short durations.
animals, such as hounds, have so many
Normal Animals forms and options in fairy tales that they’re Bear: level 5; health 20; Armor 1; two
chart, page 314 given their own archetype page later in this magical abilities
section.
Other Creatures and
Not all magical animals are helpful, Cat: level 2; two magical abilities
NPCs for a Fairy Tale
Game, page 306 although many are. Some will only help
under certain circumstances, while others Fish: level 2; one magical ability
Hounds, page 107 are just tricksters by nature and will nearly
always give the wrong information for their Fox/Rabbit/Monkey: level 3, cunning and
own amusement. It is not uncommon for trickery as level 5; two magical abilities
animals to ask something small in return
While some magical for their help. Horse/Donkey: level 4; two magical abilities
animals are born with There are additional magical animals,
the ability to use magic,
others may gain it later in
such as angry ants and talking cats, listed Mouse/Rat: level 2; one magical ability
life, typically by coming in the fairy tale section of the Cypher System
into contact with a Rulebook as well. Generally speaking, a Raven/Owl: level 3, intelligence and cunning
magical place or spell, or magical animal is 1 level higher than a as level 4; one magical ability
by having something cast
upon them. Alternatively, normal animal and has at least one magical
a magical animal ability. So if a normal hawk is level 2, then a Snake/Serpent: level 3; bite inflicts 4 points
may lose their magical magical hawk is level 3 and can also grant a of Intellect damage (ignores Armor);
abilities at any point.
wish to someone who catches it. one magical ability
It’s safe to assume that most magical
animals can speak. Whether or not the Songbird: level 1; offer sage advice to those
characters can understand them depends they choose; one magical ability
on the setting and the PCs’ particular
abilities, and it may vary from animal Stag/Hart: level 4; Armor 1; horns inflict 3
to animal, even in the same setting. In points of damage; two magical abilities
most settings, however, it makes sense
that the characters can understand and Suggested Magical
communicate with most talking animals. Abilities for Animals
This is by no means a comprehensive list
of all of the magical abilities available to
If you’re playing a setting with talking animals. Feel free to create your own. Just
animals that PCs can understand and remember that animals typically have a
communicate with, you’ll want to let limited amount of magic, so the abilities
them know why and how this is possible. likely have a small effect and a short
Depending on the setting, it might be duration.
because they’re all speaking the same
language, because everyone is fluent Bless (use magic to give a character or
in multiple languages, or because object something beneficial, such as giving
they’re using magical translators (or a a weapon +1 damage for one round, or
combination of all three) likely depends giving another character +1 Armor for one
on the setting. round)

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Talking Objects
In fairy tales, it’s not just animals that can speak, think, and interact with the characters.
Almost anything could have the ability to talk and interact in some form. Teapots and
silverware, doors and locks, stones and trees and mountains, weapons and armor and
someone’s hair—they might all be able to talk, dance, sing, fight, and cast spells. The
Cypher System defines a “character” as “anything that can act in the game,” which
means that talking objects that can take actions are more like creatures than objects.
If you have a talking object in your game, it has a level (just like creatures and regular
objects), and every interaction with it is based on that level. Its level can be based on
its physical and mental complexity as well as its purpose. So something like a singing
teapot might be level 2 with 2 Armor, and it can hurl its lid at a foe to inflict 2 points of
damage. A complicated talking lock who guards a precious treasure might be level 5 or 6
and can cast a spell (inflicting 3 points of damage) on anyone who tries to pick it.
Some abilities in the game work only on objects, or only on creatures, or only on living
things. A talking object might or might not be living, depending on its nature. A teapot
(whether singing or mundane) is not a living thing, but a tree (talking or not) certainly is.
The GM should consider the nature of a talking object (and its normal counterpart) and
decide whether an ability can affect it. For example, a poison spell that works on living
creatures probably doesn’t have any effect on the singing teapot, but it could hurt the
talking tree. The Command ability (which makes a living creature obey you) might work
on both the singing teapot and the talking tree because it’s reasonable that the magical
minds of the teapot and tree could be affected by the command.
Of course, in a fairy tale world, magic can be unpredictable, and unexpected things
sometimes happen. It’s okay if some singing teapots can die from poison and others
can’t, or if some talking trees can be mind-controlled and others can’t.

Boon (provide the character with a small Information (give directions to a town, the
beneficial object, such as a goose that lays a name of the man who lives in the nearby
golden egg, a fish that finds a lost ring, and cottage, or the rumors about the area) They led her to a dark
so on) and silent house. A bird
in a cage called out “Turn
Invisibility (turn themselves, another back, turn back, thou
Conjure (create a small useful item, such as character, an object, or a place invisible for a bonnie bride, Nor in this
a flask of water, a loaf of bread, or a candle) short period of time) house of death abide.”
~The Robber Bridegroom
Curse (curse another creature to inflict Sage Advice (see the future, offer
damage, stun, daze, or otherwise affect suggestions on a difficult task, or guide a
them negatively for one or more rounds) character’s actions)

Glamour (make themselves or someone Shapeshifting (become a different type of


else look different for a short period of time, animal or object, or cause someone else
or cast an illusion over a small area or for a to become an animal or object for a short
short duration) period of time)

Healing (heal themselves, another Wish Granting (grant a small wish, such as
character, or a natural element of the world the ability to float for a short time in order
for 1–3 Pool points or health) to cross a river)

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The creatures in this section all appear to


be animal in their nature, from black dogs Additional Beasts
and big bad wolves to horses and snarks. of Bite and Claw
Animals, common, page 104
Everybody knew Bagheera: This cunning, bold, and brilliant Animals, magical, page 104
Bagheera, and nobody black panther can be someone’s worst Centipede, whispering, page 155
dared to cross his path;
for he was as cunning
enemy or their most loyal friend, protector, 1 Chimera, page 316

as Tabaqui, as bold and mentor. Devil’s dandy dogs, page 107


as the wild buffalo, Level 7; stalking, hunting, sneaking, Dog With Eyes the Size of Teacups,
and as reckless as the and chasing prey as level 8; persuasion Dinner Plates, and the Moon, page 143
wounded elephant. But
he had a voice as soft and positive social interactions as level 8; 1 Dragon, page 325
as wild honey dripping inflicts 6 points of damage with teeth and Fox, page 104
from a tree, and a skin claws; can pounce on a victim from a long Hans the hedgehog, page 145
softer than down.
distance away to inflict 7 points of damage Leveret (giant hare), page 150
~ Rudyard Kipling,
The Jungle Book and knock the victim prone. Maryushka bird, page 193
Ravens of the Seven Ravens Army,
Beast (with a capital B): Sometimes a page 193
human cursed, sometimes an animal Robber birds, page 152
blessed, often just a creature from the Sand fleas, page 152
beginning, Beasts are bestial humanoids Toby the turtle, page 186
with large claws and jaws. Most Beasts have 1 Werewolf, page 367
a single thing that they love deeply and will
do anything to protect: a garden, a human,
their home, a book from their childhood.
Level 6, intimidation and protection as
level 7; Armor 2; inflicts 4 points of damage
with an item related to their beloved
(gardening shears, for example).

Cheshire Cat: Interacting with this


riddling, punning, disappearing
striped cat is enough to make anyone
feel discombobulated. Can make a
great ally if you’re seeking answers,
have lost your way, or need advice.
Level 6, punning and wordplay as
level 7, Speed defense as level 8 due to
intangibility; will disappear rather than fight.

Puss in Boots: Smart and smart-alecky,


Puss in Boots always has a plan in
motion, and at least two others that
are about to begin.
Level 5; planning, scheming,
persuasion, and deception as
level 7; Armor 2; inflicts 4 points of
damage with elaborate swordplay.

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BLACK DOG 6 (18)
Black dogs go by many names: hellhounds, bearers of death, black hounds of destiny, and
devil dogs, just to name a few. Typically they are spectral or demonic entities that show up
at night. They are often sinister, malevolent, or purposefully harmful (such as the Barghest
and Black Shuck). Occasionally, black dogs are helpful and benevolent, guarding people Black dogs sometimes
serve as familiars for
from danger, helping them find the correct path, or signifying the death of someone nearby. witches and sorcerers.
Black dogs are usually large, shaggy, and as black as night, with long ears and tails.
However, despite their name, they can be any color. The real distinction is that they are
definitely not regular, living dogs. Some have eyes like fire, some howl with a ghostly, There are many, many
types of black dogs,
ethereal song, and still others have telltale witches’ marks upon their chest or back. including the Barghest,
Black dogs can see ghosts, witches, and other magical entities not typically visible to other Black Shuck, Padfoot,
creatures. They are sometimes a portent of death, but not always. Many carry with them an Grim, the Devil’s dandy
dogs, and yeth hounds.
inherent sense of sadness and despair, which they can pass on to those around them.
Motive: Bring harm and pain; help and guard
Environment: Crossroads, places of execution, and ancient paths
Health: 20 Black dogs aren’t
Damage Inflicted: 8 points the only canines that
Armor: 2 appear in fairy tales.
Corgis were originally
Movement: Long; very long when running believed to be gifts
Modifications: Sneaking, hiding, and attacking from surprise or advantage as level 7 from the fairies, in part
Combat: Malevolent black dogs will attack from a position of surprise or advantage, because the markings
inflicting 8 points of damage with their spectral teeth and claws. on their backs look
like magical saddles,
Some black dogs cause such a deep feeling of despair and sadness, just by being nearby, perfect for carrying
that they inflict 2 points of Intellect damage each round on everyone who can see them their fairy riders.
or otherwise sense their presence.
Interaction: Running, at least from the malevolent ones, is typically the best course
of action. Dealing with helpful black dogs is often an interesting and unexpected GM intrusions:

experience, as they don’t talk and don’t explain who they choose to help or why. The black dog howls,
Use: The characters are fighting an extremely tough foe when a black dog steps in to creating such a mournful
sound that everyone in
help them out (or to help their foe). The characters are lost in the woods, and a large, very long distance who
menacing black dog steps out of the forest and leads them back to safety. can hear it takes 4 points
Loot: Black dogs rarely have anything valuable on them. However, killing a black dog causes of Intellect damage.
it to haunt whoever dealt it the fatal blow. That person feels such deep anxiety and A character who sees
despair that all their actions are hindered for at least one day, and often longer. the black dog is deeply
affected by sadness and
moves one step down
the damage track.

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CAT SIDHE 4 (12)
Cat sidhes, sometimes called phantom cats, are dog-sized felines that were once witches
and now have shifted permanently into cat form. They’re all black except for a single white
Sidhe is typically
pronounced similar symbol on their chest, which is their name.
to “see.” When cat sidhes form (because a witch has turned themselves into a cat for the ninth
time), they gain nine tails. Each time a cat sidhe would be killed, they can choose to lose
one of their tails instead. Once a cat sidhe has no more tails remaining, their death is final.
While cat sidhes inflict
damage with their Motive: Steal souls, gain power
soul-stealing attacks, the Environment: Highlands, mountains, and forests
roleplaying element of Health: 15
a character losing part
Damage Inflicted: 6 points
of their soul is possibly
more important than the Movement: Long
game effect. Consider Modifications: Speed defense as level 6 due to quickness and agility
removing something from Combat: Cat sidhes can attack with their claws for 6 points of damage, but they much
the character that will
affect them in interesting
prefer to engage from a long distance, using their unique ability to cast curses that steal
and unusual ways. part or all of a victim’s soul. They may attack a foe using the following types of
soul-stealing curses. Characters who succeed on an Intellect defense roll resist the effect,
but take 1 point of Intellect damage due to the effort. If someone can read the symbol on
Curse, page 49
the cat’s chest and pronounce it, they gain +1 Armor against the cat’s attacks.
Falter. Removes a favored part of the creature’s personality, such as their sense of humor,
courage, or kindness. The creature doesn’t forget that they had that part of their personality;
they just can’t remember how to access it again. All social interactions are hindered.
Cat sidhe medallion,
page 79 Fester. Replaces a piece of the character’s soul with an idea, false memory, or thought that,
once placed, grows into something insidious and dangerous inside them. The character
takes no damage at the time, but each time they make a recovery roll, they take 2 points
of Intellect damage.
GM intrusion: The cat
sidhe yowls, causing Forget. Removes something from the creature’s memory, such as all nouns (including their
a second cat sidhe to own name), a loved one’s face, their current purpose, an ability, or a skill. This inflicts 3
appear from hiding. points of Intellect damage and causes the character to forget the specific thing.
Interaction: Having once been
witches, cat sidhes are smart,
cunning, and dangerous. Most
have no interest in conversations
or bargains, unless they are
injured in some way. They
can, however, sometimes be
distracted from their purpose of
stealing souls by riddles, music,
and children’s games.
Use: A cat sidhe stalks a forest
where the characters are passing
through on their way elsewhere.
Someone sends the characters to
capture a “lost” cat, which turns
out to be a cat sidhe.
Loot: When a cat sidhe dies, it
disappears, leaving behind only
the once-white symbol on its
chest in the form of a medallion.

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SATYR 5 (15)
These muscular humanoids sport long curved horns and furry, hooved legs. They are Satyrs are inveterate
self-centered, greedy, and sybaritic creatures, dedicated to food, drink, and other pleasures. mercenaries. They gladly
work for strong drink
They rob and steal from others as it pleases them, often relying on tricks and lies, or on and other treasures,
alluring music they play on pipes. and ally with almost
Motive: Play tricks, gather treasure, fulfill desires any creature capable of
Environment: In woodlands where other faerie or mythological creatures are found meeting their price.
Health: 18
Damage Inflicted: 6 points
Armor: 1
Movement: Short
Modifications: Tasks related to persuasion and deception as level 7; resists mental attacks
as level 7
Combat: Satyrs usually carry spears that they can use in melee and against foes within
short range.
Satyrs can also create magical effects by playing
their pipes as an action,
which can either bolster
allies or harm enemies. GM intrusion: If the
Dance of the Leaping Stag: Foes character fails an Intellect
defense task, they think
within short range who fail of the satyr as a good
an Intellect defense task friend for up to one
lose their next turn dancing minute or until they can
and leaping. Attacks made escape the mental effect.
against affected targets are
eased by one step.
Feral Overture: An ally within short range
is infused with magic. One attack it makes
on its next turn is eased by one step, and if it
hits, it inflicts +3 damage.
Tune of the Clouded Mind: A foe within short range
who fails an Intellect defense task spends its next
turn attacking one of its allies.
Interaction: A satyr is always willing to start
negotiations, but is prone to lying
and exaggeration. Offering
excessive libation, food, and
other treasures is the only way
to ensure a satyr remains honest,
if only for a short period.
Use: Strange piping music in the forest
lures away young men and women
from a nearby community. The elders
say a charismatic cult leader has set
up in the woods, and clouds
the minds of all who
come near.
Loot: A satyr is likely to carry
one or two cyphers.

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SNARK 7 (21)
They sought it with The snark is unimaginable. It is a Boojum, you see. An agony in eight fits. Part snail and
thimbles, they sought
shark and bark and snake and snarl. It has feathers that bite, claws that catch, and jaws that
it with care;
snatch. It softly and suddenly vanishes away, never to be met with again. It smells of the
They pursued it with will-o-wisp, sleeps late in the day, and breathes fire when it finds something funny (which is
forks and hope;
nearly never).
They threatened its life Motive: Unfathomable
with a railway-share;
Environment: Upon islands filled with chasms and crags, near bathing machines, and
They charmed it with around those whose coats are too tight in the waist
smiles and soap.
Health: 21
~Lewis Carroll, Damage Inflicted: 5 points
The Hunting of the Snark
Armor: 2
Movement: Short when moving perpendicular; long when moving sideways
Very little is known about Modifications: Invisibility, shapeshifting, confusion, and mimsy as level 8
the snark beyond hearsay
Combat: Inflicts 5 points of damage with biting feathers, catching claws, and snatching
and rumor; it is designed
to be a confusing jaws. Also blows out a stream of fire that can light a match or inflict 3 points of damage
enigma, even to those to everyone in close range.
who actively hunt it. Interaction: Not recommended.
Use: The characters are given the impossible task of hunting a snark. Whether or not they
GM intrusion: actually find one, they have grand adventures along the way.
Everything about the
Loot: The frabjous joy of catching the impossible, improbable, unimaginable snark.
snark is a GM intrusion.

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WOLF, BIG BAD 8 (24)
“You’ve heard the stories, surely. The woods. The trail. The girl. Well, I’m here
to tell you that none of them are true. Oh, I don’t mean I’m innocent. Oh no. I
have done all those things and more. Much, much more.”
The grandmother lived
~ the Big Bad Wolf out in the wood, half a
league from the village,
The Big Bad Wolf (just call him the Wolf, for he is truly the only one worthy of that title) is and just as Little Red
a beast of near immortality, kept alive by the legends that swirl around him, the constant Riding Hood entered
stream of terrorizing tales. Once the stalker of the woods, now he stalks the streets and the wood, a wolf met
towns, no longer staying to the shadows, no longer merely hunting girls and grandmothers. her. Little Red Riding
Hood did not know
As his reputation has grown, so has his appetite. what a wicked creature
He hungers. He swallows worlds. He will not be contained. he was, and was not
Motive: Hunger at all afraid of him.
~Little Red Riding Hood
Environment: Woods, cities, behind you
Health: 30
Damage Inflicted: 8 points
Armor: 1
Movement: Long
Modifications: Hunting, seeking, and sneaking as level 9
Combat: The Wolf’s bite does 8 points of damage. Additionally, he has a variety of abilities GM intrusions:
that he may use. The Wolf makes a great
What Big Ears You Have: Can track and hear his prey up to a mile away. Tracking ignores all leap, knocking down foes.
cloaking abilities, including magical ones. The Wolf already has
What Big Eyes You Have: Mesmerizes his victims for two someone swallowed in
rounds, convincing them that he is a friend and that his belly, and that person
calls for help from out
they should do what he suggests. of the Wolf ’s mouth.
What Big Teeth You Have: Swallows his victim whole,
holding them in his belly. It’s a level 8 Speed
or Might defense task to avoid being eaten
whole. Captured characters can attempt to
cut themselves free, which requires three
successful attacks.
Huff and Puff: Exhale creates a wind
so strong it can knock over
foes, trees, and even houses.
Inflicts 6 points of damage
to everything within long
distance, and knocks most
things prone. Once the Wolf uses
this ability, he can’t use it again for three
rounds.
Interaction: Despite his constant hunger and his
gnawing need to swallow the world, the Wolf
makes an interesting ally (provided that he’s well
fed at the time) for he is smart and cunning, and
has myriad tricks for moving through the world.
Use: The Big Bad Wolf is a great character to introduce
into a modern fairy tale game. Imagine his new
iteration as an urban legend, spreading through the
internet.
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CRAFTED
Crafted creatures are those made by human, Geppetto’s Children
fey, or other hands. In fairy tales these Made of wood and wishes, Geppetto’s
might include characters like Pinocchio, children are everywhere in the world.
the Iron Giant, Edward Scissorhands, the They go through a number of life stages,
Gingerbread Man, and the Tin Man. starting as wooden puppets and eventually
becoming real humans. No matter what
Gingerbread Creatures stage they’re in, they’re nonstop sources of
Gingerbread creatures can take any shape destruction and chaos.
and form, but are most often humans, Level 4; Armor 1; have a passion for
dogs, or dragons. Typically crafted and creating, collecting, and using cyphers,
Detonation cypher, brought to life by witches and enchanters, particularly detonation cyphers
page 386 gingerbread creatures tend to remain loyal
to their creators, even if they are treated Virgilius’s Copper Dogs
Virgilius the Sorcerer, poorly. Once the loyal companions of Virgilius the
page 120 Level 2, Speed defense as level 4 due to Sorcerer, this pack of dogs now runs feral.
quickness; when touched or eaten, some Despite being created through the power of
gingerbread creatures release a sweet, slow magic, they despise anything that stinks of
poison that inflicts 1 point of damage each magic and attempt to bring it down.
round for 1d6 rounds. Level 5; Armor 2

Additional Crafted Creatures


1 Golem, page 336

Horse head automatons, page 156

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TIN WOODMAN 7 (21)
Once an ordinary woodman of flesh and blood named Nick Chopper, the Tin Woodman’s
story is a sad one. His beloved axe was enchanted by a wicked witch in order to keep him
from his other true love (it’s a long story, but suffice it to say that witches who are wicked
do wicked things). His beloved axe turned on Nick Chopper, taking off one limb after
another. A tinsmith kindly replaced Nick’s missing body parts (except his heart) with tin
prosthetics, but eventually nothing was left of the original human and he became the Tin
Woodman.
Note that the Tin Woodman will never tell you this story himself, for he has no heart and
seeks only revenge: revenge upon the witch who cursed him, upon the tinsmith who did
not replace his heart, upon the rain that rusts him. Someday, he will find all the original
parts of himself, no matter who they belong to currently, so that he
can return to his original form.
Motive: Revenge, find his original body parts
Enchanted axe (artifact):
Environment: Anywhere level 7; inflicts 7 points
Health: 21 of damage; can be
Damage Inflicted: 4 points activated to move a
Armor: 4 long distance away from
the wielder and attack
Movement: Short; immediate if rusted a foe as an action.
Modifications: Speed defense as level 5 due Depletion: 1 in 1d20
to rust (check each activation)
Combat: Inflicts 7 points of damage with
his enchanted axe.
Interaction: The Tin Woodman is singularly
GM intrusion: A
focused, and cares only about clues character’s weapon
that lead to revenge or his original gets caught in the Tin
body parts. He does not eat, Woodman’s metal body,
drink, or sleep, and often comes pulling the weapon
out of their hands.
across as frantic and frenzied.
Use: The PCs are hunting the same
foe that the Tin Woodman is, and
either they join together, or the Tin
Woodman tries to prevent them
from reaching the foe before he
does.
Loot: Enchanted axe

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DEATH 10 (∞)
“I am Death, and I make all equal.”

Death goes by many names, takes many forms, and has only one purpose: to make all
equal in the end. Death is often an unwanted visitor—taking the life of someone who is not
ready to go—but just as often, they come to those who are ready. To them, Death is a most
welcome, the most welcome, guest of all.
While some see Death as evil, they are not inherently so, no more than the cougar
Some say that the only hunting the hare for dinner. In fact, they are the great equalizer, raising paupers to kings
reason Death allows and kings to common people.
themselves to be tricked,
captured, or bargained
Death is ancient, but not old. Wise, but not all-knowing. Brilliant, but not perfect. Death
with is because they is also, very often, bored. They have seen everything, heard everything, and done everything
are bored and want to that it is possible for an immortal being to do, and some days they feel sure they will never
see what happens. experience anything new or interesting again. But still, they try, taking on new guises,
hiding themselves away, even traveling to distant stars and moons before their duties and
obligations once again pull them to return.
If Death appears at the Motive: To do their duty and make everyone equal
foot of a person’s bed, Environment: Everywhere and anywhere
that person can recover
if the proper steps are
Health: ∞
taken. If Death is at the Damage Inflicted: Death
head of the bed, almost Armor: Immune to all harm
nothing can be done to Movement: Variable depending on their form, but Death can move instantaneously almost
save the victim, beyond
an impossible bargain. anywhere that they desire
Modifications: Seeing through trickery, deception, or bargaining as level 8
Combat: Death kills. They kill any number of ways, depending on their mood, what’s at
hand, and how they believe the person should leave their life. Thankfully, death only
Death’s candle, page 80 comes for someone when their time is up.
Still, it’s not considered wise to provoke or challenge Death to physical combat, for
GM intrusion: Death there is only one outcome: a single attack from Death kills the victim (except in the
mistakes a character rare case where the victim has protection against death, such as with one of Death’s
for someone else.
candles).
Interaction: Death cannot be hurt and
cannot be killed, but they can be
bargained with, bet against, and
sometimes tricked. More rarely, they
have even been known to lose a bargain
or be captured for a short period of time.
Use: Bargaining with Death is a potential
way to achieve an impossible task or gain
a very rare item, but of course it always
comes with a price (usually an earlier
death for the bargainer or someone else).
Death is always looking for something
interesting going on, and may appear
just to spend time with the characters if
they’re engaged in an intriguing activity.

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Creatures of the earth are those that seem characters as a single action; on a failed
to belong to the land in some unique and Might defense task, the characters are held
significant way. Perhaps they are made of in place until they can escape.
the land and its offerings—tree beings, rock
trolls, and so on—or perhaps they seem Troll: level 6; claws inflict 7 points of
attached to the land in important ways, damage and grab victim until they can
such as the way in which the minotaur is escape; grabbed creature takes 10 points of
part of its maze or the way that dwarves damage per round; troll regains 3 points of
have a unique connection to mountains. health per round.
Because the archetype of earth beings
covers a broad range of creatures, there is
no general entry for an earth being.
Additional Earth Beings
1 Earth elemental, page 327
Dwarf: level 4; Armor 2; mining pick inflicts 1 Fireelemental, page 326
4 points of damage; beards provide magical 1 Giant, page 333
It’s possible for anyone
abilities such as finding treasure, enabling to grow a magical
1 Goblin, page 335 beard using a beard
flight, shapeshifting, and turning invisible. 1 Golem, page 336 balm cypher, such as
Cutting a dwarf’s beard off or learning their 1 Ogre, page 346 Coalheart’s beard balm.
name provides an asset on all interactions 1 Orc, page 347
with that dwarf. 1 Statue, animate, page 355
Coalheart’s beard
balm, page 79
Feral tree: level 3; Armor 3; no movement;
lashing branches attack up to three

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ERLKING 6 (18)
This vaguely humanoid creature is an animated accumulation of woodland debris—bark,
lost teeth, matted weeds, and dirt. It wears a crown of oak leaves and a cloak of mist.
Its eyes are knotholes, and its hands are sharpened twigs. An erlking is a greedy spirit of
hunger deemed Unseelie by the faerie nobility of that wild and wicked realm. Erlkings love
to hunt and eat children, who are particularly susceptible to the promises and glamours
that the creatures spin.
Motive: Hungers for flesh and to reclaim stripped titles
Environment: Almost anywhere wooded at night
An erlking is a former
Health: 27
noble stripped of title,
lands, and even form, Damage Inflicted: 6 points
and exiled into the night Armor: 4
for crimes unimaginable Movement: Short; immediate when burrowing
in their cruelty. An
erlking’s victims are found Modifications: Stealth tasks as level 7
in the cold sunlight, pale Combat: An erlking prefers to attack from hiding, and whisper a child or other creature
and bloodless, with their within short distance from their bed out into the night if the victim fails an Intellect
vital organs nibbled out. defense task. An affected creature remains under the erlking’s spell for up to an hour or
until attacked or otherwise harmed.
When it attacks physically, an erlking can attack three times on its turn with root tendrils.
A target hit by a tendril must also succeed on a Speed defense roll or become grabbed
until they escape. The erlking automatically inflicts 6 points of damage on each grabbed
creature each round until they succeed on a Might-based task to escape.
GM intrusion:
Silvered and cold iron weapons ignore an erlking’s Armor. If an erlking’s remains are not
A character surprised
by an erlking in the burned or otherwise destroyed, it will sprout and grow a new body from its corpse
darkness must succeed within a day.
on an Intellect defense Interaction: An erlking may negotiate if creatures have something it wants, or if targets are
task or lose their next
action as they faint, armed with silvered or cold iron weapons.
run screaming, or stand Use: An erlking is active only by night; by day, it hides beneath a mound of weedy earth
paralyzed in terror. indistinguishable from the surrounding terrain.

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OF EARTH AND STONE


MINOTAUR, THE 7 (21)
Some believe there’s just one Minotaur. They are wrong.

The most famous minotaur is the Minotaur, the singular beast from which all lesser
minotaur myths descend. The product of a god-cursed union between human and bull,
the Minotaur is monstrous, and only the flesh of people can nourish it. It is usually lost
in a labyrinth created to contain it. But it occasionally gets free to hunt the wider world
before the labyrinth pulls it back. Some demigods claim to have slain the Minotaur, but the
Minotaur always returns.
Motive: Hungers for flesh
Environment: Usually in mythological labyrinths, but sometimes metaphorical ones
Health: 33
Damage Inflicted: 10 points
Armor: 3
Movement: Short GM intrusion: The
Modifications: Breaking through barriers as level 9 Minotaur smashes into
the wall, causing a
Combat: The Minotaur attacks by goring foes on its horns, inflicting 10 points of damage
section of the tunnel or
on a successful attack. If the Minotaur charges a short distance, it can attack as part of hallway to collapse on
the same action and inflict an additional 5 points of damage. the character(s), inflicting
The Minotaur is trapped by the labyrinth, but also part of it. Whenever a character attacks 10 points of damage and
trapping them until they
the Minotaur, they must succeed on an Intellect defense task or be claimed by the can escape the rubble.
labyrinth themselves until they can escape with a successful difficulty 7 Intellect
task. Those claimed by the
labyrinth seem to disappear
and find themselves wandering
a dark maze. Once a character
successfully escapes, they are no
longer subject to being claimed by
the labyrinth for several days.
If killed, the Minotaur’s body is
claimed by the labyrinth.
Thirty-three days later, the
Minotaur is resuscitated.
Interaction: The Minotaur can speak,
but usually chooses not to. It is
belligerent and cruel, and always
hungry.
Use: The Minotaur has escaped the
labyrinth and now wanders the
narrow streets of a metropolis,
treating the winding alleys and
twisting roads as its new maze.

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ENCHANTER 5 (15)
Enchanters include magic-users of all genders. They may choose to call themselves
Enchanters can use wizards, sorcerers, mages, or diviners, depending on their strengths, abilities, and desired
long-lasting or even reputations.
permanent versions of
their magical abilities,
Enchanters usually take great pride in their appearance, including their outfits,
but doing so usually accoutrements, and equipment. They often incorporate living or dead elements of
requires minutes or dangerous creatures, such as spiders, snakes, crocodiles, and dragons, into the objects
hours of time. that matter to them. Additionally, they may imbue objects with powerful magic.

Most enchanters have


one or more apprentices
or helpers, typically
animals that have
been made human
temporarily or humans
who are in the service of
the enchanter until some
debt of theirs or their
family’s has been paid.

Sorcerer’s apprentice:
level 3

If an archetype doesn’t
include certain elements,
such as Interaction or
Combat, it typically
means those are listed
for individual creatures
within the archetype.
Feel free to mix and
match to create unique
combinations.

Alternatively, if an
individual creature
doesn’t have an element
(such as Armor),
use the one listed
in the archetype.

A creature’s health
is always equal to its
target number unless
otherwise stated. So a
level 3 creature has a
target number of 9 and
thus 9 health, unless its
Health stat line states
something different.

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Motive: Control magic, power


Environment: Everywhere, particularly in places where magic is present and powerful
Health: 20
Damage Inflicted: 5 points
Armor: 2
Movement: Short
Modifications: Using and controlling magic as level 7
Combat: Magical weapons and artifacts (such as a whip made of living snakes, a staff with a
biting wolf’s head on top, or a sword that acts of its own accord) do 5 points of damage.
Additionally, an enchanter may employ a number of magical abilities, including the
following:
Animate: Takes any material (such as wood or stone) and turns it into an animate level
4 creature. The creature has a mind and will of its own, and acts just as that type of
creature would act if it were born instead of created.
Blood to Stone: Turns living creatures into stone, or immobilizes them in their current form.
Breaking free is a level 6 Might task.
Enchant: Imbues a normal object with a magical power. The object works under the
enchanter’s command, and does as the enchanter asks of it. For example, an enchanter
might imbue a foe’s weapon and force it to attack the foe, or they might imbue a door
and have it close tight against incoming dangers. Witch, page 132
Endless Passage: Creates an endless series of thick spiderwebs, invisible barriers, rings of Faerie, page 121
flame, or other hurdles across an entrance, exit, tunnel, or
passage. Every time one of the hurdles is broken, another
forms. Characters’ movement is halved while going
through the endless passage, and they take 2 points of
Intellect damage each round.
Invisible: Turns anything (including themselves, others, and
entire areas up to 30 feet by 30 feet [9 m by 9 m]) invisible
for ten minutes. It’s a level 6 Intellect task to be able to
see something that has been made invisible.
Persuasion: Convinces all victims in long range that what they
believe is not real or that what is false is real. Sometimes
this ability just affects others’ minds, creating a mental
dissonance. Other times, the enchanter creates an
illusion or other visible, auditory, and tactile element
that persuades a character to believe everything they are
experiencing. The effect lasts for ten minutes.
Additionally, an enchanter may have one or more of the same
abilities as a witch or a faerie.
Interaction: For the characters, an enchanter may be a
terrifying foe or a powerful ally. Enchanters are fickle,
perhaps due to their close relationship with magic, and
may change their loyalties on a whim or an imagined
slight.
Use: The characters need to have an object imbued, a person
returned to life, or a curse undone, and they turn to the
enchanter for help. The characters accidentally insulted
the enchanter in some way, and now the enchanter is hunting
them down to get revenge.
Loot: Enchanters often protect their precious items with spells and
magical locks (level 8). Behind those wards are 1d6 cyphers, an
artifact, and an elegant or interesting outfit.

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For another example
of an enchanter NPC, ENCHANTERS OF THE WORLD
see Mighty Wizard,
page 376 in the Cypher MORGAN LE FAY 9 (27)
System Rulebook.
Morgan le Fay (also known as Morgen, Margain, Morgant, and various other names) is a
Dorothy said nothing. Oz
powerful sorceress from the legends of King Arthur. She has an unpredictable duality to her
had not kept the promise
he made her, but he had nature, with the potential for great good and great evil.
done his best. So she Combat: Attacks with a variety of weapons, including a sword and staff. She also can use
forgave him. As he said, any of the following abilities: charm, enchant, glamour, heal, invisible, persuasion,
he was a good man, even
if he was a bad Wizard. protect, revive, seduce, and shrivel.
~ L. Frank Baum, The Interaction: Morgan le Fay is fickle and enigmatic, and rarely reveals her purposes. If she
Wonderful Wizard of Oz agrees to help the characters in some way, it’s absolutely because she has a higher goal
in mind.
Charm, heal: page 122
Use: The characters are stopped by a beautiful woman in the woods, who asks them to
Glamour, protect,
help her accomplish a great task. A powerful foe has brought Morgan le Fay into his
revive, seduce, shrivel:
pages 132-133 confidence, and she is helping him against the PCs.

The Princess was looking


at the poor creatures OZ, THE GREAT AND TERRIBLE 5 (15)
in dismay, when the
Enchanter suddenly It is perhaps the greatest feat the Wizard of Oz ever pulled off to make everyone believe
entered, wearing a long that he was not a sorcerer at all, but merely a ventriloquist and balloonist from some
black robe and with a
crocodile upon his head. faraway land. He is, in fact, far more powerful than that, but prefers that no one were ever
In his hand he carried to know. For if they did, they would expect things of him, and that makes him anxious.
a whip made of twenty Combat: Oz does not fight, but instead sends his army of green-whiskered soldiers forth.
long snakes, all alive and He may also use an artifact or spell to protect himself, hide himself, or flee. He can use
writhing, and the Princess
was so terrified at the the following abilities: enchant, invisible, persuasion.
sight that she heartily Interaction: Curmudgeonly and a bit of a humbug, but rarely with evil intent, Oz is likely to
wished she had never help those who ask, although he often fumbles things just to make a point.
come. ~Andrew Lang,
The Golden Branch
Use: The characters set off to meet the powerful ruler of a strange land. Or they encounter
someone they believe is just a humble, simple man, but who instead turns out to be
Green-whiskered incredibly powerful.
soldiers: level 4; Armor
Loot: Oz has at least one artifact, as well as 1d6 cyphers.
2; unloaded rifles deal
4 points of damage

VIRGILIUS THE SORCERER 7 (21)


The most renowned of all the poet-sorcerers, Virgilius studies and uses the power of the
written word to enhance his magical abilities. He keeps a black book, which is the source
Virgilius’s copper of his spells, and creates copper creatures to protect and defend him. He has a love of
dogs, page 112 challenges, such as magician’s battles, and seeks them out.
Combat: Can use the following abilities: animate, blood to stone, enchant, endless passage.
Interaction: Virgilius is quick thinking, wily, and full of interesting schemes. Those who
Black book (artifact): entertain him for longer than a moment might find him a very useful ally. However, he
level 6; allows the user is also driven toward revenge, particularly on those who attempt to publicly humiliate or
to cast animate, blood
to stone, enchant, or
shame him.
endless passage. Casting Use: The characters enter into a battle of wits or wills, only to discover they’re competing
a spell from the black with Virgilius.
book costs 2 Intellect Loot: Carries a black book
points and is an action.
Depletion: 1 in 1d6

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FEY
In fairy tales, the word fey covers a huge
category of creatures, from faeries, brownies,
and imps to gremlins, boggarts, and goblins.
Additional Fey Beings
Enchanted moura, page 192
There are so many types of fey beings in
Fairy with the Blue Hair, page 208
the world that it’s nearly impossible to
1 Prince(ss) of summer, page 348
categorize them as just one thing, or to list
1 Shadow elf, page 352
them all. They do have a few characteristics
in common, however. They are typically
sentient, humanoid in form, connected to
nature in some way, and magical.

Angiks: Reanimated spirits of babies who


died, typically due to hard winters, and who
now haunt the living. At night, they turn into
giant owls and prey on solitary travelers.
Level 3; talons inflict 4 points of damage

Changelings: Fairy children left in place


of stolen human babies (and occasionally
adults as well), typically raised among
humans.
Level 2; shapeshifting and knowledge of
the fey world as level 4

Nymphs: Supernatural beings (often


female) associated with protecting a
particular location or landform, such as a
river, tree, or mountain.
Level 3, stealth and positive social
interactions as level 6

Pixies: Benign and mischievous creatures


that live near stone circles, tombs, and
other burial grounds.
Level 2, stealth and finding lost items as
level 6

FAERIE 3 (9) Not all faeries have


wings, but those that do
find many ways to use
In general, faeries (sometimes called fairies or fair folk) are humanoid in appearance, small them to their advantage.
in stature, and magical. They are associated with music, mirth, tricks, and taunts. Seeing
one is an omen—hopefully, an omen of a silly song or the first appearance of an annoying
new road companion (the very faerie sighted) flitting around, asking the questions of a
curious four-year-old hyped up on sugar water and ice cream. Some faeries are tricksters,
delighting in playing pranks and stealing clothing, equipment, or prized objects. And a few
are malicious, luring travelers to their various dooms, making deadly deals, and forcing
others into captivity.

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Motive: Unpredictable
Environment: Encountered alone or in a flutter of three to twelve, usually in forests
Health: 12
Damage Inflicted: 4 points
Faeries have a wide Movement: Immediate; long when flying
variety of weaknesses, Modifications: Tasks related to performance and deception as level 5; Speed defense as
including silver, iron,
technology, sugar and
level 5 due to size and quickness
salt (they must count Combat: A faerie attacks by hurling sparkling magic dust at a target within short range. In
each grain), and cream addition, if a faerie is touched or struck by a melee weapon, more magic dust puffs away
(intoxicates them). But from the faerie and clouds the attacker, who must succeed on a Speed defense task or
not all faeries have the
same weaknesses, and suffer the same amount of damage they just dealt to the faerie. Sometimes faeries wield
some may not have any. tiny weapons, such as bows, spears, or swords; treat these as light weapons.
A faerie can see in the dark, but it can also emit bright light (often colored) and appear as a
glowing humanoid or an illuminated sphere.
Faeries regain 1 point of health per round while their health is above 0 unless they’ve been
damaged with a silvered or cold iron weapon.
In addition to inflicting damage with their fairy dust and their weapons of choice, faeries
He entered without have a number of curses and abilities at their disposal. These include the following:
difficulty, and in the hall Animal Friend: Most faeries can communicate with animals, and a few can even summon
the terrible old Fairy met
him. She was so thin that
animals within long range for help and protection. Some faeries can also grant others
the light shone through the ability to communicate with animals, but only for a day.
her, and her eyes glowed Charm: Some faeries can attempt to use a song or light display to charm others within
like lamps; her skin was short range. The target must succeed on an Intellect defense task or fall into a
like a shark’s, her arms
were thin as laths, and suggestible state for one hour. During this period, the target can be led by the faerie
her fingers like spindles. until attacked, damaged, or shaken from their glamour.
Nevertheless she wore Clairvoyance: The faerie grants someone the ability to see the future, the past, faeries, or
rouge and patches,
one of the hidden faerie worlds. This gift lasts for one day, or until the character makes
a mantle of silver
brocade and a crown of a ten-hour recovery roll.
diamonds, and her dress Heal: The faerie heals themselves, a plant, a creature, or another character for 1d6 + 2
was covered with jewels, points of damage.
and green and pink
ribbons. ~Andrew Lang,
Illusion: Powerful faeries can cast elaborate and convincing illusions that make them and their
The Golden Branch worlds appear more appealing and beautiful. Illusions can cover up to a mile in area. Seeing
through the illusion is a task equal to the faerie’s level and lasts for ten minutes. After that,
the viewer reverts to seeing the illusion and quickly forgets that they saw anything else.
Invisibility: Makes the faerie invisible to most eyes. Seeing, hearing, or sensing a faerie when
it’s invisible is a task equal to the faerie’s level. A failed attempt to see a faerie causes the
Young fairies are viewer to see something that harms their mind, inflicting 1 point of Intellect damage.
sometimes called Vortex: A defensive tactic where one or more threatened faeries use their wings to create a
“skillywidden.”
strong gust of wind, tornado, or vortex. The wind pushes their foes back a long distance
and inflicts 2 points of damage.
Interaction: Faeries are mercurial creatures, but except for the malicious ones, they can be
negotiated with, especially if offered sweets, wine, cream, or other gifts. That said, faerie
attention spans are limited, so even one that means well could end up leaving the PCs
in the lurch at just the wrong moment.
Use: The characters come upon an injured faerie, who promises to grant them their
GM intrusion: A deepest wish if they agree to help it. They must decide if they believe the faerie speaks
character accidentally true, or if it’s a trap.
does something to offend
a helpful faerie, causing
Loot: The tiny pouches that faeries carry are stuffed with forest bric-a-brac, but some of those
it to turn on them. pouches are ten times larger on the inside and could contain expensive items or cyphers.

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FEY
FAIRY GODMOTHER 6 (18) “Even miracles take
a little time.”
Fairy godmothers are nearly always beneficent beings, typically acting as mentors, parents, ~fairy godmother
or protectors, much like human godparents. The difference, of course, is that fairy
godmothers have a great deal more magic at their disposal.
Overall, fairy godmothers are kind, gentle, and loving to almost everyone, not just their Well-known beneficent
fairy godmothers include
godchildren. Of course, not all fairy godmothers are good at their roles—some may act
Flora, Fauna, and
out of their own interests and inadvertently (or purposefully) do harm to those they are Merryweather (Sleeping
supposed to protect. This is particularly true if they feel like they have not been given the Beauty); the Blue Fairy
respect they deserve, or have been offended in some way. (Pinocchio); Mrs.
And if you should harm someone they have pledged to protect? Beware, beware, for there Doasyouwouldbedoneby
(The Water Babies); and
is no wrath like that of a fairy godmother’s. the Sugar Plum Fairy.
Motive: Protect their protégés, be respected
Environment: Cities, towns, and anywhere someone is in need of assistance
Health: 24 Carabosse and
Damage Inflicted: 6 points Maleficent are sometimes
Armor: 2 (magical) considered to be wicked
fairy godmothers.
Movement: Short; long when flying
Combat: Fairy godmothers attack by shooting a stream of sharp-edged glitter up to a long Blessing, page 52
distance from their magic wands (glitter gets into every nook and cranny, and thus Curse, page 49
ignores Armor). Fairy godmothers can bestow blessings upon their friends and allies, Faerie, page 121
and curse their enemies.
Fairy godmothers can cast any of the skills and abilities that
faeries can cast, as well as a few that are specific to
them, including the following:
A Little Luck: The fairy godmother blesses a character
with luck, granting them the opportunity to reroll
once in the next day without spending XP.
A Little Misfortune: Despite the name, this is usually
a beneficial spell. It is designed to give a nearby
character something to overcome so that they might
grow stronger in temperament or stature. When this
spell is cast, the character receives a GM intrusion
on their next action (no matter what their roll is) and
receives 1 XP to give away (but not one to keep).
Alteration: Can turn any creature within short range into a
different creature (such as a mouse into a horse) and any
object into a similarly shaped object (such as a pumpkin into a
carriage, or a smock into a ball gown). The effect lasts for one day.
Prophecy: Creates a prediction for the future of a single person. The
prediction has a high chance of coming true, but is not certain.
(Prophecies work like GM intrusions that will take place in the
future; the player can reject the prophecy by spending an XP.)
Not all prophecies are negative.
Interaction: Interacting with fairy godmothers is usually a little
frantic, frenzied, and full of “Bibbidi-bobbidi-boo!” If they like you, GM intrusions:
they’re likely to prove a loyal, steadfast, and useful ally. If not, well, The fairy godmother’s
hopefully you like being turned into a horse, or worse. magic goes awry and a
Use: Fairy godmothers make great lighthearted additions to encounters, character is accidentally
particularly ones where the characters are preparing for a ball, a fight, or turned into a horse.
a big adventure.
The fairy godmother
loses her wand.

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FEY
Áine is pronounced
ÁINE, FAIRY QUEEN OF LIGHT AND LOVE 9 (27)
“AWN-yah.” However, Áine is the fairy queen of summer and the sun, and is known by many names: the Fairy
only her lovers and her
children call her by
Queen of Light and Love, Bright One, Sun Goddess, and Sweetheart of the Fairies. She is a
her familiar name. All kind, true, and benevolent ruler, and is loved by nearly everyone. Known for making just and
others deferentially refer fair bargains with humans, she is often sought after for blessings and boons.
to her as “my Queen,” Motive: To be just and true, to protect her realm
“my Light and Love,”
or “Bright One.” Environment: She shares a fairy realm with her sister, Gráinne, where she rules in the
summer months.
The adventure Health: 99
“Between Worlds” on Damage Inflicted: 12 points
page 146 includes an
interaction with Áine.
Armor: 5
Movement: Short; very long when shapeshifted
Geroid, page 149 Combat: Áine rarely engages in combat herself, as she prefers to leave that role to her son
Geroid and his army. However, if she’s attacked or feels the need to defend her realm or
Queen’s bees: level 3; someone in it, she will not hesitate to step in. She attacks using the power of the sun,
sting victims for 3 points focusing light into a narrow beam that inflicts 12 points of damage on the target.
of damage and paralyze
them for one round
In addition, Áine has the power of chlorokineses—she can manipulate plants and flowers
within very long range, causing them to grow to enormous proportions. She can use
GM intrusion: One of them as weapons that grab and hold multiple victims (level 7 Might task to break free)
Áine’s ardent followers or that do damage via strangulation or thorns (7 points of damage). Any bees in the
believes a character
is threatening their
area act to help the queen.
beloved queen. She can also shapeshift into a red mare as she chooses. As a
mare, she inflicts 6 points of damage with her hooves
or bite, can become immaterial as an action (makes
it impossible to successfully attack her, but she
cannot attack in this form), and can move to
a spot within long range instantaneously
(does not require an action).
Interaction: Just, true, and kind, Áine makes
a powerful ally, provided that she does
not feel that she or her realm are
threatened. Those who wish harm on
others or who she sees as malevolent
in action or thought are more likely to
find themselves on the wrong end of the
Bright One’s anger.
Use: Characters who wish for something
important in their lives to change may ask
Áine to grant them a boon. She sometimes
helps those in need without them asking for it
(but, of course, only for a price). If the characters
attend a fairy ball or feast, they may encounter Áine as
an honored guest.
Loot: Áine wears a crown of glass, but it is not visible
unless she chooses it to be (she rarely does)
or she dies. She carries little else,
for she is a person of deeds, not
items.

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FEY
GRÁINNE, THE WAYWARD DAUGHTER 9 (27) Gráinne is pronounced
Gráinne is the Fairy Queen of Hope and Despair, sometimes also called the Wayward “GRAWN-yuh,” but
she is mostly called the
Daughter, the Winter Queen, and Dark One. Gráinne is to the dark what Áine is to the light. Fairy Queen of Hope
This doesn’t mean that Gráinne is evil, just that she represents what is good and bad in the and Despair or the
world that is hidden in shadows, buried beneath the ground, and revealed at night. She has Wayward Daughter.
her own moral code, one that can work in the favor of those who are cunning and willing to
The adventure
look at the darkness of their own hearts. “Between Worlds” on
Motive: To honor the darkness, to protect her realm page 146 includes an
Environment: She shares a fairy realm with her sister, where she rules in winter. In the interaction with Gráinne.
summer, she sleeps in the Sorrows, a belowground realm out of time and space.
Health: 99 Tiara of Pailis (artifact):
Damage Inflicted: 12 points level 7; allows the wearer
to fly a long distance
Armor: 5 each round (as an
Movement: Short; long when flying action). The wearer
Combat: Gráinne is a talented combatant, and seems to revel in having a foe who is a can control their speed,
challenge to her. She carries a dark green crystal staff that emits a dark coil of reddish direction, and height.
Depletion: 1 in 1d20
energy, which inflicts 12 points of damage. Alternatively, she can send out a cloud of
black smoke that deals 9 points of damage to all creatures in a short area. She also GM Intrusion: A
wears the Tiara of Pailis, a griffin-shaped tiara that allows her to fly. Gráinne has a character’s companion
animal or mount is
variety of magical abilities at her disposal, including the following: affected by Gráinne’s
Animal Communication: Gráinne has a special affinity with badgers animal affinity and
and can ask them for help. When she calls them (as an action), falls under her power.
a cete of eight large badgers appears. They act as two level 4
creatures; attacked beings must also succeed on an Intellect
defense roll or be shapeshifted into a badger for one round.
Oneirokinesis: Gráinne can infiltrate people’s dreams to converse with
them. As such, she might implant an idea in their heads (such as
“I’m going to die tonight” or “I should go back home”). When the
character wakes, they must succeed on a level 6 Intellect defense
roll to shake the idea. Otherwise, they feel a strong need to act
on it, and are hindered in any tasks that go against the idea (this
lasts until they make their next recovery roll).
Shadowmelding: Gráinne merges with shadows, making her nearly
intangible. In this form, she cannot be injured by physical
attacks, and her attacks inflict 8 points of Intellect damage on
anyone whose body is darkened by her shadow.
Interaction: For those who don’t mind a little
darkness and moral ambiguity, Gráinne
makes a powerful ally.
Use: The characters stumble into a fairy
realm, only to be met by its just-woken
guardian. Grieving characters may find
the solutions and solace they seek in
Gráinne’s magic and power.
Loot: Tiara of Pailis

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QUEEN 6 (18)
“When she breaks the tender peel to taste the apple in my hand, her breath will
still, her blood congeal, then I’ll be fairest in the land!”
~Queen Grimhilde on her plans to poison Snow White

Ah, the Evil Queen. Ruler of the land, watcher in the mirror. Full of magic, utterly merciless,
ADDITIONAL QUEENS and sharp of tongue. Evil and wicked queens abound in fairy tales, from those who have no
Áine, Fairy Queen of names and are remembered only for their evil deeds, to those whose names will never be
Light and Love, page 124 forgotten: Queen Grimhilde, Maleficent, the Queen of Hearts, and the White Witch. These
Gráinne, the Wayward queens seek power for power’s sake, not caring what destruction lies in their wake.
Daughter, page 125 Of course, not all queens are evil—just the ones you hear about most often. But they are
Rosalys, Queen of the all powerful in their own way, even if they are forced to hide it by their circumstances. While
Field Mice, page 214 they too crave power, they seek it in order to protect their lands, their people, and their
loved ones.
If an archetype doesn’t Motive: Power
include certain elements, Environment: Anywhere, but typically in cities and towns, where there are people to admire
such as Interaction or
Combat, it typically and fear them
means those are listed Health: 18
for individual creatures Damage Inflicted: 4 points
within the archetype.
Movement: Short
Feel free to mix and
match to create unique Combat: Queens almost always carry an artifact of great power, such as a staff, crown,
combinations. mirror, or sword, that grants them unique abilities and skills.
Queens often have familiars, such as ravens, who fight for or beside them. Most familiars
Alternatively, if an can do 4 points of damage with an attack.
individual creature Some queens may also be witches or fey creatures, and thus have the ability to use one or
doesn’t have an element
(such as Armor), two spells and curses that witches and fey also use.
use the one listed
in the archetype.

QUEEN GRIMHILDE 8 (24)


A creature’s health
is always equal to its Perhaps best known for her attempts to kill Snow White through magic and poison,
target number unless
otherwise stated. So a Grimhilde has other passions and talents as well. She seeks ways to make all beings obey
level 3 creature has a her commands, starting with the huntsman who so stupidly and willfully deceived her so
target number of 9 and long ago.
thus 9 health, unless its
Environment: One of her many castles, the woods
Health stat line states
something different. Armor: 2
Combat: Her vulture familiars swirl about all foes in short range, knocking them prone
Vulture familiars: level 4 and inflicting 4 points of damage. She can use the following witch abilities: glamour,
Witch abilities, page 132 imprison, and seduce.
Interaction: Grimhilde is cunning and devious, always hatching plans against those who
harm her, who threaten to overshadow her, or who have caught her eye in some way.
Use: The characters enter an area that is under Grimhilde’s power and must face her wrath.
Mirror mirror, page 96 Loot: She has a mirror mirror artifact, as well as 1d6 cyphers (often poison).

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THE RED QUEEN 6 (18)


“My life would be ever easier if I was not constantly
mistaken for that heartless and yelling horror, the Queen
of Hearts.”
~ The Red Queen in a rare moment of ire

The Red Queen has never once yelled “Off with her
head!” In fact, she has never yelled. It’s horrible
manners, and besides, when you know how to wield
power, you don’t need all that noise and chaos. You
need only whisper and be still, and everyone will
politely fall quiet and listen.
Environment: Polite dinner parties and social
gatherings
Armor: 1
Combat: Prefers verbal sparring over the physical sort,
and inflicts 3 points of damage with a single cutting
remark or sharp-tongued retort.
Interaction: The Red Queen is quite proper and chatty, the
perfect host and the perfect guest. The only time she ever
grows irate is when the subject of her sister, the Queen of
Hearts, comes up.
Use: While attending a party to steal something, the characters are
caught by the Red Queen.

“Hush-a-by lady,
in Alice’s lap!
THE SNOW QUEEN 6 (18)
Till the feast’s ready,
The Snow Queen rules over the “snow bees”—snowflakes that look like bees. She keeps we’ve time for a nap:
an ornate palace surrounded by gardens in the lands of permafrost, but she can be seen When the feast’s over,
elsewhere in the world where snowflakes cluster. Most say she is cold, and they would be we’ll go to the ball—
right. She has been part of the snow for so long that it’s possible she no longer remembers Red Queen, and
warmth or kindness or love. White Queen, and
Alice, and all!”
Environment: Anywhere there is snow, ice, or winter
Armor: 2 (from personal ice walls) ~Red Queen’s Lullaby,
Combat: Creates a snowstorm that blinds all foes in long range for three rounds; ice shards Though the
Looking-Glass
rain down upon all foes in long range, inflicting 2 points of damage; reindeer familiar
inflicts 5 points of damage with her horns.
Interaction: The Snow Queen is not evil—she just has forgotten what it means to be Snow bees, page 213
human, with human needs and human hearts (not that she was ever truly human, but
that’s a story for another time). She is willing to bargain if she understands what she
gets out of it.
Use: The Snow Queen guards the entrance to a place the characters need to enter.

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OF WATER AND WAVES
Creatures of water and waves are those Level 5, defense as level 7 due to
that inhabit or are deeply tied to the rivers, intangibility; if they know a person’s name,
ocean, marshes, and other watery areas of they can gain control over the person, forcing
the world. them to do their bidding for a short time

Drowning Fairies: There are many types Naiad: These water nymphs inhabit rivers,
of creatures known as “drowning fairies,” springs, waterfalls, and other bodies of
including Peg Powler, the Water Leaper, fresh water. Typically appearing as beautiful
Fossegrim, and Jenny Greenteeth. These young women with long limbs and flowing
creatures typically dwell below or next to hair, naiads are considered protectors, for
water and tempt, pull, or trick passersby they guard their land fiercely. However, they
into the water. are easily provoked and their wrath is fierce.
Level 6, persuasion and creating illusions Level 4; can cause water to boil, inflicting
as level 7; can grab a creature in short range 3 points of heat damage on foes; can
and pull them into and under the water and unleash flash floods that sweep all foes back
attempt to drown them (level 6 Might or a very long distance and inflict 2 points of
Speed defense task to break free) ambient damage (ignores Armor)

Fuath: Fuathan are intangible spirits that


dwell deep in the seas and oceans. They Additional Water Beings
consider themselves protectors of these Cult of the Serpent, page 152
realms, particularly against fishermen and Ghost of the Arbella, page 152
others who would damage the environment Grundylow, page 152
or creatures there. Fuathan have the power Isonade, page 152
to make themselves visible, most often Mermaid, misery, page 196
taking the form of humanoid creatures with The Sea, Herself, page 151
green skin and the flowing mane and tail of Siren, page 152
a golden horse.

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OF WATER AND WAVES


CAILLEACH 5 (15)
Not actually a water spirit, but one who has made her peace with the sea in an eternal
bargain, Cailleach once lived on land. Now she is a recluse deep in the ocean in the realm
known as the Expanse of Halirane. She appears ancient, and in fact is much older than that. Cailleach is pronounced
She shaves her head bald, wears dozens of shell earrings in each ear, and has a glass eye “kālˌyəḵ” (or for an
easier version: Calleck).
that allows her to see three views of the future. As part of her bargain with the sea, she can The name means “old
never return to dry land again, or she will lose all of her powers forever. woman” or “hag”
Motive: To be left alone in modern Irish or
Environment: A home hidden inside a coral reef at the bottom of the ocean. Her home is a Scottish Gaelic.
large dead whale that the sea magically preserves as part of their bargain.
Health: 30
Damage Inflicted: 6 points What does Cailleach
Movement: Short; very long when shapeshifted give to the sea as her
part of the bargain, in
Modifications: Seeing through deceptions and lies as level 6, healing as level 8 exchange for everything
Combat: Cailleach has many abilities at her disposal, some of which come from the sea and she receives? Only the
others that come from her own magic. They include the following: sea and Cailleach know.
Healing Pot: If she has the proper ingredients and takes a day to do so, Cailleach can brew a
healing salve in her special pot. Depending on what she adds to the mixture, this salve
can do one of three things: restore 10 Might points, move someone up one step on the Not surprisingly, most
damage track, or remove a curse (up to level 6). people don’t know that
Cailleach can restore
Reptilian Form: Cailleach takes the form of a reptile of any size. While in this form, she has people to life. She tells
+3 Armor and does 6 points of damage with her bite, claw, or tail lash. In addition, she no one because she is
regains 3 points of health per round. afraid that someone
Restore to Life: Putting her wizened pointer finger into someone’s mouth can bring them will try to cage her and
abuse her abilities.
back to life, but only if they’ve been dead for less than a day and only if she holds her
finger there for exactly as long as they’ve been dead. After that, her finger falls off. It
takes three days for her to regrow a new one.
See the Future: Cailleach can use her glass eye to scry the future of an individual. She does The adventure “Between
so by first removing the eye, and then having the person hold it in their mouth until she Worlds” (page 146)
includes an interaction
asks for it back (sometimes this is for just a second, and sometimes it’s for hours—it’s with Cailleach.
hard to know if the variable length of time is part of the ritual or just her dark sense of
humor). She typically sees three possible futures, and all of them have an equal chance
of coming to pass.
Wanton Destruction: As part of her agreement with the sea, Cailleach was given the power Sea cyphers work just like
to control small parts of it at a time. She can create a whirlpool that catches up all regular cyphers, but they
have water-specific forms,
creatures and objects within short range of its center and inflicts 5 points of ambient such as shells, dried
damage (ignores Armor). seaweed, a jar of sand,
Interaction: Cailleach is a recluse and introvert whose deepest longing is to be left alone shark’s teeth, and pearls.
to increase her knowledge of magic. She also likes puzzles and games, and out of
everything on land, she misses birds most of all (for interacting with, not eating). Those
who bring her any of those items are likely to draw Cailleach out of her shell and have a
positive interaction.
Use: Cailleach can be a beneficial ally, particularly as a healer. She might also be convinced
to help fight against an encroaching danger, especially if it’s threatening her solitude GM intrusion: The
and privacy. sea offers additional
assistance to Cailleach’s
Loot: She typically carries a number of sea cyphers, and her home is filled with books, spells, increasing her
scrolls, and journals of all sorts. damage or movement.

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KELPIE 6 (18)
A sinister aquatic creature that takes the shape of a grey horse or white pony, the kelpie
lures unsuspecting passersby and attempts to drown them in a nearby body of water.
Some kelpies look just like horses. Others look as if they’re created from elements of the
swamp—maybe its tail is algae, its mane cattails, its eyes glowing pebbles or miniature
moons. Maybe eels and snails and other creatures are its teeth or tongue. One thing about
kelpies is always true: their manes are always dripping and their hooves are always inverted.
If someone knows a kelpie’s name and says it aloud, the kelpie loses all its power over
that person and retreats to the depths of the water.
Motive: Unknown
Environment: Near or in rivers, streams, lakes, and other bodies of running or still water.
Modern settings might find them near public or private swimming pools, koi ponds,
and reservoirs.
Health: 21
Damage Inflicted: 4 points
Movement: Very long when running
Combat: When a passerby approaches, the kelpie might appear tame, a little lost, injured,
or otherwise friendly and in need. Or, if the passerby appears weary or sad, the kelpie
will offer a ride upon their back. The kelpie’s sticky skin traps the rider (level 7 Might
task to break free). Once the rider is seated, the kelpie may attempt to drown them in
the lake, run so fast that the rider takes 5 points of Intellect damage from fright, or roll
over on them, inflicting 4 points of damage (ignores Armor).
GM intrusion: While Interaction: Not all kelpies are malevolent. Some were once “tamed” by someone who
dealing with something
else, the characters learned their names and loved them. These kelpies actively seek out human contact,
come upon a kelpie attempting to find someone to replace the one they loved.
in the process of Use: In the gloom, a large black horse appears, wearing beautiful tack and acting as if lost.
drowning someone.
It offers one of the weary characters a ride upon its back.

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THE WEST WIND 9 (27)


The West Wind has no master, no shackles, no chains. She goes where she will, and woe to
those who try to capture or hold her. When she’s not blowing through the sky, she takes the
shape of a human woman dressed in a sparkling blue tuxedo, her short silver hair pushed
back from her face.
Motive: To stave off boredom by playing tricks, traveling, stirring up trouble, and helping
others The North Wind is
Environment: Anywhere she wants to be a grumpy old man,
stomping around the
Health: 40
garden, shaking his fist
Damage Inflicted: 6 points at winter. You’d never
Movement: Very long know they were siblings.
Modifications: Speed defense as level 10; sees through and resists trickery, lies, deceit, and
intimidation as level 10
Combat: Inflicts 6 points of damage to every creature and object she chooses within a very
long distance, and knocks them prone. Not all winds are living
Interaction: Some say the West Wind is cold, but she’s really just an introvert and prefers to creatures. Sometimes
the wind is just the wind.
spend most of her time traveling alone. However, she’s actually very warm hearted and
But you won’t know
is likely to help those in need. She does not respond well to trickery, traps, or attempts which is which until
to force her hand (unless they’re terribly clever or smart, and then she admits grudging you try to talk with it.
respect for the perpetrators).
Use: The characters need the West Wind’s help to travel somewhere, knock something
down, or retrieve something from a hidden place. Someone needs an elegant date to a GM intrusion: The West
royal ball or a fairy festival. Wind lifts a character
high in the air and
Loot: Sometimes the West Wind picks up interesting things on her travels. She may gift
threatens to let them fall.
allies these items, including cyphers, artifacts, and even creatures.

WIND CHILDREN 4 (12)


The children of the wind cannot be measured in known numbers, for they are here and
there and everywhere. They are not born, so much as borne, by weather patterns, wishes,
and wants. Dust devils, gales, and zephyrs are all wind children.
Motive: See everything, know everything
Environment: Everywhere there is weather, real or magic-made
Health: 12
Damage Inflicted: 4 points
Movement: Long
Combat: Inflicts 4 points of damage with an exhale. Alternatively, can knock a character
prone for one round.
Interaction: Interacting with wind children is a bit like interacting with a group of
mischievous, precocious, and spoiled kids. However, they know many things, having
been all over the world, and will often share what they know in exchange for new secrets GM intrusion: The wind
or knowledge. children grab something
precious from one of
Use: One of the PCs seeks information about a person, place, or thing. The characters need the characters and
a surreptitious spy to gather information for them. start to play a game of
Loot: Information, secrets, and possibly a cypher or two picked up during their travels. “keep away” with it.

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WITCH 5 (15)
The old woman had appeared to be most friendly, but she was really an old
witch who had waylaid the children, and had only built the little bread house in
order to lure them in. When anyone came into her power she killed, cooked,
and ate him, and held a regular feast-day for the occasion.
~Hansel and Gretel

Witches are complex beings of myriad personalities, desires, and abilities. Sometimes
Traditionally, the term they’re the stuff of nightmares, with tales of their exploits keeping children safe in their
“witches” refers to beds during the darkest hours. Other times they’re wise helpers—at least for a little
women, but there’s no
reason witches can’t be
while, or possibly for a price. Often, they’re a little of everything, taking on no end of roles
any gender they choose. throughout their lifetime. They may isolate themselves deep in the dark woods, falsify their
In fact, some witches way into a royal family, or reside in the middle of town, hiding their identity.
may have the ability But one thing they are, always, is dangerous, for they carry within their hearts and heads
to become or present
as myriad genders knowledge, power, and magic—and a willingness to use all of them when necessary.
throughout their lifetime. Motive: Domination of others, power, knowledge, eternal life or beauty, hunger, revenge
Environment: Almost anywhere, although most often alone in unique dwellings in the
forest, in civilization as healers, or having infiltrated royal families
Health: 21
Damage Inflicted: 5 points
Movement: Short; long if flying
Combat: In addition to inflicting damage with their weapon of choice (often a staff or long,
Curse, page 49 curved blade), witches can curse their enemies.
Curse table, page 51 They also have a number of spells and abilities at their disposal. These include the
following:
Familiar: When attacked, a witch relies on the aid of their familiar to improve their Speed
If an archetype doesn’t defense. The familiar could be a large black cat, an owl, a big snake, or some other
include certain elements, creature. Killing a witch’s familiar is so shocking to a witch that their attacks and Speed
such as Interaction or
Combat, it typically
defense are hindered for a few days. It’s also a way to ensure that the witch never
means those are listed forgives their foe or grants mercy.
for individual creatures Glamour: Glamour is an illusion that the witch creates. It may let them look like someone
within the archetype. else, appear to be a tree or a bird, or even make them invisible. Seeing through the
Feel free to mix and
match to create unique glamour is a level 8 Intellect task. A failed attempt inflicts 2 points of Intellect damage.
combinations. Once a character sees through the glamour, they cannot unsee it.
Heal: The witch touches another creature and heals them for 6 points of damage. Some
Alternatively, if an witches must pull health from another living being in long range in order to use this
individual creature ability. Pulling health from a living being inflicts 2 points of damage on that being.
doesn’t have an element
(such as Armor),
Imprison: The witch creates a prison within long range and captures a foe inside it as a
use the one listed single action. The prison might be physical (a tower, a cage, a trap, a binding around
in the archetype the body) or mental (they can’t move, their muscles are no longer under their control,
they are afraid to move). Resisting being caught is a level 5 defense task (Might, Speed,
A creature’s health or Intellect, depending on the type of imprisonment). If a character is caught, breaking
is always equal to its free is a level 5 task (of the appropriate stat).
target number unless
otherwise stated. So a
Protect: Places a confinement spell to keep someone from going in or out of a location,
level 3 creature has a building, or room. Those who attempt to pass through the spell but fail take 3 points of
target number of 9 and Intellect damage and are knocked back. Once the spell activates, it disappears.
thus 9 health, unless its Revive: This rare and costly ability allows a witch to bring someone back to life, as long
Health stat line states
something different. as they haven’t been dead for more than a year. In order to accomplish this, the witch

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needs all or part of the body of the dead, a beloved object of the dead’s, and the
willingness of someone else to take on a curse that results from the magical working Additional witch
(roll on the Curse table to determine the resulting curse). Revive takes ten minutes to abilities, page 368
cast, and the character returns to life with 1 point in all of their Pools.
Seduce: Creatures within short range who fail an Intellect defense roll become enamored of Enchanter, page 118
the witch. Resisting the witch’s persuasion attempts is hindered by two steps until the
victim succeeds on an Intellect defense roll; each time they fail to resist the persuasion GM intrusions:
attempt, the witch’s next persuasion attempt is eased by an additional step. The witch’s familiar
Additional abilities: Witches might also have access to the witch abilities in the Cypher joins the fray, tripping
System Rulebook. These are charm, hexbolt, shrivel, and vitality. Some witches might up characters and
hindering their actions.
have other magical abilities similar to those of enchanters.
Something startles the
witch and they cast
a curse or spell as an
WITCHES OF THE WORLD automatic response.
The witch pulls out an
BABA YAGA 9 (27) artifact or cypher and
prepares to use it.
Baba Yaga (sometimes called Frau Trude) lives many lives and has many
personalities. She is both one witch and many. She uses her
magic to create a new version of herself each time her
life takes a new branch, following all of them at once,
becoming every version of herself that she might
have been.
Some versions of Baba Yaga are helpful.
Others harmful. Some Baba Yagas live
in the woods in a wooden hut that walks
around on giant chicken legs, some
fly through the sky in a giant mortar
and pestle, and some guard any
wild spaces that they have deemed
important. Some capture and cook
young children in a special stove. Some
do all of the above.
Combat: Baba Yaga can use the
following abilities: heal, hexbolt,
imprison, protect, revive, shrivel, and
vitality.
Interaction: It is almost impossible to know which
Baba Yaga you have met until you look deep in her eyes (a level 7
Intellect task). There, you might see a tiny flame, and in that flame,
learn a bit about her life. You can find one of
Use: Baba Yaga has her long, bony fingers in nearly everything that the many Baba Yagas
in the adventure “The
happens. She might be behind the counter at the herb and potion Prince Who Would Seek
shop, guarding the entrance to a cave full of treasure, or offering Death,” page 210.
her services in breaking (or casting) curses.
Loot: 1d6 cyphers, an artifact, and various other
odds and ends

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THE BLIND WITCH 5 (15)
The Blind Witch is skinny and always hungry. She lives deep in the forest in a house made
of confectionery, which allows her to catch, fatten, and eventually eat any children unlucky
ADDITIONAL WITCHES
enough to get caught in her trap.
Apple-pip Witch, page 143
Modifications: Cooking as level 6, deception and trickery as level 7, seeing through
The Witch of the
deception and trickery as level 4
Drowning Slough, Combat: She can use the following abilities: charm, protect, and vitality. She is immune to
page 209 visual effects, including hallucinations.
Interaction: The Blind Witch can appear sweet and charming, and might play up her
blindness and apparent frailty for sympathy.
Use: Characters wandering the woods might come upon a candy house, and woe to them
should they take a bite. A rescue mission could lead here.
Loot: She usually has at least one magical animal in a cage, along with various children and
even adults. Two or three cyphers can be found in her kitchen, along with her magic
oven, which bakes children into gingerbread.

DAME GOTHEL 5 (15)


For additional
Sometimes taking the form of a young woman and sometimes an old one, Dame Gothel
suggestions about and cares for one thing above all: her beautiful walled garden, the flowers and vegetables that
information on witches, grow inside it being the envy of all others. Unlike many other witches, she does not harm
see the Witch entry on children and in fact has been known to protect them, at least as long as they are innocent
page 368 of the Cypher
System Rulebook. of wrongdoing.
Modifications: Gardening and potions as level 6
Combat: She can use the following abilities: heal, imprison, protect, and shrivel.
Interaction: Dame Gothel is an introvert who mostly desires to be left alone, and woe be
to those who invade her space in any way, for she has a deep sense of right and wrong
and a penchant for revenge upon those who cross her. However, she has been known to
help those seeking aid, and is particularly skilled in using what she grows in her garden
to aid her magic.
Use: The characters need a concoction to heal someone, remove a curse, or help them get
pregnant. The characters accidentally trespass on Dame Gothel’s space.
Loot: Various plants, potions, and cyphers

“Which road leads to the Wicked Witch of the West?” asked Dorothy.
“There is no road,” answered the Guardian of the Gates. “No one ever
wishes to go that way.”
~L. Frank Baum, The Wonderful Wizard of Oz

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THE SEA WITCH 6 (18)


Living in the darkest depths of the sea, the Sea Witch is dangerous, wily, persuasive, and The Witch was too much
scheming. She is best known for brewing up life options—for a price. If you want what afraid of the dark to dare
go in Dorothy’s room
she’s got (and she’s got everything), you bring her what she wants. It might be your voice, at night to take the
your hair, or your firstborn. Or all three. Surely you won’t miss them . . .  shoes, and her dread of
Modifications: Persuasion, intimidation, coercion, and swimming as level 8 water was greater than
Combat: She can use the following abilities: charm, familiar (water snakes), glamour, her fear of the dark.
~L. Frank Baum, The
imprison, protect, seduce, and shrivel. Wonderful Wizard of Oz
Interaction: The Sea Witch will always make a bargain, take a bet, gamble all she’s got on
the downtrodden and woe-be-gotten. Not because her heart is big, but because she
makes sure that the house—that’s her—always wins.
Use: The characters need a potion, a spell, a curse, or any other bit of magic, large or
small, and the Sea Witch will find a way to put it in their hands and let them walk away
thinking they’ve come out ahead. At least until she comes to collect. “But if you take away
Loot: A chest full of gifts and winnings from lovers, fawners, and those who should have my voice,” said the
little mermaid, “what
known better, including 1d6 cyphers and two artifacts. is left for me?”

“Your beautiful form,


your graceful walk, and
THE WICKED WITCH OF THE WEST 5 (15) your expressive eyes;
surely with these you can
With her three pigtails and diminutive stature, it would be easy to write off the Wicked enchain a man’s heart.
Witch of the West as a nobody—and many have—but her power lies in the creatures that Well, have you lost your
work for her and in her vast and growing collection of magical footwear. courage? Put out your
little tongue that I may
She can see up to 2 miles (3 km) away with her single eye, and wears galoshes that give cut it off as my payment;
her +2 Armor against water and liquid of all kinds. then you shall have the
Modifications: Tasks involving water and the dark as level 3 powerful draught.”
~Hans Christian
Combat: She carries an umbrella that acts as a heavy weapon, and she can use the
Andersen, The
following abilities: familiar (pack of wolves, swarm of bees, flock of crows, and an army Little Mermaid
of flying monkeys), hexbolt, imprison, protect, and shrivel.
Interaction: She is volatile in nature and quick to anger. However, she can also be a bit
cowardly, and will likely back down in a confrontation (only to send her hordes of Magical animals,
magical animals out afterward to do her dirty work). page 104
Use: The characters need to find galoshes of fortune and decide to steal a pair from the Galoshes of fortune,
Wicked Witch of the West. Perhaps they need to make it through the land she presides page 94
over and must find a way to get her approval.
Loot: Whatever shoes she’s wearing (which are very likely an artifact).

“I do not like to have my dirty linen washed in public, and


I eat the overcurious.”
~Baba Yaga

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NPCs
The NPCs in the following section are just called “the Woodcutter.” And if you
general examples of nonmagical, mortal call them all Jack, then no one (including
human characters that are commonly found you) will remember which one is which.
in fairy tales. Consider coming up with a list of names
ahead of time so that you’re always ready
From General to Specific: While the NPCs to give players something to call a new
listed here are general types, such as walk-on character. Or borrow names from
Crafter, page 138 crafter and robber, it’s easy to turn them the example list below.
Robber, page 139 into specific characters from common and
well-known fairy tales. For example, with a
little tweaking, you can turn a generic tailor Example Names For NPCs
into the tailor from The Brave Little Tailor. Here is a short list of names from
For additional human Just give the crafter NPC a banner that says existing fairy tales that you can use for
NPCs, such as guards, “SEVEN WITH ONE BLOW” and embrace a your NPCs. There are a number of online
that you might want
jaunty, overconfident nature, and you have name generators that can be useful as
to add to your fairy
tale game, see the the titular character. well. Just be wary of using well-known
Cypher System character names, such as Snow White or
Rulebook, page 372. Health, Not Pools: Remember that NPCs Cinderella, for secondary NPCs because
don’t have stat Pools. Instead, they have a the players will read into those names as
If you’re stuck on a name characteristic called health. When an NPC having more meaning than they do and
for your NPC, you can takes damage of any kind, the amount place preconceived notions onto your
always have the NPC be
is subtracted from their health. Unless NPCs.
so worried that one or
more of the PCs are fey described otherwise, an NPC’s health Antonio Lochlin
creatures that they refuse is always equal to their target number. Asmund Maroula
to give their name (at Some NPCs might have special reactions Aurore Moura
least until you can think
of one). This probably to or defenses against attacks that would Belebon Myrsina
only works once, though, normally deal Speed damage or Intellect Bella Penta
unless the setting is damage, but unless the NPC’s description Bianca Peter
heavily populated with specifically explains this, assume that all
fey beings and using a
Catherine Phillip
person’s name to gain damage is subtracted from the NPC’s Dalilah Prunella
power over them is a health. Elsie Rhodopis
common concern. Finette Rosanella
Naming Your NPCs: You might have Fiorita Rosette
noticed that in fairy tales, many characters Fragolette Rushen
—especially those of the lower or working Hans Signy
classes—don’t have a name beyond their Jack Tom
title, position, or profession (or sometimes Jacob Villanelle
their marriage status). “The Woodcutter,” Johnny Wendy
“the Tailor,” “the Baker’s wife,” and so on. Kallo Ye Xian
While you could follow suit and just call Kate Yvon
your NPC “the Woodcutter,” most player Kristoff Zaynab
characters are going to ask that person their Llonka
name. It’s likely to break immersion if you
throw in a modern name, or if the NPC tries
to explain that they don’t have one, they’re

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NPCs
ARISTOCRAT 4 (12)
Aristocrats are not quite high royalty—they are not kings or queens, nor even princes and
princesses—but they are those with money and power enough to wield in dangerous or Likely due to the times
glorious ways. Knights and barons are typically aristocrats, as are characters like Bluebeard in which they were
written, fairy tales have
and Mr. Fox. Some aristocrats, such as knights, may only want to do good and protect few female aristocrats
the things that matter to them. Others, of course, prefer to use the darker side of their who are not witches
privileged position. or fairies in disguise,
Motive: Money, power, marriage, take who or what they want, protect what they care about or wicked stepmothers
and stepsisters.
Environment: Typically in cities and towns, occasionally off by themselves in large castles However, aristocrats
and manors can be any gender.
Health: 12
Damage Inflicted: 5 points GM intrusions:
Armor: 2 The aristocrat’s house
Movement: Short has a sentient door or
Modifications: Social engineering, persuasion, lock that suddenly begins
to yell about intruders.
intimidation, and lying as level 6
Combat: Many aristocrats have had training in The aristocrat pulls a
clever trick or sleight of
combat maneuvers, as is appropriate to their hand that gives them
station. Others may wield knives, scalpels, or a sudden advantage.
butcher’s tools with precision.
Interaction: Interaction with an aristocrat often
starts out positive—after all, it is delightful to
be in the glow of someone so charming and
powerful. For some, the interaction remains
positive. A knight is just a knight. For others, a
sense of unease begins to settle in after a time,
as if there’s something not quite right behind
the facade.
Use: An aristocrat is about to marry and someone is worried
about the safety of their future spouse. A knight is
outmatched by a dragon or other strong opponent and
seeks someone to come to their aid.
Loot: Most aristocrats have currency equal to a very
expensive item, in addition to fine clothes or
medium armor, weapons, and miscellaneous
items.

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CHILD (1) 3
Many players will have Children play the roles of urchins, siblings, daughters, sons, waifs, servants, royal family
concerns about including members, child brides, and more.
children in games,
especially in fairy tale
Motive: Seeking safety, comfort, money, or food; play; bringing joy
games where children are Environment: With their families, or lost in the world trying to find their way. Sometimes in
often put indanger in the employ or care of someone who has found them, stolen them, or otherwise become
myriad ways. Consider their guardians, caretakers, or keepers.
talking with the players
and having them fill out Health: 3
the Fairy Tale Game Damage Inflicted: 1 point
Consent Checklist on Movement: Short
page 224 before using
Modifications: Run, hide, sneak, and escape as level 2; knowledge of the nearby area,
children in your game.
people, and activities as level 3
When using child NPCs, Combat: Most children fight only in response to being provoked, threatened, or attacked.
consider making them They typically use makeshift weapons, such as their fists, a stick, or a toy.
useful to the characters.
Most PCs will not want
Interaction: Children are often smarter, more creative, and more wily than they’re given
to harm, fight, or kill credit for. They may have a lot of knowledge about nearby people, places, and activities
a child, so give them that can help the PCs, particularly if there’s an exchange of food, money, or other
other opportunities to goodies involved.
interact beyond combat.
Use: Someone or something is stealing children from the village, and the mayor is offering
GM intrusions: to pay a large sum to anyone who tracks down the creature and rescues the children.
The child shouts, laughs, One of the PCs catches a waif stealing from their pack in the night; the child says
or talks too loudly, they’ve been lost in the woods for days.
accidentally drawing the Loot: Children typically have very little on their person, although they may have a special
attention of a nearby
memento of their family or a close friend.
guard toward a character.
Someone mistakenly
thinks a character
has stolen the child, CRAFTER 2 (6)
and attacks them.
Crafters include bakers, cobblers, candlemakers, butchers, millers, tailors, woodworkers,
and cooks. While most crafters aren’t particularly agile fighters, they are usually clever and
strong, and have a number of familiar tools at their disposal for weapons.
Motive: Defense
Environment: In their workshops or peddling their trade while traveling
Health: 8
Damage Inflicted: 3 points
Movement: Short
Modifications: Appropriate craft as level 3
Combat: Crafters are unlikely to initiate combat, as most just want to be left alone to do
their work (or to convince you to buy their wares). If they’re forced to fight, they will
typically use any item they have at hand (such as a rolling pin, butcher’s knife, crafting
tool, or length of wood).
Interaction: Most crafters are happy to talk about their craft or the objects that they’ve
made and have for sale. They take pride in their work, and flattery and attention can go
GM intrusion: The
a long way.
crafter uses their crafting Use: To the PCs, crafters can be allies, obstacles, or both. Being friends with a crafter often
tool in a way that has obvious long-term benefits, while stealing from them has short-term advantages
the character didn’t (and possible long-term disadvantages).
anticipate, putting
the character in a Loot: A crafter has currency equivalent to an inexpensive item, as well as crafting tools and
disadvantaged position. materials and anything they’ve crafted that they’re carrying or wearing.

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HUNTSMAN/WOODCUTTER 2 (6)
A huntsman may be in the employ of a powerful magic user, protecting a section of the As soon as he could raise
woods they consider their own, or just trying to provide for their family by chopping wood his axe another wolf
and hunting game. came up, and he also
Motive: Follow orders, support their loved ones, protect the innocent fell under the sharp edge
of the Tin Woodman’s
Environment: Woods, forests, and other wild lands weapon. There were
Health: 8 forty wolves, and forty
Damage Inflicted: 2 points times a wolf was killed,
so that at last they
Armor: 1
all lay dead in a heap
Movement: Short before the Woodman.
Modifications: Tracking and pathfinding as level 4
Then he put down his
Combat: Huntsmen and woodcutters both understand the power of the perfectly aimed axe and sat beside the
shot or swing. They take their time, steady their hand and breath, and hit with precision Scarecrow, who said, “It
and force. was a good fight, friend.”
~L. Frank Baum, The
When they take no action on a turn, their next attack inflicts twice the normal damage. Wonderful Wizard of Oz
Interaction: Many huntsmen and woodcutters are motivated by a deep need to be loyal,
but they’re also soft of heart and have a strong moral center. If they’re tasked with
something they deem unpalatable, they may forgo their promises and go rogue.
Use: They are hunting the characters on the orders of a higher authority. They save the PCs GM intrusion: A
from a dangerous foe, then ask for assistance for their own tasks. perfectly timed cut
Loot: In addition to their clothing and mundane weapon, they likely have an expensive sends a tree down in the
token of promise or affection from someone they have helped or who they owe fealty to. direction of the character.

ROBBER/THIEF 4 (12)
Robbers, thieves, highwaymen, robin hoods—whatever name you call them, they want
what you have, and they’re willing to get it any way they can. Some robbers are honorable,
stealing only from the rich or the evil. Others will take anything that isn’t nailed down or
magically protected.
Robbers often travel in pairs or small groups of dedicated friends and fellow robbers.
Motive: What’s yours is mine
Environment: Anywhere there’s something to be stolen
Health: 12
Damage Inflicted: 2 points
Armor: 1
Movement: Short
Modifications: Stealth, including sneaking, stealing, hiding, and deception, as level 5;
attacking from hiding as level 5
Combat: Robbers typically prefer light and medium weapons, particularly bows and small blades.
Interaction: Most robbers have a moral code of some sort—it just may not be the code
that others abide by. Still, they are willing to listen to reason (and particularly the sound
of sliding coins). Robbers are often willing to be hired for jobs that are too difficult for
others.
Use: Robbers happen upon the place where the characters have made camp, and ask to
GM intrusion: The
join them. A group of robbers arrives to steal a thing that the characters are just about robber’s arrow manages
to steal themselves. to hit two foes in a
Loot: Depending on whether they’ve just robbed someone or not, robbers may have single attack, or the
robber shoots two arrows
anywhere from nothing (other than their weapons and clothing) up to the currency at multiple foes.
equivalent of a very expensive item.

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SCHOLAR 2 (6)
Scholars might be librarians, sages, wise women, crones, experts, or soothsayers. Typically,
scholars seek knowledge above all else, and many also are willing to share it with others
(sometimes for a price, sometimes just for the joy of sharing knowledge). A scholar’s
expertise might be general or specific—they may study the world at large or home in on a
specific type of magic or fey being, for example.
Motive: Find answers, seek knowledge
Environment: Schools, libraries, the royal study, laboratories, and anywhere there are
sources of information
Health: 6
Damage Inflicted: 3 points
Movement: Short
Modifications: Intuition, persuasion, detecting falsehoods, and most knowledge tasks as
GM Intrusion:
Something the level 4
scholar is studying Combat: Scholars prefer to avoid a fight. If they must fight, a scholar tries to deduce a foe’s
comes alive, creating weaknesses (if any) and exploit them in combat. Some scholars might have learned
havoc and disarray
throughout the area. spells or abilities from those they’ve studied. Others might be examining a useful
cypher or artifact, and will use it on their attackers.
Interaction: Most scholars are helpful and
full of information (whether or not it’s
useful or true information varies from
scholar to scholar). What they don’t
know, they may be willing to learn or
study, if given the proper tools and
incentive. However, some scholars are
secretive, hoarding their knowledge for
their own personal uses.
Use: Scholars can be incredible allies,
offering clues, hints, and information
that can help the characters. However,
they may be reclusive and hard to find,
hidden away in ancient libraries or
secret laboratories.
Loot: Most scholars have currency
equivalent to a very expensive item and
one or two cyphers.

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PART 2

V E N T U R E S T HR E
AD E

“I could tell you my adventures—beginning from this


morning,” said Alice a little timidly: “but it’s no use going back
to yesterday, because I was a different person then.”
~ Lewis Carroll, Alice’s Adventures in Wonderland

Chapter 10: Cypher Short: The Apple-Pip Witch 142


Chapter 11: Cypher Short: I’ll Gnaw Your Bones 144
Chapter 12: Full Adventure: Between Worlds 146

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WE ARE ALL MAD HERE
Chapter 10

CYPHER SHORT : THE APPLE-PIP WITCH


For directions on how to
run a Cypher Short, as
well as information on
the types, descriptors,

T
and foci, please visit this
link and download the he Premise: The characters are siblings The Setup
free Cypher Shorts PDF: on a quest to rescue their father, King The characters are siblings who have set
mymcg.info/cyphershorts
Edward the Eloquent, who’s being out to rescue their father, Edward, who’s
Each character should held captive by a witch at her castle. been kidnapped by a witch and is being
start with one of the held hostage at her castle. The PCs start in
following cyphers:
the castle’s main hall, off of which there are
Agate eye (level 4) Character Creation multiple doors and a winding staircase to
Baba Yaga’s spiced Players should figure out their character’s the second floor. The castle is a hodgepodge
cookie (level 2) name and gender, where they fall in the of rooms built with no apparent order or
Drink me (level 3) scale of oldest to youngest sibling, and plan.
Heart of a star (level 5) why they want to rescue their father (their It appears opulent, full of ornate objects
Shadow soap (level 4) reasons don’t have to be noble). and elegant woodwork. But sometimes
characters get a vision out of the corner of
Agate eye, page 77 Descriptor and Focus: All Cypher Short their eye of the castle as it really looks:
Baba Yaga’s spiced descriptors and foci work for this adventure. run-down, bedraggled, and crumbling.
cookie, page 78
Drink me, page 81 Type suggestions include:
Heart of a star, page 84 Possible Encounters
Shadow soap, page 88 The Brave One: Someone with the
Performing Physical Actions type. They have The Lying Mirror:
The characters have a medium or heavy weapon and light armor Your vision here is not your own
been traveling for a (+1 Armor). My reflection makes your true self known
while, so they likely have
some supplies, such as You are darkness where I am light
ropes, light sources, and The Cunning One: Someone with the Turn and find yourself to smite
whatever remains of
Sneaking type. They have a light weapon and a
their traveling rations.
useful tool of some kind (such as a lockpick). Anyone who looks upon the lying mirror
The Brave One examples: (level 3), even askance, hears the mirror’s
Merida from Brave, The Enchanting One: Someone with the rhyme in their head. They see versions of
Jack, the youngest sister
Talking type. Everyone loves them. They may themselves everywhere, and begin to attack
The Cunning One have a special outfit, instrument, or other living things in short range. Breaking the
examples: Puss in (nonmagical) object that is important to them. spell on someone is a difficulty 3 Intellect
Boots, Robin Hood
task. If the mirror is covered or damaged in
The Enchanting One The Wise One: The Searching and Discovering any significant way, it recites:
examples: Prince type works well. They notice things that others
Charming, Snow White
don’t and create plans for action. They may My vision goes, it fades to grey . . . 
The Wise One have a map, journal, or book. For the harm you’ve done to me this day
examples: Gretel, I urge the glass and wood to blind
Mulan, Scheherazade
The Magical One: Someone with the Wielding no simple gaze, but peace of mind
The Magical One Supernatural Powers type. They may have a
examples: Peter Pan, magical source of their powers (wand, ring, Characters who hear the mirror’s death
fairy godmother, Glinda
the Good Witch animal) or their powers may be innate. spell take 1 point of Intellect damage.

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The Trapped Fox: An ornate metal birdcage • Crumbling structures. Holes appear in
(level 3) has a large orange fox (level 4) floors, bookcases topple, chandeliers fall
trapped in it. The fox asks to be let out of the from the ceiling. It’s a level 4 Intellect task
cage, promising to give anyone who releases to discover the location of
the sack, which contains
it a sack full of cunning. The Dog With Eyes the Size of Teacups, a handful of gold and a
Dinner Plates, and the Moon: This creature ring of cunning. The bag
Guardians: Two life-size stone lions (level 2) (level 4) is the size of four men, and each of is probably in a different
sit at the sides of the stairs. its three heads has eyes of a different size. room than the fox.
It guards a tiny chest, inside of which is a
The Library: Many of the books in the library golden key. RING OF CUNNING
are protected with magic curses. Each of the dog’s heads acts Level: 4
If a character opens a book and fails a independently of the others, and each acts Form: Ring that
level 4 Intellect defense roll, one of the during a single round. One blows fire (close magically adjusts to
wearer’s finger
following occurs. range), one bites, and one licks (covering
• A large serpent (level 2) rises up from the victim in thick drool that hinders their Effect: Increases the
the pages and attacks the character next action). Any Intellect action against the wearer’s maximum
Intellect Pool by +1
• A feather tucked between the pages dog is a single task that requires three rolls,
turns into a goose, which pinches the one per head. If the characters persuade all Depletion: —
character’s nose (inflicting 1 point of three heads, the dog will accompany them
damage) and then disappears (unless they tell it not to).
• The book (level 3) attaches itself to the
character’s hands and refuses to be put The Courtyard: There is one tree in the
down. courtyard: a twisted, ancient apple tree There are flies, spiders,
(level 4) with scaly grey bark and wizened and other insects
everywhere in the
A large dictionary rests on a pedestal in apples. The leaves shudder and whisper castle. Catching them
the middle of the room. The book is held even when there is no wind. In the middle is a routine task.
open by a green toad (level 2) the size of of the trunk is a small door with a keyhole.
a cat, which ribbits “Lick me! Feed me!” The golden key splits the trunk in half,
loudly whenever someone is in immediate revealing the sleeping king. Removing him
distance. If someone feeds the toad a bit or harming the tree transforms it into the
of meat or other food, it burps loudly and witch (level 5). The witch looks like an apple
a green gem cypher falls from its mouth. If tree come to life, with angular limbs and Green gem (cypher,
someone licks the toad, they take 3 points of grey wrinkled skin. She has the following level 2): User gains +2
to Armor against the
Intellect damage but have 3 points restored abilities: next Intellect attack,
to their Might Pool. After either action, the • Scratch: Attacks with a branchlike claw. but takes 2 points of
toad hops away. • Wither: Inflicts damage to one foe in Intellect damage
long range.
GM Intrusions: • Poisoned Pips: Shoots poisoned apple
• Biting door. Bites those who try to seeds from the ends of her fingertips
open it. at a foe in close range. Her foe takes 2
• Ghastly visage of their father. All within points of damage each round (Might
short range who see it take 2 points of defense roll ends the poison). All GM intrusions
Intellect damage and are dazed. are level 4 unless
otherwise stated.
• Glass casket. An action causes this trap
to spring, catching whoever is closest Conclusion
inside a glass casket. The PCs likely just want to get their father,
• Living briars. Thorny briars and and themselves, out of the castle and back
sprawling vines (level 2) snake to relative safety. Once they do so, they
throughout the castle. They reach can take a few minutes to wake and heal
out and snag characters who pass by, their father (a difficulty 2 healing task) and
wrapping them tight and inflicting perhaps have an emotional reunion.
damage each round.

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Chapter 11

CYPHER SHORT : II’LL


LL GNAW YOUR BONES

T
For directions on how to he Premise: The player characters The Setup
run a Cypher Short, as are talking animals who have been The PCs are talking animals who were
well as information on
the types, descriptors,
captured by trolls, who plan to cook captured by a family of trolls as part of
and foci, please visit this them for a big feast. They must escape by the preparations for a feast. The father,
link and download the making their way through the trolls’ home, a who is a chef, knows that talking animals,
free Cypher Shorts PDF: tunnel system deep beneath a mountain. when cooked and eaten, are the best for
mymcg.info/cyphershorts
increasing one’s magical powers.
The PCs are locked in individual metal
Character Creation cages, under a spell that keeps them from
The PCs don’t have Each player should decide their name seeing or hearing anything outside the cage.
their weapons (or any and what they were doing when they were Suddenly, the spell is gone, and the
additional equipment)
on them at the start of
captured. characters can hear and see each other,
the adventure. However, as well as their surroundings. They’re in
they can easily find them Descriptor and Focus: Any of the Cypher a storage room that seems to have been
(or replacements) in the Short descriptors and foci work for this carved out of the earth. There’s a single
room where they begin.
Additionally, a quick adventure. door, heavy and wooden, through which a
search of any general small amount of light shines. All around
area likely provides them Type suggestions include: them are other makings of a feast: dead
with things like rope
animals strung from the ceiling, fruits and
and a light source.
Wolf/Bear: This is probably a character with vegetables in bins and stacks, spices and
the Performing Physical Actions type. They herbs in containers.
Characters can find the may carry a heavy weapon or use their teeth A moment later a young troll girl appears
following cyphers in the and claws. They also have medium armor before them with a finger to her lips.
storage room where they
start the adventure:
(+2 Armor), either worn or innate. “I’ve come to set you free,” she whispers.
“Because my daddy is the meanest meanie
Apple of discord (level 3) Fox/Cat: This could be either a Sneaking or who ever was.”
Blackbird pie (level 2) a Talking type. They probably carry a light With a flip of her fingers, she opens the
Fairy cup (level 4) weapon or use their teeth and claws. cage doors. A moment later, the sound
Hart’s heart (level 5) of many metallic footsteps marching in
Hot cross buns (level 6) Raven/Owl: This is probably a Searching stride are heard outside. “Run!” she says,
and Discovering type. They likely have a just before she turns into a tiny bat and
Apple of discord, page 78 small useful tool, such as a rope, lockpick, disappears.
Blackbird pie, page 78 or light source. Other facts:
Fairy cup, page 82 • The trolls live deep beneath a large forest.
Hart’s heart, page 83 Goat/Donkey: The Wielding Supernatural The main living area features large,
Hot cross buns, page 84 Powers type would work well for this carefully carved tunnels and rooms, while
character. some of the outer tunnels are less well
kept or traveled (and less dry).
Mouse/Rabbit: This is probably a character • The feast is tonight, so there’s a sense
with the Sneaking type or the Wielding of excitement and frenzy in the air as
Supernatural Powers type. preparations are underway.

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Possible Encounters The Outer Tunnels Locked door: level 4


All connections to the Outer Tunnels slope Secret keyring
Leaving the Storage Room upward, bringing the PCs closer to the spell: level 3
Locked Door. The door to the storage room surface. There is less light here, and the Flatware swarms: level 3
is heavy, metal, and locked. The keyring is tunnels are small, damp, and dark. Spoons are not allowed
hanging on the wall, hidden by a spell. in the cutlery corps.
Fiddleheads: These living ferns thrive in Brownie: level 3
Cutlery Corps: The other side of the door is the dark damp of the tunnels. Their fronds
guarded by two swarms of flatware. reach out up to an immediate distance to Fiddleheads: level 3;
brush against living things, causing a deep touching the fronds
Brownie Sous Chef: A tiny, thin creature in sense of dread and unease. causes dread and unease
a tall red hat, the brownie sous chef carries (touched victims take
2 points of Intellect
a bag of supplies toward the storage room. Hans the Hedgehog: This talking animal damage and spend their
The creature is startled at the sight of also escaped death at the hands of the troll next action attempting to
dinner escaping and starts to yell loudly for chef, but he has been down in the tunnels, “brush away” the dread)
help. If the PCs take too long to quiet him, lost and afraid, for so long that he can barely
Hans the hedgehog:
two more brownies appear. remember any other life. He believes the level 3
characters are tunnel bogs, come to get him.
The Main Troll Tunnels
While traveling through the main troll Tunnel Bog: Multiple tunnel bogs— Tunnel bog: level 4; long,
filthy fingernails inflict
tunnels, the characters may encounter one creatures that almost look like they’re part 4 points of damage and
or more of the following. of the tunnel itself—hide in the shadows, inject foes with poison
jumping out at the characters as they pass. that removes all feelings
The Dining Room: This huge room sports a of fear in the victim
number of tables, with chairs of all shapes GM Intrusions
and sizes. It’s clear that a variety of different Cave In: Part of the tunnel ceiling or wall Hidden trap: level 5;
types of guests are expected at the feast. begins to crumble just as the characters those who fail a level 5
Speed defense task are
The tables are set, but there is no food yet. pass through it. pulled up into a net (level
There is one door at the far end, which goes 3) toward the ceiling
to the kitchen. Hidden Trap: A trap hidden in the ground
activates as a character passes over it. Caught bear: level 6
Kitchen: The kitchen is bustling with activity.
Trolls and brownies move about, yelling Caught Bear: As the characters round a Dying fish: level 2
commands and preparing food. Moving corner, they come face to face with an angry,
through without being seen or caught is a injured bear whose leg is caught in a trap. Troll chef: level 6;
level 5 action. There’s no room for the characters to go Armor 1; carries
around, but the bear promises she will not a chef ’s knife
Troll Chef and His Son: The troll chef and eat them if they help her go free. Troll son: level 4
his apprentice son attempt to capture the
When the troll chef
escaped animals. Working together, the two Dying Fish: A large silver fish flops on is angry, he has a
can weave a magical trap. the ground. It’s clearly in need of water. It habit of yelling “I’ll
promises it will grant the PCs one wish, if gnaw your bones!”
The Troll Chef ’s Daughter: This is the young they help it find clean water to live in.
troll who helped the PCs escape. She will try
Magical trap: long
to help them again by giving them a cypher
range, hinders all
or two or by showing them a secret door to Conclusion actions, Intellect
the outer tunnels. At any point, the characters might find a defense roll to escape
door that leads them to the tunnel back
Early Dinner Guest: This young ogre up into the world. They emerge in a large,
arrived too early for dinner and has lost wooded forest at the foot of a mountain. It Troll chef ’s daughter:
level 2
her way. She is confused and scared, but is up to them where they go from here, and
also excited, for she has never eaten talking whether they make their way back home or
animals before and has heard that they venture out into the world. Young ogre: level 4
grant special magic.

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Chapter 12

FULL ADVENTURE : BETWEEN WORLDS

Gráinne is pronounced
“GRAWN-yuh,” but
she is mostly called the
“B etween Worlds” is an extended
fairy tale adventure that mixes
together the modern world and
wrong. The queen is gravely injured and her
dark twin sister, Gráinne, is attacking the
realm, attempting to take it for her own.
Fairy Queen of Hope
the world of fairies. It’s designed to be a The sisters are supposed to share their
and Despair or the longer campaign, one that will take the time ruling the realm, with Áine leading
Wayward Daughter. characters through a number of different in the bright light of summer and Gráinne
Gráinne, page 125 fairy realms to complete two important ruling during the darkest days. This is how
tasks for the Fairy Queen. If you wish to it’s been done for many aeons, but for
shorten it, you could include only one of reasons unknown, this year Gráinne seems
the tasks instead. If you wish to lengthen it, determined to take over the realm and
there are additional suggestions for doing become queen during the height of summer
so throughout the adventure. as well. (In truth, Gráinne has been cursed
The adventure is designed for lower-tier to take these actions and isn’t aware of what
characters, but could easily be made she’s doing.)
appropriate for higher-tier characters by Queen Áine asks for the characters’ help
introducing additional interactions, hurdles, to keep her realm safe, promising to release
and GM intrusions. Any beast, being, place, them from the rest of their debts if they
or object that has fairy-like qualities could succeed. Additionally, her healer, Belial, asks
be placed in one of these realms as an ally, them to help him find someone he believes
quest giver, threat, or item of interest. can heal the queen.
The characters must interact with a
number of beasts and beings, including
Adventure Summary eventually Gráinne, in order to heal the
Áine is pronounced The player characters are indebted to Áine, queen and help set things right.
“AWN-yah.” However, Fairy Queen of Light and Love. They each
only her lovers and her
children call her by
made a promise long ago that they would
her familiar name. All give her seven years of service in exchange Background
others deferentially refer for something they deeply desired. To pay off Years ago, each of the characters had the
to her as “my Queen,” their debt, each summer the characters must rare opportunity to make a deal with Áine,
“my Light and Love,”
or “Bright One.” spend time in her realm, doing her bidding. Fairy Queen of Light and Love. Perhaps she
The Fairy Queen is fair and true, so while the overheard their pleas for help and took pity
Áine, page 124 service is difficult and dangerous—the PCs on them. Perhaps she fell in love with one
must do whatever the queen asks of them—it of them (she has a reputation for doing so).
feels like a fair exchange for their bargains. Or it’s possible that some of them were
Typically, they show up to help the queen or just at the right place at the right time, in
her son, Geroid, with various tasks, such as a dream or a doorway, where the space
hunting down ogres who are attacking the between worlds thins and magical things
realm’s farmers or building a new barn for the can happen.
giant hares that the realm uses as mounts. Whatever the reason, she came to each of
This time when the characters arrive, they them in their time of need, an elegant and
discover that something has gone terribly beneficent being of light and shine, wrapped

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in a dress of grass-green silk with silver Through her long life, Áine has been a
bells braided into her long golden hair. goddess of earth and nature, luck, love, the
She laid down her bargain: she would give sun, protection, fertility, fame, and wealth,
them what they asked, and in exchange, and she is able to grant boons regarding
they would honor her with their time and any of those aspects. She cannot, however,
service. They would give her seven years of stop death. That power belongs to a
their lives in her realm, with the time to be different being altogether.
taken on summer nights while they slept. Because Áine is just and true, she refuses
She would train them, equip them with her to grant boons that affect someone else’s
finest armor and weapons, and even count right to choose, such as forcing someone
time to their advantage instead of hers. to love another, bestowing children on
Since a month in her realm is merely a night someone who does not want them, and
in the modern world, they must spend only so on. She is also unlikely to grant a boon
84 nights of their lives in her service instead that directly harms someone. (Her sister
of 2,555 days. Gráinne, however, has no such moral
Whatever boons the PCs asked for as constraints.) Possible Boons From the
part of their bargain, none are more than Fairy Queen, page 148
halfway to fulfilling their duties, so each has
at least three and a half years in her time
(or forty-two days in their time) left in her
service.

Getting the PCs


Involved
Have the players create
characters suitable for a fairy
tale setting if they haven’t
already done so.
Tell the PCs the
background information that
they need to know, namely
that they’ve each made a
deal with Áine, Fairy Queen of
Light and Love, for something
they deeply wanted, and that
they’ve been in her service as
part of that bargain. You might
also give them details on Áine,
particularly how she looks and what
kind of person she is (fair, just, loving,
and good-hearted).
Each character should also choose a boon
for what they asked for as their end of the
bargain (or make up their own). The boon
could be for themselves or for another. You
should decide ahead of time whether the
characters have already received their boons
or not; whatever you decide, it should be
true for all characters (so all have received
their boons, or none have).

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Possible Boons From The Arrival
the Fairy Queen The adventure begins when the characters
• They wished for a child, and asked receive a summons from the queen on
the queen to bless their partner or Midsommer’s Eve. The PCs are always
themselves with fertility. asleep when she summons them, for it is
• They longed for a child, and asked the through dreams that she can reach them
queen to take them as their lover. easiest and pull them into her realm. They
• A loved one was ill or dying, and the waken as they arrive in front of her castle,
character asked the queen to protect already clothed, with their usual weapons
them and ease their suffering (or slightly and equipment. It is day, and the sun is at
prolong their life). its highest and brightest, casting warmth
• They desired greater success in their and light across the green hills.
career and asked the queen to enhance
their skills. The Castle. The queen’s castle, which
• They desired to be free of poverty and is located on the largest hill in the vast,
asked the queen for wealth. verdant area known as the Flowering Vales,
• They ached to feel true love, just once, looks as it always does. It’s built of growing
and asked the queen to be in love with things and glass and crystal, giving it the
them for a day. appearance of an elegant greenhouse.
• They wished to learn the secrets of being However, as the PCs draw closer, they sense
a good lover, and asked the queen to that something is wrong. The queen’s many
teach them what she knew. rabbits, who always hop over and greet the
• Someone was threatening the character characters, are nowhere in sight, and all of
or their family, and they asked the queen the foxglove flowers around the castle are
for her protection. drooping, their petals nearly touching the
• They were getting married and asked the ground. When the PCs approach, a guard
queen to bless their union. they know—a soft-spoken young fairy
Hyaf: level 3 named Hyaf—hurries over to them. He
Let the players know that each PC also thanks them for coming and urges them to
has a silver bell on a braided lock of the follow him quickly to the queen’s chambers.
queen’s hair. She cautioned them to always
have this on their person while in her realm, The Ailing Queen. While the characters
so that others would know they’re in her have been in many parts of the castle
service. before, including the elegant throne room,
Lastly, because the characters have all the banquet hall, and many of the sun
worked together doing the queen’s bidding rooms, they have never been to the queen’s
for a while now, they have gotten to know chambers. (Not even the ones who have
each other pretty well. Have the players loved her or whom she has loved; the
spend a few minutes getting to know the chambers are her one private place in the
other characters, including anything the castle.)
PCs might have told each other about their What they see inside is shocking: Queen
modern-day lives. You might even ask them Áine, who they have mostly seen in her
to come up with a few of the deeds they’ve best light, with her green-silk dress and
worked on together for the queen in the long hair, is in her bed. At first blink, she
past. If you do the latter, consider telling is herself, although wan and clearly ill. On
them a bit about the queen’s healer, Belial, the next, she is a large red mare, thrashing
as well as her son, Geroid, so they can upon the bed. A few other fairies are there
Belial: level 4, incorporate these two into their stories. attempting to help her, including a fairy
healing as level 6 healer named Belial that the characters
have met previously. Belial is smart and well
liked, if a bit excitable at times, and deeply
loyal to the queen.

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The next time the queen returns to her cured the queen’s father of something
familiar form, she sees the characters similar. He says she can be found in the
and says, “Now, Belial.” The healer does Expanse of Halirane, a vast ocean realm It’s possible that the
something that the PCs can’t really make ruled by Queen Atargatis. He gives them a queen will shapeshift
into her mare form
out, and for a few moments, the queen conch shell that will always point them in the once or twice during
seems to be back to her old self. She right direction to get to Cailleach and which her conversation
beckons the characters closer, and it’s clear they should blow into when they arrive there. with the PCs.
that every word is a struggle. Upon talking He cautions them not to forget about the
with her, this is what the characters learn: conch, for Cailleach is rumored to have a
• Just a bit ago, the queen was attacked temper. She will also likely ask them for an
by an unknown creature, and she is impossible task in exchange for her help.
gravely ill. Belial thinks that he can keep the queen
• She believes the attack is part of a larger alive for a week or two, but probably not
assault led by her twin sister, Gráinne, much longer without the assistance of
Fairy Queen of Hope and Despair. The Cailleach (or someone equally powerful).
two have shared the realm for aeons,
with Gráinne ruling it in the dark months Talking With Geroid
and Áine ruling it in the light. Geroid, who many people just call The Geroid (The Magician):
• She has no idea why her sister would Magician for his many magical abilities level 6, Speed defense
as level 7; Armor 3;
harm her or try to take over her realm despite being only half fairy, is a tall, carries a glass bow; has
in the summer, but they must convince broad-shouldered man who looks so much a wide range of magical
Gráinne to stop her attack. For if she like his mother that it’s hard to imagine abilities, including object
succeeds, the balance of the worlds there was ever a father in the mix. He leads duplication, glamours,
animal communication,
and the seasons will be undone. Killing the queen’s army and is good at his job. and illusion casting
Gráinne will also upset the balance, for He is kind, but tough. If you spend a bit of
unlike Áine, Gráinne has no heir to take time with him, it’s easy to get the sense
her place as ruler. that he would much rather be off reading a
• If the PCs succeed at protecting the book somewhere. Most likely, the characters Let’s be honest: Áine
realm and stopping Gráinne’s attack have never seen him shaken up before, knows that the characters
very likely won’t be able
without killing her, the queen will but he clearly is now, and asks after his to badly hurt the Queen
release them from their duties, and their mother’s health. of Hope and Despair,
remaining debts will be paid in full. Talking to him reveals any or all of the much less kill her. But
following: she is not exactly herself
at the moment. She
When Belial’s magic wears off, the queen • The queen’s army is spread thin along the is to be forgiven for
sags to the bed, already beginning to borders of the realm already, attempting not thinking clearly.
shapeshift yet again. to hold back myriad different attacks. He
Belial will seek out the characters before doesn’t know how much longer they will
they leave. He will tell them that: be able to stand their ground.
• The queen’s son, Geroid, has been • When Gráinne is not ruling this realm,
handling the defenses of the realm. He she makes her home in the Sorrows,
is located by the lake behind the castle. a belowground realm out of time and
• Belial knows someone who can help space. He has a key, which he magically
cure the queen, but he is unwilling to makes a copy of, and gives it to the
leave her side to seek the person out. He players. It opens the only door to the
asks the characters to help, saying that Sorrows, which is along the realm’s
he has nothing to offer but the very life eastern border.
of the queen herself. • Geroid has never met his aunt and Cailleach is pronounced
only knows of her through his mother’s kālˌyəḵ (or for an
easier version: Calleck).
Saving the Queen stories. Most of those stories are of a The name means “old
If the characters agree to help save the woman who deeply loves her realm and woman” or “hag”
queen, Belial tells them of a sea hag named her sister; thus, he seems stunned by his in modern Irish or
Cailleach, who is rumored to have once aunt’s actions. Scottish Gaelic.

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Geroid lends the characters giant hare GM Tip: If the characters are considering
Leveret: level 4; Armor mounts called leverets that can take them splitting up, it’s probably wise to remind
1; kick inflicts 4 points of to the borders of the queen’s realm, but no them how difficult both of these tasks are
damage; can travel to
the edge of the queen’s
farther. Beyond that, the characters will have likely to be, even with a full group. There is
realm from anywhere to make it on their own. almost no way that they can split up and
inside the realm in accomplish the tasks without at least a few
about a day’s time deaths—theirs, to be clear.
Setting Out
It doesn’t matter which of the tasks the GM Tip: Traveling is often the dullest part
characters attempt first. Both will take of any adventure, especially in a fairly safe
them through the queen’s realm in different realm, so either spice it up with interesting
directions, and both will present unique details about the realm, or handwave the
challenges. No matter which they choose, time away. The rabbits will get the PCs to
you’ll want to remind them of the pressing any point along the realm’s border in about
urgency of both situations by using an item a day’s time, so it’s easy enough to move
from the Urgency tables every so often. them right along to their first night if you
want to.

Urgency Tables
Roll a d6 or choose from the following signs to remind the PCs of the urgency of their
task. For example, if they plan to talk with Gráinne first, have them notice signs of the
queen’s fading health on their way there and back. Or, alternatively, if they’re getting overly
distracted (as characters often do in fairy realms) and you want to get them back on track,
present signs from both tables at once.

Signs of Gráinne’s Signs of the Queen’s


Attack Advancing Fading Health
d6 Sign d6 Sign
1 They come across the body of a 1 The trees begin to turn colors
dead fairy guard, who was clearly and start to shed their leaves as
killed by a curse. the PCs watch.
2 From far off, they hear the sound 2 The flowers are wilted and have
of fighting and anguish. lost their colors.
3 A winter storm rolls in, spitting 3 Rabbits approach whenever they
hail and sleet upon the area. see the characters, asking after
4 A flood of mice comes running the queen’s health.
toward the characters, clearly 4 The characters see a shadowy
afraid for their lives. image of a red mare, stumbling
5 Fire and smoke roils up into the slowly along the top of a far-off
sky from one or more directions. hill.
6 The moon appears, stepping in 5 A flock of birds caws overhead
front of the sun and eclipsing and then all of them fall to the
it (this effect could grow more ground, dead.
frequent and last longer as time 6 The sun flickers out for a few
goes on). seconds (this effect could grow
more frequent and last longer as
time goes on).

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The Queen’s Realm The sea will take many things as her
Áine rules this realm in the summer, and bargain, but they must be important enough
during that time, it is verdant and lush, a mix to have an impact on the character’s life. The sea has no level,
of flowers, forests, and rolling hills. Animals Some examples include: because you cannot
fight or kill the sea. It is
and beings of all kinds feel safe and welcome • A year of their life. Unlike in their bargain eternal and all-powerful.
here, although most migrate to other places with the queen, when the sea asks for She says shhhh, do not
when Gráinne becomes ruler in the winter. It is a year of their life, it means they will question her, child.
a safe place, and there aren’t likely to be many die for one year (starting whenever she
disturbances (other than the signs from the chooses) and then be returned to life.
Urgency tables) until the PCs reach the border. • The memory of a beloved. The sea takes
all memories of a beloved person or being
from the character. They will not even
The Expanse of Halirane remember that they have forgotten them.
If the PCs use the conch to guide them, they • A beloved’s memory. The sea removes
should have no trouble reaching the border the memory of the character from
between the queen’s realm and the Expanse someone that the PC knows and cares
of Halirane. When they arrive, they are met about (the person must be living). This
by the eternal sea. The sea lines the border person no longer remembers the PC,
of the realm as far as the eye can see (and although the PC remembers everything
in fact, much farther), and often gives those about them and their relationship.
who look upon it feelings of being incredibly • A year of honesty. The character is
small. The shoreline is rocky and the sea unable to tell a lie, or attempt to deceive
crashes upon it with fervor, sending plumes another, for one year’s time.
of water into the sky. • An ability or skill. The sea permanently
This realm is ruled by Queen Atargatis, removes an ability or skill from the
but she is mostly an absent ruler, and rarely character (their choice).
meddles in the affairs of those who live • An item of value. The character must
here. It is rumored that she has taken a pair throw a very expensive or exorbitant
of human lovers, given them both extra-long item into the sea, where it will disappear
lives, and spends her days in their arms forever.
somewhere in the modern world. For a long
time, her absence had minimal effect on The Place Down the Way
her realm, but recently there have been an If a character tells the sea that they choose
increasing number of skirmishes, infighting, not to take her bargain, they see something
and other turmoil that she normally never that wasn’t visible before: a large nest
would have allowed. farther down the shore. In the nest sits a
black and grey seabird, as large as a human Merle: level 4, swimming
The Sea, Herself being. Only characters who rejected the and Speed defense
as level 5; bite does 6
As the characters approach the water, they sea’s offer can see the nest and bird; those points of damage
all hear a voice in their heads. Although they who made the bargain cannot perceive
may not know it yet, this voice is the voice these things.
of the Sea, Herself. She seems delighted by The bird’s name is Merle and he says he Characters who touch
their arrival and greets them heartily, with a can help the characters. They each only have the water without getting
safe passage ahead of
deep and timbered voice. to sit on one of his eggs (there are exactly time are smashed against
The sea asks why they have come and, as many eggs as there are characters who the rocks, taking 4 points
once she knows the answer, she says she need his help) and keep his young safe and of ambient damage
can grant them safe passage if they’re warm while he goes into the sea to hunt for (ignores Armor).
willing to make a bargain. Otherwise, there’s food. When he returns, he will provide the
a place down the shore from which the PCs characters with safe passage. Safe passage from the
may ask for help on their journey. (They While Merle is gone, the eggs begin sea means that they
are safe from her, but
don’t see any place down the way, but the to hatch. Inside each egg is what looks not from anything that
sea is telling the truth.) like a younger version of Merle, with one might live within her.

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Younglings: level 2, exception. When the younglings yawn, While in the sea, the characters might have
eating and screeching their mouths open far wider than seems the following encounters (as well as any
as level 4; bite deals
possible and their jaws are inlaid with rows others that you wish to add):
3 points of damage
of sharp, golden teeth. They’re hungry and
Robber birds: level 3;
claws and beaks deal start taking bites out of whatever is nearby. Grundylow
4 points of damage If they’re not fed, they begin to screech, These green aquatic creatures have
Sand fleas: level 2; bite attracting other carnivorous creatures to the piranha-like mouths with sharp teeth and
deals 2 points of damage nest. long sinewy arms that grab and hold their
Aurous the Golden Girl: Some of the creatures the younglings victims. They hunt in swarms, similar to
level 4; golden fists deal attract include: piranha, and release a stinging ink-like
4 points of damage
• Robber birds. Large, carnivorous birds liquid when threatened.
GM intrusion: One of
that attack in pairs, swooping down to
the younglings hops out
of the nest and begins grab hold of their next meal with their Isonade
to run away down the long, sharp claws and beaks. Huge and terrifying sharklike beings with
beach toward the sea. • Sand fleas. Fist-size crustaceans that scales similar to a dragon’s, isonade are
Grundylow: swarm crawl up from beneath the sand, biting also known as dragon sharks. They are
attacks as a single level 5
exposed flesh. about the same size as megalodon and
creature; Speed defense
as level 6; bite inflicts 5 • Aurous the Golden Girl. This woman move through the water with surprising
points of damage; grabs seems to appear from nowhere. She speed and stealth. An isonade uses its
and holds a victim, is half coated in gold, and offers the hooked tail to snare and catch creatures and
rending it immobile (level
5 Might task to break characters their heart’s desire if they then devours them.
free); black ink-like liquid merely hand over the younglings. She
stings every creature it is lying, and will attack the PCs whether The Cult of the Serpent
touches, inflicting 3 points
or not they give her the younglings. If These water-dwelling humanoids have
of damage for two rounds
they do give her the younglings, she will made a bargain not with the sea, but with
Isonade: level 6;
Armor 2; hooked tail spend one round eating them, which the serpent that sleeps, huge and coiled, in
catches victims and causes even more of her body to be her depths. Making a bargain with the sea
inflicts 3 points of covered in gold. serpent isn’t dangerous in and of itself, but
damage; bite inflicts
the serpent’s power is so overwhelming that
6 points of damage
If the characters protect the younglings those who partake of it begin to change.
Serpent cultist: level
4, Speed defense and until Merle returns, he thanks them and They crave the taste of human flesh. As
perception as level 3 due gives them each a feather from his wings. such, their heads begin to shrink so they
to lack of vision and As long as they have their feather, he says can no longer hear the cries of their victims
hearing; stomach
they can move through the sea as if through or see the fear in their faces, and they grow
mouths inflict 5
points of damage air. (The results are the same as if they’d large mouths full of many rows of teeth in
Siren: level 3, Speed made the bargain with the sea, so they are the center of their stomachs.
defense as level 4, not safe from anything that swims in the
persuasion as level 5; sea but is not of her.) Ghost of the Arbella
song causes the desire to
Helmed by a crew of sirens who died on
draw nearer (character
must succeed on a level To the Deeps land, this ghost ship sails deep below the
3 Intellect defense roll As long as the characters have the sea’s sea, calling to those who swim its depths.
each round they hear the blessing in some form, they can move Despite being a ghost ship, the Arbella is
song in order to resist)
through the water as though they were on alive, and glamours herself to look like a
Arbella: level 8
land (although they can also swim if they beautiful, well-kept vessel, with glorious
GM intrusion: The
choose). They don’t have to be concerned decor and an inviting presence.
serpent cultist deals
lasting damage to a with breathing, depth, temperature, or any All who hear the sirens’ song are drawn to
character by causing other dangers from the water itself. it, and all who are entranced by the Arbella’s
severe muscle or tissue They do, however, still have to be glamour wish to climb aboard and sail away
damage with its bite.
concerned about other dangers. For while with it.
the sea can offer safety from her body of
Lasting damage, water, she cannot (or will not) control the
page 436 will of the creatures that live inside her.

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Cailleach’s Cottage She gives them a special bottle made


The conch will guide the characters to what of shells and says that once the fuath is Cailleach, page 129
is normally a very difficult place to find, severely hurt, someone needs to say their
for Cailleach has chosen her home for its own true name to it, and it will be forced to Coral guardian: level 4;
privacy and hidden nature. Her home is enter the bottle. Of course, giving the fuath Armor 2; stinging nettles
inflict 3 points of damage
deep inside a large, dead, well-preserved their name is dangerous, for if any other
whale. fuath are nearby to hear it, they will gain
If the characters remember to blow control over the character. Wards: Anyone who
the conch ahead of time, they can reach The PCs should be able to find a fuath in touches the door is
thrown back 30 feet
Cailleach’s cottage without incident. If they the area without too much trouble. Bottling (9 m) in the water
forget, however, the coral guardians around it might be another thing altogether. and takes 2 points of
the cottage attack them. Additionally, the Once Cailleach has made the balm, she ambient damage (ignores
invisible wards around her home prevent offers either to have one of her children Armor). If they touch it
a second time, they are
them from reaching the door. deliver it to the queen or to give it to the again thrown back and
Cailleach is approachable, but cold. It’s characters. She will not go herself, for to moved one step down
a level 5 interaction task to convince her leave the water would destroy her bargain the damage track.
to help them. Having used the conch (or with the Sea, Herself. Whatever the
showing it to her) eases interactions with characters decide, the balm heals the queen Cailleach’s children
her by two steps, for the conch reminds back to full health. look like the ghosts of
blackbirds. When one
her of the queen’s father, who she had deep shows up, it snuggles
affection for. against its mother’s
If the characters convince Cailleach to The Sorrows shoulder momentarily
help, she says she needs a few hours to The place where Gráinne sleeps in the before taking the balm
in its claws and flying
craft a healing balm for the queen. However, summer is the Sorrows, a belowground up through the sea.
the PCs must hunt down an intangible realm out of time and space. It is deep
creature of the sea called a fuath and bottle and dark, and can be accessed only via the Fuath, page 128
its essence, which she needs for the balm. doorway at the border of the queen’s realm.

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By heading east of the sun on their
leverets, the PCs should have no trouble Keyhole Effect Table
Red River: level 6; reaching the border by nightfall. They can Roll a d20 or choose from the following
characters who touch the see the border long before they reach it,
water forget themselves. list to determine the keyhole effect. You
They take 5 points of
for it is a huge rising wall of mountains can also create your own.
Intellect damage and and cliffs.
lose training in one skill
until they make their next d20 Effect
The Blue Door
ten-hour recovery roll. 1–3 Shocks the key wielder,
The doorway to the Sorrows is an actual
GM intrusion: A patch door, painted blue, lying flat on the ground, inflicting 1 point of damage
of cursed grass spreads half on the border of the queen’s realm, 4–6 Door groans in apparent pain
along the banks of the
river, causing perpetual
and half inside a small cave cut into the 7–9 Door starts to laugh and taunt
and insatiable hunger rising cliffs. The door is covered in twelve the characters, and does not
in anyone who touches keyholes, each one different, laid out in a stop until another keyhole is
it. Victims must eat pattern like a clock. The PCs have the key attempted
something every ten
minutes until their next from Geroid, but discerning which keyhole 10–12 Door begins to yell for help
recovery roll, or their is the proper one is a level 5 Intellect task. 13–15 Door tries to eat the key (level
hunger inflicts 2 points Any attempts at an incorrect keyhole cause
of Intellect damage. 3 Might task to prevent this;
an effect from the Keyhole Effect table. if failed, level 3 persuasion or
intimidation task to get the
door to spit it out)
16–19 Swarm of biting ants stream
out of the keyhole, biting the
key wielder for 2 points of
damage
20 Door shrinks to half its size
(this effect is reversed once
the proper keyhole is used)

When the correct keyhole is used, the


door disappears, revealing a set of stone
stairs going down into the earth. Soft light,
as if from moonlight, makes it possible to
see, but the stairs are far from brightly lit.

Going Down
Once the characters go through the door,
they have left the queen’s realm and entered
the Sorrows. Stairs go down and down,
growing darker as they descend. Below
and in front of them, the PCs can hear the
sound of a rushing river and something
else—a quiet, exhaustive exhale, as if from
the mouth of a giant.

Red River. At the bottom of the stairs is the


Red River, which is inside a large rocky cavern.
This river runs fast and deep and blazes
with red light. It is more than 100 feet (30 m)
across and deeper than anyone knows.

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FULL ADVENTURE: BETWEEN WORLDS

Charon the Ferryman. Charon the ferryman The Giant’s Shadow. The giant’s shadow
is tall and thin, and she stands regally in sits by the river’s edge and weeps, for he Charon the Ferryman:
a boat made of boats. She will caution the has lost his giant. Again. Depending on level 8, boating and
other waterborne
characters not to enter the river, for the the time, the giant’s shadow might be activities as level 9
water is full of lost souls that will steal their human-sized or much, much larger. If the
memories. Charon says it is her job to ferry characters talk to him, he will say, “Every Giant’s shadow: level 7
people across the river, with two conditions: day at high noon, I stretch myself across the
• She can take them only one way. But she Red River, hoping that my giant will come While the giant
says that perhaps the giant’s shadow home to me and find me there. But he never magically knows when
it’s high noon, the PCs
can bring them back if they desire to does. I am worried he’s doing something need to find a way to
return later. terrible. He always did need me around to tell time if they wish
• She requires payment of an expensive protect him, to help him do the right thing.” to cross the bridge of
item. However, the previous day, three The shadow would be happy to bring the giant’s shadow.
will-o-wisps paid her to cross and then the characters back across the river when
disappeared before they were able to do they’re finished, but they have to come at
so. “I cannot rest when there is payment high noon, or he won’t be big enough to
for rides not taken,” she says. “If you reach all the way across. “And if you find my
find them for me, and they cross safely, I giant there, please, please, won’t you tell
will consider that your payment.” him to come home to me?”

If the characters pay her with an Will-o-Wisps. Three will-o-wisps shine Will-o-wisp: level 2
expensive item, Charon offers it to the river, brightly from a small hollow along the
which rises up in the shape of a large asp to cavern’s wall. They are captured in glass
take it from her hands. jars with cork stoppers. If the characters
If the PCs choose to find the will-o-wisps release them, they are delighted and full of
and bring them to Charon instead, they can bouncy, celebratory joy. They also warn the
go either right or left along the river to look characters about the goblins who caught
for them. them and put them in the jars.

Along the River Confronting Gráinne


At any point, before or after crossing the It is easy to find Gráinne’s throne room, for
river, the characters might encounter any of light and sound blaze forth from within it
the following. as soon as the characters get close enough.
Inside the large room, an elaborate ball Whispering centipede:
Whispering Centipedes. The legs of these full of creatures and fairies and humans is level 2; poison drips from
every part of their bodies,
fist-sized creatures whisper constantly, taking place. Everyone is elegantly dressed eating away organic
saying, “Hello, are you lost-lost-lost-lost?” It’s and seems to dance with inhuman grace matter and inflicting 2
hard to pinpoint exactly where they are in the and timing, the music is ethereal and points of damage each
dark, for they flatten against the cavern walls haunting, and the food glistens beautifully round for 1d6 rounds
and ceilings so perfectly that they look like and fills the air with the scent of satiety.
outcroppings in the rock. Characters who step into the room must Gone goblin: level 3,
succeed on a level 5 Intellect defense roll Intellect defense as level
2; inflicts 4 points of
Gone Goblins. Unlike the centipedes, to resist the temptation to dance. Any damage with whatever
gone goblins are easy to find, for they have character who’s drawn into the dance can weapon they can find
bathed long in the Red River, and glow red do nothing but dance for one round. After nearby, including another
just as it does. They have created a living that, they can attempt to break free (a goblin or a whispering
centipede (being hit
space in one of the hollowed-out areas of level 4 Intellect task). If they fail, they must with a whispering
the cavern. Bathing in the river has ruined dance for two rounds before they can make centipede also inflicts
their memories and their minds, causing another attempt. Another failure means they poison damage)
them to sing nonsense songs, attack must dance three rounds before attempting
without provocation, and generally act to break free, and so on.
unpredictably. Goblins, page 335

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Gráinne on Her Throne The curse that Gráinne’s under is level
Gráinne, page 125 In the far end of the room, Gráinne sits on 6. The characters can remove it via one of
Curse Removal her throne, alone. Her eyes are open, but the options in the Curse Removal table or
table, page 52 she does not seem to notice anything that’s by using an appropriate cypher, artifact,
going on around her. She cries, silently, and or ability. Releasing her from the curse
her tears turn into honey bees as they fall. awakens her, which makes her stop playing
Horse head Guarding her are two automatons that look the war game and instantly removes all of
automatons: level 6; like giant copper horse heads. Each head is the attackers from her sister’s realm.
Armor 2; long movement;
can crush a foe for 6
around 10 feet (3 m) tall and nearly that big Once Gráinne is released from the curse,
points of damage (ignores around. When the horses open their mouths, everything about the party disappears, leaving
Armor) by landing on they make a horrible whirring sound. behind only the lingering sound of music.
them; can swallow a foe If the characters attempt to talk with Gráinne is shaken, but is quick to understand
whole, trapping them
inside their hollow necks Gráinne, her voice is dreamy and slow, as if what’s been happening. She clearly feels
(level 6 Might task to cut she’s a young child talking in her sleep. She horrible about everything that has befallen her
through their metal skins clearly believes she and her sister Áine are sister and the realm, and says she must go
or level 6 Speed task to
playing a war game, like they did when they see Áine at once to make amends and find out
climb out their throats)
were little. “She always beats me,” Gráinne who cursed her and why.
says, pouting a little. “I want to win this time.”
It doesn’t take much for the characters
to realize that Gráinne has been cursed in Ending the Adventure
some way, and whatever she’s doing inside If the characters successfully heal Áine and
her head—the war games she’s playing— stop the curse that’s been cast on Gráinne,
are real, but she doesn’t know it. they are rewarded with exactly what the
queen promised: their freedom. Their debt
to her is paid in full, and they need never
return to her realm again. Unless, of course,
they choose to—she says that each of them
may return again at a time of their choosing
by using her braided lock.

XP Awards: The PCs each earn 1 XP for


healing Áine, and another XP for releasing
Gráinne from the curse. Additionally,
consider rewarding them 1 XP for each of
the following: convincing Cailleach to help
them, safely crossing the Red River, and
completing their service to the queen.

What’s Next
As a follow-up adventure, the characters
could assist Gráinne in tracking down the
cause of the curse and attempting to deal
with it. This would involve traveling back
to the realm during the winter solstice,
when they would find Gráinne ruling at her
rightful time. (In this case, Gráinne would
summon them in their sleep, just as her
sister did; this doesn’t use up the ability of
the queen’s braided lock.) Characters who
succeed in the task would be owed a favor
by the Wayward Daughter herself, which is
no small treasure indeed.

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PART 3

I N T H E H E A RT W O
LO ST O D

“But I don’t want to go among mad people,” Alice remarked.


“Oh, you can’t help that,” said the Cat: “we’re all mad here. I’m mad. You’re mad.”
“How do you know I’m mad?” said Alice.
“You must be,” said the Cat, “or you wouldn’t have come here.”
~ Lewis Carroll, Alice’s Adventures in Wonderland

Chapter 13: Welcome to the Heartwood 158


Chapter 14: Mental Health in Games 159
Chapter 15: Running Games in the Heartwood 163
Chapter 16: Creating Heartwood Characters 166
Chapter 17: Heartwood Atlas 179
Chapter 18: What the Moon Dreamt 203
Chapter 19: The Prince Who Would Seek Death 210

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WE ARE ALL MAD HERE
Chapter 13

WELCOME TO THE HEARTWOOD

P
Although the Heartwood art 3 of this book is all about the Chapter 14: Mental Health in Games
setting is designed with a Heartwood, a fairy tale setting where includes suggestions for managing mental
focus on mental illness,
it isn’t necessary to keep
the player characters are drawn out health topics at the gaming table. This
that focus to use the of the modern world into one that’s very chapter is for both GMs and players, and is
setting. The world is full different from their own. The Heartwood is recommended reading for everyone who’s
of interesting places, a mystical fairy tale world filled with magic going to set off into the Heartwood.
characters, and creatures
that work in a traditional and wonder, and when characters enter it, Chapter 15: Running Games in the
fairy tale game as well. they too are filled with magic and wonder. Heartwood is specifically for the GM,
But there’s one caveat to entering and talks about ways in which to use the
the Heartwood. In order to do so, the setting and adventures to create unique and
character’s life must be touched (or have complex roleplaying opportunities for the
been touched) in some way by a mental group.
health issue, disorder, or illness. This Chapter 16: Creating Heartwood
covers a broad range, and the way in which Characters walks players through the
people’s lives are touched can be large process of creating characters with
or small. Perhaps they live with a mental Heartwood foci, descriptors, and character
illness or disorder themselves, or perhaps arcs.
a loved one does. Possibly they are grieving Chapter 17: Heartwood Atlas is mostly for
the loss of a loved one, overcoming a past GMs, as it details the Heartwood setting—
trauma, or dealing with overwhelming social including places, people, and situations—
anxiety. and offers suggestions for how to best use
This experience—however it may elements of it in games.
manifest or touch a character’s life—is what Chapter 18: What the Moon Dreamt is an
creates their connection to the Heartwood adventure about finding and rescuing the
and to the magic within it (and within moon to keep the darkness at bay. It covers
themselves). It doesn’t mean that the topics of insomnia, depression, grief, and
characters are superheroes with powers, discovering our true selves.
because that isn’t how mental illness works. Chapter 19: The Prince Who Would Seek
Instead, they bring their own strengths and Death is an adventure in which an undying
weaknesses, their complexities, their very prince asks the characters to help him find
humanity, and it is this combination that his death. It deals with issues of death and
guides their magic. dying, autonomy, love, and friendship.

If you’re thinking of ways to make fun of mental illness or those


who deal with mental illness in their lives, this setting is
definitely not for you.

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Chapter 14

MENTAL HEALTH IN GAMES

T
alking about mental health problems It’s important to remember that mental
and illnesses can be hard—there illness is complex, as are those who live
is a lot of misinformation and no with it. Characters who live with mental
shortage of stigmas about the topic. Those illness are not superheroes with powers,
who live with a mental illness may feel because that isn’t how mental illness
shame or anxiety when talking about it, works. Instead, these characters bring Forests are sublime
and those who don’t may not have a good their own strengths and weaknesses, their and dangerous, full
of mystery, magic,
understanding of mental illness concerns complexities, their very humanity, and it is terror, and monstrosity;
and experiences. In fact, reading this this combination that guides their magic. an enchanted place
section may make you feel overwhelmed or where anything can
anxious, and that’s okay. It’s fine to close happen. On one hand,
[the forest] is a site of
this book, go take a walk, and return to it Why Fairy Tales? threats, the precinct
when you’re able. Fairy tales have a long precedent for of monsters—the wolf
We’ve known for a long time that including characters with what we recognize waiting for Red Riding
Hood, the witch for
storytelling is a form of healing—whether today as mental health issues and
Hansel and Gretel, the
we’re talking through our problems or neurodivergences, such as Attention Deficit briars covering Sleeping
making up stories about the things that (Hyperactivity) Disorder, dyspraxia, autism Beauty’s castle—but
scare us. They provide us with ways to deal spectrum disorder, and so on. In fairy tales, it’s also a place where
abandoned children can
with illness, disasters, trauma, and loss. postpartum depression can cause parents take refuge: Snow White
We all have our own dark woods, where we to endanger their children. Those labeled flees to safety in the
find ourselves easily lost—grief, depression, “witches” often exhibited syndromes of forest because it’s home
anxiety. Being able to talk about and explore mental or physical ailments. To someone that is full of monsters.
~Maria Tatar, German
these dark woods through the remove with obsessive-compulsive behavior, a key folklore and children’s
of player characters is one of the great may appear bloodstained or dirty no matter literature scholar at
advantages of roleplaying games. When how many times they scrub it. And many Harvard University
sensitive, marginalized, or stigmatized a stepmother might have been suffering
topics are approached in-game with respect, from a narcissistic personality disorder. It’s
sensitivity, and compassion, they can possible that the idea of changelings could
benefit everyone (and create a unique game have come about because children were
experience as well). changing (either mentally or physically) in

If reading this book makes you uneasy or brings up feelings that you feel
unable to handle, please seek the advice of your mental health professional
or other qualified health provider. If you’re having suicidal thoughts,
call 1-800-273-TALK (8255) to talk to a skilled, trained counselor
at a crisis center in your area at any time (National Suicide Prevention
Lifeline). If you are located outside the United States, call your local
emergency line immediately.

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“Is [the Nothing] very a way that no one could explain, and thus issues. Today we talk about Little Red Riding
painful?” Atreyu asked. they were clearly a malicious spirit and not Hood syndrome (in which the person
“No,” said the second the “real child.” The young man in “The experiences cognitive dissonance and feels
bark troll, the one with Story of the Youth Who Went Forth to Learn as though nothing bad could happen to
the hole in his chest.
“You don’t feel a thing.
What Fear Was” goes out into the world to them). Dorian Gray syndrome (named
There’s just something try to feel something—anything—because after Oscar Wilde’s novel The Picture of
missing. And once it gets he’s numb, which is exactly how many of us Dorian Gray) describes being obsessed
hold of you, something feel when dealing with depression. There with appearance and unwilling to age, while
more is missing every
day. Soon there won’t are coping mechanisms, too, that many Peter Pan syndrome is typically ascribed to
be anything left of us.” of us might find familiar. In stories like people (mainly men) who seem to be stuck
~Michael Ende, The Tattercoats and the She-Bear, for example, in adolescence and are unable to make
Neverending Story the characters disguise themselves, often decisions.
You might remember after traumatic experiences, in an attempt to Not surprisingly, in the time that fairy
that one of the characters make themselves feel safe and inaccessible tales arose, those with mental illness were
Alice meets in Alice
in Wonderland is the
to those who might harm them. often labeled as wicked, evil, and so on.
Mad Hatter. It is likely Fairy tale characters can provide Fairy tales are fraught with ableist language,
that he was so named invaluable metaphors to explore and in no small part because people didn’t have
because of the symptoms express the experiences of mental health the understanding of mental illness that we
that hatters (also called
milliners) suffered due
to the use of mercury
in hat-making. Chronic
mercurial poisoning It’s important to remember that while roleplaying games have been
led to hallucinations,
anxiety, memory successfully used as therapy for mental health issues, this book is not
loss, and tremors.
designed for that purpose. There are programs and resources available
See Problematic
if that’s something you’d like to pursue, ideally with someone who is
Elements (page 42) for specialized or trained in that type of therapy.
additional information.

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MENTAL HEALTH IN GAMES

The Heartwood is a setting based on fairy tales, so while it is


whimsical at times, at other times it’s mature, adult, nuanced,
and sometimes quite dark.

do now. Thankfully, as our understanding or don’t think you can handle, perhaps it’s Fairy tales since the
of mental illness has changed, so have our best to go a different route. Some people beginning of recorded
time, and perhaps
labels and our way of talking about and have difficulty knowing where they end and earlier, have been “a
thinking about people living with it. where their character begins (this is called means to conquer the
“bleed”); if that happens to you, this might terrors of mankind
not be a good choice for you. through metaphor.”
~Jack Zipes, The
Issues to Consider Alternatively, you could play a character Brothers Grimm: From
Before joining a game with a mental health who is the exact opposite of you. If you find Enchanted Forests to
focus, consider the following questions. yourself clamming up with social anxiety in the Modern World
real life, consider playing a talky character.
Do I trust my GM and group to tackle this On the other hand, if you feel comfortable
in a way that works for me? creating a character whose mental health It is not too much of a
stretch to imagine that
Trust is paramount to all games, but even is similar to yours, it could be a great many characters in
more so when you expect to cover topics opportunity to explore some of what you’re fairy tales had physical
dealing with mental health. Do you feel that going through, to share that experience with ailments that caused
your GM or group will be able to handle this others, and even to use the skills you’ve their personalities
as well. Perhaps the
well? Sometimes, such as at a convention learned to your advantage. main character in
or a one-shot, it’s impossible to know the The Princess and the
answer ahead of time. In that case, do you Should I play a character whose mental Pea had fibromyalgia,
making it hard for her
have an exit strategy for getting out if you health is different than my own?
to get comfortable.
need to? The answer to this, as it is to similar An older woman
Alternatively, if you are the GM, ask questions about race, gender, sexual with chronic arthritis
yourself if you truly feel ready to run a game orientation, and so on, is: it depends. If you or other ailment
might go off and live
like this. Do you feel comfortable that you do so, be sure to follow basic guidelines alone, because she’s
and your group can do your best to handle about how to do it in a respectful and so often in pain.
any issues that come up? Is there more you informed matter. Do some research (but
could learn or do to help your group create don’t expect another player to be your
a great experience? source, as it may not be comfortable for If you know a person in
them to do so). your group is dealing
with mental illness,
Should I play a character whose mental A good practice is not to think about how you shouldn’t attempt
health mirrors my own? to accurately portray a diagnosis, but to to use the game as a
This is a tricky question that only you can figure out what elements you are drawn to therapy session without
answer, and ideally after spending some time when creating your character, and then delve their knowledge,
permission, and consent.
considering the repercussions. If it’s likely to into what those behaviors mean, as both a
bring up issues for you that you don’t want boon and hindrance for the character.
The mental health issue
or neurodivergence
that you choose to play
should never be the only
No matter what kind of character you choose to play, there’s defining feature of your
nothing wrong with starting small. Creating a character who is dealing character. Go deeper.

with very mild anxiety or occasional bouts of depression rather than


someone with symptoms of greater intensity and severity
is an absolutely valid choice, particularly if you’re just getting
your feet wet.

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“No need for a bunch of trees.
You can lose your way anywhere.”
~Christine Heppermann,
Poisoned Apples: Poems for You, My Pretty

As a general rule of thumb, do everything game begins about their boundaries and
with respect and knowledge. This won’t safety needs, as some players may find
make you perfect, but it will likely keep you checklists difficult.
out of the worst pitfalls. • Do research on the topic. If you
have people in your life who are
knowledgeable about mental health and
Tips for Talking About Mental you sense that they would be interested
Health Issues In-Game in helping, you might ask if you can
talk with them about it. However, be
• Living with a mental health issue or aware that they have the right to say
mental illness does not mean that no (it’s possible that they get asked
someone is broken or “less than.” It often to be someone else’s source of
also does not mean they are perfect information, which can be exhausting
or “more than.” It makes them, as we and frustrating).
all are, human. Characters living with • There is no perfect set of terms or
mental health issues and illnesses have phrases to use when talking about
both benefits and drawbacks due to their people living with a mental illness, as
symptoms. everyone has different ideas of what
• Remember that while many people works best for them. Many people prefer
deal with difficult emotional spaces to use person-first language to make
and mental health concerns in their it clear that they are not defined by a
lives—such as bouts of depression or diagnosis (such as “Lisa has bipolar
social anxiety—a diagnosis of mental disorder” rather than “Lisa is bipolar”).
illness typically requires extensive Others disagree, feeling that person-first
testing and conversation with a qualified language has a reductive impact. It’s
professional. always good to have the table discuss
• The topic of mental health and illness what feels most comfortable to them.
can be difficult for many people. • Most of all, respect each person’s
Consent and Before you start a game with these preference for how they wish to refer
Boundaries, page 55 themes, be sure to have everyone’s to their own mental health status, and
Fairy Tale Game Consent consent regarding topics, language, understand that those preferences
Checklist, page 224 and boundaries. You can download the may change over time. Respect and a
For additional Consent in Gaming PDF for free, and the willingness to hear other people are vital
information about back of this book has a consent checklist parts of a good gaming experience, and
consent in gaming,
download the free
specifically designed for this topic. that’s even more important when talking
Consent in Gaming PDF Alternatively, offer players the chance to about mental health and illness.
at myMCG.info/consent have a private conversation before the

Remember that the player and the player character are not the same. Be
sure not to conflate the two, particularly when it comes to assumptions
about the player or character’s mental health status.

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Chapter 15

RUNNING GAMES IN THE HEARTWOOD

“But I don’t want to go among mad health, and that every character is likely
people,” Alice remarked. going to be touched by some type of mental
health concern or illness. Explain how the
“Oh, you can’t help that,” said the Heartwood works—that in order to enter
Cat: “we’re all mad here. I’m mad. it, their characters will need to be touched
You’re mad.” by mental illness in some way, and that the
“How do you know I’m mad?” said Heartwood is also a place where mental
Alice. illness and magic work hand in hand.
Do not try to surprise your players with
“You must be,” said the Cat, “or you this information. It’s not clever, and it’s
wouldn’t have come here.” not likely to be appreciated. Respect your
~Lewis Carroll, players, tell them everything they need
Alice’s Adventures in Wonderland to know, and give them time to consider
whether this setting and experience is right

T
for them.
he sample campaign setting is called
the Heartwood because it is designed Use the Heart of the Heartwood
to emulate the heartwood of a tree. If you haven’t already, read the Heart of Heart of the Heartwood,
In a tree, the heartwood is the central wood. the Heartwood section in chapter 16. The page 180
It is often darker, denser, and more resistant Heart is a location that is designed to
to attacks by insects and decay. And its main be a grounding point for the characters.
function is to support the tree. This is one Additionally, at any time, one or more
of many metaphors for the way that mental characters can retreat to the Heart to allow
health issues can affect us: the things we them (or the player) to take a break, gather
learn by dealing with our mental health their thoughts, or just step away from the
challenges are similar to the heartwood. We experience. This is similar to an X-card or The X-card is a game
might become more resilient, stronger, and other gameplay device that allows a player safety tool. The Consent
in Gaming PDF
better able to support ourselves (or ask for to call a timeout.
summarizes how to
support from others). Be sure to explain this to the players at use it and provides a
the start of a game, and don’t be afraid link to more detailed
to remind them of it throughout. Putting information.
Tips for Game Masters it out there often helps normalize it and myMCG.info/consent
Running a game in a setting where the encourages players to use it whenever they
characters (and the setting itself) deal with may need it.
mental health issues can be tricky and
challenging, but very rewarding as well. Know Your Limits
The following suggestions can help GMs Do you as the GM have a way to give
prepare to run games in the Heartwood. yourself a few minutes of respite if you
need it? Do you have a support system in
Be Upfront About the Setting place? A way to handle difficult or emotional
Right out of the gate, it’s important to tell situations should they arise? Note that
players what they can expect. They need this is not all on you; the group should
to know that this setting involves mental be able and willing to help you out with

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these things. Ask someone else to be your Don’t Try to Teach or Heal
lookout—if they see you struggling, they can As the GM, don’t try to teach lessons about
call a timeout for you. mental illness or play the role of a therapist.
Also, consider the difference between Instead, allow and encourage any revelations
running a Heartwood game for your friends to come from emergent play. Provide the
and running one for a group of strangers. characters with challenges and interesting
While every type of game is valuable and things and places, and allow the group to
has the opportunity to be amazing, let’s create the story. Because it is within the story
be honest: playing a game with issues where any inspirations, lessons, or healing
of mental illness front and center can be will occur for the characters. For example, if a
tricky. It can be even trickier with a group character in the group is dealing with anxiety,
of strangers, such as in a one-shot at a provide them with ample opportunities to use
convention. And if this is your first time their anxiety to accomplish something. They
GMing in the Heartwood? Even more so. may choose not to do it, they may try and
Running a game in the Heartwood for fail, or they may try and succeed. Either way,
a bunch of people who don’t know each the character has learned something about
other has the potential to go south, so be their abilities and can use that information
aware of possible pitfalls. All it takes is one in the future, in any way they choose.
person to start making fun of the concept,
the characters, or (worst of all) the other Provide Campfire Moments
players, and things can quickly take a turn Campfire moments are times when the
for the worse. Of course, this doesn’t mean characters sit around the proverbial
it can’t be done well. Just that it’s difficult, campfire to reflect, catch up, rest, and share
and might be best reserved for experienced their experiences. In most games, they’re a
GMs and those who feel comfortable nice touch, but they’re not necessary.
managing people and their expectations. In games set in the Heartwood, campfire
moments are an important component
of the experience. It’s the kind of setting

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and game where you really want to leave a sense of safety for the actions that take
time for self-reflection and conversation place during the game.
about issues that are deeper than stats
and damage. Provide a bit of time between
important encounters—sharing a meal, What the Characters Know
traveling through the countryside, sitting About the Heartwood
around a campfire, having a drink at the It doesn’t matter if the players have played
tavern, or pretty much anything else that in the Heartwood before. The question
gives the characters an opportunity to is whether their characters have been
breathe and feel some catharsis and respite here previously. It’s really a matter of
after the challenges they’ve faced. preference—how much time do you want
Not all characters in the Heartwood might to spend at the start of the game with the
be chatty about their experiences—a PC characters exploring this new world and
with social anxiety, for example, might take a asking questions? If you have the time and
long time before they trust even their friends want to make that part of the adventure,
with important things—so encourage the great. If you don’t, you can handwave all of
players to have their characters find other that by giving the players a brief overview of
alternatives. Perhaps they sing a song, write the setting and sharing the information that
in a journal, draw a sketch, or pen a letter to their characters would know from previous
another PC or NPC. The characters or the visits to the Heartwood.
players can choose whether or not to share Alternatively, you can have the characters
these items with others. simply know about the Heartwood already.
You can also encourage the players to Most characters dream of it long before
have their characters take these types of they get there, so when they arrive, it seems
actions between games. This might be done familiar. Here are two ways to handle that:
via email, Slack, Discord, or some other
messenger service with the GM or the group. • If the characters haven’t been to the
Heartwood before, or if the characters
Make Time for have been there but the players haven’t
Character Summaries (meaning that this is everyone’s first
Plan on taking a few minutes after every game using the Heartwood), give
session to chat with the group. Let the them an overview of the setting. They
players know that this is coming ahead of should have a general sense of its fairy
time so they can look forward to it. During tale nature, the shifting landscape,
the chat time, the group makes a safe space the connection to mental health, and
for everyone to talk about how the session anything else that might be useful for
went, any issues that came up, and hopes that particular adventure. Also be sure
or concerns for what’s next. Sometimes a to tell them about the Heart of the Heart of the Heartwood,
player will feel the need to say they’re sorry Heartwood and how it works, both page 180
for something their character did, and check in-game and out of game.
For more on aftercare,
in with the other players. Sometimes the
download the free
session might be as simple as saying, “Wow, • If the characters have been to the Consent in Gaming PDF
that was intense. Is everyone doing okay?” Heartwood during a previous game at myMCG.info/consent
This is also a great opportunity to do session, just remind the players of
character summaries and check in on anything their characters did and saw
character arcs to see if anyone has made that was of import (or, even better, have
progress. Asking questions like “Does the players remind you of what they did
anyone want to talk about their character and saw, which makes the story more
arcs?” and “Do you want to share any alive for them).
struggles that your character had during this
session?” invites participation but doesn’t Either way, if you start the story with the
make it required. characters being drawn into the Heartwood,
Having a chance to connect as players have them arrive at the Heart. Read over the
(away from the PCs) at the end of a session description of the Heart for suggestions on
helps open communication and creates how to describe it to the players.

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Chapter 16

CREATING HEARTWOOD CHARACTERS

T
he Heartwood is a magical, mystical Steps for Creating Your
place filled with fairy tales, and Heartwood Character
when you enter it, you too become
a magical, mystical fairy tale being. You 1. Imagine Your Character
become a character in a fairy tale. Maybe you know who your character is in
In the setting, characters from the “real the “real world” and maybe you don’t. You
world” are pulled into the Heartwood, much can decide that now, or you can wait and
as Alice falls into the rabbit hole or Dorothy let the real-world character grow out of the
is whisked away to Oz. So your character experiences that the Heartwood character
is, in fact, a character from the now. Maybe has.
they have a day job they love or hate, So imagine you have a real-world
maybe they have a family, maybe they’re in character, one who lives in the now. That
school or the army or they volunteer for a character is perfect and beautiful and flawed
nonprofit. Whoever your character is in the and broken, just like all of us. They also live
“now,” they can become anyone they want with or have been touched by mental health
to be when they enter the Heartwood. issues or illness of some kind, just like
Neurodiversity looks at The one thing that all characters who many of us.
variations in the brain enter the Heartwood have in common is When that real-world character looks into
that deal with learning,
attention, mood,
that their lives have been touched by mental the mirror, who do they imagine themselves
sociability, and other health issues or neurodiversity in some way. to be in a fairy tale world? This is your
mental functions through They may be grieving the loss of a loved Heartwood character.
a non-pathological lens. one, trying to deal with traumatic events Perhaps they’re in a perfect pink princess
It advocates celebrating
and supporting human of their past, dealing with social anxiety dress with a giant sword. Or maybe they’re
diversity and or depression, and so on. Alternatively, wrapped in tatters and carry little more
self-expression, rather someone they love and care about may than a stick and a wish. They might be
than assuming that this
be living with mental health issues or an elegantly dressed queen who’s fallen
diversity needs to be
cured, fixed, or made to neurodiversity. This is the character’s from their throne (or is running away from
conform to an accepted connection to the Heartwood, to magic, to sitting on one), a wizened witch with a
idea of normality. their fairy tale self. raven familiar, or a young boy in a rabbit
mask and a bespoke vest. They might be a
shapeshifting selkie, a talking fox in glorious
boots, or a human the size of a thumb.
You’ll want to build your character as the

You’ve probably seen those images of a little kid (or an adult)


standing in front of a mirror. They’re a regular person in the
real world, but their mirror image is a superhero or a unicorn or
a dragon. That’s what it’s like to enter the Heartwood, except with a
fairy tale slant.

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“I’m not strange, weird, off, nor crazy, my reality is just


different from yours.”
~the Cheshire Cat
one that you imagine in the mirror; this is bullying, but here in the Heartwood, that
the character who will enter the Heartwood. same quality helps make them memorable
Stepping from the real world into the and influential to NPCs. Don’t stop at The Heartwood
Heartwood is a complete transition—your “My character has depression and acts needs you as much
as you need it.
Heartwood character will arrive with the downtrodden.” You as a player have
skills, abilities, and equipment they need to narrative agency to explore the beauty and
survive, and hopefully thrive, in the setting. the challenges, so breathe life into the
concept beyond the label.
2. Pick Your Type, Descriptor, Focus,
and Character Arc Choose a Heartwood descriptor or focus (or
As with building any other Cypher System both). These give your character skills and
characters, you’ll choose your type, abilities centered around living with mental
descriptor, focus, and character arc. You can health issues or illness. This is a good
choose any of the available options from choice for someone who isn’t sure how to
the Cypher System Rulebook or the options play a character living with mental illness,
specifically created for the Heartwood. because they provide guidance and game
These latter options will give you the mechanics for taking actions appropriate to
opportunity to be immersed more deeply in the PC’s experience.
the setting, but are not required.
Remember that Heartwood characters Choose a Heartwood character arc. These
are those who are living with or have arcs also focus on living with a mental
been touched by mental health issues illness, and offer characters the opportunity
or neurodivergence. But it’s not about a to explore their experiences and thoughts by
labeled mental illness and portraying the setting long-term goals.
effects of such a diagnosis. Rather, it’s an
opportunity to think about specific traits Go your own way. Perhaps none of the
and how they manifest in the Heartwood, Heartwood options seem appropriate for
both good and bad. Maybe your character the character you want to build. It’s fine to
has a stutter that left them with scars from choose non-Heartwood options, provided
that you work with the GM to ensure that
the character fits the setting. A character
In most Heartwood games, you’ll never built this way is likely to be more focused
play as your real-world character, so don’t on the roleplaying aspect of mental illness
worry too much about creating them rather than on the abilities and skills.
at first. They’re a jumping-off point for Because there’s less guidance, this choice is
making the character that you will play probably best for players who already have
in the Heartwood. Often, the real-world some experience playing characters who
version of the character takes shape are living with or who have been touched by
during play, and is a secret that may mental illness.
or may not be revealed to the others.
For example, a fearful, humble child in Consider reading or rereading the chapter
the Heartwood may actually be a big on mental health in games before creating Chapter 14: Mental
corporate CEO, while a noble knight may your character. This will give you some Health in Games,
page 159
be a teenager living with autism in the guidelines on choosing descriptors, foci,
real world. and arcs that feel appropriate for you and
the experience you want to have.

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3. Choose Your Equipment
Chapter 7: Equipment, and Other Items
page 69 Heartwood Character Examples Choose weapons, armor, and equipment
from the lists in chapter 7, unless your
An Appealing or Charming Princess GM specifies otherwise. Consider whether
Appealing, page 38
who Befriends the Black Dog could be you want the equipment to represent an
Charming, page 41 a character who lives with depression, internal aspect of your character, or if you
grief, anxiety, or sadness, but puts on just want to swing a big sword. Some
Creative, page 42
a happy face in order to perform the characters might feel particularly attached
Chaotic, page 40 expected duties of their role and station to various pieces of equipment—perhaps
(or as a way to cope with or hide their their loved one gave them that cloak, or
Virtuous, page 58 they’ve named their bow Eliza and carry it
feelings).
Doesn’t Do everywhere because it gives them comfort.
Much, page 67 A Creative, Chaotic, or Bewitched It’s an opportunity to roleplay your character
Entertainer who Lived Among the by using the things they carry in deeply
Grows to Towering
Fey might be someone who uses art, emotional ways.
Heights, page 69
storytelling, music or some other Your GM will give you cyphers and
creative outlet to help them manage anything else you need to get started.
Befriends the Black post-traumatic stress, manic depression,
Dog, page 174 hyperactivity, or hallucinations and 4. Have a Conversation
Lived Among the delusions. With Your Group
Fey, page 175 Because you’ll all be playing characters
Bewitched, page 169 A Virtuous or Fragmented Knight who touched by mental health issues or
Fragmented, page 171 Made a Deal With Death might be a illnesses, it’s good to start the game with
Made a Death With character with obsessive thoughts and a short conversation where you discuss
Death, page 175 compulsions, difficulty focusing, or any concerns you have about the character
Lost, page 172 dissociative identities. They might also be you’ve created, the experience you’re
Haunted, page 172 a parent dealing with the death of a child, about to have, and any topics or issues
Feigns No Fear, page 175 a child dealing with the loss of a parent, that you don’t want to cover or deal with.
Sheds Their Skin, or an adult grieving the loss of a lover. Ideally, you’ll have already filled out and
page 176 talked about the Fairy Tale Game Consent
A Lost or Haunted Dreamer who Doesn’t Checklist at this point, so this conversation
As part of building your Do Much or who Feigns No Fear could will be a reiteration of things you’ve already
character, consider doing be a character who lives with depression, discussed. If you haven’t done so, now is a
some reading on the
various types of mental chronic illness, or anxiety. They could good time for the group to fill those out and
illnesses and what it’s also be someone who is dealing with talk about their choices.
like to live with a mental overwhelming grief, loss, or addiction.
illness. Also check out the
section of this book on
playing a character living A Bewitched Woodcutter who Grows to Heartwood Descriptors
with a mental illness. Towering Heights or who Sheds Their In the Heartwood, as elsewhere, descriptors
Skin might be a character with symptoms are designed to provide additional
Chapter 14: Mental of body dysmorphia, obsessive- information about how and why characters
Health in Games, compulsive thoughts about their take actions. Descriptors provide motivation
page 159
appearance, or concerns about showing and incentive, and place characters in the
Fairy Tale Game Consent others their true self. starting adventure. As with other elements
Checklist, page 224 of Heartwood characters, descriptors
combine the idea of magic and mental
health. So a Bewitched character might have
been cursed or enchanted by someone in
the world, or they might be experiencing
auditory and visual hallucinations, or
a combination of the two. How you

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choose to portray the character, and their


understanding of their situation, is up to
you. Heartwood Descriptors
• Bewitched • Frumious
Inabilities • Changeling • Haunted
Typically, Heartwood descriptors include • Fragmented • Lost
at least one inability. This is because living Inability, page 207
with magic and mental illness often comes
with both benefits and costs. For example,
a character who takes the Frumious Heartwood Descriptors
descriptor isn’t good at holding back their
anger, and that can make it hard for them to Bewitched
interact with others in a positive way. You’re not sure that your thoughts are
Characters can typically cancel out or always your own. You often hear a voice or
overcome inabilities by becoming trained in voices, guiding you and attempting to force
that skill. In the real world, someone might your hand. Sometimes these voices are
see a therapist, meditate, take medication, helpful and kind. Other times, not so much.
or use another tool to help them manage Where do they come from, and are you
their mental health. In the Heartwood, cursed or blessed by them?
characters are more likely to use magic in
some way—perhaps they have a magical
potion or object, perhaps they teach
themselves a magic spell, perhaps they
have a fairy godmother who is a great ally
and support.

Descriptors From Elsewhere


When playing in the Heartwood, you don’t
have to choose a Heartwood descriptor—
you can choose any of the descriptors
in the Cypher System Rulebook. Some of
the descriptors, such as Chaotic, Craven,
Doomed, and Mad, might seem like a
perfect fit based on their names, but they’re
a little more exaggerated and less nuanced
in their take on mental health than the
Heartwood descriptors. However, you can
roleplay those descriptors into something
that better fits the Heartwood setting. Mad
is a good example—it was originally created
to fit the “mad scientist” type of character,
but by toning the language down just a bit,
you could use Mad to create a character
living with post-traumatic stress disorder or
obsessive-compulsive characteristics.
Feel free to work with your GM to adjust
descriptors to better suit the setting and
the character you want to create.

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You gain the following characteristics: You gain the following characteristics:
Enchanted: +4 to your Intellect Pool. Innovator: +4 to your Intellect Pool.
Skill: You are trained in all tasks involving Face-taker: When you spend 1 XP, you can
listening and hearing. change your appearance over the course
Insight: The voices have many things to of one minute to look like someone else
tell you and some of them are beneficial. of about your size who you’ve had direct
Once after each ten-hour recovery roll, you contact with or from whom you have a piece
Player intrusion, can use a player intrusion without spending of hair or flesh, or an object they handled
page 21 an XP. often. You cannot return to your previous
Inability: The voices in your head are appearance unless you have the same
sometimes so loud it’s hard to make sense components at hand for that appearance to
Bewitched characters of the real world. You have an inability in initiate the change. Action to initiate, one
sometimes think of navigation, tracking, and identifying plants minute to complete.
themselves as Cursed
or Enchanted.
and animals. Changeable (2 Intellect points): When you
Initial Link to the Starting Adventure: fail at a task and try again using a different
From the following list of options, choose method, you roll twice on the second
how you became involved in the first attempt and use the higher result. For
adventure. example, if guards catch you in the queen’s
1. You listened to one of your voices, chamber after dark and you fail to convince
which suggested that this would be a good them that you’re there on legitimate
thing to embark upon. business, you can instead decide to flee,
2. One of the other PCs sounds an awful rolling twice on your roll to get away and
lot like one of your voices, and you’d like to taking the higher result. Enabler.
spend time with them to find out if there’s a Skill: People never know what to think
connection. about you. You are trained in deception.
3. You have reason to believe that being Inability: Your fluid nature leaves you less
with the other PCs could help you gain a resistant to physical threats. Your Might
better understanding of the thoughts and defense tasks are hindered.
voices you hear. Fragile: When you fail a Might defense roll
4. You find that you can hear the voices to avoid damage, you take 1 extra point of
more clearly when you’re doing something damage.
active, and this seemed like a good fit. Additional Equipment: You have an
amulet with a strange symbol on it, a link to
Changeling your truest, deepest self.
Early on you discovered—or perhaps you Initial Link to the Starting Adventure:
knew all along—that you weren’t really who From the following list of options, choose
everyone thought you were. Perhaps when how you became involved in the first
you were still very young, the child whose adventure.
name you have now was stolen, and you 1. The PCs discovered you weren’t who
were put in their place. Or perhaps you they thought you were, but it doesn’t
are the same person you’ve always been, matter—they’re still your friends.
but you’ve never felt like yourself, and you 2. You want to discover your true self, and
know that the real you is nothing like the the PCs offered to help you find it.
one that everyone else knows. More than 3. Everything was fine until you were
once in your life, you’ve been abandoned, attacked by a group of “faerie hunters.” The
distrusted, and rejected by those you loved PCs helped you fight back or flee.
most, which means that sometimes you fall 4. You helped the PCs deal with a
into deep funks. However, you are just as situation, and that led you to discovering
adept at pulling yourself out of them when more about yourself and your background.
the situation demands it. If nothing else, You hope to do more of that.
you’re supremely adaptable.

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Fragmented Frumious
Sometimes you feel like you are a single A furious, fuming anger waits, always, just
being, and other times you think you might beneath your surface, swirling under your
be more. You feel torn into pieces, unsure skin like a caged beast. You might do your
which elements are you and which belong best to hide it or control it, or perhaps you
to someone else. Or perhaps they’re all you, have given up trying to tame it and you let
and you want to find a way to embrace all of it run wild. Either way, it seems to cause
your selves. you—and those around you—grief more
You gain the following characteristics: often than not.
Two Minds: +2 to your Intellect Pool. You gain the following characteristics:
Skill: You’re trained in defense rolls to Manxome: +2 to your Might Pool and +2
resist mental effects. to your Speed Pool.
Skill: You’re trained in all interactions Skill: You are quick to respond to being
involving lies or trickery. provoked (or even to the perception that
Adaptable: At the beginning of a you are being provoked). You are trained in “After all, one can’t leave
conversation, choose a specific type of initiative actions (to determine who goes his shadow lying about
and not miss it sooner or
interaction skill, such as persuasion, lying, first in combat). later, don’t you agree?”
or intimidation. While the conversation Bandersnatch: You extend the reach of ~Wendy, Peter Pan
lasts, you have an asset in that skill. You your attack, allowing immediate-range
cannot choose the same type of interaction character abilities to reach foes a short
skill again until after you make a ten-hour distance away, and short-range character
recovery roll. Enabler. abilities to reach foes a long distance away.
Inability: Your memory of events and Inability: You find it hard to hold your
experiences is spotty. You have an inability anger back—it seeps through your skin
in memory-related tasks, such as recalling even when you don’t mean it to, causing
information, memorizing names, and so on. others to shy away from it. All tasks relating
Inability: Staying centered on a single task to positive social interactions are hindered.
is difficult for you. You have an inability in Inability: Sometimes your anger overrides
tasks requiring focus or concentration. your good senses, causing you to act before
Additional Equipment: You have a you’ve properly assessed the situation. All
journal that you use to keep notes of your tasks relating to perception are hindered.
experiences and selves. Initial Link to the Starting Adventure:
Initial Link to the Starting Adventure: From the following list of options, choose
From the following list of options, choose how you became involved in the first
how you became involved in the first adventure.
adventure. 1. You are trying to get a handle on your
1. While avoiding an entirely different anger, and you’re hoping that being with the
concern, you walked into your current other PCs will help you do so.
situation. 2. You let your anger get the best of you
2. You have reason to believe that being recently, and now you’re running from the
with the other PCs will help you better fallout of that experience.
understand your fractured mind. 3. You believe that this adventure will
3. You have no idea how you joined the provide you with a way to channel your ire,
PCs. You’re just going along with it for now allowing you to use it for good.
until answers present themselves. 4. One of the other PCs invited you to
4. You felt drawn to join the other PCs, join, after they watched you fight.
but you don’t know why.

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Haunted Initial Link to the Starting Adventure:
The world seems more dangerous than From the following list of options, choose
it should. You are troubled by fearful and how you became involved in the first
anxious thoughts, and can’t always discern adventure.
what is a true threat and what isn’t. You might 1. Being around one or more of the other
see shadows following you, be plagued by PCs helps you better handle your thoughts
nightmares, or be filled with a general sense and emotions.
of unease. This constant feeling of being 2. You feel that one of the other PCs is in
haunted drives you to try to make things danger in some way, and you’d like to help
feel safer for yourself and those around you. out or keep an eye on them.
You gain the following characteristics: 3. One or more of the PCs helped you out
Fleeting: +4 to your Speed Pool. when you were having a difficult time.
Skill: You are trained in initiative actions. 4. You are trying to learn more about your
Skill: You are trained in sensing danger. thoughts and emotions, and you think that
Prescient: You always see danger coming, trying out your skills on an adventure is a
whether it’s there or not. Once after each great way to do so.
ten-hour recovery roll, you can refuse a GM
intrusion without spending XP. Alternatively, Lost
you can spend 1 XP and work with the You can’t remember exactly when it
GM to turn the intrusion into something happened or why, but you have lost your
positive for your character. way. The path through life, or even through
Inability: Anxious thoughts are heavy, and your own mind, no longer seems to exist.
carrying them leaves you feeling emotionally Once you had a reason and a goal, but
weaker than you’d like. Intellect defense now you find yourself wandering aimlessly,
tasks are hindered. without clear purpose or drive.

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You gain the following characteristics: health. So a character who Befriends the
Skill: You’re trained in three areas of Black Dog might live with or deal with
knowledge of your choice. depression, sadness, grief, seasonal
Skill: Being lost has taught you to pay affective disorder, or other difficult
attention to your surroundings. You are emotions. These emotions take the form of
trained in perception tasks. a black dog, a companion who’s at your side
Curiouser: You’re rarely surprised by through thick and thin.
strange circumstances and are able to go
with the flow more than most. You can Altering Foci
choose to automatically succeed on an You don’t have to choose a Heartwood
initiative task without rolling. You can do focus to play in the setting, of course. If
this one time, although the ability renews you’d like, you can choose a focus from Foci, page 64
each time you make a ten-hour recovery roll. the Cypher System Rulebook and adjust it
Abides in Stone,
And Curiouser: For being so lost yourself, to give it a mental health slant. A character page 64
you are able to help others find things in who Abides in Stone might actually turn
the world. Anytime you help someone who to stone—but that change could also Doesn’t Do
is searching for a lost object or person, you be a metaphor for their emotional state, Much, page 67

are able to point them in the right general someone who’s been deeply hurt in the past Would Rather Be
direction. and has a hard time letting people get close Reading, page 79
Inability: Figuring out how to move to them. A character who Doesn’t Do Much
through the world is not one of your strong might live with depression or seasonal
points. All tasks involving navigation, map affective disorder, while a character who
reading, geography, and so on are hindered. Would Rather Be Reading might truly love to
Inability: Sometimes being directionless read, but they might also have social anxiety
makes it hard to get moving. You have an or agoraphobia, and reading gives them
inability in noncombat Speed-related tasks, comfort and armor when they need it most.
such as climbing, jumping, and running. Additionally, you can alter any of
Additional Equipment: You carry a broken the Heartwood foci, particularly in the
compass with you. It was a gift from roleplaying sense, to more truly suit your
someone you cared about deeply. character. Perhaps your character lives with
Initial Link to the Starting Adventure: depression but sees it more as a big black
From the following list of options, choose bird or as a shadow version of themselves.
how you became involved in the first Either of these options are easy enough
adventure. to work into the description, particularly
1. The PCs came upon you while you were because they don’t change the mechanics
wandering and lost, and invited you to join at all.
them. Work with your GM to tweak your focus
2. You happened to be in the right place at as necessary to fit the setting and your
the right time. character.
3. You wish to find your path again, and
you hope that the PCs will help you do that.
4. The PCs are heading somewhere
Heartwood Foci
specific, and it feels good to be surrounded
• Befriends the Black Dog
by people who know where they’re going.
• Curses the World
• Feigns No Fear
• Lived Among the Fey
Heartwood Foci • Made a Deal With Death
The foci in this chapter are specifically
• Sheds Their Skin
designed to be used in the Heartwood
setting. As with other elements of
Heartwood characters, these new foci
combine the idea of magic and mental

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Befriends the Black Heartwood Foci 1 Tier 1: Beast Companion
Dog GM intrusions: Below the description of each focus, you’ll 1 Tier 2: Ribbons of Dark Matter
The darkness inside find its abilities. The details of these abilities 1 Tier 3: Dark Matter Shroud or Stronger
the character grows
heavy, causing them can be found in the Cypher System Rulebook Together
to fumble or stumble on the pages listed. 1 Tier 4: Improved Companion
under the weight of it.
1 Tier 5: Dark Matter Structure
The black dog is Befriends the Black Dog 1 Tier 6: As If One Creature or Embraced
overcome and lies down.
Everywhere you go, your black dog goes too. by Darkness
Others are afraid of
the black dog, and They are your best friend and your greatest
thus of the character to weakness. Their shadowed presence fills Curses the World
whom it is attached.
you with a darkness, but it is inside that Fuck the world and its horrors. You have a
Complex, dark characters darkness that you find the strength to shine. mean streak living inside you that you can’t
like Maleficent and
Queen Ravenna might control—and honestly have no desire to.
Curse the World. So Focus Note: Your companion is a black dog You’d never hurt your friends and family, of
might characters who
have chosen to embrace of any size or shape. It can be any form— course. But everyone and everything else?
their power after a living, dead, crafted (such as a puppet), Curse them.
traumatic incident or
life-altering event. pure shadow, and so on. Your black dog is a
physical manifestation of depression, grief, Focus Note: Characters who Curse the
Curses the World
GM intrusions: sadness, or other heavy and dark emotions. World aren’t necessarily evil or wicked;
But it is also a dog, and thus brings with it they are angry, hurt, and possibly seeking
Curses have a mind of
their own. They may the unique companionship, comfort, and to get even with those who have wronged
backfire or refuse to do bond that only dogs can offer. them or the ones they love (or at least keep
as the character bids.
themselves and their loved ones from being
A curse spreads
inadvertently. hurt again).
Another character
alters the curse just 1 Tier 1: Terrifying Presence
as it’s being cast. 1 Tier 2: Erase Memories
1 Tier 3: Psychosis or Discerning Mind

Beast Companion, 1 Tier 4: Mind Games


page 112 1 Tier 5: Foul Aura
Ribbons of Dark 1 Tier 6: Word of Command or Break
Matter, page 178
Their Mind
Dark Matter
Shroud, page 124
Stronger Together,
page 187
Improved Companion,
page 151
Dark Matter
Structure, page 124
As If One Creature,
page 110
Embraced by
Darkness, page 133
Terrifying Presence,
page 190
Erase Memories,
page 136
Psychosis, page 172
Discerning Mind,
page 129
Mind Games, page 162
Foul Aura, page 143
Word of Command,
page 199
Break Their Mind,
page 116

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Feigns No Fear 1 Tier 1: Surging Confidence The titular character


in The Brave Little
Everyone thinks you’re brave, intrepid— 1 Tier 2: Impressive Display Tailor is an example
fearless, even. They tell stories about you, 1 Tier 3: Flamboyant Boast or Outlaw of a character who
the person who’s never felt fear, how you Reputation Feigns No Fear.
went out to seek what you see as an elusive 1 Tier 4: Combat Challenge Feigns No Fear
emotion and never found it. But you know 1 Tier 5: Band of Desperados GM intrusions:
the truth. You may present yourself as 1 Tier 6: Finishing Blow or Heroic Others might see through
the character’s fearless
someone who is fearless and courageous, Monster Bane veneer and attempt
but deep down, you are terrified of to take advantage of
the fear beneath.
everything. Fear drives you, and in its Lived Among the Fey
face, you stand tall and shout the loudest. You spent a lot of time in another world, Bravado wavers.
Because you are also afraid of being seen one that others don’t believe actually A reputation is too
big to uphold.
for who you truly are. exists. What you learned there gives you
insight and vision that most people don’t Lived Among the Fey
GM intrusions:
Focus Note: A character who Feigns No have. You’ve seen things. Beautiful things.
The memories of the
Fear can be played in a number of ways, Unspeakable things. Some of them came character’s experiences
from someone who boasts constantly in back with you and stay with you to this day. reappear suddenly,
distracting them
their attempts to bolster themselves in front from their action.
of others to someone who faces their fears Focus Note: A character who Lived Among A loud noise or
through action, showing up first on the the Fey might have spent time among the particular sight
battle line to holler “Seven in one blow!” fairies (or other creatures in a different reminds the character
of a bad experience,
far-off land) or they may have dreamed, panicking them.
hallucinated, or imagined the whole thing.
Do they know the difference? Does it matter? Surging Confidence,
The name of the focus can be changed to page 188
something that more appropriately reflects Impressive Display,
the character’s experience, such as Fell Into page 151
Wonderland or Crossed Into Narnia. Flamboyant
Boast, page 140
Outlaw Reputation,
1 Tier 1: See the Unseen page 168
1 Tier 2: Bestiary Knowledge
Combat Challenge,
1 Tier 3: Dream Becomes Reality or Find page 120
the Hidden Band of Desperados,
1 Tier 4: Pay It Forward page 112
1 Tier 5: Nightmare Finishing Blow,
page 140
1 Tier 6: Explains the Ineffable or Drawing
Heroic Monster
on Life’s Experiences Bane, page 149
See the Unseen,
Made a Deal With Death page 180
Death eternally walks the labyrinth of the Bestiary Knowledge,
Heartwood, touching those who pass by, page 113
but few notice this ever-changing figure. Dream Becomes
You, however, are intimate with Death Reality, page 132
in all their many forms. Perhaps you are Find the Hidden,
page 140
both drawn to and frightened of them.
Perhaps you’ve spent too much time in their Pay It Forward,
page 168
company, and have become infatuated with
Nightmare, page 165
them. Perhaps you’ve lost friends and loved
Explains the
ones to their dark embrace. Whatever your
Ineffable, page 137
feelings about Death, you’ve made a deal
Drawing on Life’s
with them, one you hope will bring you the Experiences, page 131
closure that you seek.

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Made a Deal With Focus Note: Characters who Made a Focus Note: Your beast form can be
Death GM intrusion:
Deal With Death may have done so in anything you choose, such as a selkie, wolf,
Death is fickle and so order to stave off death eternally, gaining horse, swan, and so on. Work with your GM
are their promises.
healing abilities for themselves or others. to determine the details of your form.
Abilities fail unexpectedly. Alternatively, they may be obsessed with A character who Sheds Their Skin may
A foe has made a similar the idea of death, and wish to learn how to also want to work with the GM to come
deal with Death. wield it with precision and focus. up with even more suitable abilities for
Sheds Their Skin their particular form. For example, a selkie
GM intrusion: 1 Tier 1: Blessing of the Gods (Death) character might choose Aquatic Combatant
Someone discovers the 1 Tier 2: Destined for Greatness as their tier 3 ability instead of one of the
character’s true form. 1 Tier 3: Miraculous Health or Quick Death abilities listed here, particularly if the GM
An element of their true 1 Tier 4: Regeneration expects the character to be moving through
form (such as a seal skin) 1 Tier 5: Hard to Kill water regularly.
is left behind or stolen.
1 Tier 6: Duel to the Death or Final
Changing form can be Defiance 1 Tier 1: Beast Form
traumatic or disorienting.
1 Tier 2: Controlled Change
Sheds Their Skin 1 Tier 3: Greater Beast Form or Hard

Blessing of the You have a secret self. In the quiet and Choices
Gods, page 114 stillness, you become not someone else, but 1 Tier 4: Greater Controlled Change
Destined for something else. A being of tooth and nail, of 1 Tier 5: Total Awareness
Greatness, page 127
flipper and fin, of mane and moon. But you 1 Tier 6: Escape Plan or Perfect Control
Miraculous Health,
page 163
believe that in order to survive and thrive,
Quick Death, page 173
you must keep your other form secret, safe
Regeneration, page 175
from prying eyes and listening ears. Heartwood Character Arcs
Characters in the Heartwood should choose
Hard to Kill, page 148
a starting character arc, something that
Duel to the Death,
page 132 they hope to accomplish for their character
Final Defiance, through time and experience. This can be
page 139 a Heartwood-specific arc or one from the
Aquatic Combatant, list of character arcs in the Cypher System
page 110 Rulebook.
Beast Form, page 112 Ideally, a Heartwood character’s arc
Controlled Change, represents an internal journey that they
page 122
hope to take while traveling through and
Greater Beast adventuring in the Heartwood. Below
Form, page 146
you’ll find suggested character arc ideas
Hard Choices,
page 148 for Heartwood PCs, as well as some arcs
Greater Controlled
designed specifically for the setting.
Change, page 146 It’s important to remember that character
Total Awareness, arcs are not designed to “cure” a character’s
page 192 mental health concerns, “fix” their mental
Escape Plan, page 136 illness, or eliminate their symptoms or
Perfect Control, struggles. Instead, completing an arc
page 169 might provide coping strategies, create
better support systems, or mitigate some
symptoms of a mental illness. In short,
they’re designed to help characters deal
with some aspect of their mental health
that is negatively affecting their lives. For
example, if a character wants to be able
to interact with people in a different way,
perhaps because they live with severe social

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anxiety, they complete a number of tasks Transformation: A character knows that


as part of their character arc to gain tools, taking on a different appearance (often,
skills, and experience in handling their to become more like themselves or more
anxiety. In the course of the adventure, they like the person they feel they are on the
may go to new places and talk to strangers, inside) will help them have a better life. A
deal with a malicious queen, and help their transformation arc could involve a character
friends through difficult situations. By the changing their gender or gender identity,
end of their arc, they will have learned skills taking on a permanent animal form, or
and coping strategies that they can take even having a fluid, ever-evolving form that
with them out of the Heartwood. changes with their mood.

Character Arc Examples Uncover a Secret: This arc could be used


If you want to choose a general character by a character who wishes to discover an Character arcs,
arc from the Cypher System Rulebook ability or secret that is rumored to be able page 238
but tweak it to better fit the theme of to help them manage a specific element of
the Heartwood, feel free to do so (at the their mental illness.
discretion of your GM). Here are examples
of general arcs and how they might work for Suggested Heartwood Arcs
Heartwood characters. The following arcs are designed specifically
for Heartwood characters, but could be
Aid a Friend: Any character can aid a friend used by any characters in any setting who
in another arc. Perhaps a fellow PC has wished to pursue them.
taken the Train a Creature arc, and you’d like
to help them with that process. Become an Advocate
You desire to help and support others,
Growth: This could be any internal, especially those who are dealing with
emotional growth that the character wishes difficult situations. This might be related to
to undertake. Perhaps if they’re often fearful, something you’ve personally experienced,
they want to start acting braver in the hopes something you’re knowledgeable about, or
of eventually feeling braver. If they struggle both. You can advocate in any number of “Nothing is
with how they see themselves, perhaps they ways, including being an emotional support lost . . . Everything
is transformed.”
make a commitment to stop looking at their system, helping other voices be heard, ~Michael Ende,
reflection so they can eventually worry less defending and safeguarding others’ rights, The Neverending Story
about their physical appearance. and generally being an ally.
Opening: Sizing up Your Skills. You
Recover From a Wound (or Trauma): This decide what best enables you to be a good
arc would work for characters who are advocate, and create a plan.
attempting to heal from a previous bad Step(s): Training and Research. You learn
experience, such as the death of a loved about being a good advocate, possibly by
one, or who are struggling to cope with a finding a mentor or organization that can
recent diagnosis. It’s important to think help you.
of this arc as helping with a very specific Step(s): Building Your Skills. You practice
element of emotional health, and not as an the skills you’ve learned, and review the
overall “cure.” successes and failures to continue to
improve.
Train a Creature: A character who lives Climax: Lean on Me. You assist one or
with anxiety or post-traumatic stress could more people through a difficult time using
benefit from a well-trained support animal. your training, skills, and experience.
Taking the Train a Creature arc provides an Resolution: You reflect on everything
opportunity for them to integrate an animal you’ve learned and decide what to do next.
into their lives, and train it to meet their
needs.

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Put Down Roots with it. This will likely involve research and
If you choose this arc, you are hoping to consultation.
create a strong support system among your Step(s): Practice. At every opportunity,
If your character is friends and fellow travelers. You seek the practice the coping strategies that you’re
more of a one-on-one assistance of those around you to help you learning and pay attention to where they
person when it comes
to giving and receiving
through difficult times and you wish to offer work and fail. You might try different
support, or if the idea assistance back. This connection might be strategies and see which ones seem better
of a support system to your fellow PCs, to a group of NPCs that suited to your particular needs.
feels overwhelming, you meet along the way, or as part of an Climax: Deal With It. You’re put into a
consider starting with
a Develop a Bond or already-established group or organization. situation that tests your coping strategies.
Romance arc instead. Opening: Let’s Be Friends. You propose They don’t have to work perfectly in order
the idea of a support system to those you’d for you to succeed.
like to include. Resolution: You reflect on what you’ve
Develop a Bond, Step: Reach Out. You do the hard work learned and decide where you want to go
page 244 of making yourself vulnerable to others by from here.
being honest and open about who you are.
Romance, page 249
You create a safe space for others to do the Take the Wrong Path
same. Much like Fall From Grace, Take the Wrong
Step(s): Accept and Give Help. You ask Path isn’t typically an arc that a character
Characters who for and accept help and support from the intentionally desires. It’s something
complete the Take the group. You give help and support to others the player chooses on a meta level for
Wrong Path arc might
consider following
when it’s needed. the character because it makes for an
that up with the Put Climax: Strong Bond. During a time of interesting story and sets up possible future
Down Roots, Develop crisis, the group works together to support arcs, such as Put Down Roots. In this case,
Coping Strategies, or and uplift you, and you are there for them in perhaps the character manages their anxiety
Restoration arc.
return. by drinking too much, becoming isolated,
Resolution: You enjoy the benefits of or starting too many fights. Perhaps they
Fall From Grace, having a supportive group of people in your attempt to deal with grief by overeating
page 245 life. (or undereating), by pushing away loved
ones, or by becoming intimate with others
Restoration, page 249
Develop Coping Strategies without regard for their safety.
You want to develop better ways of moving Opening: The Fork. You take the first
through the world while living with a mental steps down the wrong path, even if you
illness. This isn’t a “cure” or a “fix.” It is don’t know it yet.
a step toward mitigating symptoms or Step(s): Farther Down the Path. Things
struggles by developing healthy emotional continue to get worse because of your
coping strategies. actions. This may play out over any number
Opening: Explore Your Inner Self. You of steps.
spend time with your emotions and Step: Briars and Thorns. Your actions hurt
thoughts in order to pinpoint which struggle yourself and those around you.
or symptom you’d like to develop a coping Climax: Dead End. There is no chance for
strategy for. success here. Only failure.
Step: Make a Plan. Almost every struggle Resolution: You wallow in your own
or symptom has a particular set of steps misery.
that you can go through to better cope

“You’ve always had the power, my dear, you just had to learn it
for yourself.”
~Glinda, The Wizard of Oz

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Chapter 17

HEARTWOOD ATLAS

“You’ve always believed. Even Mapping the Heartwood


through the worst of times, The land of Heartwood is wiggly, defined as
those dark and cloudy times that much by dreams and stories and memory
as it is by rivers, mountains, and walls.
threatened to swallow you whole, Borders and landmarks shift and move
to eat you up, to burn you alive, constantly within the land, depending on Anyone who claims to
you believed that there was a place who walks its winding labyrinth, what beasts have an official map of
the Heartwood is likely
for you out there. Not a better wing overhead, and what monsters rise looking to make a quick
from their semi-eternal slumber.
place, but a realer one. One that There are useful and true maps, to be
buck by taking advantage
of someone’s naiveté.
was more beautiful, even in its certain. Magic maps that change with the These constermongrels
are often found
darkness. More magical, even in its land (although never perfectly, as they often where paths diverge,
mundanity. More you, even in your have a mind—and a goal—of their own, offering guidance.
and the land sometimes changes far too
brokenness. This is that place.”
swiftly for even magic to keep up). Some
maps detail the world as it was, is, or will

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In the Heartwood, it wouldn’t do to get too comfortable with the idea
that locations, buildings, and features of the landscape are inanimate
objects, always staying in the same place and always doing the same
thing (namely: nothing). Buildings, locations, and landscape features
in the Heartwood sometimes take on a life of their own, allowing
them to move, breathe, grow, desire, fear, and even curse and kill.

be, but only under certain circumstances. The Heart of the Heartwood
The Map of the Day Red Was Herself No Typically when the characters are drawn into
More is one of the most common ones, the Heartwood, they arrive at the Heart of
for on that day, the entire land curled in on the Heartwood. The Heart is a small cottage
itself, meeting together in a single spot to inside the Heartwood tree. Things in the
Red’s Dead, page 200 mourn Red’s passing. Many a cartographer Heartwood are always shifting, and the
has tried their hand at depicting that Heart is no different, so it likely looks slightly
moment, but somehow none of the maps different each time the characters arrive.
match the others, like a game of finding the You can use this read-aloud text for a
differences. quick introduction to the space.
A particularly useful version of the map
is East of the Sun, West of the Moon, which Read Aloud
changes before the viewer’s eyes to mirror You appear inside a small, warm cottage
the changes of the land. However, it’s that feels like every woodland cottage in
always at least a few days too early, showing every fairy tale you’ve ever read. The interior
alterations to the landscape that have not is lit by the soft glow of candles and the
yet occurred. crackling heat of the fire. Dried herbs
and flowers hang along the ceiling. Thick,
hand-woven rugs are soft beneath your feet.
The Heartwood Tree Something bakes in the large oven, filling
Only one thing always stays the same. the space with the scent of cinnamon and
The beating heart at the center of the sugar and comfort. Beneath that is the hint
Heartwood. A tree that is older than stories, of the final crisp apples from last year’s
older than words, older, even, than magic. harvest. Through a door, you can see a
It is so big around that it is truly impossible softly lit room with a large, cozy bed, piled
to circle. Some say as big around as the high with blankets and quilts.
earth itself. Bigger maybe. It rises beyond
the sky, into worlds that no longer exist, that Feel free to change the objects and details
have been forgotten and remembered and of the cottage to suit the mood of the
forgotten again. adventure and the characters. The space
Always, the tree whispers. Stories. Tales. might smell of bubbling stew and hot cocoa,
Songs. A promise of light and laughter and or of honey and flowers blooming in the
love. A promise of dread and darkness and spring. Perhaps there is a weapon rack along
death. The heart is everything, and within its one wall where the characters can change
eternal beat, beginnings and ends. Joy and out their weapons if they like, or a basket of
despair. Home and away. Comfort and fear. cyphers they can use to refill their stash.
Every dichotomy that makes up the essence Additionally, there is almost always at
of what it means to be alive. least one living being there to welcome the
characters. Perhaps it’s an older couple
who offers them food and supplies. Or a
girl in a red cape who seeks safe passage
through the dark woods, trying to get

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to her grandmother’s house. Maybe it’s For additional examples


a talking wolf who seeks safe passage of the type of beings
A Safe Space that might welcome
through the dark woods, trying to get to her the characters, see
grandmother’s house. Sometimes it’s just a The metagame goal of the Heart of the the adventures “What
cat that curls about their ankles and purrs, Heartwood is to create a safe space for the Moon Dreamt”
giving the characters very little idea of what the characters to begin their journey, on page 203 and “The
Prince Who Would Seek
they’re about to embark upon. and possibly to return to as necessary.
Death” on page 210.
The GM can choose who greets the Nothing bad ever happens inside
characters to match the theme or mission the Heart. No one attacks the PCs.
of the adventure. For example, a royal knight Nothing there is designed to be scary The Heart is a fantastic
might greet the PCs if the king needs their or dangerous. There are no tricks—no place for the characters
one’s going to get stuck there if they eat to return to if they need
help. A mother might seek their assistance to refill their cyphers.
to find her missing son. Or perhaps it’s an a grape off the table. The GM can tell the
old friend (if the characters have been to characters this ahead of time or let them
the Heartwood before) who has interesting figure it out.
news for them. At any time in the future, if the
characters (or players) find themselves
emotionally overwhelmed by something
Leaving the Heart in the game, adventure, or setting, they
of the Heartwood can return to the Heart for sanctuary,
Even though the Heartwood tree—and thus privacy, or respite.
its Heart—always stays in the same place,
the rest of the Heartwood is ever-moving.
This means that characters never know where the PCs can get their bearings. Or
what’s outside the door of the Heart until a dark wood filled with monsters. Or it
they step through it. It might be the town of might bring them right into the path of the Town of Nightingale,
Nightingale, which is a good starter location monster they seek to fight. page 183

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While the characters can’t control or adventure. Or a path may appear before
Some cyphers and choose the location that the Heart door them, guiding them through difficult terrain
abilities, such as the opens to, the GM should carefully consider with ease. Sometimes the land shifts, even
rabbit hole, allow the
characters to travel
where to have the characters start out. Using as the characters are watching, not to bring
quickly to the Heart, the Heart door wisely is a great way to put them to a place, but to bring a place to
or even to bring the the PCs right into the thick of an adventure, them. Characters may find a cypher, artifact,
Heart to them. drop them into a place where they can get or other magical opportunity at just the
Rabbit hole (cypher), support, advice, and equipment, or start right time (as if by magic!) to bring them to
page 88 them on a journey to a faraway location, the location they seek.
depending on the game’s needs. Of course, not all travel through the
Heartwood is easy. Sometimes the land has
other matters to attend to and isn’t able
Traveling in the Heartwood to assist the characters or clear a path for
For the most part, traveling through the them. For this reason, PCs should never
Heartwood is easy. Moving from one place assume that the land will ease their way.
to another is often just a matter of finding Those kinds of expectations will only get
the right path. The landscape, despite its them into trouble down the road.
constant shifting, does not typically attempt Additionally, there are powerful forces at
to keep the characters from where they need work within the Heartwood that may actively
to go, and in fact might actually help them attempt to keep the characters from their
get there. The Heartwood, after all, wants goal. Occasionally, one or more sections of
the characters there. It needs them, just as the land fall under the control of a higher
much as they need it. power that has the ability to manipulate
The PCs may find, for example, that space and time, making the characters’
stepping out of the Heart puts them path more difficult than it would normally
exactly where they need to be to begin their be. Other entities may send out minions

An Ever-Shifting Land may have gotten up and walked to a new


A land that’s constantly changing can be location by the time they visit it again).
tricky for the PCs to get a handle on—a Encountering a walking tower or a slithering
place that once existed might not exist when sea heightens the characters’ sense of
they need it to, or the expected boundaries whimsy and wonder. But sometimes, you
might have shifted since their last visit. This may just decide you need a tower here or
is a great opportunity to surprise (but not a mountain there. Plunk them down in the
penalize) players with new and interesting landscape wherever you like, and let the
experiences. Perhaps a kingdom’s boundary characters interact with them.
was once a high wall with loyal guards at The land’s ever-changing status means
the gate; now it’s a river bridge guarded by that PCs can play a role in the shifts as
a hungry troll. Maybe the giant beanstalk well. Perhaps they tell a story around the
has fallen, forcing the PCs to find a new way campfire that alters the landscape or brings
into the sky giant’s realm. It’s a great way to a new character or artifact into the world.
challenge characters and reward them for Maybe they discover a map that magically
coming up with creative solutions to changes the shape of the land the first time
ever-changing problems. it’s used. Or maybe throwing that dying fish
All structures, locations, and landscapes back into the river means that new bodies of
in this chapter are designed to be placed water appear throughout the area (and with
around the Heartwood as the GM sees them, a variety of creatures that help and
fit. Some of these features may move of hinder at the water’s edge). Don’t be afraid
their own accord in-game (for example, a to put some of the Heartwood’s power in
tower the characters visited in one session the hands of the players and characters.

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“Hansel took his little sister by the hand, and followed the
pebbles which shone like newly-coined silver pieces, and
showed them the way.”
~Jacob Grimm, Grimm’s Fairy Tales:
Complete Edition & Over 200 Fairy Tales
to block routes, falsify signs, build barriers, quickly to their destination so they can get on
and do other things that will impede the with their task.
characters along the way. In short, have the characters move
Use the malleability of the landscape to through the landscape only if you’re going
your best advantage. If you want to run to throw interesting and meaningful
a quest adventure, make sure that getting experiences at them along the way (and, Quest adventure, page 30
from Place A to Place B is interesting and yes, something as simple as deep, dark
complicated so the characters feel that woods can be very interesting and very
they’ve accomplished something meaningful meaningful). Otherwise, there’s no reason
as part of their journey. Place unique and to make them trek through the boring stuff.
intriguing obstacles along their way, in Just have the Heartwood help them out.
the form of landscape features, creatures,
magical effects, and so on. If you’re running
a task-based adventure, you might decide The Town of Nightingale Task adventure, page 31
to include some of those things, particularly If you listen carefully, you can hear the
if the PCs’ task involves moving through town of Nightingale sing. The bejeweled
difficult terrain or climbing a glass mountain, mechanical birdtower at the center of
or you might just have the land guide them town never stops whistling its layered and

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Even Death himself haunting melody. On still days, the sound


listened, and said, can be heard throughout the Heartwood
“Go on, little
nightingale, go on.”
and sometimes even beyond. For some, it is
a song of healing and beauty. For others, it
is a song of respite and rapport. For many, it
is both, depending on the hour, the mood,
and the miles one has walked.
The sound draws travelers to its source,
and the town does its best to offer
everything the song seems to promise, and
then some. Nightingale is widely considered
a safe haven, a place where those in the
Heartwood may find respite and solace,
along with companionship, supplies, and
safety. It withstands the dangers of the
outside world through a combination of
magic, morals, and might.
Once a year, the entire town hosts a
celebration called Heigh-ho, Heigh-ho!
The main event is a parade where everyone
dresses up as miners and sings a catchy
ditty about going to work. As the grand
finale of the celebration, everyone works
together to smash a giant glass casket full
of candy and small gifts.

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The Nightingale makes a good early stop for new characters, as they
can get their bearings, talk to the townsfolk, learn about the world,
work on their character arcs, and purchase any desired supplies.

The Singing Birdtower The Laced Bodice and


Near the town’s center, giving it its name, a the Poisoned Apple
glass and crystal tower stretches taller than
the tallest of trees, and boasts neither doors
“White as snow, red as blood, black as
nor ladders. What it does offer is glinting
jewels and windows of elegant painted glass. ebony wood. That’s me.”
And at the very top, a mechanical nightingale ~Snow White
that warbles until the end of time. The
nightingale also serves as an early warning Everyone’s heard the stories of Snow White.
system, giving notice should any dangers Not every story they’ve heard is true, of
appear along the outskirts of the city. course. But the stories of how she started
pure and drifted? Those stories are the
The Court of the Listening King truest. Snow will tell you as much, if she’s
Acting more as mayor of the small town in the mood to talk. If she’s not, well, you
than actual royalty (although it is said that can always ask Puss, the resident cat, and
he descends from such), the Listening King he will tell you stories so indulgent and Listening King: level 7,
holds open court for a few hours almost evocative you won’t even care that they’re positive social
interactions as level 8
every day. Here, he listens to requests from mostly lies.
those who live in town, as well as from These days, Snow is one of Nightingale’s Snow: level 5, positive
those who are visiting. He does his best to most successful business owners, social interactions
as level 7
give everyone what they ask for, but knows running the Laced Bodice, a high-end
he has an impossible task set before him. comfort house, along with an adjacent
Thus, he often makes trades and bargains bar and eatery called The Poisoned Apple.
among those who seek his help, in order Her reputation for being the perfect
to get the most people what they want. He combination of sweet and pure and bawdry
keeps a record of this elaborate settling and tawdry brings visitors from all across
of debts, bargains, trades, and requests the lands, and business is never slow for
written on a tiny scrap of paper inside a long.
walnut that he holds in his pocket. Snow is beloved not just by those whom
His young children, of which there are she employs, but by nearly everyone in Listening King’s Seven
seven but somehow seem to be many more, Nightingale. Much of her earnings go Starry-Headed Children:
level 3, knowledge and
all bear gold stars upon their foreheads. back into the community, particularly to guidance of Nightingale
They mostly act as guides for visitors, the Cursed Spindle, a rehab program and as level 5, tricks and
pointing out interesting sights, putting shelter for addicts, the cursed, and those pranks as level 4
lost tourists back on the right path, and who are just down on their luck.
occasionally causing minor mischief (the In the main room of The Poisoned Apple, Woodcutters: level 3
tongue marks on the sugarglass windows three glass cases resembling caskets hold
are almost always theirs). They also hawk treasures from Snow’s past: a colorful silk Humpty Dumpty: level 5;
the free local paper, The Daily Mirror. bodice, a poisoned comb, and an apple at any point can break
himself into four pieces,
The Listening King also employs an army that is half white and half red. From atop with each piece acting
of woodcutters to roam the woods around the bar, tender Humpty Dumpty mixes and of its own accord
Nightingale and protect its borders. They’re serves drinks that taste of emotions. Trust
led by a small fairy named Tink, who uses her Yourself, Peace of Mind, and All Shook Up Tink: level 4; knows a
magic to help protect the town from dangers are popular drink choices. number of fairy spells
and keep it hidden from preying eyes. Fairy spells, page 122

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Sweetmeats if the horses are protecting the shop from
Children can’t help but be drawn to visitors or the other way around. But when
Sweetmeats, a small confectionery shop the Kitchen Witch returns and opens shop
modeled after the infamous witch’s candy again, it hardly matters, for almost no one
cottage of yore. Its facade is filled with sugar can seem to remember much about the
plums, rock candy, and candy canes—the time she was away.
kind of sweets that always look and smell
better than they taste. The scent from the Knaves All Three
chimney is one of gingerbread lattes and A large open-air market along Nightingale’s
cinnamon scones. White chocolate drips golden river, Knaves All Three features
from the eaves like snow. A path of toasted nearly every type of product and service
marshmallows leads to the frosted and imaginable. Butchers and bakers peddle
filigreed front door. their wares alongside candlestick makers,
And behind that door is the woman that armorers, and weaponsmiths. A variety
Kitchen Witch: level most just call, with deference, the Kitchen of transportation options are available,
5, baking and business Witch. A tall, thin woman with haunted both for getting around the town and for
skills as level 6
eyes and a too-wide smile, she greets the traveling elsewhere. Most types of payment
children who come to her shop with soft are taken, including gold, barter, and
voice and soft hand. Most adults feel like exceptional stories well-told.
there’s something off about her, but the kids
like her, her prices are cheap, and there’s The Wishing Well. Those who seek
always a little something extra for the information, cyphers, or other magical
skinniest babies. She also happens to sell items can find them at the Wishing Well,
the best cannabis in the Heartwood. a circular bookstore run by a brilliant
Maid Maleen: level 5, The Kitchen Witch closes shop a few and knowledgeable woman named Maid
knowledge and times a year when her brother—also tall Maleen.
memory-related
tasks as level 7
and thin, the resemblance is impossible to
miss—comes to town. The two disappear Tattercoats. Perhaps the most popular shop
Kitchen Witch’s together, sometimes for as long as a few along the river is Tattercoats, a sprawling,
brother: level 4 months. While she’s gone, half a dozen fabric-filled space that seems easy to
Gingerbread horses: gingerbread horses stand guard along the navigate until you enter it. Co-owned by a
level 3, perception path to Sweetmeats. It’s impossible to tell collective of talking animals, Tattercoats is
as level 4
known for providing the perfect outfit for
any occasion. Most are bespoke, handmade
Astute players will The Queen Means over a period of days or weeks, but there’s
recognize that the also a section for those who wish to buy off
to eat you, blood and bone,
Kitchen Witch is none
other than Gretel, marrow and moan, each the rack.
all grown up. erogenous zone. She deals and Prices run the gamut from moderate to
she wheels, she seals and she exorbitant, but most people agree that the
steals, she’ll stick you so quick end product is well worth the cost.
you won’t know you’ve been
licked. Her table is set, her Cat and Fiddle
salt is your sweat, lay yourself This small, cozy, and welcoming inn is
down, bow to the crown. renowned for its healing and rejuvenation
Oh. You heart, you tart, you properties. Owned by a cheerful dwarf
Happy: level 4, silly upstart. You can’t truly named Happy and his best friend, a large
positive social turtle named Toby, the inn is rumored to
mean to take on the queen.
interactions as level 5
Love is her beast, and all have once been the resting place of a giant.
Toby: level 3, Speed queens shall feast. Or at least one of the giant’s heads.
defense as level 2 due A series of small round off-white
~ Anonymous,
to slowness; Armor 2
Tales of the Heartwood buildings sit in a circle behind the main
building. It is here that visitors may stay and

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Nightingale Tests, Tasks, and Trials They’ve heard of a treasure so big and
The Saddest Son. Although no one else beautiful that it would take a hundred men
seems to have noticed—there are always to haul it home. They don’t need that many,
so many of them!—one of the Listening but they could use a few more hardy souls
King’s sons has gone missing. This son is to split the work—and the rewards.
the smallest and the smartest, but also the
saddest. The Listening King doesn’t dare Rash Boon. A young man named Hans is
leave his post, and seeks someone who will crying over a drink at The Poisoned Apple.
go and search for his son before it’s too late. He tells how he made a stupid promise
to wed the person who could rescue his
Yours and Mine! A group of dwarves beloved from a fatal illness. A magical
who’ve come into town to visit their friend talking fish healed his beloved, and expects
Happy are about to embark upon a mining to be wedded tomorrow at noon.
expedition deep below the Direwood. Direwood (Enchanted
Forest), page 191

share in an elaborate breakfast, for just a In the tales told of the land before the
moderate sum. nightmares, this was an expanse of many
small crowndoms, each with its own rulers,
The Cursed Spindle laws, and people. None were perfect, and
The town boasts a second tower, although the various crowndoms didn’t always get
not nearly as tall as the mechanical bird along, but for the most part, the people of
tower. This one is home to the Cursed each were taken care of by their rulers and,
Spindle, an organization that helps those if not entirely happy, at least safe and sated.
who are addicted, cursed, living with mental Then the Cardinal King, one of the rulers Cardinal King, page 189
illness, or otherwise struggling. Run by a of a small crowndom, fell deep asleep. And
large white mouse named Miss Bianca, the that is when the nightmares began. Miss Bianca: level 4,
Cursed Spindle takes in everyone who needs The nightmares ran rampant, destroying succor and persuasion
as level 5
help, and it is almost always full. Even with the peace of the land, toppling the other
a full staff of mice helping her out, Miss crowndoms until only the Cardinal King
Bianca is always a little overworked and was left. That was aeons ago, and still the
overwhelmed. Cardinal King sleeps on, trapping everyone
in his dark dreams of death and delusions.
Horses without heads trample through
The Broken Crowndom the streets, whinnying from the ragged
Beware, beware, the
edges of their necks. White stags robed in horseless heads
“If that there King was to wake,” the rags of former kings and queens hide for all who see them
in corners, whispering and fingering their fall down dead
added Tweedledum, “you’d go decaying antlered crowns. Changeling the heads may promise
out—bang!—just like a candle!” children walk weary-eyed and barefoot
many things
like wishes and fishes
~ Through the Looking-Glass over stones, abandoned creations of the and silver rings
dark dreamer. Giant visions of the Cardinal like dishes and kisses
and woken kings
Once known as the most beautiful and King’s face—bloated and pale—appear but all they want’s
thriving crowndom in all of the Heartwood, in the eternally stygian sky. When the face to steal your bones
the Broken Crowndom is now shattered laughs, a thousand mountains crumble to and have a body
and dark, a place where the flames of hope dust. When it cries, the rain overflows the of their own
are quenched as soon as they’re lit, where rivers and drowns hope drop by drop. When
the population strives to stay kind and it rages, thundering fists pummel the earth, Horseless head: level 4;
true despite being ruled by the tyrannical smashing and smashing. speaks prophecies that
never come true
nightmares of a long-sleeping king.

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White stag royal: level Worse are the nightmare beasts White stag royal. These humanoid white
3; antler crown inflicts themselves—black shadows that have stags wear the tattered robes of the
3 points of damage;
whispers sometimes
taken human form, hunting for something royals who once ruled over the smaller
contain valuable unknown, terrorizing and stalking any who crowndoms in the area. Their antlers are
information but also catch their gaze. woven into elegant and grotesque crowns,
inflict 2 points of Intellect Many hope the Cardinal King wakes soon and their whispers contain hints of the
damage to anyone
who hears them to release them from this eternal living leaders they once were. They are lost and
nightmare. Others worry that waking him will bewildered, having forgotten so much of
destroy them all—for what if they, and this who they once were that they seem more
land, and their loved ones are nothing more animal than human.
than figments of his dark imagination?
Changeling child: level 3; If that is true, and he wakes, will they all Changeling child. Many say that the
bite or overly tight disappear in the first blink of an eye? changeling children of the Cardinal King
grip inflicts 3 points of
damage; if a changeling
are all the children he wishes he’d had
child is killed, it takes Nightmares of the Cardinal King instead of the ones he did have. During
two rounds to die, asking While this section includes beasts and the day, these children seem unaffected by
“Why?” over and over beings that inhabit the Broken Crowndom, much of anything. But at night, they begin
until it no longer can
many more entities reside in its dark to grab on to whoever is nearby, seeking
corners than are listed here. The crowndom some semblance of love and affection. They
is a perfect place to introduce any dark and squeeze too tight and bite too hard, and
Headless horse: level 4; dangerous creatures that you see fit. once they’ve latched on, it is difficult to
Armor 1; scream inflicts make them let go.
3 points of Intellect
damage (ignores Armor)
Headless horse. Headless horses are nearly
to everyone in long range; always the color of shadows. They whinny Nightmare. Called maras or horrors, these
the blackness of their coat and scream from the opening at the top are dark shadows of nightmares in human
inflicts 2 points of damage of their severed necks. The drum of their form. Most often appearing as gaunt young
to anyone or anything
that touches them hooves sounds like coming doom. people with pale skin and long black hair

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and nails, maras can slide through cracks loyal, viciously dangerous, and dangerously Mara: level 4, physical
as thin as a slip of paper, and can drain the smart. defense as level 6 (due
to form); touch inflicts 4
energy from anyone they touch. Those who points of damage (ignores
are visited by a mara while they sleep suffer The Red Knight. The knight is the Cardinal Armor); nightmares
nightmares and often believe that someone King’s son. He rides a black horse that hinder all of a foe’s tasks
they love will soon die or already has. looks like a chess piece and carries the until they make their next
ten-hour recovery roll
manxome blade, which is twice as tall as the
Here Lies the Cardinal King Red Knight. He is torn between wanting to Red Knight: level 5;
The large, overgrown estate of the Cardinal protect his father and wanting to go off and Armor 1; carries the
manxome blade
King gives the impression of a long-dead become his own person. He’s heard tales of
corpse in which overwhelming decay is places where people will accept him for who Manxome blade,
barely being held at bay. A round wall of he is, not just for who his father is, and he page 190
living playing cards holding hands once dreams of packing his bags and leaving the
circled the entirety of the estate but has Broken Crowndom. He has already decided Playing card: level 3;
since fallen into disrepair. Here the cards that his first stop will be the Laced Bodice, paper cut inflicts 2 points
of damage for two rounds
are half gnawed, here they’ve fallen on their where he will take the name Sanguinity and
faces and failed to find the will to return dance in a dress of roses and thorns. It
to their upright position, here they’ve is only his sense of duty—and his fear—
disappeared entirely. “Up and run away,” the that keeps him trapped inside his father’s
rumors whisper, “abandoned their posts.” nightmare.
And if they did, who can blame them? For
their posts are horrible places to be. One-Eyed Jacque. The Cardinal King’s One-Eyed Jacque: level
In the very center of the estate is the stepdaughter. Loyal to the crowndom but 5, inspires others as
level 6; Armor 2; carries
Castle of Cards, a sprawling, ever-growing, not the king himself, she works ceaselessly the Sword of Light
ever-tumbling building of white, black, and to bring good things to her father’s dark
red. Here, surrounded by spades and clubs dreams, and thus to the inhabitants of the Sword of Light, page 190
and diamonds, but not a single heart, the crowndom. Partly due to her hard-won
Cardinal King snores and snarks in his but eternal optimism and partly due to Cardinal King: level 8,
lavish chambers. Enslaved insects—mostly her Sword of Light, sleeping and nightmares
as level 10; Armor 4
bees, crickets, and ants—work ceaselessly which blazes with the
to keep the towers from crumbling down Monstrous crow: level 4,
around the slumbering king. Those who intimidation and fear
as level 6; Armor 2;
remain loyal to him, such as the monstrous flying dive attack inflicts
crow and the Red Knight, watch his back 6 points of damage;
and complete his royal duties while he caw inflicts 3 points of
slumbers. Others plot against him, having Intellect damage to all
those within long range
decided long ago that disappearing due
to being a figment of a dream is far
better than fading away from loss of
hope.

Monstrous crow. The Cardinal


King’s bishop and protector.
Black as a tar-barrel and big
enough to blot out the entirety
of the sky, the monstrous
crow keeps the curious
and the devious (and
truly, everyone else) from
looking at, touching, or
attempting to wake the
Cardinal King. It is fiercely

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strength of a hundred stars when drawn, become a wallow of mud and filth. There is
How do you know she is known throughout the realm as the one bright spot of hope, however, for a young
if mara is out? Starlit Queen. dragon named Siltha was recently born there,
Look to the cattle and it bears scales of gold and green, which
milling about Ring Around the Roses are believed to be a good omen.
Tails hanging down, Stretching out beyond the Cardinal King’s
fur all afright
estate, the land is dark and broken, but not Redissa. The former home of Queen Nichye,
Mara’s gone hunting, yet dead. Hamlets and villages struggle on, a beloved ruler, Redissa has become a
hunting tonight
near-barren land is still plowed and planted, repository for all things that must be saved
How do you know
if mara’s nearby?
castles and estates continue their slow fall from the king’s nightmares. Those who
to ruin. Life, as they say, goes on. Even if it continue to care about treasures, history,
Look to the trees
black in the sky is a frightening and monstrous life. knowledge, and magic bring their precious
Limbs hanging down, Most of these small villages are suffering cargo to be stored in the queen’s renowned
bark all abare deeply inside the king’s nightmares, and Eventual Tomb, which is magically warded
Mara’s a-coming, will take whatever help they can get, even against destruction of all kinds.
better take care. if it’s from strangers. However, this leaves
~ children’s rhyme them vulnerable to attacks of both might Maxwell. This small town has, with the
and mind, which often leave them even help of a powerful witch, erected a magical
poorer in money and mental state than they barrier around its borders to keep out
were before. A few of the still-existing places the king’s nightmares. Now so many
include the following. newcomers arrive at its gate every day
seeking refuge, it cannot keep up with the
Greenhome. Once a thriving and verdant need. Makeshift shelters, hospitals, and
expanse of farmers, flowers, and dragon cook stations have sprung up everywhere,
flocks, Greenhome has sunk into itself and but they are running out of supplies.

Manxome Blade Broken Crowndom Tests,


Level: 6 Tasks, and Trials
Form: Sword that lengthens to twice the Comeback King. A group of villagers in a
height of the human who wields it small hamlet called Hallstat is attempting
Effect: When its secret name is spoken, to put together a plan to wake the
the sword roars with ferocity and acts Cardinal King. They seek an artifact called
of its own accord, slashing whoever the crown of wakening.
or whatever is in reach, inflicting 3
points of damage three times (as a Jack Fell Down. Large wells have begun
single action). to appear suddenly all around the land,
Depletion: 1 in 1d100 filled with black water and writhing
creatures. Some say that the secret to
Sword of Light saving the land is to jump into the wells
Level: 8 and see what lies beneath, but no one
Form: Sword that blazes with the strength who has tried it has returned.
of a hundred stars when drawn
Effect: If drawn for a worthy purpose, Queen for a Day. A young woman named
the light does 8 points of damage Maly came forth recently, saying she
to a foe. If drawn for an unworthy knew how to wake the king. Within a day,
purpose, the light does 8 points of she disappeared, and no one has heard
damage to the wielder. The sword from her since, except for a soothsayer
decides. in the town of Briche, who claims to be
Depletion: 1 in 1d100 speaking with her dead spirit.

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Enchanted Forest
This large, verdant forest typically shows Using the Enchanted Forest
up on maps under a variety of names, Any characters dealing with memory
including Direwood, Emerald Greens, and loss, grief, or trauma from the past
the Big Woods. But few seem to be able to are likely to find something of intrigue
remember its name and just refer to it as in the Enchanted Forest. Additionally,
the lost wood or the forgotten forest. If you it’s designed to be the proverbial and
ask people if they have been there, most ultimate deep, dark woods of every fairy
will take a long moment to try to remember, tale that ever was and ever will be. Here,
and then forget the very question. While a characters can encounter their deepest
few do remember being there, most aren’t fears and strongest foes, as well as
able to recall much of anything about their magical allies, incredible treasures, big
experiences inside it. This is probably for bad wolves, and anything and everything
the better, as most things that happen else they might expect along the path
inside the Enchanted Forest are not, in fact, through the woods. If a beast or being
good things to recall. lives in a deep, dark forest in a fairy tale
However, some enter the forest for just of any kind, this is where a character is
that purpose—to forget. Not to forget what most likely to find them.
happened to them while there, but to forget
what happened long before that. Some
part of their lives or existence brings them Bargaining With the Forest
pain and suffering, and they wish not to Bargaining with the Enchanted Forest
carry those burdens of their former selves. is no small undertaking, and the more
This type of purposeful forgetting requires specific a memory one would like to
a bargain with the forest. Of course, the lose (or potentially keep), the larger and
forest has its own mind and its own reasons more difficult the bargain is likely to be. Characters who seek to
for doing what it does, and it may take Typically, the forest requests assistance with bargain with the forest
might consider taking
completely different memories, leaving only something far larger than itself, often for a character arc for
the painful ones. Or it may, as is often the one of its brethren—other forests around the deal they make.
case, take them all, creating a shell of the the world, or a nearby sea. A bargain might
person, one who wanders aimlessly through be something that must take place in the
the woods, unable to recall who or where future—such as the character agrees to help
they are, or what they were once doing here. protect one of the forest’s beloved rivers in
It is also possible to bargain with the the future, should something attack it. Or it
forest so that you enter and leave with all might be something the forest requires first
your memories intact. Otherwise, you can (particularly if the character is seeking to
take your chances and hope that the forest forget, lest they forget the bargain as well).
will not notice you wandering about inside
her space or will choose to leave you be. What Lies Within
Of course, there’s that old saying, “If the As with so many places within the Heartwood,
Forest doesn’t get you, then the cat sidhes the Enchanted Forest grows beyond its
will,” and truer words have rarely been possible borders, becoming so large and so
spoken about your chances. For whatever vast that it is impossible to traverse from one
memories the forest does not steal might end to the other without the aid of powerful
be taken by the trio of large, ancient cat magic. All beasts and beings who seek the Cat sidhe, page 108
sidhes that prowl the woods, hungry and darkness and the light of the woods find their
hunting for souls. Those who enter their way here eventually. Witches and wizards,
territory without protection from the cats’ the cursed and those who seek curses, the
soul-stealing curses are likely to fall prey to wandering spirits and haunts, the pixies and
their appetites—and what they love to feast nixies and bogies and sprites. There is room
upon most are memories. for everyone and everything, because the
forest grows to make room for all who enter it.

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Welkin Barrier, page 201 The Enchanted Moura Ofius from the Welkin Barrier, so long ago
Enchanted moura: level The enchanted moura is a supernatural that she no longer knows if he is even
4; bribery, seduction, being who guards the entryway to still alive. He placed her here to guard his
and bargaining as level
5; can sing a variety of
Direwood. When she wishes, her song can treasure, and she has done so for aeons.
songs that deeply affect be heard from as far away as the moon. Her
characters’ emotions, long hair glows as golden as the sun during The Treasure She Guards. There is much
such as a dirge that the night and sulks as black as night during treasure to be found in Direwood, but the
makes it impossible
for a character to take the day, and she combs it constantly with a one the moura guards is very specific. It is
an action on their next blood-red comb. three hollow stones piled atop each other.
turn or a love song that No matter where one attempts to cross One of the stones holds a pot of silver, one
makes them fight for her
into Direwood, they likely encounter the a pot of gold, and one a pot of plague. It is
for one turn. Creates a
level 4 magical barrier of enchanted moura waiting. She attempts to only possible to open two of the stones, no
hair across the entrance bribe and bargain with them, offering gifts in more and no less. It is a level 6 Intellect task
to Direwood that traps exchange for breaking the enchantment that to figure out which of the pots holds the
characters on one side
or the other on a failed
binds her to this place, guarding the treasure treasure that the characters seek.
Might defense task. of the forest. The moura may ask the PCs to
Pot of plague: level 3; procure a special object, learn a magic word The Path of Pins and Needles
when opened, inflicts from another moura, or kill the one who Winding through the woods is a long
3 points of damage to enchanted her here. If they do so, she will tell path made of left-behind objects, tokens
all living creatures in them where to find the treasure she guards. of those who have come before, marking
short range each round
for three rounds If the characters have already encountered their passage in the hopes that they will be
the moura once and refused to help her, she able to use it to return home. Some trail
A pot of silver is equal
to an expensive item, will not ask for their help again. Instead, she markers are literally pins and needles, left
while a pot of gold is will make it more difficult for them to enter by those who had nothing else to leave
the equivalent of a or leave Direwood. behind. Others are gold and silver coins,
very expensive item.
breadcrumbs half eaten, tiny plants grown
The One Who Trapped Her Here. The from dropped seeds and beans, and finger
Giant, page 333 moura was trapped here by a giant named bones laid crosswise over stones.

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Enchanted Forest Tests, Magic Mushrooms. Humpty, the bartender Humpty, page 185
Tasks, and Trials in Nightingale, wants to try offering a new Nightingale, page 183
Feather in Your Cap. More than one drink called the fairy godmother. But to
adventurer has been sent off to steal a do so, he needs a type of pink, sparkly Maryushka bird: level
tailfeather from the maryushka bird that mushroom that grows in fairy rings only in 7, Speed defense tasks
lives deep in Direwood. The bird is large Direwood. and deception tasks
as level 8; feathers
and dangerous, and boasts majestic, grant the wielder an
glowing plumage of rainbow colors. The The Thorny Hedge. A young woman stands asset in seeing through
feathers retain their magic and colors after at the forest’s edge, her hands bandaged deception but hinder
they are plucked, but only those who seek and bleeding. She does not speak, but will tasks involving lying and
deceiving someone
truth can see them. It is rumored that the write or gesture to the characters, telling
maryushka bird is actually an ensorcelled them that she’s been picking nettles in the
woman long ago stolen from her village woods for days to knit sweaters for her
who now makes the forest her home. brothers and still needs more. Will they help
her gather the rest of the nettles she needs
from the forest to save her brothers?

The sound of walking across all of these The members of the army are birds, bats, Raven of the Seven
passage markers is almost like a scent, and other flying creatures that were once Ravens Army: level 5
one of hope and fear, of promise and human children but were long ago cursed
forgiveness and failure. by a witch, enchantress, or other
It is considered bad luck to even consider magic-wielder to take a winged form, and Bad luck in this case is in
taking someone else’s passage marker. no one has been able to break their curse. the form of Curse Mode,
using curse intrusions.
Those who choose to do the unthinkable For some, their siblings could not hold their Once the character
action of pocketing a bone or plant or coin tongue long enough. For others, the curse returns the object
find that bad luck quickly begins to befall was impossible to undo. Still others wait, to its original place,
them until they return the object to the eternally hoping that someone out there the curse is removed.
Taking two objects
exact place where they found it. still loves them enough to try to free them. causes Curse Mode to
It is believed that leaving a token at a Some choose to remain in this form, even speed up, so instead of
significant point along the path blesses the though their curse was broken long ago, for GM intrusions being
triggered on a roll of 1
traveler—not necessarily ensuring their safety, they have found purpose and meaning in
or 2 the first time, they
but at least making it a little more likely that this life. are triggered on a roll
they will have good luck on their travels. of 1, 2, or 3. And so on.

The Seven Ravens Army The Sea of Curse Mode, page 50


The Seven Ravens Army’s main Innumerable Echoes
headquarters is in the Enchanted Forest. A sea so blue and clear and perfect that it Curse intrusions, page 50
High up in an ancient tower with no doors makes all your troubles fall away . . . that
and no stairs, the members of the Seven might be a sea somewhere, but it is not Blessings, page 52
Ravens Army have built an armory and this sea. This sea is deep and dark and
safehouse. From here, they run a complex, full of writhing memories and When leaving a token,
smuggling operation, designed to snatch glittering promises. This sea has no known characters are more
likely to receive a
young children from the jaws of danger and boundaries—trying to swim or boat or fly blessing GM intrusion
deliver them somewhere safe. Additionally, to the edge merely brings you back to the anytime they roll a 1 (or
they deliver packages, letters, missives, beginning again. anytime the GM feels
and other items, but only to those they In addition to the Never Never Isles, the like giving them one).
deem worthy of their time (namely, anyone sea holds everything imaginable from the
who has not deliberately put a child in very idea of childhood. From pirate ships Blessing intrusions,
harm’s way). and sunken treasure to mermaid coves, page 52

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WE ARE ALL MAD HERE
An Invitation to the Eaternitea Party
“How long does this party go on?” Alice asked.
Mad hatters and March hares sit before empty
She was beginning to feel very anxious indeed. cups, contemplating proper nouns and the best
butter. A hundred perfect princesses dance with a
“For tea,” said the Hatter. hundred dashing princes. A crystal slipper clatters
on a step. Red-hot shoes sizzle upon the dance
“Whose tea?” asked the Dormouse, who until floor. Somewhere, a trusting human takes a bite
that moment had been asleep inside a of the world’s most beautiful pomegranate and is
stuck forever. Beneath the sounds of the magical,
strawberry tart.
mystical music, bargains are struck, deals are sealed,
marriages are proposed, and kingdoms are wedded.
“Eaternit’s tea, of course,” said the Walrus, who There are many ways to arrive at the Eaternitea
didn’t often say things. He had gotten one of his Party without being late, but almost none of them
tusks caught in the handle of a teacup, and was can be attempted on purpose. The Eaternitea Party is
delicately trying to get it out with the bushy end something you fall into, trip over, fall asleep upon, or
of the January Hare. are caught inside. If you’re invited to the Eaternitea,
you say yes, for to say no is to anger a force far
greater than yourself and doom yourself to curses,
“Who’s Eaternit?” asked Alice cautiously, or worse.
feeling like she’d just entered that stage of
a dream where everyone started acting as if
things were normal when they very clearly were
anything but.

“Not who. When,” said the Hatter. “Eaternit’s


a when.”

“Have we had this conversation before?” Alice


asked, suddenly very sure that they had.

“Before’s not here,” the Dormouse piped up


sleepily and a little sadly. “Before’s never here.”

The Eaternitea Party never ends, not even when you


want it to. It goes on and on, like that song that never
ends. It wheedles its way inside your head, stitching
threads of eternity, pulling out stitches of time and
places and faces.
The Eaternitea Party exists everyplace and no
place, sometime and every time and no time. It is
filled with fey beings, spirits, and ghosts dressed in
lavish opulence, waltzing away through the night.

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tiny fairies, and giant reptiles. It is rumored the landscape is populated by childhood
that Mother Goose has a nest here, and dreams and fears. Anyone can visit a Never
that one can find velveteen rabbits, foxes Never Isle, even one that isn’t their own,
and hounds, and islands of broken toys. as long as they know the proper directions
There are other seas, in other parts of the (and the island is willing to be visited).
Heartwood, but none quite like this. Most Never Never Isles are alive, and
they often keep a lookout for their creators.
The Never Never Isles Sometimes they arrive in a character’s life
The Never Never Isles are mind islands, when the character needs them most. Other Attempting to bring a
places that at first exist only in the minds of times, they disappear for long stretches, lost island back into a
character’s life can make
those who dream them up. Eventually, most usually when the character is happy or a fantastic character arc.
Never Never Isles become real, leaving their content. Rarely, an isle grows distant from
creator’s mind and finding their rightful its creator, and may even become a danger Character arcs, page 67
place in the Heartwood, but this process to them. The reasons for this aren’t always
can take years (and sometimes never known, and bringing a lost isle back into
happens at all). Nearly all of the Never a creator’s fold is often a complicated and
Never Isles that have left the minds of their long-term endeavor.
creators and become real live in the Sea of As in most fairy realms, following the
Innumerable Echoes. passage of time on a Never Never Isle is
Typically, a character creates their Never tricky. There are more (or fewer) moons and
Never Isle when they are still young, so suns than characters are used to, and time

Characters don’t revert to their childhood selves upon visiting


their Never Never Isle—they just have the opportunity to see their
childhood wishes and worries from an adult vantage point.

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Using the Sea of Helping others. Every NPC likely has a
Innumerable Echoes Never Never Isle of their own as well (Never
Childhood memories, fears, and joys are Never Isles are not limited to humans, so
powerful magic. Characters who return any living being could have one). Perhaps
to the spaces of their childhood may they want to venture back, but can’t seem to
find much to gain—or much to lose— find their isle on their own or are too afraid
depending on their state of mind and ability to go by themselves.
to handle what they find there.
The Sea of Innumerable Echoes provides Lost ones. Perhaps one or more of the
interesting opportunities, including the characters lost a friend, a loved one, or a
following. family member a long time ago. While trying
to deal with that loss, they discover that the
Character arcs. If a PC has a character arc person they’re grieving isn’t dead or lost
that involves any type of emotional growth, forever—there’s a chance they’ve become
Cave of the Lost, overcoming fears, dealing with issues of stranded in the Cave of the Lost.
page 198
their past, forgiving a loved one, and so on,
visiting their Never Never Isle can be a step Treasures, mystery, and magic. There are
in that arc. Perhaps they need to find a way childhood (and adult) treasures galore to
to deliver a message to their childhood self, be had here, particularly if the characters
deal with a dreaded childhood monster, or are not adverse to visiting someone else’s
find a special toy or object that they hid in a Never Never Isle. After all, even thieves and
treasure chest long ago. royalty get Never Never Isles—it’s possible
Death, page 114 that even Death and the moon have Never
Never Isles—and who knows what treasure
might be buried along those shores?

might slow, or stop altogether. It might go of useful information about finding buried
backward. Sometimes it’s possible to tell treasure, fighting dangerous beasts, and
the time by listening to the Croc Clock strike using magic.
the hour, but sound carries strangely across
the waters, and sometimes you don’t hear it
until an hour or more after (or a day before)
it chimes. It wasn’t right, t’was never right
Misery mermaids’ songs to steal upon her in the night
inflict 3 points of Intellect Grief Reef to bring her down without a fight
damage on all who hear
them and hinder all tasks
Here, the misery mermaids gather beneath and bury her in the Heartwood
involving happy emotions the waterfalls to sing their ancient,
(such as helping a sorrowful tales. They croon only for She bore the light, she t’was the light
friend, playing music, themselves, telling of loved ones lost to the starshine in the darkest night
or having a positive
social interaction) ravages of time and seas. It is not possible never a child did burn so bright
for ten minutes. to touch, attack, or otherwise physically till they buried her in the Heartwood
interact with a misery mermaid, for they
Dirges from the misery are fleeting and fast, and have the ability to We ache with loss, we itch to fight,
mermaids are great appear elsewhere just as you get close. In to pay them back for such a slight.
opportunities to present
characters with new
fact, it is rumored that misery mermaids Someone here must do what’s right,
adventures or clues are not tangible at all, but mere apparitions, and unbury her from the Heartwood.
to existing ones. ghostly visages of mourners from other ~ misery mermaid dirge
times and other places.
Those who can withstand the misery
mermaids’ songs may find their lyrics full

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Creating Characters’ Isles Examples of Safe Spaces


Each character’s Never Never Isle should • Upside-down boat on the beach
be unique and theirs alone. Invite the • Tent shaped like a castle
players to help you create their characters’ • Castle shaped like a tent
islands. They should include some things • Pillow and blanket fort
and creatures that the PC held dear as a • Spaceship built of a cardboard box
child, as well as a safe space in the form of • House of well-sewn leaves
a house, building, den, or nest. They should • Floating bed with a monster barrier
also include at least a few of the character’s beneath it
deepest childhood fears and nightmares.
Some characters have a name for their isle, Examples of What We Hold Dear
but others may not. • Adopted wolf, horse, or bunny pet
While the examples given here are • Friends who show up when we’re scared
designed to represent a child’s idea of what • Favorite stuffed toy or blanket
things like safe, scary, and directions mean, • Nightlight that sings a lullaby
adult characters will likely have a much • Friendly fairies and other creatures
different view of these items and possibly
will have found adult ways to frame them. Examples of What We Fear
For example, an adult who is dealing with • Adults fighting loudly nearby
childhood trauma might get to their Never • Friends being hurt
Never Isle by self-medicating until they can • Monsters under the bed
“fly with a Fairy along the High Way.” The • Wild dogs running in packs
Never Never Isles provide an opportunity • Pirate ships full of bloodthirsty pirates
for characters to get in touch with their • Giant crocodiles
child selves, including any difficult or joyful
memories and experiences that arise. How to Get to a Never Never Isle
• Second star on the right, and straight on
till morning
• Sail a paper boat past the thrush’s nest
• Fly with a fairy along the High Way
• Let the island look out for you
• Follow the sound of the tick-tock clock

Croc Clock The clock chimes the hour—the one place in


The Croc Clock is an island of its own—a the Sea that actually keeps Heartwood time—
huge clock tower that looks like a crocodile but when you hear that chime is affected by
standing upon the very end of its tail. distance and fog and memory and magic.
The tower is so tall that the crocodile’s Some believe the Croc Clock is hollow
upper body is lost among the clouds, and stuffed with treasures. Others say
but in its very middle, visible and audible that the clock was once a living creature
to those who pass by, is a giant ticking that grew too big and too strong, and was
clock. The clock face changes constantly, cursed by the Sea to stand upon its tail and
showing something that has happened, is tell the time to the sky. Or maybe it’s just
happening, or will happen. a monument, built by someone who loved
crocs and clocks, or rhymes and time.

No two Never Never Isles are the same, yet somehow they all seem
vaguely connected. Like distant cousins, sharing the same nose and a
similar manner of brushing their hair back from their ears.

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The Cave of the Lost
Lost ones: level 3; Armor This cave is home to those who’ve lost,
1; carry bows and spears Jack’s Back destroyed, or otherwise become parted from
Oh, Jack. You giant killer. their islands. These lost ones have become
Beanstalk climber. Well-faller. unmoored in time, some days appearing
House builder. You’re nimble older than they are, other times seeming to
and stingy, you’re lean and be a child again. They barely remember the
green, frosty and naughty. Heartwood—it is as if a dream of a dream
You’re half of Jill. Master of of their child selves. Most have nicknames,
none. You win as much by luck such as Tootles, Nibs, and Thrice, but they
and give-a-fuck as by ruck and can’t remember where they got them, or
pluck. You’re a fool and a tool, what their real names are, if they have any.
and ever so cool.
Jack, oh Jack. May you
always come back. Catchfools
~ Anonymous, Deep inside the belly of the Terrible
Tales of the Heartwood Dogfish—a great and monstrous sea
creature—is the city of Catchfools. Despite
being in the belly of a beast, the city always
Angry Roger seems warm and sunny, with just a hint of a
The Angry Roger is the largest pirate fishy breeze.
brig sailing the sea. Once helmed by the Run by an emperor known only by his
The Piper: level 7; notorious Captain Hook, the ship is now nickname, the Piper, Catchfools is a city
plays a magic flute that run (some might say overrun) by a crew of where every vice is for sale, every sin is kept
causes those who hear
it (within long range)
foxes, wolves, and other misaligned beasts. secret, and every living thing is one criminal
to act as if they’re A tiny fairy called Bluebell does her best to act away from being turned into a donkey.
hypnotized (resisting a captain the crew—she has enough sense of Gambling, prostitution, drugs, horse and
persuasion attempt is mischief from her grandmother, Tinker Bell, dog and chicken racing—if it’s a sin or a
hindered by three steps)
to keep them all in line, mostly. vice, you can find it here. The hardest part
Bluebell: level 2, The Angry Roger has a fierce reputation for about Catchfools is knowing what’s a sin
command and taking defending the nonexistent borders of the Sea (and thus not just acceptable, but condoned
charge as level 3
of Innumerable Echoes from those who wish and encouraged) and what’s a crime (and
to steal things that do not belong to them, as punishable by being turned into a donkey).
well as for hosting the annual But a Dream Crimes include (but are not limited to):
party, where everyone dresses as the person • Being idle and lying about all day
The Coachman: level 6 their child self thought they would become. • Not having any obvious vices or sins
(particularly ones that cost money)
• Attempting to proselytize to others
about why they should deny or give up
their sins

Crimes are subject to change from day


to day. Sometimes the Piper changes them
just to suit his outfit.

The Coachman
As the Piper’s hired henchman, the Coachman
takes great pride in tracking down and
prosecuting (read: turning them into donkeys)
those who’ve just committed their third crime
within the city limits. He drives a coach
pulled by two dozen donkeys, all of which

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wear white shoes, and makes extra money


on the side by selling donkeys to farmers,
circus owners, and dog-food factories. Getting to Catchfools is easier than one
might think. Load a seafaring vessel
Undertaker Rabbits with preserved meat in tins, biscuits,
In addition to the Coachman, undertaker bottles of wine, dried raisins, cheese, Undertaker rabbits: level
rabbits work to keep the peace and safety coffee, sugar, candles, and boxes of wax 8; if a character’s name
is on their coffin and
(relatively speaking) of the city. They walk matches and set sail in any direction, and that character doesn’t
the streets in pairs, wearing dark hoods, after one day and one wish, you will find indulge in a vice or sin in
humming minor-chord mantras, and yourself at the gate to Catchfools. Or you the next few rounds, the
carrying small ornate coffins with people’s character is teleported
can allow yourself to be swallowed by the
into the coffin, where
names on them. Anyone who sees their Terrible Dogfish, in which case you will they move one step
name on one of the coffins must commit a flow through the beast’s digestive system down the damage track
sin or indulge in a vice as soon as possible into its belly, and there you will land in for each round they’re
trapped inside, until
to keep the undertaker rabbits and their the city. they’re dead. It’s a level 8
death coffins at bay. Might task to break free.

Billy Goats Gruff


The best-known gambling parlor in all Wild Hunt
of Catchfools, and perhaps all of the Allowing only six participants per hunt,
Heartwood, Billy Goats Gruff features every and even then only by invitation, the Wild “Feeling that Peter was
type of game imaginable, and some that Hunt takes place along the tail-end of the on his way back, the
Neverland had again
aren’t. The building is set up so that the city once each year. Led by the hunters woke into life. We ought
majority of the gambling takes place on the extraordinaire—Bright Day, Radiant Sun, to use the pluperfect
ground floor. Only those with special access and Dark Knight—the chosen participants and say wakened, but
are invited to the Bridge, where high-end must hunt down, capture, and kill the ones woke is better and was
always used by Peter.”
games take place. who are being hunted. ~J.M. Barrie, Peter Pan

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Picture for yourselves Catchfools Tests, Tasks, and Trials in on Catchfools, crushing it beneath the
a little man, broader weight of flesh and bones. She has an idea
than he is tall, tender
What Came of Picking Flowers. A young to save the city, but no one will listen.
and greasy like a ball
of butter, with a rosy man went to the Field of Miracles outside
face, a small, constantly the city gates to pick a bouquet of flowers How the Six Made Their Way Into the World.
laughing mouth and for his mother. The bouquet came back with Six siblings wish to set out into the wider
a thin, adorable voice
of a cat wishing all
only the boy’s hand attached. Where is the world, away from Catchfools, but they are
the best to its master. rest of him? bound here by a promise to a powerful
~ Carlo Collodi, The enchanter named Rosalys. In order to leave,
Adventures of Pinocchio Skyfall. If the sky is falling and no one listens, they must find the hidden path known as
does the sky still fall? Henny Penny says the the Wish Way and steal some Wishing Sand
Terrible Dogfish is dying and will soon cave to buy their freedom.

Every hunt is different, but the prey always


“Of course the includes at least a few humans, a fey being
Neverlands vary a Red’s Dead or two, and a god of some sort or, at the
good deal. John’s, for Rose-Red. Little Red. Red Riding
instance, had a lagoon
very least, a very powerful witch. Only one
Hood. The Red Queen. Rose. of the hunted has ever escaped alive: a Baba
with flamingoes flying
over it at which John was Briar Red. Le Petit Chaperon Yaga, who killed every single participant and
shooting, while Michael, Rouge. However you knew her, nearly destroyed the Terrible Dogfish with
who was very small, whatever name you called her
had a flamingo with her magic.
lagoons flying over it.”
by or dreamed you would call Those who participate in the Wild Hunt
~J.M. Barrie, Peter Pan her by someday, she’s dead. (and do not die) become lifelong members
Pricked by a rose. Stung by a of the Furious Army, which entitles them to
spindle. Gnawed by the wolf. various benefits from the organization.
Hit by the axeman. The ways
I cut my locks and I and means don’t matter. All Fantasia
changed my name that matters is that she’s dead. Part dance club, part drugstore, and part
From Fair Eleanor Dead. But not gone. magic parlor, Fantasia takes up a couple of
to Sweet William That splash of red among the city blocks, has seven stories, and is never
Went to court to trees, too bright for blood, too closed. It’s rumored that people have gotten
serve my king thick for leaves, too quick for lost inside, lived their whole lives there, and
As the famous flower the tail of the fox? That’s her. been dead for ages on a dance floor before
of serving men The red of a cloak in the wind. anyone noticed. A giant aquarium takes
~The Famous The bloodied side of a blade. up most of the second floor, where myriad
Flower of Serving Men That crimson crown, the ruby captive sea creatures swim and dance for
jewel, the scarlet nails that the audience.
claw. That’s her too.
And it’s you. Sweet William’s
Red is the essence of Sweet William’s is a salon for those who
everything you know, in your wish to change their appearance through
deepest heart, to be true. Every means other than magic. It offers haircuts,
hidden desire, every moment wigs, hair extensions, clothing and fashion
of rage or lust. She runs inside advice, personal shoppers, surgery, and
you, hot and hidden as your various other means of altering one’s
own blood. physical being. It is considered a safe space
~ Anonymous, and respite inside the city.
Tales of the Heartwood

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The Welkin Barrier Giant, page 333


The Welkin Barrier rests high above the
Heartwood—it’s a cloudscape, as the land Underwolcen: level 6
rests, seemingly impossibly, on the top of Underwolcen creates
the clouds. Much of the Welkin is a vast a sense of sadness,
depression, or apathy in
expanse of farmland and forest, and most those affected, hindering
of the inhabitants are two-headed giants all tasks. All of those
and various fey creatures, but a few who enter the Welkin
humans have made the Welkin their must succeed on a level
6 Intellect defense roll to
permanent home. avoid being affected (the
Those who have never been there might roll must be repeated
call it the Cloud City or the Gateway to after every ten-hour
recovery roll). Spending
Heaven. They would be both right and
ten minutes in the
wrong. For while the Welkin Barrier is on the presence of a gold object
way to Heaven, it feels much more like hell dispels underwolcen.
for many of its inhabitants. This is due to
the Cinereous Blight, an ashy grey residue Example giant names
that sifts down from the heavens and covers Thunderel
everything and everyone in the Welkin. It is Cormoan
this blight that causes nearly everyone who Rebecks
lives there to experience the deep sadness Blunderbore
commonly called “underwolcen.” Galligantua
Everything here grows large, due to its Gogmagog
proximity to the heavens, and everything Habom
is hued grey due to the Cinereous Blight. Fikaros
Giant black and grey bees lazily sip Lagog
asphalt-colored nectar from dingy flowers
and produce dusky, gritty honey. Grey Climbing a beanstalk to
cows in grey fields chew grey cuds, and the Welkin Barrier is a
level 7 Might or Speed
give grey milk. task that takes five
Those who live here have found that actions. The successful
only one thing keeps them from the tasks don’t have to be
underwolcen: gold objects that glitter and consecutive, but on each
failure, the character
shine like the sun. The inhabitants hoard falls back to the previous
these precious objects, basking in their glow place and takes 3 points
to decrease the effects of the underwolcen. of ambient damage.
Almost everyone has at least one golden
item in their home, and some have Hanging on to a
collected many over the years. It doesn’t growing beanstalk
is a level 4 Might
matter, particularly, if the objects are magic, task. The beanstalk
precious, or important to someone else. takes ten minutes to
All that matters is the amount of golden grow to full size.
surface area—the bigger the better.
Climbing a giant’s limb
Getting There is a level 6 Might or
Speed task that takes five
This sprawling landscape upon the clouds actions. The successful
is not easy to access from the ground. A few tasks don’t have to be
times a year, giant beanstalks sprout from consecutive, but on each
the soil and grow upward, creating ladders failure, the giant shifts
and gets closer to waking.
to the Welkin Barrier (or, if someone is lucky After three failed actions
enough to grab hold of the plant just as it on any climbing attempt,
the giant wakes up.

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CLOUD CITY (Child’s Action Rhyme) The Devil’s Dandy Dogs
Look up, look up, to see the sky— What are the devil’s dogs made of?
the clouds ride there, sliding by Fine and dandy, bread and brandy,
no sun is seen, no green, no light, panting tongue and vows undone,
covered instead with ashy blight. tails of wag and mouths of crag,
The giants sleep, they still their heads, That’s what dogs are made of.
slumber away in shadowed beds,
for what else is there to do or say And what of the devil, given his due,
in that city of sadness, that city of grey? what of his dogs with eyes of blue,
what of his hounds who bay
(With Actions) without sound
Look up, look up, to see the sky— what of his creatures who stride at
(look upward, hand to brow) his side?
Their death is a thing he cannot
the clouds ride there, sliding by
abide.
(form cloud with hands, move sideways)
no sun is seen, no green, no light, The devil’s heart is in his dogs,
covered instead with ashy blight. his fine and dandy devil’s dogs,
Thunder snake: level 3; his lithe and lanky devil’s dogs.
lightning strikes inflict
(flutter fingers down)
The devil’s heart is in his dogs,
damage on up to three The giants sleep, they still their heads,
foes in long range
give them treats for being sweet,
slumber away in shadowed beds, those dandy devil’s dogs.
Debris field: level 4; (hands together under tilted head, ~ Anonymous,
moving through it eyes closed) Tales of the Heartwood
safely is a level 4 Speed
task; floating objects for what else is there to do or say
crush victims between in that city of sadness, that city of grey?
them for 3 points of
ambient damage (sad face, wipe eyes)
Beamish City
Giant bats: level 5 There is one major city in the Welkin, called
the Beamish City. Here is where the majority
Mechanical flock: sprouts, a sort of elevator). Occasionally, a of the inhabitants make their homes, mostly
level 5; detects hiding, giant will fall asleep in the Welkin and one due to the fact that there is a sort of lending
sneaking, thieving, and
human blood as level 6;
of their great limbs will fall over the cloud library of golden items here, called The
can surround up to five down to touch the earth; characters may House That Jack Built.
victims, capturing them attempt to climb the limb, provided they
inside a spinning flock don’t wake the giant and get caught. The House That Jack Built. This
circle (level 6 Speed or
Might task to break free) It’s sometimes possible to fly to the high-security building houses thousands
Welkin on the back of a creature, a flying of golden items, from magical harps and
carpet, or some other airborne object. geese that lay golden eggs to an ornate
Bo Peep: level 6; Armor However, it’s a dangerous task to fly mirror coated in gold. Visitors with special
2; inflicts damage with through the clouds below the Welkin, and magical passes may “borrow” an object (or
her shepherd’s crook; can
also use her crook to add
many will refuse to try the journey. That’s two) to sit with in a private room for as long
a victim to her flock because the clouds are dark and thick, and as they wish. No items are allowed to leave
filled with dangers. These include large the building. It’s protected by a flock of
Shepherd’s crook thunder snakes that throw their whiplike mechanical goats and sheep, run by
(artifact): level 6; can bodies across time and space like lightning, Bo Peep, which is far more dangerous
turn a creature into a
mechanical sheep or goat
debris fields filled with objects the Welkin’s than it sounds, and unless you have the
(level 4 Intellect defense inhabitants have thrown away, and flocks of right credentials, everything is locked
task to resist; level 5 territorial giant bats that hang upside down against you.
Intellect task to break from the bottom of the clouds.
free of the shapeshift)

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Chapter 18

WHAT THE MOON DREAMT

“W hat the Moon Dreamt” is


a fairy tale adventure set in
the Heartwood. It deals with
But, you ask, what of the moon when
she sleeps? For even the moon, in her
glory, must need respite, must close her
issues of insomnia, depression, grief, and great eye some time and let the weight of
discovering our true selves. her responsibilities sink away. And while
This adventure uses existing places this is true, it is also true that the moon
in the Heartwood to give characters an suffers from insomnia, that try as she
opportunity to explore the land, while might to close her bright eye and rest, the
meeting various people and creatures that sky is always a bit too dark, or the night
live there. It’s designed to give the GM a fair a bit too cold, or her thoughts a bit too
bit of creativity and leeway when choosing haunted. So she remains, unblinking, wide
the encounters that the characters have. awake, against the black blanket of the sky,
watching and keeping the world safe from
those who would do harm.
Overview Not long ago those who hate and fear
The moon has disappeared from the sky, the moon came together to form a plan to “What the Moon
and without her light to shine in the night, remove her from the sky once and for all. Dreamt” is designed to
be a long adventure or
many places in the Heartwood have become And so they pooled every power they had even a short campaign.
overrun with dark and dangerous monsters. and convinced three sailors to sail their However, it could be
The characters have been experiencing wooden shoe up to the moon and sing her scaled back by having the
insomnia and are drawn into the Heartwood a lullaby. It took a long, long time and many characters choose one
of the options (the city,
to figure out why the moon has disappeared verses, because the moon knew it was a the star fishermen, or
and to help return it to its rightful place in trap, but she was also exhausted and sad the slough), rather than
the sky. They also learn that if they do this, about being exhausted, and eventually she embark on all three.
their insomnia will disappear. did not have it in her to shine any longer.
Once she was fast asleep, the sailors
threw their nets of gold and silver over her
Background and pulled her down to earth. There, the
In the Heartwood, the moon does more monsters buried her beneath the mud and
than give light to the darkness—the muck, so deep they hoped she might never
power of her shine keeps the worst of the rise again. Then they threw themselves a
monsters trembling and crouched, unable glorious party, reveling and dancing in the
to face her cold, unblinking stare. For the darkness. They kidnapped passersby for
monsters know that if the moon so much feasts, destroyed towns and families and
as sees them harm another being under the lives, and did what monsters do when they
care of her light, she has the power to turn know that no one is watching.
them to stone, banish them from the land,
or worse. The fens and forests are filled
with statues of their brethren and stories of
those who disappeared without so much as
a word.

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Synopsis
The characters have had insomnia for
weeks, unable to sleep. But the night before
the adventure begins, they all finally fell into
a deep sleep, and each of them had intense
dreams. Soon after, they get called to the
Heartwood, where they learn that the moon
has disappeared from the sky.
If the PCs are able to unbury the moon
and return her to the sky, not only will
they save the land from being overrun by
monsters, but they will be rewarded by
the Listening King (and possibly others)
and ultimately gain a cure for their own
insomnia.

Beginning the Scenario


Before beginning the adventure, decide
whether the characters have been to the
Heartwood previously. Decide how you want
What the Characters to handle what they do and don’t know
Know About the about the Heartwood, and give them the Additionally, there is an older couple in
Heartwood, page 165
information that they need. the Heart. One of them is baking half-moon
Once you’ve decided that, explain to the cookies. The other is petting a cat that curls
PCs that they’ve been having insomnia and around their ankles. The couple knows the
have been unable to sleep for weeks. It’s characters’ names and welcomes them to the
been starting to take a toll on their health Heart with offers of food, drink, and supplies.
and well-being. However, last night, each If the PCs talk to the couple, they can find
of them finally fell into a deep, deep sleep, out some or all of the following.
so deep it almost felt like the sleep of the • The moon went missing a few nights
dead. And while they slept, they dreamed. ago—just disappeared out of the sky. No
These dreams felt more intense than one saw her go.
normal dreams, and some of the details • No one knows how the moon went
have stayed with them, as clear as if they’d missing, but there is a lot of speculation.
been real. Almost everyone has their own story of
Each of the characters dreamed of one of what happened, and none of them are
the following: likely true (at least not all the way true).
• The moon dreaming in the dark • Since she’s been gone, it seems that
• A woman with deep blue hair many people and creatures are falling
• A crone with her face turned backward, asleep at odd times. Some have been
laughing sleeping for days, unable to be roused.
• A fisherman casting a sparkling net in a • The couple says they’ve found they don’t
black sea have much need for sleep themselves as
• Their own reflection shimmering in dark their years have worn on, so the sleeping
water sickness isn’t affecting them as much as
it’s affecting others.
While the characters were dreaming these • The Listening King in the Town of
dreams, the Heartwood drew them to it. At Nightingale has asked for help from
the start of the adventure, they have arrived those who can still stay awake to find
The Heart of the in the Heart, as it’s described in the Heart the moon and return her to her rightful
Heartwood, page 180 of the Heartwood section. place in the sky.

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Additionally, if the characters take the shaped like the full moon on the end of long
couple up on their offer of supplies, they sticks. A few have tied them to the ends of
get the following items: a small bag of their swords or staffs. Some wear multiple
half-moon cookies; a couple of knapsacks lanterns stacked high on their heads like tall
filled with basic supplies like rope, torches, hats made of moons.
matches, and water; one egg-shaped stone Weirdly, there are also people sprawled
each (the stones glow softly, as if lit from on benches, lying in the streets, or leaning Fairy Tale Cypher
within, and provide about as much light against buildings, apparently fast asleep. table, page 76
as a candle); and as many cyphers as the The party-goers just step around them or
characters have room for (roll on the Fairy ignore them, or occasionally softly tease Lantern seller: level 3
Tale Cypher table). them with remarks like, “Couldn’t stay
If the characters are already in the awake, eh, Frederick? Shoulda had the Moon lanterns are
Heartwood when the adventure begins, witch’s brew.” inexpensive items.
Despite what the lantern
they can hear the story of the missing seller claims, they don’t
moon from nearly anyone they talk with, Lantern Seller actually keep away
for it is on everyone’s mind. Alternatively, A tall, lanky young man carries dozens of bogies, sprites, or other
they could come into contact with some moon lanterns on sticks. The lantern seller beasts. In fact, they
likely draw more things,
of the monsters in this adventure while walks through the crowd yelling, “Keep such as giant moths and
accomplishing other things, and then try to away the bogies and the sprites! Mostly will-o-wisp hunters, than
learn more about why it went missing. Or guaranteed!” Business is booming— they repel, but there’s
still a lot to be said
perhaps they just notice that the nights are everyone seems to buy a lantern or two—
for having a talisman
especially dark and dangerous these past but even as he sells off his wares, he never against the dark.
few days. seems to run out. He doesn’t stop to talk
for long, even if the characters purchase The Town of Nightingale,
lanterns from him. page 183
The Town That
Could Not Sleep
When the characters step out the door,
they arrive in the middle of the town of
Nightingale. It’s a good idea to read through
the Nightingale section ahead of time so
you have a good sense of how the town
normally appears.
If the characters have been here before,
they will notice that it is deeply different
from their previous visits. If they haven’t,
they will still notice that it’s filled with a
frenzied energy that seems far too intense
for such a small town. Currently, there is
a festival or a parade, or possibly both,
happening—a wild, raucous event. The
streets are filled with people dancing and
hugging and stumbling, shouting, singing,
and playing music. Still, it doesn’t feel as
joyous or as fun-loving as you might expect
from a festival. Instead, there’s a frenzy to it
that lends it an air of barely controlled fear
and panic.
The sky above is very dark, and there is
no moon. If there are stars, it’s hard to see
them because the streets are so brightly
lit. It seems as if everyone is carrying lights

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The Townspeople The Poisoned Apple
All around the characters, everyone is Despite all the activity, most of the shops
talking about what’s happened with the and restaurants are closed. Only a bar called
The Poisoned Apple, moon, and with their own inability to sleep. The Poisoned Apple seems to be open.
page 185 A closer look reveals that many of them are Bright lights shine out from its windows
carrying small glass vials filled with yellow and open doors.
liquid. Every few minutes, they rub the liquid Inside, the place is nearly empty, except
across their lips, which makes them glow for a few people, most of whom slump
bright yellow for a moment and then fade. exhaustedly in the large comfy chairs in
Humpty Dumpty, The characters might hear some or all of the bar. Humpty Dumpty is behind the bar,
page 185 the following rumors thrown around: covered in a yellow liquid that looks like the
• “Ran away with that cow, she did. The stuff others were putting on their lips.
spoon’s gotta be devastated.” Snow, the owner, is sitting at a table
Snow, page 185 • “I heard somebody tell that they got the with the Listening King. Both of them look
The Listening King, moon drunk and she fell down to earth, exhausted. Snow has her head in her hands,
page 185 laughing and laughing.” and the king has that faraway look that
• “Somebody stole her. I bet it was that comes from a combination of failing at an
witch in the wood, who’s always using important task and not having had enough
will-o-wisps to mislead travelers.” sleep to try again.
• “She pulled her cloak over her head and If the characters talk to Snow, the
went into the woods to be alone. Listening King, or Humpty, they can learn
I understand that.” some or all of the following:
• “Talk to them star fishermen. They’re • Since the moon disappeared, people
always fishing stuff out of the sky. Bet have started falling asleep instantly and
they saw something.” without warning.
• Snow, the Listening King, and Humpty
Flyers all have insomnia, which seems to keep
There are flyers posted on nearly every them from being affected.
vertical service, including on a gingerbread • Humpty has been mixing up a special
man, who has the flyer piped on his front in concoction that keeps people from
icing. The flyer reads: falling asleep. They rub it on their lips
and it will keep them awake, but only if
they keep moving. As soon as they stop
moving, they fall asleep.
• Humpty made enough for the town, but
he’s run out of ingredients and can’t
make any more. People are starting to
get exhausted. Soon, they worry that
everyone in town will stop moving and
fall asleep.
• They’ve heard rumors of other places
where, after everyone fell asleep,
monsters came out of the woods and
attacked everyone, killing them before
they woke. They’ve given extra doses to
the town guards to keep them awake.

Talking to the Listening King. The Listening


King is at his wits’ end. Many people have
offered to help find the moon, but so far, no
one has succeeded. He says he will give the
characters their heart’s desires (if it’s in his

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power) if they find the moon and return her The PCs don’t have to be in the forest for
to the sky. very long before they hear loud, boisterous,
and also beautiful (but a little drunk)
Talking to Snow. Because of Snow’s singing. If they follow the song, they come
background with falling asleep for long upon a cabin in the woods. Outside it, small
stretches when she did not want to, she’s shimmering stars hang from lines, as if fish
particularly angry and determined to from hooks. A tiny grey cat bats at one, then
help people. But it’s also easy to see that licks it paw.
she’s exhausted and overwhelmed, and is Inside the cabin are three small men who
running on fumes. She says that a few days smell of stardust, night rains, and berry-fish
back, a couple of star fishermen from the ale. These are Winken, Blynken, and Nod, Winken: level 3
Enchanted Forest came in, talking about the star fishermen. They are clearly drunk Blynken: level 3
going fishing for the moon, and they might and will readily admit to such, even if the Nod: level 3
have useful information. characters don’t ask.
If the PCs persuade them to talk, they talk
Talking to Humpty. Before Humpty was a all at once, finishing each other’s sentences
bartender, he was someone who, as he says, and even words. By talking with them, the
“put people back together,” so he’s using PCs can learn:
a little drink knowledge, a little medical • The three often fish among the stars, as GM intrusion
knowledge, and a little magic to create they make their living selling hearts of suggestions:
his potion. He says he might know of one stars and other bits of the sky to magic A bird overhead
person who knows where the moon is—the users and shops. begins to talk to one
of the PCs, warning
Fairy With the Blue Hair. But she has hidden • The three fishermen were recently hired of unseen danger.
herself away in the city of Catchfools for to take their net made of gold and silver
reasons unknown. up to the sky and capture the moon. One of the PC’s cyphers
At this point, the characters can visit the • They did so by singing her a lullaby until malfunctions while
interacting with the
star fishermen in the Enchanted Forest or she fell asleep: star fishermen.
visit the Fairy With the Blue Hair in the city “It took ever so long, it did. I was
of Catchfools. They will likely need to visit about hoarse by the time she finally The PC touches a tree or
both places to gain enough information to closed that great eye, wasn’t I, other item that’s been
cursed, and the curse
find and unbury the moon. Blynken?” spreads to the character.
“You’re always a little bit hoarse,
Getting There. Because the Heartwood Nod. Lestwhys you’d stay in tune,
wants the characters to succeed in their you would.”
mission—it needs the moon as much as • They turned the moon over to their
anyone else—it will take them directly to employers, got paid, and then bought
the first place they wish to go. So if the PCs all of this amazing berry-fish ale with Enchanted Forest,
decide they want to go to the Enchanted the money. page 191
Forest first, as soon as they step outside As the PCs move through
of Nightingale, they will be at the edge of At some point, they wise up (or maybe the forest, remember
to supply them with
the forest. (And when they turn around, sober up) and seem to realize that it’s not a cyphers if they need any.
Nightingale will no longer be in view.) good idea to talk about their employers. But The woods are a great
if they’re pressured or promised a reward opportunity to provide
(a level 5 task), they will ’fess up: their cyphers, especially
items like adderstones,
The Star Fishermen employers were monsters of the dark from a animated wood, bird’s
The star fishermen live deep in the place called the Drowning Slough. nest coronets, and flowers
Enchanted Forest. Use the section on the If the interaction is pleasant, the star for grandmother.
forest in chapter 17 as a guide for the types fishermen may offer the characters some Adderstone, page 77
of creatures and encounters the PCs might berry-fish ale as well as a piece of a star “to Animated wood, page 77
find as they make their way through the light their way in the darkness.” Bird’s nest coronet,
woods toward the star fishermen. page 78
Flowers for
grandmother, page 82

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The Fairy With the Blue Hair that the moon cried all the way through
Catchfools, page 198 The Fairy With the Blue Hair is in the city of the labyrinth. The Fairy With the Blue Hair
Catchfools. Use the section on Catchfools offers to blow fairy dust in their eyes, which
Catchfools is a great in chapter 17 as a guide for the types of will allow them to see the moon’s tears and
place for the PCs to creatures and encounters the PCs might follow her path through the maze, even in
obtain more cyphers.
A cypher seller with a
find as they make their way through the city. complete darkness.
cart might be in the The Fairy With the Blue Hair can be
street, offering cyphers found at Billy Goats Gruff. When the PCs
like animated wood,
blackbird pies, fairy cups,
arrive, she has just won a lot of money The Drowning Slough
and hot cross buns. and is being accused of using her magic to Spread before the PCs is a large, dark
cheat. If the characters help her out of her swamp, nearly impossible to see without
Animated wood, page 77 jam, she is more than eager to talk with the moon to light it. Not even light sources
Blackbird pie, page 78 them. Otherwise, she likely will need to be go very far. If the PCs have a piece of a star
Fairy cup, page 82
Hot cross buns, page 84
persuaded in some way. from the star fishermen, it provides some
She tells the PCs that she knows where guidance, shining brighter as they move in
Fairy With the Blue the moon is buried—for she is the one who the direction of the labyrinth. Otherwise, it’s
Hair: level 3; blowing accidentally buried her. She was fulfilling a a level 4 Intellect task to figure out the path.
fairy dust inflicts 3
points of damage; has
promise made long ago, and did not know As they move through the swamp
the following abilities: what she was burying until it was too late. toward the labyrinth, the characters might
clairvoyance, vortex, It’s impossible for her to unbury the moon, encounter any of the following.
heal, and illusion for it would break the fulfillment of the
Clairvoyance, page 122 promise and do damage to the moon, but Blackbird Snag. In a tall snag directly above
Vortex, page 122 she can help the PCs without having that the characters, a flock of huge black birds
Heal, page 122
Illusion, page 122
happen. suddenly alights. They all begin to say
She tells them that the moon is buried “Watch out, watch out, watch out,” at once,
GM intrusion deep in a labyrinth, but she doesn’t know chattering over each other, filling the air
suggestions: how to get there. What she does know is with the sound. The noises rise in urgency
A character bumps into
an NPC by accident,
and the NPC challenges
them to a fight.
Someone steals from
a nearby shop and
runs by the characters,
shouting, “They did it!”
A magical ward goes
off, affecting one or
more of the PCs.

Blackbird snag: level


3; victims who fail a
level 3 Intellect defense
task become so afraid
that they do nothing
for two rounds but run
off into the swamp

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and pitch. Blackbird snags are traps set up Unburying the Moon Rolling the stone off
by creatures of the swamp, attempting to Unburying the moon is not a difficult task. the moon is a level
4 Might task.
catch anyone who runs into the swamp out It’s so easy, in fact, that it might seem
of fear. All around the area, the creatures unsettling. All the characters have to do is Sinkhole: level 4;
have created sinkholes designed to catch roll a medium-sized stone off of the moon, creatures who fail a level
4 Speed defense task
such runners. and there she is, bright and shining in her fall into the sinkhole,
makeshift bed. which sucks them down
The Witch of the Drowning Slough. This It turns out that the difficult part is over a period of three
witch will attempt to keep the PCs from convincing the moon to get up. For she’s rounds. Trapped creatures
may attempt to free
passing her by putting on her best manners been so tired for so long, and now that she’s themselves each round.
and offering to help them on their quest. here, she has decided that she will sleep After three rounds, the
She says she knows where the moon is forever. It’s too much effort to rise again, creature is sucked beneath
the surface and cannot
buried; she holds up a small light and says to open her eye and watch over everything
free themselves; it’s a
all they have to do is look down into the she’s responsible for. “Let someone else do level 4 task for someone
water for what they seek. If any character it,” she says. “It’s someone else’s turn.” else to try to free them.
looks into the water (or anything else that At this point, the PCs could try to find The Witch of the
is reflective), the witch can steal anything in someone or something to take the moon’s Drowning Slough: level 5;
can steal anything that is
the reflection and use it for her own. place, or they could try to convince her to reflected, including faces,
rise again. and make a copy of it
Monsters of the Dark. All throughout the for herself. The item she
swamp, the monsters of the dark—the steals works just like the
original. Additionally, she
ones who captured the moon and buried Ending the Adventure has the following abilities:
her—are rejoicing and doing every horrible If the characters unbury the moon and glamour, imprison,
thing they’ve been dreaming of doing now return her to the sky (or return something shrivel, and protect.
that the moon is no longer watching them to the sky that emits light and watches Witch abilities, page 132
with her hateful eye. The PCs are likely to over the dark places of the world), all of the
encounter at least a few of these creatures Heartwood express their gratitude. It would Shrivel, page 368
along the way: black dogs, satyrs, the Big not be unheard of for people to stop the
Bad Wolf, feral trees, and erlkings. PCs and say thank you, or even give them Moon: level 6; health 100
small gifts of food, cyphers, and so on. The Convincing the moon
Listening King keeps his promise to the to rise again is a level
8 Intellect task.
The Labyrinth characters and gives them each their heart’s
By following the shine of the star, the PCs desire (within the constraints of the flyer). Black dog, page 107
can make their way to the labyrinth. The Additionally, the characters’ insomnia Satyr, page 109
Wolf, Big Bad, page 111
only visible doorway in is not locked. In disappears (unless, for some reason, they Feral tree, page 115
fact, it stands wide open. From within, the wish to keep it). Erlking, page 116
characters can hear a sound like a great
steam engine roaring. There is no light XP Awards: The PCs each earn 4 XP for GM intrusion
suggestions:
inside, and the stone walls and ceiling returning the moon (or a replacement) to
are close and damp. Walking through the the sky. In addition, reward the characters A will-o-wisp appears
in the darkness,
labyrinth feels a bit like choosing to be with 2 XP for each of the following beckoning the PCs.
buried alive. encounters: Enchanted Forest, Catchfools,
One of the PCs stumbles
While moving through the maze, the PCs and the Drowning Slough. into the path of two
hear any number of noises from below that young bogies, who quickly
sound dangerous and scary, but nothing holler for their mother.
stops them. With the dust in their eyes from A frog hops into the path
the Fairy With the Blue Hair, they find the of the PCs, promising
that if someone kisses it,
buried moon easily enough.
it will turn into a prince.

Will-o-wisp, page 155


Young bogie: level 1
Bogie: level 3

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Chapter 19

THE PRINCE WHO WOULD SEEK DEATH

“T he Prince Who Would Seek


Death” is a fairy tale adventure
set in the Heartwood. It deals
discovered what Kozel meant to do, they
used all their powers to learn where he had
hidden his soul and took control of it.
with issues of death and dying, autonomy,
love, and friendship.
Beginning the Scenario
Before beginning the adventure, decide
Overview whether the characters have been to the
An immortal prince named Kozel Heartwood previously. Decide how you want
What the Characters has summoned the characters to the to handle what they do and don’t know
Know About the Heartwood, hoping they will be able to help about the Heartwood, and give them the
Heartwood, page 165
him in his final epic quest: he wishes, after information that they need.
It’s possible that all these long years of life, to finally die. He To start the adventure, the characters are
the characters have stored his death away aeons ago and was drawn into the Heart, as it’s described in the
interacted with Kozel
before, in one of his
planning to retrieve it so that he may be Heart of the Heartwood. You can read the
many guises or forms. done with this life. Unfortunately, there are description from that section. There is also
They may or may not some who want to make sure Kozel stays a white rabbit, holding a clock and a scroll.
have known it was him. alive. They’ve taken control of his death, You can read the following aloud or
The Heart of the rendering his powers useless. He is unable improv the scene, as you choose:
Heartwood, page 180 to retrieve his death for himself and seeks
the characters’ help to do so. “You’re late,” the White Rabbit says. “Late,
late, late, late . . . ”
His inability to stop saying “late” seems like
Background a compulsion, as if he’s unable to stop. He
Years ago, Kozel hid his soul in a place so clicks his thumb down on the stopwatch, and
secret that he believed no one could find the device starts to quietly click “late late late
it—inside a needle, which was in an egg, late” in the rabbit’s voice.
The White Rabbit will which was in a duck, which was in a hare, “Apologies,” he says. “I get stuck sometimes.”
offer the scroll to the which was in an iron chest, which was He looks the characters over. “Is this all of
PCs if they ask for it.
The writing remains
buried under a green oak tree, which was on you? So few. No matter. I have full faith that
invisible, but somehow an island of crystal in a forgotten cave. you will succeed in the matter at hand.
the PCs are able to read As long as his soul was secret, he could “Ahem . . . a letter from Prince Kozel to
it. You might consider not die. But hours follow hours; years chase the”—he counts—“five of you.” He clears his
printing it out or copying
it ahead of time so you years; centuries go by. And Kozel went to get throat, unrolls the scroll—which is blank on
can have a physical his soul back, ready to be done with this life both sides—and begins to read.
copy at the table. and see what came next.
Unfortunately, three others have a
vested interest in keeping Kozel alive: his
former love, the Snow King Istolaine; the
River Brighwick; and his mother, Rosalys,
Queen of the Field Mice. When the three

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My dearest strangers,

I hope you do not mind the intrusion, but I seek your aid. I
have had one of the Baba Yagas turn her chicken feet, and
the Welter Wind read her tea leaves, and the Great Grey
Wolf divine the blood spatters, and they all say one thing:
you are the best ones to help me succeed in my endeavors.

I am Prince Kozel the Immortal, and I seek my death.

In truth, this should be no great endeavor. I have not


grown aged and forgetful, as so many immortals do. I
remember plainly where I hid my death. I remember how
to find it and use it. And while I have many enemies, not a
one of them would stop me—in fact, they would rejoice to
see me go.

It should be simple to give myself death. But it is not.


For those who loved me once—my Life, my Love, and my
Laughter—have joined together to keep me from what I
seek. They hold my death in their hands, using it to gain
power over me, to weaken me of my will. They have their
reasons. I do not begrudge them their desires, but I cannot
honor them either.

Surely there is something you desire as deeply as I


desire this. Surely you have ached for a thing that others
told you not to seek. Surely you have dreamed of following
a path that others barred you from. And if that does not
move you, then know that I have grown rich in my eternity
and there is much that I can offer you by way of gratitude
before I go.

Please hurry. Minutes follow minutes, hours chase


hours, days go on, and my will weakens.

~The Prince Who Would Seek Death

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Follow the White Rabbit • One divination might be correct, two
You can read the following aloud or divinations usually contain a semblance
paraphrase it: of a lie, but three divinations always
mean the truth.
“If you’re ready, we should go. The pebbled • He supposes they will have to find out
path is lit and safe only as long as the moon for themselves why they are the ones
shines, and it is nearly morning. We don’t want that the divinations pointed to.
to be late . . . late . . . la—” The White Rabbit • Almost everyone knows the story of
clicks his pocket watch. how the prince hid his death aeons ago
Outside the door, the pebbles glow brightly inside a needle, which was in an egg,
If the PCs achieve in the moonlight. The path is wide, almost which was in a duck, which was in a
their goal at the end wide enough for all of you to walk abreast. hare, which was in an iron chest, which
of the adventure, they
will have the chance
It crunches oddly beneath your feet, as if the was buried under a green oak tree,
to ask the prince for a pebbles aren’t stones, but instead something which was on an island of crystal, deep
reward. Consider having more fragile—shells or candy, perhaps. The in a forgotten cave. If the characters
the White Rabbit ask pebbles are all shapes and sizes, but walking don’t know it, the White Rabbit will sing
them now what they
would request of the over them doesn’t seem difficult, as you might them the child’s counting rhyme below.
prince so they can be expect from uneven ground. In fact, it’s quite
thinking about it. smooth, and you almost seem to glide over the Child’s Counting Rhyme
surface. On either side of you is a beautiful, The White Rabbit might hum a song under
calm, quiet forest. But there’s something oddly his breath as they walk. If the characters
flat about it, as though you’re looking at an didn’t already hear the song and ask the
enormous illusion of a forest on either side of White Rabbit about it, he will sing it for
the path. them, saying that it’s an old child’s counting
rhyme that tells the story of the prince’s
Here is what the characters might learn hidden death.
Pebbled path from the White Rabbit about the pebbled
(in moonlight): level 2; path as they walk along it. One for the needle, bound for the thread
taking a pebble off the
path decreases all of
• The path disappears during the daylight Two for the egg, stole from a hen
the character’s recovery hours and moonless nights. It is Three for the duck, all feathers and flight
rolls by 1 point until impossible to see or sense, and no one Four for the hare, hidden in fright
they take their next has ever reported walking along it when Five for the chest, iron and bound
ten-hour recovery roll
the moon is not out. Six for the oak tree, verdant and round
Pebbled path (in
• It is never the same and never goes to Seven for an isle, floating at sea
daylight): level 3; song the same place, almost as if it is built Eight for a cavern of talus and scree.
inflicts 1 point of Intellect anew each night when the moon comes We know someday our prince will come
damage per round up. Often, it goes exactly where you and ask us for his death
to those who fail an
Intellect defense roll need it to, providing a safe and direct and we will give it, we will give it,
route through even dangerous territory. and ever be bereft.
• It is almost impossible to step off the
path once you’re on it. If you do step off The Three Paths
the stones, the path moves with you, After a short while, the characters come to
growing beneath your feet. The “forest” a place where the pebbled path splits into
on either side is always the same three. Here, the White Rabbit stops and
distance from you, just outside of says, “This is where I leave you. You must
your reach. travel the rest of the way by yourselves. And
you must hurry. The day is just two sips of
The White Rabbit knows the following tea away from arriving, and then you will
about the prince’s request: lose the path.”
• He doesn’t know who the prince is If the characters attempt to discern the
referring to by his Life, his Love, and differences between the paths, it’s a level
his Laughter. 4 perception task to figure out that each

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one smells different. The right-hand path Love


smells like love, the middle path smells The path leads them to the foot of a giant Consider getting some
scents that symbolize
like laughter, and the left-hand path smells snow-capped mountain that seems to be each path, and allow the
like life. made of dark, smoky glass. The PCs are in players to smell them
Although the PCs don’t know it, all three the mountain’s shadow, and it is bitter so their characters have
paths lead to the same place. However, the cold. The wind blows stark and strong, and an idea of what each
one smells like. You
choice still matters, because it determines the area is dotted with ponds that are frozen could use unlit candles,
which of the three NPCs the characters over. It’s impossible to tell how deep they go. perfume, scratch and
meet first. The PCs have reached the place where the sniff stickers, or anything
else that you like.
prince’s ex-love, the Snow King Istolaine,
Daylight Comes guards a level of the prince’s death. The Wind of the North:
At any point during the characters’ travels Snow King will not appear at first, but will level 4; knocks foes prone
along the path—depending on how quickly instead send some or all of the following and inflicts damage
they move along—daylight will begin to out to deal with the PCs: with his frozen breath
peek over the horizon. If the PCs don’t
Snow bees: level 4;
find a way to keep the sun from rising, the Wind of the North. The Wind of the North is constant buzzing hinders
pebbled path beneath them will disappear. a young wind, but he is still a wind. all Intellect tasks
All around the characters float bones of
all sizes and shapes. And every bone begins Snow Bees. These buzzing snowflakes seek Kragen: level 3, trickery
and cunning as level 4;
to sing. Each bone sings the story of how warmth and attempt to enter any openings inflicts damage with beak
it was murdered, who did it, and where to they find, including the characters’ mouths and claws; can work with
find the rest of its body. Because each bone and noses. Once inside, their buzzing Erkin to become talking,
conniving, lying crows
is from a different victim and they’re all begins to fill a victim’s mind with intense
that make everyone lose
singing at the same time, it is hard to make and constant noise that makes it hard to their faith in each other
out any particular song. think, speak, or focus. (helping tasks diminished,
Fairly quickly the bones then begin to lack of trust, etc.)
come together, coalescing into a disjointed, Kragen and Erkin. These large ice crows
Erkin: level 3, hiding
swirling skeleton that is vaguely humanoid, work together as the Snow King’s familiars. and sneaking as level 4;
although one leg grows from it as two carries seeds that inflict 2
others disappear. It looks as though all The Snow King Istolaine points of damage when
dropped from above
the bones are attempting to recreate their When Istolaine appears, he is dressed in an
(dropped seeds spread in
bodies, and none are able to achieve it. elegant silver and white brocade suit, with a circular pattern that
If the characters manage to defeat the a scarf that seems made of snow, which covers a short distance,
bone body, it disappears. There is no forms and reforms as it shifts around his affecting all living
things in that area);
more path to show them the way. neck. He wears armor made of ice that cooperates with Kragen
Following the path that isn’t there is a gives his appearance a reflective sheen. He
level 4 Intellect task. is everything you imagine a Snow King to Istolaine: level 5,
be—distant, icy, cold, and elegant. blandishments and
persuasion as level
If the characters talk to him, however, they
6; Armor 2 (from ice
The End of the Path discover some interesting things. Kozel is armor); inflicts 5 points of
Depending on which path the PCs chose, the only one who has ever melted Istolaine’s damage with an ice shard
one of the following waits for them: Love, heart. He doesn’t want to stop Kozel from he can incorporate out
of the air and send up to
Life, or Laughter. In order to get to the reaching his death; he just wants to see his a long distance; can call
prince’s death, they must make it through beloved one more time. If the characters on his ice crows, Kragen
all three. find a way to make that happen, he will and Erkin, to aid him.
Between each of the three encounters, allow them to pass. Otherwise, they will
Locked ice door: level 4
consider giving the PCs a small space of have to find another way through.
respite—a tunnel, a safe path, or the like— On the other side of the Snow King is Bone body: level 5;
where they can recover briefly and find a small locked doorway made of ice. This Armor 1; whirling
some additional cyphers to help them on leads either to the next of the three paths body inflicts 2 points
their way. or (if Love is the last path the characters of damage on
any characters in
chose) to the cave where Kozel’s heart is. immediate range

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Remember that in fairy tales, words have Life
GM intrusion meaning. Istolaine’s use of the word see is This path leads to a doorframe that’s
suggestions: important here. He doesn’t need to spend hanging suspended in a field of poppies.
A reindeer comes time with Kozel—he just wants to see him. There doesn’t appear to be anything else as
running across the
plain and falls into one
If the characters can find a way to make the far as the eye can see, beyond the crimson
of the frozen ponds, prince’s form or face appear to Istolaine wave of flowers spreading out on all sides.
thrashing to get out. (such as a scrying mirror, disguise, illusion, The PCs have reached the place where
A large, lumbering bear and so on), he will be satisfied. Kozel’s mother, Rosalys, Queen of the Field
hears the commotion Mice, guards the prince’s death. She stands
and comes around the
corner, looking for dinner. upon the back of a large bobcat, tiny and
regal, with her small crown and her purple
One of the characters
falls through the ice. cloak. All around her, woven through the
Reindeer: level 3 poppies, is a giant city that belongs to her
Frozen pond: level 5 and her subjects, the field mice.
Rosalys does not want to hurt or fight the
characters, as she believes in the power of
Rosalys, Queen of
the Field Mice: level kindness and life. But she cannot bear to
5, pleasant social let her remaining child go, for then she
interactions as level 6; worries that she will have nothing to
Armor 1; convincing her
that she has something
live for. If the PCs can convince her
to live for is a level that she has something else left to
6 Intellect action live for, she will allow them to pass.
If they attempt to fight her instead,
Bobcat: level 5 she has a number of creatures and
abilities at her disposal.
Convincing Rosalys should
not be an easy task. The PCs
will likely need to use magic,
Briar-covered door:
information they learned while
level 2; briars inflict 2 talking with her (or her subjects),
points of damage to or something equally powerful.
anyone going through it On the far side of the meadow is a door
Kalidahs: level 5 covered with flowers and briars. This leads
Poppy pollen: level 4; either to the next of the three paths or
causes a victim to feel
(if Life is the last path the characters
sleepy and eventually
fall asleep. On the first chose) to the cave where Kozel’s
round, all tasks are heart is.
hindered. On the second,
all tasks are hindered by
two steps. On the third, Kalidahs. These dangerous
the character falls asleep beasts have bodies like bears
and can be awakened and heads like tigers. They
only by removing them
are fiercely protective of their
from the poppy field or
using a restorative cypher. queen and will do anything she asks
In the unlikely instance of them.
that all of the PCs end
up falling asleep in the Poppies. The queen will cause the poppies
poppy fields, the queen
to suddenly bloom even larger than before,
has the kalidahs drag
them back to where spreading their pollen everywhere. The
they started in this pollen makes everyone who inhales it feel
part of the adventure, incredibly sleepy.
out of the influence of
the fields, but away
from her son’s death.

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Mouse Army. The queen’s mouse army is ago, something that made it sad and dry Mouse army: a group
well trained and well equipped. Although and turned its beauty to dust. Now, it just of five or six acts as a
single level 6 creature;
the field mice are small, they are powerful in remembers that the prince took a horrible sneaking, planning, and
their numbers. They can slide up a pantleg, thing from it, and that if the prince dies, it hiding as level 8; Armor 1;
do damage, and retreat all in a single round, will have to take that horrible thing back. inflicts multiple wounds
almost before their victims know what has And it will once again become a trickle of with tiny, pointy swords
happened. tears, barely wetting the surface, no longer GM intrusion
bubbling and joyous. suggestions:
Laughter River Brighwick will agree to let the PCs One of the PCs has
At the end of the path, the characters are pass if they can find another way to keep it an allergic reaction
to the poppies and
greeted with the sound of laughter and from remembering its haunted past. Or if starts breaking out in
the sight of a river. River Brighwick winds they can find a way to help it reckon with hives that are in the
through a verdant forest, its stream bright what it did. For example, the characters shape of flowers.
blue and burbling, singing a song of delight might offer to find a spell, curse, or item The queen’s mount
to all who hear it. It’s rumored that fairies that helps with forgetting (it’s possible that moves forward to
attack one of the PCs.
themselves are born from the river’s bright Humpty Dumpty could make such a thing).
laugh, rising up like winged bubbles from its Otherwise, they have to find another way A great eagle swoops
splashing surface. across. River Brighwick is wide, maybe 50 down and attempts to
steal some members
But the river wasn’t always so joyous. feet (15 m) across, and swift. It’s impossible of the mouse army.
Long ago, before the world was born, Prince to see the bottom. Brighwick can employ
Kozel made a deal with River Brighwick: the various creatures and abilities to prevent Humpty Dumpty,
river bore him a daughter made of water the PCs from crossing. page 185
and light, and in return, Kozel gave the river On the other side of the river is a tall cliff Climbing the cliff
the ability to forget. This was important to with a waterfall rushing over it. Behind the is a level 5 Might
or Speed task.
the River Brighwick, because it had done waterfall, about halfway up, is a ledge with a
something, something terrible, so long small tunnel opening.

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Red Cap. This short, thick-set old goblin Ending the Adventure
Red cap: level 4, Speed has long teeth, fingers that end in sharp If the characters give the prince his death,
defense as level 6 due talons, and long, wet grisly hair. He holds a he thanks them profusely and says that he
to fey nature; flings
large stones that inflict
pikestaff in one hand and wears a red cap will reward them handsomely. Whatever the
4 points of damage soaked in blood. PCs ask for, he gives them something that
will help them achieve it. His gift might be a
Scrying pool: level 5; Scrying Pool. Brighwick stills, turning its powerful cypher, an artifact, a weapon, or a
characters who look surface into a scrying pool that all the piece of equipment.
into the pool can do
nothing but stare into
characters feel compelled to look into. Any If they don’t give him his death, he will
it on their next action. PC who can’t resist the pull sees horrible not fight them for it. He is instead deeply
The horrible visions they visions and believes for a moment that sad at being betrayed and unable to end
see there inflict 2 points those visions will come to pass. his life as he chooses. He likely attempts to
of Intellect damage.
convince the PCs that if they give him his
Feral willow: level 3; Feral Willows. Two feral willows line the death, he will wait at least a little while to
Armor 3; rooted in place; banks, their weeping branches leaning out end his life.
lashing branches attack
up to three characters as
over the water. Don’t be afraid to take a little time to
a single action and, on a have Kozel decide what to give the PCs.
failed Might defense task, River Brighwick. The river will fight the PCs Look through the cyphers, artifacts, and
hold the victim in place if they touch or enter its waters without equipment to find something that seems
until they can escape
permission. useful. Alternatively, if this makes you
River Brighwick: level 7; uncomfortable, you can ask the characters
rushing water knocks a ahead of time (perhaps the White Rabbit
character prone (getting
back up is a level 7 Might
Kozel’s Death asks them) what they would ask of the
or Speed task); sends Once the PCs pass all three of the prince if they achieve their goal.
a school of piranhas guardians, they find themselves in front of
after the characters the entrance to a cave. Inside the cave is XP Awards: The PCs each earn 2 XP for
Piranhas: level 2 an island made of crystal—a crystal that obtaining Kozel’s death, whether they give it
hangs about 10 feet (3 m) above a sea of to him or not. Also give each character 1 XP
GM intrusion molten glass. Small crystal webs create a for dealing with Life, 1 XP for Love, and 1 XP
suggestions: delicate ladder from the glass to the island. for Laughter.
A large fish leaps up out Climbing up is a level 5 task.
of the water, careening A green oak tree is on top of the crystal
toward a character’s face.
island, and the iron chest is buried beside
A boat filled with it. The chest has an ornate magical lock.
malevolent fairies Getting it open is a level 5 task. A hare
comes down the river
toward the PCs.
hops out as soon as the characters open
the box. Catching the hare before it hops
away is a level 4 task. If the hare is caught,
Kozel the Immortal a duck flies out (this doesn’t seem to affect
Prince: level 10; Armor the hare in any way, surprisingly). Catching
8; carries a long staff;
cannot be killed as
the duck before it flies away (or getting it to
long as his death come back) is a level 3 task. When the duck
is safely hidden is caught, it lays an elegant glass egg.
When the characters have the egg in
Kozel likely does not hand, Prince Kozel appears. He is an old
make his death happen man, fit and in good health, with a long
in front of the PCs. He
has a plan to return
silver beard. He wears a simple black robe
to his home and die and carries a walking stick. With him is a
peacefully there. seven-legged horse.

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BACK MATTER

P P I L Y E V ER AFT E
HA R

“Begin at the beginning,” the King said, very gravely, “and go


on till you come to the end: then stop.”
~ Lewis Carroll, Alice’s Adventures in Wonderland

Inspirations and Resources 218


Story Index 220
Index 223
Fairy Tale Game Consent Checklist 224

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INSPIRATIONS AND RESOURCES

T
here are far too many fairy tale (and Others because they inspired me while
fairy tale-inspired) books, movies, TV writing this book. And still others because
shows, and comics to list them all. they are just personal favorites of mine and
A quick search on the internet will return far I thought you might enjoy them as well.
more than most of us could ever consume The first set of lists is divided by medium
in our lifetimes. Here you’ll find a cultivated (books, movies, and so on) and the second
list of references, many of which I chose is divided by genre (traditional, modern,
because they seemed particularly well suited horror, and so on).
to providing gaming inspiration and ideas.

General Fairy Tale Resources Individual Authors to Explore


These authors have written myriad books
The Aarne-Thompson-Uther with fairy tale elements, inspirations, or
Classification of Folk Tales (ATU) is information. Check out their large bodies
a massive system that categorizes of work to see what appeals to your
folktales and fables by type, giving each
gaming sensibilities.
a corresponding name and number. It’s
Holly Black
not just a great way to explore stories;
the names of the categories alone are Hans Christian Andersen
inspirational in and of themselves. While Marie-Catherine d’Aulnoy
many are the kinds of things you’d expect Kate Forsyth
to find—such as “Seven sisters for seven Neil Gaiman
brothers” (type 303A)—others, such as The Brothers Grimm
“Thank god they weren’t peaches” (type Charles Perrault
1689), are a delight to discover. Marina Warner

The Stith Thompson Motif-Index of


Folk-Literature organizes stories by
motifs, such as Moon as Person, Moon By Medium
as Wooer, and so on. Like the ATU, this
index has some delightful jewels, such
Books and Comics
as “Runs” and “Tale-teller frightens
There are many compilations of fairy
listener: yells ‘Boo’ at exciting point.” It’s
tales, both in print and online. One of my
especially useful if you are looking for a
favorites is Grimm’s Complete Fairy Tales,
particular theme or feel for your game.
by Jacob Grimm, as it includes a number of
Once Upon a Time, Marina Warner stories that are hard to find elsewhere (and
most of the stories are in their earlier,
The Witch Must Die: The Hidden Meaning darker forms).
of Fairy Tales, Sheldon Cashdan Alice in Wonderland, Lewis Carroll
Alice, Christina Henry
Blue Fox, Sjón

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Boy, Snow, Bird, Helen Oyeyemi Grimm (RPG)


Fables, Bill Willingham No Thank You, Evil! (RPG)
The Girl Who Circumnavigated Fairyland in a Ship Once Upon a Time (storytelling card game)
of Her Own Making, Catherynne M. Valente The Wolf Among Us (video game)
How to Fracture a Fairy Tale, Jane Yolen
Italian Folktales, Italo Calvino
The Merry Spinster, Mallory Ortberg By Genre
The Neverending Story, Michael Ende
No Rest for the Wicked, Andrea L. Peterson Apocalypse/Post-Apocalypse
Wonderland, edited by Marie O’Regan and Into the Badlands (TV show)
Paul Kane The Girl in Red (book)

Movies Comedy
Alice in Wonderland (various versions) The Brothers Grimm (movie)
Coraline Ella Enchanted (movie)
Edward Scissorhands Enchanted (movie)
Fantasia Hoodwinked! (movie)
Freeway Into the Woods (movie, musical)
Frozen Shrek (movie)
Jack the Giant Slayer Tangled (movie)
Gretel & Hansel
Hanna Dark & Horror
Hansel & Gretel: Witch Hunters American McGee’s Alice (video game)
Hard Candy The Company of Wolves (movie)
Hoodwinked! Freeway (movie)
Into the Woods Gretel & Hansel (movie)
Labyrinth Hard Candy (movie)
Legend Pan’s Labyrinth (movie)
Lilo and Stitch Snow White: A Tale of Terror (movie)
Maleficent
Moana Modern Day and Real World
The Neverending Story The Darkest Part of the Forest (book)
Pan’s Labyrinth Fables (comic book)
Snow White and the Huntsman Grimm (TV show)
Stardust Hanna (movie)
Time Bandits The Magicians (book and TV show)
Willow Once Upon a Time (TV show)
The Wizard of Oz Up (movie)

TV Shows Mystery/Crime/Noir
Beauty & the Beast Fables (comic book)
The Dark Crystal: Age of Resistance Hoodwinked! (movie)
Grimm Vertigo (movie)
Jim Henson’s The Storyteller The Wolf Among Us (video game)
Lost Girl
The Magicians Romance
Once Upon a Time Edward Scissorhands (movie)
Over the Garden Wall Ladyhawke (movie)
The Princess Bride (movie)
Games Stardust (book and movie)
Bluebeard’s Bride (RPG) Tangled (movie)
The Gameable Disney Podcast (podcast)
Golden Sky Stories (RPG) Science Fiction
Goody White’s Book of Folk Magic (RPG) Wires and Nerve (graphic novel)

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STORY INDEX

T
The Death of Koschei the Deathless
his index is designed to gather all of the Deathless (cypher) 80
disparate elements of a fairy tale story or Kozel the Immortal Prince (NPC) 216
setting in a single place to make it easier to “The Prince Who Would Seek Death” (adventure) 210
create and run a game using that story or setting.
This index includes characters, equipment, places, Famous Flower of Serving Men
abilities, magic, cyphers, artifacts, and more. Sweet William’s (location) 200
Alternatively, it can be used to learn more about the
story that a particular item, place, character, and so The Frog Prince
on originally comes from. Iron bands of three (cypher) 84
Note that not all of the included elements are the
same as they were in their original stories or setting. Goldilocks and the Three Bears
Many have been altered in significant ways, so you Bowl of porridge (cypher) 79
may need to adjust some items if you’re hoping to
run a game that is true to the original. Hansel and Gretel
Blind Witch (NPC) 134
Father’s betrayal (cypher) 82
Traditional Fairy Tales Gretel (as the Kitchen Witch, NPC) 186
Iron stove (artifact) 95
Aladdin Neverlost (cypher) 85
Genie’s lamp (artifact) 95 Pebbled path (place) 212

Baba Yaga Jack and the Beanstalk


Baba Yaga’s spiced cookie (cypher) 78 Magic beans (cypher) 85
Welkin Barrier (location) 201
Beauty and the Beast
Beast (NPC) 106 The Juniper Tree
Rose of red (cypher) 88 Song of the dead (cypher) 89

Bluebeard Little Match Girl


Aristocrat (NPC) 137 Memory’s match (cypher) 85

The Buried Moon The Little Mermaid


“What the Moon Dreamt” (adventure) 203 Sea Witch (NPC) 135

Cinderella Little Red Riding Hood


Dressmaking nut (cypher) 81 False grandmother (cypher) 82
Fairy godmother (NPC) 123 Flowers for grandmother (cypher) 82
Silver slippers (cypher) 89 Huntsman/woodcutter (NPC) 139
Path of Pins and Needles (location) 192
Red riding hood (artifact) 97

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Pinocchio The Steadfast Tin Soldier


Animated wood (cypher) 77 Paper Ballerina (artifact) 98
Azure dust (cypher) 78 Steadfast Tin Soldier (artifact) 98
Catchfools (location) 198
Coachman, the (NPC) 198 Three Billy Goats Gruff
Fairy With the Blue Hair (NPC) 208 Billy Goats Gruff (location) 199
Geppetto’s children (NPC) 112 Troll (NPC) 115
Jiminy cricket (cypher) 84
Tink (NPC) 185 The Tinderbox
Undertaker rabbits (NPC) 199 Dog With Eyes the Size of Teacups, Dinner Plates,
and the Moon (NPC) 143
Rapunzel Tinderbox (artifact) 99
Dame Gothel (NPC) 134
Rapunzel leaf (cypher) 88 The Wild Swans/The Six Swans
Shirt of nettles (artifact) 98
Robin Hood
Flaming arrow (cypher) 82 Other: Titular Characters and Items
Maid Maleen (NPC) 186 Emperor’s new clothes (cypher) 82
Robber/thief (NPC) 139 Godfather’s picture book (cypher) 83
Listening King (NPC) 185
The Seven Ravens Nightingale (location) 183
Bone key (cypher) 79 Pied Piper’s flute 38
Princess’s pea (cypher) 88
The Singing Bone Puss in Boots (NPC) 106
Seven Ravens Army (organization) 193 She-bear (artifact) 98
Singing bone (cypher) 89 Tattercoats (location) 186

Sleeping Beauty
Beloved’s kiss (cypher) 78 Modern Fairy Tales
Queen (NPC) 126
Witch (NPC) 132 Alice in Wonderland
Cheshire Cat (NPC) 106
The Snow Queen Cheshire smile (cypher) 79
Kragen (NPC) 213 Crow, monstrous (NPC) 189
Snow bees (creature) 213 Drink me (cypher) 81
Snow King (NPC) 213 Eat me (cypher) 81
Eaternitea Party (location) 194
Snow White Frumious (descriptor) 171
Bones of the beloved (cypher) 79 Humpty Dumpty (NPC) 185
Cursed Spindle (location) 187 Knave of Hearts (cypher) 85
Dwarf (NPC) 115 Pictureless book (cypher) 86
Happy (NPC) 186 Playing cards (NPC) 189
Hart’s heart (cypher) 83 Rabbit hole (cypher) 88
Huntsman/woodcutter (NPC) 139 Red King (as the Cardinal King, NPC) 189
Laced Bodice (location) 185 Red Queen (NPC) 127
Mirror mirror (artifact) 96 Tweedledee’s umbrella (artifact) 99
Poison for your daughter (cypher) 86 White Rabbit (NPC) 212
Poisoned apple (cypher) 87
Poisoned Apple, the (location) 185 The Hunting of the Snark
Queen (NPC) 126 Bellman’s map of the ocean (cypher) 78
Snow (NPC) 185 Snark (NPC) 110
Witch (NPC) 132
Wolf, Big Bad (NPC) 111 The Jungle Book
Bagheera (NPC) 106

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Peter Pan Mother Goose and Nursery Rhymes
Cave of the Lost (location) 198 Billy Goats Gruff (location) 199
Croc’s clock (cypher) 80 Blackbird pie (cypher) 78
Hook’s hook (artifact) 95 Bo Peep (NPC) 202
Never Never Isles (location) 195 Cat and Fiddle (location) 186
Pixie dust (artifact) 97 Dust of the dreamer (cypher) 81
Sea of Innumerable Echoes (location) 193 Gingerbread man (cypher) 83
Shadow soap (cypher) 88 Hot cross buns (cypher) 84
Tink (NPC) 185 Itsy bitsy spider (cypher) 84
To Peter with love (cypher) 90 Jack’s candlestick (cypher) 84
Knaves All Three (location) 186
Wizard of Oz The House That Jack Built (location) 202
Green spectacles (cypher) 83 Winken, Blynken, and Nod (NPC) 202
Hatchet of the Woodsman (artifact) 95
Kalidahs (NPC) 214
Lion’s courage (cypher) 85 Mythologies
Oz, the Great and Terrible (NPC) 120 Golden bridle (artifact) 95
Poppy fields (place) 214 Minotaur, the (NPC) 117
Rosalys, Queen of the Field Mice (NPC) 214 Pandora’s box (artifact) 96
Tin Man’s tears (cypher) 90
Tin Woodman (NPC) 113
Wicked Witch of the West (NPC) 135

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INDEX

INDEX

Áine, Fairy Queen of Light erlking 116 player intrusions 58


and Love 124 faerie 121 Pocket Item 70
angiks 121 fairy godmother 123 problematic elements 42
apple-pip witch 143 Feigns No Fear (focus) 175 public domain 15
archetypes 100 feral tree 115 Puss in Boots 106
aristocrat (NPC) 137 fey beings 121 queen (NPC) 126
artifact quirks 91 foci, general 66 Queen Grimhilde 126
artifacts 91 foci, Heartwood 173 quest plot 29
Baba Yaga 133 Fragmented (descriptor) 171 Red Queen 127
Bagheera 106 Frumious (descriptor) 171 robber (NPC) 139
battle between two forces plot 35 fuath 128 rule of threes 22
Beast 106 genres 17 satyr 109
Befriends the Black Dog (focus) 174 Geppetto’s children 112 scholar (NPC) 140
Bewitched (descriptor) 169 gingerbread creatures 112 Sea of Innumerable Echoes 193
black dog 107 GM intrusions 53 Sea, Herself 151
blessings 52 Gráinne, the Wayward Daughter 125 Sea Witch 135
Blind Witch 134 grundylow 152 Sheds Their Skin (focus) 176
Broken Crowndom 187 Hans the hedgehog (NPC) 145 signature item 70
Cailleach 129 Haunted (descriptor) 172 siren 152
Cardinal King 189 Heart of the Heartwood 180 skills 63
cat sidhe 108 Heartwood 179 snark 110
Catchfools 198 hounds 107 Snow (NPC) 185
Changeling (descriptor) 170 huntsman (NPC) 139 Snow King 213
changling 121 iconic characters 62 Snow Queen 127
character arcs, general 67 impossible tasks 33 story seeds 36
character arcs, Heartwood 176 initiation/ritual plot 34 talking objects 105
Cheshire Cat 106 investing the PCs 39 task plot 31
child (NPC) 138 isonade 152 thief (NPC) 139
cliches, themes, and motifs 15 kelpie 130 Tin Woodman 113
consent and boundaries 55 Listening King 185 touchstones 25
crafted beings 112 Lived Among the Fey (focus) 175 troll 115
crafter (NPC) 138 Lost (descriptor) 172 tropes 15
currency 69 Made a Deal With Death (focus) 175 type 63
curses 49 magic 27 Virgilius the Sorcerer 120
Curses the World (focus) 174 magical animals 104 Virgilius’s copper dogs 112
cyphers 74 major special effects 59 water beings 128
Dame Gothel 134 mental illness 159 Welkin Barrier 201
death 48 mermaid, misery 196 West Wind 131
Death (NPC) 114 minor special effects 59 White Rabbit 212
descriptors, general 65 Minotaur, the 117 Wicked Witch of the West 135
descriptors, Heartwood 168 Morgan le Fay 120 will-o-wisp 155
drowning fairies 128 naiad 128 wind children 131
dwarf 115 Never Never Isles 195 wishes 53
earth beings 115 Nightingale 183 witch 132
Eaternitea Party 194 nightmare 188 Wolf, Big Bad 111
Enchanted Forest 191 nymph 121 woodcutter (NPC) 139
enchanter 118 Oz, the Great and Terrible 120
equipment 69 pixie 121

223
guilherme cosenza (Order #26776915)
Fairy Tale Game Consent Checklist
GM Name:

Player Name (or leave blank):

Planned Game Theme:

If this game were a movie, its movie rating would be: G PG PG-13 R NC-17 Other:

Mark the color that best illustrates your comfort level with the following plot or story elements.
Green = Enthusiastic consent; bring it on!
Yellow = Okay if veiled or offstage; might be okay onstage but requires discussion ahead of time; uncertain.
Red = Hard line; do not include.
G Y R G Y R
HORROR .............................................................. SOCIAL AND CULTURAL ISSUES .................

©2020 Monte Cook Games, LLC. Cypher System and its logo are trademarks of Monte Cook Games, LLC in the United States and other countries. Permission granted to duplicate for personal use.
Blood .............................................................. Ageism ...........................................................
Body horror .................................................... Classism.........................................................
Bugs ............................................................... Genocide ........................................................
Demons/Devils.............................................. Homophobia .................................................
Dismemberment ........................................... Racism ...........................................................
Eyeballs .......................................................... Sexism ............................................................
Gore ...............................................................
Harm to animals ...........................................

MENTAL AND PHYSICAL HEALTH ..............


Harm to children ...........................................
Rats ................................................................
Shapeshifting ................................................. Authority, authority aggression .....................
Spiders ........................................................... Cancer ............................................................
Witches .......................................................... Claustrophobia ..............................................
Freezing to death ...........................................
Gaslighting.....................................................

RELATIONSHIPS ...............................................
Heatstroke ....................................................
Mental illness ................................................
Romance ........................................................ Natural disasters (earthquakes, forest fires)
Fade to black ............................................ Paralysis/physical restraint ...........................
Explicit ...................................................... Pregnancy, miscarriage, or abortion .............
Between PCs and NPCs .......................... Self-harm........................................................
Between PCs............................................. Severe weather (blizzards, tornados) ..........
Nonconsensual ........................................ Sexual assault ................................................
Family members....................................... Starvation .......................................................
Bestiality ................................................... Thirst .............................................................
Sex ..................................................................
Fade to black ............................................
Explicit ......................................................

ADDITIONAL TOPICS ......................................


Between PCs and NPCs ..........................
Between PCs.............................................
Nonconsensual ........................................
Family members.......................................
Bestiality ...................................................

CHILDREN .......................................................... Do you want the GM to follow up with you to clarify


Child marriage ............................................... any of these responses? If so, which ones?
Children in danger .........................................
Stolen children ...............................................
Underage relationships .................................

Many of the items on this checklist are general, but some are specific to fairy tales. Because fairy tales contain a number
of potentially problematic elements, we’ve included the most common ones here as an easy way for players to opt out.
Having them on the list is in no way an endorsement of using such tropes or topics in your game.

guilherme cosenza (Order #26776915)

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