"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Friday, March 2, 2012
For Fairy, Queen & Country, Hidden Item
"For Faerie, Queen & Country" was the first world book that was created for the Amazing Engine game system. It was sold bundled with the game system but was also available individually from what I have been able to find out. As I said before I have not played any at all using the Amazing Engine system and though I had read Bughunters I can not say the same about this book.
The setting seems like it might be a fun one to play in. I have been a fan of alternate histories since I happened upon a book through the Scholastic Book Club that put for the premise of what America would have been like if the south had won the civil war. I no longer have that book and for the life of me can't recall the exact title or author....but I digress.
This is not so much an alternate history from what I can tell but a world where the myths of faerie were true (or if really true out in the open). The world has a real Castle Falkenstine to it. I have even heard people using this setting as the one for Castle Falkenstine as the like it better. There was a message board where the magic system in this book was praised and I really want to either dig this book out of storage or buy another copy to look it over.
When I look back at these games and some of the popular fiction and movies that are common today I have to wonder if the writes or developers of the movies and shows played games like this. Shows like Tru Blood and Lost Girl come to mind and books like the Anita Blake and Dresden File series do as well. I have never seen anything in writing attributing any of these to games like this but the questions does come to mind.
Having not played the game system and this World Book in particular I most likely should not recommend the book. That being said I am going to do just that. This book like Bughunters can be found very much on the cheap side and I have yet to find too many books that can't me mined for $3 to $5 dollars worth of role playing gold!
Published: 1993
Pages: 128
From the back cover
For Faerie, Queen, and Country is the first fantasy Universe Book created for the Amazing Engine game system. The setting: Victorian England, 187-. The Tuatha de Danann are represented in Parliament. America is a British penal colony. And your character? She could be a governess to a family in Bloomsbury, skilled in herbal lore and fairy lore because she was raised in Ireland. He could be a consulting detective, half-faerie himself, with training in phrenology. Or, your character might be a full-blooded Tuatha de Danann, bent on wreaking mischief throughout London!
Step into the universe of For Faerie, Queen, and Country. And don't forget the bit of cold iron for your pocket!
Spell:
Hidden Item
Level: Third
Range: Touch
Duration: 6 Turns + 6 Turns/Level
Area of Effect: One Item
Components: V,S,M
Casting Time: 5 Segments
Saving Throw: None
When this spell is cast the magic user is able to hide on item inside that of another. There are limits on what items can be hidden and where an item can be hidden as well as possible ramifications.
The spell lets the caster hide on item that is at least 50% smaller than the second item in the second item. Other than the size limitation the only other is that neither can be living. When the item is hidden the item it is hidden in will gain weight equal to 50% of the hidden item and will gain a magical aura which Detect Magic will show. True Seeing will show the outline of the hidden item on the surface of the containing item.
The item hidden will not be expelled on its own and the caster will have to command the item's extraction. If this is not done before the spell expires then the item will become trapped in the other item. Spells such as Limited Wish and Wish will allow the item to be extracted after the spell expires. It is also possible to remove the item by returning it to the place of the spells casting on the anniversary of the casting when it will expel itself automatically.
The material components of this spell are simply the two items that will be used. Neither of these items are damaged in any way by the spell and both can be used normally after the items are separated.
Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.
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