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The Horizon 1 Site

HORIZON IS OVER!

The webpage remains up as a permanent archive of game material, mainly for the benefit of nostalgic players - although if you'd like to run a Horizon-inspired game for your friends, that's wonderful too. Horizon will be succeeded by Legacyin Trinity term of 2006.

If you like you can look at the (sketchy, incomplete) GM notes as well.

Fairy Blood

Fairy Blood is a quirk with numerous complications, and so it has its own section.

If your character has Fairy Blood, they can:

  • have the Fire or Star affinities at the start of the game.
  • possess an unearthly allure, or be disturbingly inhuman in their appearance.
  • enjoy the favour or emnity of their fae ancestors.
  • play minor tricks with fairy magic.


Fairy Blood (variable)
Your ancestry is somewhat complicated; it is rumoured that long ago Treacherous blood entered your family line. You may choose the Fire or the Stars for your Affinity. This is the basic version of the merit, and costs one point. You can then choose some or less of the modifiers from the following list, changing the cost of the quirk by the indicated amount. Please don't take stuff that is obviously contradictory.

Fairy Look (-1): you have some obvious feature that make you looks like a fairy to pretty well anyone who's heard of them. Deep violet eyes is one example; pointed ears might be another; or it could just be an air of "otherness". Anyone who dislikes fairies will dislike you, and in the countryside you should be wary of mobs with pitchforks and torches. Apart from this people will in general be a little bit more suspicious of you.

Fae Allure (1): although you are not obviously of fairy blood, your descent has left a "certain something" about you. It could be a physical feature (Byronic good looks) or it could just be an aura. Either way people in general think you are a bit more exciting, mysterious or interesting than they would otherwise. Impressionable teenagers will decide to be in love with you; cantankerous old folk will declare that you're bound for a bad end.

Ancestral Favour (2): Full blooded fairies treat you as a favored little brother or sister. Whenever you run into them, you will be treated, teased, spoiled, feted, and sometimes even aided. Occasionally, fae will even seek you out to liven your life up. The whole process can be bewildering and occasionally painful, but it is certainly better to have the Fair Folk on your side than otherwise. You are not aware of why they do this at the beginning of the game; the GMs will cook up a suitably amusing reason.

Ancestral Emnity (-2): Full blooded fairies hate you. They won't explain why. Whenever you run into them, they do their best to ruin whatever you are doing and make your life a little bit worse - killing your minions, stealing your stuff, taking human form and seducing your SO. They're not declaring full out war on you, but it will make your life harder.

Fairy Tricks (2): you can do a little fairy magic. Mostly mired in the mundanity of the True Lands, you can only do the most minor stuff - make dancing lights appear, change the colour of someone's eyes for a few hours, move small objects a few inches - but it can make for impressive party tricks. A warning: this sort of "unofficial" magic is very easy to detect; anyone with the slightest sensitivity will realise that something is going on. If detected, it is likely that people will make the Fae connection; or worse, the ignorant may assume that you are channelling the power of the Gods or Powers.

Random Tricks (-2): as above, but you don't control when the "tricks" occur; the GMs will have effects randomly pop up in your presence. Be assured that this will happen in a meeting at least once every couple of turns.