The Dragon and the Bear Chapter Four: Slavic Faerie
Mythic Europe is a land of four Realms: magical, faerie, Infernal, and Divine. All supernatural power flows from these four wellsprings. When thinking of the pagan Slavs, think of the Realm of Faerie. The gods of the Slavs (and for that matter, the deities of most of the pagan cultures remaining in Mythic Europe) are actually powerful faerie creatures. Their homes and domains, which you will read about in the chapter that follows, can be found within Arcadia.
The alignment of pagan gods with the Realm of Faerie explains, in some sense, their continuing decline throughout Mythic Europe. As the Dominion presses through the land claiming nations and their peoples for God, it is often the faerie auras that are the worse for it. While this encroachment of the Dominion does not particularly affect the Old Ones — the great faerie powers who were so often worshipped as gods by the original inhabitants of Mythic Europe — it does make an important impact on their followers and their followers’ surroundings, because they no longer enjoy the proximity to their deities that they once did.
For the time being, though, faerie is still strong in Mythic Europe. No one knows God’s plans, and until they are revealed, faerie powers will continue to play an important role in Mythic Europe.
Slavic faerie is somewhat different from the faerie of western and southern Europe, but that is to be expected. Faeries are creatures with strong ties to humanity, and it is only fitting that different faeries and different areas of Arcadia correspond closely to the lands with which they are associated. The unique facets of Slavic faerie are what this chapter is about.
Bestiary Note
The descriptions of faerie creatures found in this chapter use the definitions of powers and weaknesses found in Faeries on pages 92-96. Although the general purposes and manifestations of the powers and weaknesses mentioned are self-explanatory in most cases, you’ll need a copy of Faeries for the specifics.
“Slavic” Faerie Auras
As discussed in Chapter 3, The Dragon and the Bear introduces a new sort of faerie aura, the Slavic faerie aura. For the purposes of almost all people, creatures, items, and acts of magic, Slavic faerie auras are no different from normal (“neutral”) faerie auras. Slavic faerie auras affect magi in exactly the same way that neutral faerie auras do. In fact, most magi would be hard pressed to tell the difference between the types.
The reason the “Slavic” designation in “Slavic faerie aura” is important is that these are the areas where Volkhvy are especially powerful (refer to the Volkhvy Realm Interactions table on page 59), and that these are the areas where those with Pagan Belief can work Domestic Magic (see pages 77-79).
Bestiary
The Old High Gods
The High Gods of the Slavs are those great beings worshipped across whole princedoms or kingdoms. Far from modest nature spirits, these creatures personify fundamental natural forces for millions of people.
Technically, these being are “Greater Faerie Lords,” as defined in Faeries, on page 106. However, Slavic High Gods, such as Perun, the Slavic deity of lightning, storm, and war, are beings of staggering power to the extent that it is not only futile but also pointless to assign statistics to them. In game terms these beings are invulnerable and immortal.
Appendix II (pages 177-186) gives a comprehensive list of the widely worshipped deities, the areas in which they are worshipped, their physical characteristics, their totems and holy objects, their feast days, and their areas of authority. Again, there are no characteristics or statistics for these gods. They are, as previously mentioned, invulnerable and nearly omnipotent.
Faerie Lords
Faerie Lords are the Seelie and Unseelie of the Slavic world. With the exception of domestic and field spirits, they are the faeries best known by the Volkhvy. Each Faerie Lord in the Slavic and Baltic lands has a specific pagan god as its patron. Each Faerie Lord’s character and abilities reflects this relationship and colors its relationships with mortals. Any mortal whose abilities or nature is closely aligned to the area of authority of the appropriate god can expect a more cordial reception from that god’s faerie subordinates. For example, a Flambeau magus would probably be well received in a court devoted to the Slavic divinity of fire, Svarozhich.
Faerie Lord
Allegiance: Stribog, god of winds
Faerie Might: 30-35
Characteristics: Int +3, Per +3, Pre +2, Com 0, Str +2, Sta +2, Dex +1, Qik +2
Gender: Either
Size: +1
Personality Traits: Abrupt +4, Valiant +3
Weapon/Attack: Init, Atk, Dfn, Dmg
Sword and Shield +7, +10, +8, +9 Lance +12, +10, +4, +12 Compound Bow +9, +9, -, +12
Soak: +15
Fatigue: +4
Fatigue levels: OK, 0/0, –1, –3, –5, Unconscious
Body levels: OK, 0/0, –1, –3, –5, Incapacitated
Powers
Faerie Powers: Bless 10, Change Size 5, Control Element: Auram 6, Control Element, Aquam 6, Curse 10, Elfshot 10, Glamour 12, Healing 6, Shapechange to Animal 10
Weaknesses: Discomfort from Iron
Equipment: Full Faerie Chain Mail: Load 0, Protection 13; Faerie Weapons: Enhanced Init, Atk, Dfn, and Dam
Encumbrance: 0
The Gold and White Courts
The common notion of Seelie and Unseelie in western Europe has its own unique twist in the east. Here the question is not, generally, of a struggle between Light and Dark, but between Sun and Cold — Summer and Winter. The “Seelie” faeries are those associated with the sun and the other positive, life-giving forces (including the earth). The “Unseelie” faeries are those associated with winter or decay. Those faeries of the former persuasion are usually referred to in the east as members of the Gold Court. The latter are members of the White Court. These are the dominant colors associated with the two types of Faerie Lords, though they will be blended with others (such as blue for faeries associated with the sky, for example).
White Faerie Lords, it should be noted, are among the most beautiful faeries known. They have all the physical purity and glamour of a gleaming flake of snow. They are not necessarily malicious, but their nature is to freeze and destroy. This is not done with deliberate intent, it is simply an outgrowth of what they are. That having been said, the Faeries of a White Court are invariably appallingly lethal.
Faerie Lords always live in courts which deliberately mirror Slavic noble and royal courts. Each has a castle or more exotic dwelling place, a hierarchy (prince, lords, knights, squires, and damsels), and many lowly faeries to act as servants. The strength of the local faerie aura is likely to be high (as high as 6 - 8, though that may vary depending on the “mythic scope” of your saga), and a gateway to Arcadia will probably be within easy traveling distance. Additionally, faerie courts almost always exist in opposition. If there is a Golden Court near a given village, there is likely to be a White Court nearby. Furthermore, the locations of the courts are likely to be symbolically opposed. For instance, a court of sun faeries may be situated on a mountain top, opposed by a court of winter faeries situated in a deep, shadowed gorge.
The strength of these faerie courts and the strengths of the individual faeries, whether powerful or lowly, waxes and wanes according to the seasons. This is true for the great majority of Slavic faeries, but is especially pronounced for faeries with an intimate link to the great powers of summer and winter. The power levels given throughout this chapter should be taken as averages, and should be allowed to cycle up and down by as much as 25%. Naturally, faerie auras also cycle in strength: White Court auras swell in winter, Golden Court auras in summer. There is a similar annual cycle to the opening and closing of gates to differing areas of Arcadia.
Common Faeries
Any faerie lesser than a Faerie Lord may be identified by the general term vily (or, in Polish, wili), which simply identifies a wild spirit. The Slavs don’t make a clear distinction between these kinds of supernatural creatures and the souls of their own ancestors, though there is a separate name for such souls, dziadys, and said souls are ritually feasted four times each year. The Slavs know that their pagan dead go to Arcadia, not Heaven, and accept that they become either gods or faeries in an entirely natural fashion.
You may note that certain faeries described here differ from similarly-named faeries that are described in Faeries. That’s mostly due to the fact that while Faeries made an attempt to synthesize the legends of many diverse Mythic European cultures, this book has the luxury of concentrating on the myths of the Mythic Slavs. Using the statistics from both books or either throughout your saga as you feel moved would be a particularly fay thing to do, considering the nature of Arcadia.
Leshy
Leshy (or Leshyie) are forest spirits and guardians, often of considerable power and with a carefully defined territory. They are most commonly encountered as small, longbearded, balding men with beards, bushy eyebrows, eyes of emerald green, and cheeks tinged blue by their azure blood. They are masters of size and shape-changing. Some shapechanging seems to be involuntary, for their stature often spontaneously changes to match the plants around them. Leshy are not malicious, but they are mischievous and often lead travelers astray. They are fond of bargaining and are respectful of people who can penetrate their illusions and sleights.
Leshy
Faerie Might: 30
Characteristics: Int +2, Per +1, Pre varies, Com +1, Str varies, Sta +3, Dex +1, Qik varies
Gender: Male
Size: –4 to +4
Personality Traits: Prankster +4
Weapon/Attack: Club: Stats variable based on Size
Soak: +5
Fatigue: +3
Fatigue levels: Variable with size
Body levels: Variable with size
Powers: Faerie Powers: Bless 6, Change Size 4, Control Animals 4, Control Fertility 12, Curse 6, Glamour 8, Shapechange to Animal 7, Shapechange Other to Animal 7
Weaknesses: Vulnerability to Iron
Vis: 15 Herbam
Polevik
Polevik (also known as Polevoi) are field spirits. Commonly they are less powerful than Leshy, but in certain regions, especially south Russia, certain of them have attained very great power and some are even worshipped as minor divinities. Polevik are often but not exclusively female, and may appear more or less human depending on the season and the circumstances of the encounter. The hue and the color of their clothing can change from bright green (spring), through deep green (summer), auburn or gold (autumn), to white or gray (winter). Sometimes grass grows on a Polevik’s head rather than hair. Their bodies may be the hue of freshly turned earth and their eyes may resemble glittering stones. The Polevik were always asked for their blessings by the Slavs, but they could be capricious, and if offended, angerous. Polevik are highly tolerant of iron. The practices of plowing the earth and reaping grain with iron tools may have accustomed them to this metal.
Polevik
Faerie Might: 20+
Characteristics: Int +1, Per +1, Pre +1, Com –1, Str +2, Sta +1, Dex +1, Qik +3
Gender: Most are female
Size: 0
Personality Traits: Solemn +3, Vicious +2
Weapon/Attack: Grapple/Strangle* Init +4 Atk +5 Dfn +2 Dam +6
- A Polevik who achieves a grip on any victim (by successfully inflicting at least one Body level of damage) maintains it and the initiative automatically thereafter until a round occurs where it inflicts no Body levels of damage and its victim inflicts at least one Body level of damage, at which point its grip is broken. While it maintains its grip its Atk increases by +5 to +10.
Soak: +3
Fatigue: +1
Fatigue levels: OK, 0, –1, –3, –5, Unconscious
Body levels: OK, 0, –1, –3, –5, Incapacitated*
- When in a blossoming field a Polevik regenerates damage at a rate of 1 Body level per round, possibly more at the height of the spring growing season.
Powers: Faerie Powers: Bless 8, Control Element: Herbam 5, Control Fertility 16, Curse 8, Healing 4
Vis: 7 Herbam
Vodyanoi
Vodyanoi (or Topielec, in Poland) are the spirits or faeries who dwell in water. Of all the elements, the Slavs fear water most particularly, and of all common faeries, the Vodyanoi are the most vicious. Vodyanoi may be faerie in origin, or they may spring up from the souls of drowned persons. They are expert shapeshifters. Sometimes they appear as bloated, unkempt men or women with mossy, dripping hair and green skin, sometimes as beguiling beautiful women. At other times, they appear as monsters with human bodies, the heads of dogs, horns, and tails. Vodyanoi can inhabit any body of water large enough to drown someone, and their favorite means of attack is to snatch victims and plunge into the water with them.
A Vodyanoi’s strength is proportional to its proximity to water. It is at its maximum when in contact with its “home water.” Its combat statistics decrease by one point for every ten paces of distance from it, and a Vodyanoi removed from its home water also becomes listless and irritable. Vodyanoi often dwell in elaborate palaces (within a regio), served by the souls of those they have drowned.
Vodyanoi
Faerie Might: 15-25
Characteristics: Int 0, Per +1, Pre varies, Com +1, Str +3, Sta +3, Dex +1, Qik +2
Gender: Either
Size: 0
Personality Traits: Murderous +4
Weapon/Attack: Grapple Init +5 Atk +7 Dfn +3 Dam +8*
- Vodyanoi do not normally attack to inflict normal damage with their attacks. Instead, they usually attempt to immobilize their victims (see ArM4 page 169). Once immobilized, a strength contest determines whether the Vodyanoi can drag its victim into the water, where he begins to drown according to the rules presented in The Mythic Seas, pages 38-39.
Soak: +5
Fatigue: +3
Fatigue levels: OK, 0, –1, –3, –5, Unconscious*
Body levels: OK, 0, –1, –3, –5, Incapacitated*
- A Vodyanoi recovers one Fatigue level and one Body level per round when in contact with its home water.
Powers: Faerie Powers: Control Person 4, Control Element: Aquam 10, Curse 10, Fear 5, Glamour 5, Infatuation 5, Shapechange to Animal 5
Weaknesses: Vulnerability to Iron
Vis: 6 Aquam, 4 Perdo
Rusalka
Rusalka are the nymphs and dryads of the Slavic world. They are exclusively female and occupy both water and woods. Rusalka are less vicious than Vodyanoi, but they are capricious in nature, and untrustworthy. Some Rusalka, like Vodyanoi, are thought to develop from the souls of drowned pagan dead. They may manifest as bloated or distorted females or as comely maidens. Sometimes a Rusalka may bestow blessings or fertility, and they are sought out by barren women for this reason.
Rusalka
Faerie Might: 10-15
Characteristics: Int 0, Per 0, Pre +1, Com +1, Str +1, Sta +1, Dex 0, Qik +1
Gender: Female
Size: 0
Personality Traits: Willful +4, Unreliable +4
Weapon/Attack Grapple Init +3 Atk +5 Dfn +2 Dam +5*
- Aquatic Rusalka attack victims in the same fashion as Vodyanoi. See page 86.
Soak: +5
Fatigue: +3
Fatigue levels: OK, 0, -1, -3, -5, Unconscious*
Body levels: OK, 0, -1, -3, -5, Incapacitated*
- A Rusalka is always attached to either a body of water or a smallpart of a wood (perhaps just a single tree), and recovers one Fatigue level and one Body level per round when in contactwith its home.
Powers: Faerie Powers: Control Element: Aquam or Herbam 7, Control Fertility 5, Curse 6, Fear 3, Infatuation 4
Weaknesses: Vulnerability to Iron
Vis: 4 Aquam or Herbam, and 3 Perdo
Domestic Faeries
Several sorts of faeries share living space with Slavs. Some of them are ubiquitous in pagan villages. These are the most predictable of all faeries, and the Slavs have a whole litany of rituals and charms for maintaining friendly relations.
Domovoi
Domovoi are house spirits. They take care of the home and assist the family in spiritual and supernatural matters in return for small courtesies and a share of food and milk. Domovoi are rarely seen, but often heard. In fact, it’s bad luck to see a Domovoi, for they prize their privacy.
Domovoi resemble small, graceful men and women covered in very fine, lustrous brown hair, even on their palms and the soles of their feet. They sometimes sport animal characteristics like horns and tails.
A Domovoi commonly lives under the stove or in the cellar. A Domovoi can sometimes be aggressive, especially if its family falls into a feud. More commonly, however, they restrict themselves to warning their families of approaching dangers and opportunities and warding off bad luck. Like Polevik, Domovoi seem to have become acclimated to iron.
Domovoi
Faerie Might: 10-15
Characteristics: Int –1, Per +1, Pre –1, Com –2, Str 0, Sta +1, Dex +2, Qik +3
Gender: Either
Size: –1
Personality Traits: Loyal +4, Secretive +4
Weapon/Attack Claws Init +6 Atk +4 Dfn +4 Dam +4
Soak: +3
Fatigue: +1
Fatigue levels: OK, –1, –3, –5, Unconscious
Body levels: OK, –1, –3, –5, Incapacitated
Powers: Faerie Powers: Bless 5, Change Size 2, Curse 5, Invisibility 5, Insubstantial Form 5, Prophecy 5, Shapechange to Object 6
Dvorovoi
Dvorovoi inhabit courtyards, farmyards, and pastures. They can be very useful as guardians of sheep and cattle, however they are less tractable than Domovoi and misbehave more frequently. Dvorovoi, unlike Domovoi, are lusty creatures, prone to seducing mortal men and women. The Slavs know the proper ways to fool the Dvorovoi (with dolls or scarecrows), but ignorant folk may well be in danger.
Dvorovoi can appear as small gnarled men or women, often with striking disfigurements like noses that reach the chin, or as half-human/half-animal figures (usually with some characteristics of the animals they guard), or, more rarely, as inanimate objects like gateposts.
Dvorovoi
Faerie Might: 8-12
Characteristics: Int –1, Per +2, Pre 0, Com –2, Str +2, Sta +2, Dex +1, Qik +2
Gender: Either
Size: –1
Personality Traits: Diligent +4, Demanding +4
Weapon/Attack: Bral Init +5 Atl +4 Dfn +5 Dam +6
Soak: +4
Fatigue: +2
Fatigue levels: OK, –1, –3, –5, Unconscious
Body levels: OK, –1, –3, –5, Incapacitated
Powers: Faerie Powers: Bless 5, Change Size 2, Communicate with Animals 5, Control Fertility 5, Curse 5, Infatuation 6, Shapechange to Animal 4, Shapechange to Object 4
Bannik
Bannik inhabit bath-houses, and in the north of Russia, saunas. They keep the fire lit and keep plenty of water in the cistern, and even caulk the walls and fetch wood. However they are demanding about “their turn;” every fourth bath is theirs. An intruders who disturbs a bathing Bannik is liable to be cruelly clawed at best. Bannik can prophecy, if only in very general terms.
Bannik
Faerie Might: 5-10
Characteristics: Int –2, Per 0, Pre –3, Com–3, Str 0, Sta +1, Dex +2, Qik +3
Gender: Either
Size: –2
Personality Traits: Diligent +4, Easily offended +4 Attack Claw Init +5 Atk +4 Dfn +5 Dam +4
Soak: +2
Fatigue: +1
Fatigue levels: OK, –3, –5, Unconscious
Body levels: OK, –3, –5, Incapacitated
Powers: Faerie Powers: Control Element: Aquam 5, Insubstantial Form 5, Invisibility 4, Prophecy 5
Weaknesses: Vulnerability to Iron
Ovinnik
The Ovinnik, guardians of barns, are the most dangerous of the domestic faeries. Their goodwill is essential, for, if angered, Ovinnik can cause all manner of trouble up to and including burning down the barns they protect. Ovinnik can usually be found lounging about their barns in the form of large, mangy, lazy black cats.
Ovinnik
Faerie Might: 8-12
Characteristics: Int 0, Per +1, Pre –2, Com –3, Str 0, Sta +1, Dex +2, Qik +2
Gender: Male
Size: –3
Personality Traits: Malicious +4, Lazy +4
Weapon/Attack Claws Init +5 Atk +4 Dfn +5 Dam +4*
- Scratches or wounds inflicted by Ovinnik commonly become infected or heal poorly. Subtract twice the usual wound penalty from all Chirurgy and recovery rolls.
Soak: +3
Fatigue: +1
Fatigue levels: OK, –5, Unconscious
Body levels: OK, –5, Incapacitated
Powers: Faerie Powers: Control Element: Ignem 5, Curse 5, Elfshot 5, Shapechange to Animal 4
Weaknesses: Discomfort from Iron
Vis: 3 Ignem
Zaltys
The Zaltys is a special case among domestic faeries. They are only found in Lithuanian auras and regiones, where they are associated with the great sun goddess Saule. Zaltys always appear in the form of small, brightly colored serpents. They are indolent, and spend most of their time resting on the warm stones before the hearth. Zaltys do not do housework, but are valued for their wisdom, and for the luck they bring. Keeping and caring for a Zaltys is pleasing to Saule. A Zaltys will swiftly desert a house where it is badly treated or where the people turn away from the old religion. It usually takes the family luck with it when it goes. The Zaltys suffers no ill effects from iron.
Zaltys
Faerie Might: 5-10
Characteristics: Int +2, Per +2, Pre –2, Com 0, –2, Sta –2, Dex 0, Qik–1
Gender: Either
Size: –4
Personality Traits: Lazy +5, Benevolent +4
Soak: 0
Fatigue: –2
Fatigue levels: OK, Unconscious
Body levels: OK, Incapacitated
Powers: Faerie Powers: Bless 5, Control Element: Ignem 4, Control Fertility 5, Curse 5, Prophecy 5 em 10
Vis: 3 Intéllego