The Faltyn

This mercurial creature arrives before its summoner amid a tinkling of faerie bells. It is a wonderfully useful servant – it knows the secrets of the past and present and of men’s hearts; can carry things through the air; and is capable of creating marvellous illusions – but has the temerity to demand payment for every small service it performs. Since the faltyn knows the nature and potential uses of whatever magical baubles the party possesses, any bargain it proposes should be considered carefully – the price is likely to be far out of proportion with the task the creature is charged with.

The faltyn is normally a capricious and whimsical spirit with an irritating sense of the absurd, and a wise sorcerer will watch his every word when speaking to the apparition. Unfortunately, it is a craven thing and, if faced with a more formidable magical power, is likely to vanish with a cowardly wail.

Summoning a faltyn requires the casting of a 6th level spell: one that is relatively well known; it is recorded in The Lamas Exhultious and Nastor’s Experimentium, to name just two volumes. Of course, in the medieval world of Legend, this merely means that it appears in perhaps two score books, rather than just the one!


Combat Statistics

These should barely ever be needed: the faltyn is more likely to vanish with a shrill laugh than remain to cross swords with dull mortals! But, if necessary, it has the stats of a great phantasm.

Marvellous Feats

Level VI Illusions.
Level VI Seeings.
Level III Ponderous Feats.

Apparition

The faltyn is invisible and inaudible to all but its summoner; to any onlookers the sorcerer will appear to be talking to the empty air!

Mortals can sense a faltyn with sixth sense or by the use of certain spells (Detect Aura, Beacon, and Perception of Sorcery) or magical items. Only the mystic spell All-Seeing Eye will enable another to actually perceive the creature.


Bartering

For those unfamiliar with the Bloodsword books, each time the faltyn is asked to do a service for the sorcerer it will demand an item carried by him or another of the party. The sorcerer may or may not agree to this; if he agrees, that item will vanish away (since the creature is invisible to all except its summoner, he may agree to give it something possessed by an ally without that person’s permission; that worthy may not even be aware that the item is missing until he needs it – match his PERCEPTION against the faltyn’s STEALTH of 28).

If the summoner does not agree to the faltyn’s price there is a 2 in 3 chance that it will ask for another item instead; if this is refused there is another 2 in 3 chance it will make a further offer, and so-on. Only if the sorcerer possesses no more items will it ask for a mouthful of his warm mortal blood; if he agrees, he looses 1d2 health points.

If the sorcerer refuses all the faltyn’s demands the creature will offer supercilious and empty regrets and disappear.


Mythic Enchantments

In the later Bloodsword books the faltyn reveals the ability to marvellously lend mortal men and ordinary things the qualities of the neighbouring landscape: it gives a hero the weight of a nearby mountain, and magically connects a drinking horn with the river outside so that it can never be emptied. Both these mythic feats of magic are performed in the land of Death, where, perhaps, such deeds are a little easier.

I suggest that, unless the referee wishes to run a fairy-tale style game where the marvellous occurs fairly regularly, such epic magic be impossible except in places like the land of Death, where one may expect the constraints of the mortal world to be looser.

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