[5e] Courts of the Shadow Fey (Inactive)

Game Master mishima


Fey Tricks

RITUAL OF MEMORIES LOST ritual:

4th-level enchantment (ritual)
Casting Time: 1 minute
Range: Touch
Components: V, S, M (a small pastry)
Duration: Special

During the night, you bleed upon the
pastry component during the ritual. At the end of the
casting time, you must make an Intelligence (Arcana)
check against a DC equal to 10 + the target’s Charisma
modifier. On a success, a humanoid target who willingly
touches the pastry loses a memory from its life. The
target chooses the memory it gives up. You infuse the
memory into the pastry. The memory remains potent
as long as the pastry remains fresh, usually for two days
unless measures are taken to keep it from going bad.
A creature that uses its action to consume the pastry
permanently gains the memory as if it had experienced
it originally.

The target of the spell sacrifices the memory, losing
it forever. Only a wish spell or similarly powerful magic
can restore the lost memory, which also removes it
from the creature that gained the memory. The target
is disoriented, giving it disadvantage on ability checks,
until it finishes a long rest.

TREAD THE NIFLHEIM ROAD ritual:

4th-level conjuration (ritual)
Casting Time: 1 hour
Range: Touch
Components: S, M (a lantern on a chain and a
sackcloth bag)
Duration: 1 minute

You can use this spell to open the entrance to a
portion of the Niflheim Road, known more commonly
to non-fey as the Shadow Road (or the fey road). The
spell permits travel to designated locations within the
Shadow Realm. The starting point in the mortal realm
must be the site of a murder, a suicide, or another
significant tragedy. If you are in the Shadow Realm at
the end point of a Shadow Road when you cast this
spell, it opens a portal to the corresponding location in
Midgard.

When you are in a suitable location, you spin a lantern
and lift it in and out of a bag of sackcloth, creating
alternating light and shadow. At the end of the casting
time, you must make a DC 15 Intelligence (Arcana)
check. On a successful check, a 20-foot-radius shadow
portal opens onto the Shadow Road for 1 minute.
On a failed check, you take 11 (2d10) cold damage,
you gain one level of shadow corruption, and you have
disadvantage on any further Intelligence (Arcana) checks
to cast this spell successfully until you finish a long rest.

While the portal is open, any creature that enters the
portal from either side appears at the other location
1d4 hours later, along with anything the creature holds
or carries, though to the creature it seems as though
no time has passed. If the creature travels with several
others, they all arrive in the same round and in the same
sequence that they entered the road.

The destination of the road is always set when the
portal opens—meaning that small variations of this
spell exist that connect different starting points
and destinations. You can spontaneously change
the destination during the casting under certain
circumstances. Those with fey blood can change
the destination of the Shadow Road by making the
Intelligence (Arcana) check with disadvantage. You must
have visited the new destination before, not merely
heard of it (a bartered memory is also sufficient; see
ritual of memories lost).

Any number of creatures of any size can use an open
road; the only limitation is the number that can reach
and move through the portal before it disappears.
Certain roads are guarded; others lead in only one
direction. Anyone standing in the vicinity of either side
of the portal sees a foggy road through a forest but
gets no hint of the destination. Environmental effects at
one side of the portal don’t affect the other end.

(Raseri only): EIDETIC MEMORY spell:

5th-level transmutation (ritual; hieroglyph)
Casting Time: 1 action
Range: Self
Components: V, S, M (a string tied in a knot)
Duration: Concentration, up to 1 hour

Wen you cast this spell, you remember everything you've
ever read or heard in the past. Additionally it grants you a +10 bonus
when making Intelligence checks for the duration.

(LoL Members Only) RITUAL OF TRUE SIGHT:

RITUAL OF TRUE SIGHT
5th-level divination (ritual)
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a small prism; ointment for the
eyes that costs 250 gp, which the spell consumes)
Duration: 8 hours

During the hour of moonrise, or moonset, you chant the
ritual, catching the light in the prism and focusing
it toward the eyes of the target. At the end of the
casting time, you must make a DC 17 Intelligence
(Arcana) check. If you succeed, you anoint the
target’s eyes with the ointment, and the target gains
the benefit of true seeing (as the spell) to a distance
of 30 feet for the duration.

Court Gossip:
It seems the cook owes money to Fordin of the East, the changeling Master of Horses. It further mentions that the cook has been putting saltpeter in the Master of Horses' meals. Such gossip!

There is a brief bit about hierarchy that catches your notice. 'True nobility is found downstairs as well as up. Visit Moggo the Chamberlain in the Goblin Court, and you might be granted an audience with the Goblin King.'

It also warns not to step on spiders, because they are royal children.

A bit about dueling stands out. Its said that stealing a glass of King's Cordial and offering it as refreshment before a duel grants great Status to its bearer in the event that they win the duel afterwards.

Frightened writing in a shaky hand describes the Moonlit King as a creature allied with dark forces: dwarves and death demons. It's said he will outright slay any mortal that looks upon his true form.

There is an anecdote that catches your attention about wines and spirits from the mortal realm being more than just vile and revolting to shadow fey...but quite deadly and toxic.

There is a bit about how imitating a donkey garnishes respect among the higher class.

They mention how its been a long time since they have watched the one eyed, iron fang fiends tear flesh apart and write excitedly awaiting their appearance. 'Psoglav', they call them.

Lord Chesselfield is a visitor from the Arbonesse elven River Kingdom on Midgard, and is playing a crucial role in arranging the marriage between the Black Prince and Elegyn, a Zobecker noble.

The most legendary quarry of all hunts is the longtailed firebird. Capturing this creature is said to garner great admiration from the Queen in particular, and some believe the Queen sets the firebird free each time it is brought to her.

All the court fears meeting the Moonlit King in his winter season. His moonlight devils destroy fey souls, and his maze is a place of horrible suffering.

Some say Zobeck is the place where the King and Queen first kissed.

The noble lady Sariel has been cursed to wander, lost in the halls of the courts, not for having relations with the kennel master but for snubbing his dogs while she did.

The Rain- and Flame-cloaked courtesans are plotting together with servants of the Moonlit King to supplant the Sapphire Courtesan.