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Table of contents

Rules

Wounds and VigorMassive DamageHero and Luck PointsFeatsDancing the veil

People

PCsNPCsNoblesCommonersChampionVillains

Places

SettlementsRuinsForestsRiversMysteries

Things

ItemsRelicsPlants

Knowledge Checks

Knowledge Arcana
Common Knowledge:

  • Annwyn is a magical realm that exists beyond the constraints of time or place.
  • Annwyn can be reached through a magical portal
  • The Denizens of Annwyn are often magical in nature

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Knowledge Dungeoneering
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Knowledge Geography
Common Knowledge

  • The wilds of Arda are amazing, magical places filled with wonderous and mystical creatures
  • In Annwyn there are great magical cities unlike any found in Arda
  • Annwyn lies between the rising and setting of the sun

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Knowledge History
Common Knowledge:

  • In ages past the denizens of Annwyn could cross into this realm without impunity.

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Knowledge Nature
Common Knowledge

  • The wilds of Arda are amazing, magical places filled with wonderous and mystical creatures
  • All the forest of Annwyn are magic

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Knowledge Nobility
Common Knowledge:

  • The Elves are the Lords in Annwyn
  • All the Elves in Annwyn are good
  • All the Elves in Annwyn are evil
  • Annwyn is Ruled by one of two courts, the Seelie and the Unseelie
  • The Seelie court is good and the Unseelie is evil

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Knowledge Planes
Common Knowledge:

  • The realms of fey exist beyond our own and can be reached through the ancient gates.
  • The denizens of are all magical
  • The denizens of fey are all vulnerable to cold iron

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Knowledge Religion
Common Knowledge:

  • Annwyn is the original home of the Lords of Light
  • There are no Gods in Annwyn
  • All of the Fey Gods reside in Annwyn

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Bardic Lore
Common Knowledge:
Touch the wooden gate in the wall you never saw before.
Say “please” before you open the latch, go through, walk down the path.
A red metal imp hangs from the green-painted front door, as a knocker,
do not touch it; it will bite your fingers.
Walk through the house. Take nothing. Eat nothing.
However, if any creature tells you that it hungers, feed it.
If it tells you that it is dirty, clean it.
If it cries to you that it hurts,
if you can,ease its pain.
From the back garden you will be able to see the wild wood.
The deep well you walk past leads to Winter’s realm;
there is another land at the bottom of it.
If you turn around here, you can walk back, safely;
you will lose no face. I will think no less of you.
Once through the garden you will be in the wood.
The trees are old. Eyes peer from the under-growth.
Beneath a twisted oak sits an old woman.
She may ask for something; give it to her.
She will point the way to the castle.
Inside it are three princesses.
Do not trust the youngest. Walk on.
In the clearing beyond the castle the twelve months sit about a fire,
warming their feet, exchanging tales.
They may do favors for you, if you are polite.
You may pick strawberries in December’s frost.
Trust the wolves, but do not tell them where you are going.
The river can be crossed by the ferry. The ferry-man will take you.
(The answer to his question is this: If he hands the oar to his passenger, he will be free to leave the boat. Only tell him this from a safe distance.)
If an eagle gives you a feather, keep it safe.
Remember: that giants sleep too soundly;
that witches are often betrayed by their appetites;
dragons have one soft spot, somewhere, always;
hearts can be well-hidden, and you betray them with your tongue.
Do not be jealous of your sister.
Know that diamonds and roses are as uncomfortable when they tumble from
one’s lips as toads and frogs:
colder, too, and sharper, and they cut.
Remember your name.
Do not lose hope — what you seek will be found.
Trust ghosts. Trust those that you have helped to help you in their turn.
Trust dreams.
Trust your heart, and trust your story.
When you come back, return the way you came.
Favors will be returned, debts will be repaid.
Do not forget your manners.
Do not look back.
Ride the wise eagle (you shall not fall).
Ride the silver fish (you will not drown).
Ride the grey wolf (hold tightly to his fur).
There is a worm at the heart of the tower; that is why it will not stand.
When you reach the little house, the place your journey started,
you will recognize it,
although it will seem much smaller than you remember.
Walk up the path, and through the garden gate
you never saw before but once.
And then go home. Or make a home.
And rest.

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Annwyn: Dreams of Winter Lost Nightfalcon