It has the character of a light bursting into being in the emptiness; that flare of light characteristic of the best of fireworks, when night transforms to beauty. Then in unending succession there flow marvels, changes, instances of pattern, brightness, and color: then there is a feast for the mind and senses, then there is the vast inexplicability of beauty, only herein made. That is the appearance of the firework fairy.
Now it is said, and so much is true, that if you should catch one at rest or in a room already bright—such that the impact of their explosions was muted or resolved down to sparkles—that the firework fairy should have the most typical of fairy forms, that is, the androgyne child, shrunk small as an acorn or a mouse, in either case to fit within a hand, and winged with butterfly or raven wings (and in some cases the wings of dragonflies or multicolored birds; but these more rarely). But even in such cases it is best remembered that the key to a firework's presence is the bursting of numinous experience into the ordinary, the pulse of magic intruding on the simple world. Thus if you should encounter a firework having this precise form, but dull, then it is sick, weak, dead, or some other thing entirely; while if you should see something ordinary as a thimble or a hat, and it should intrude thus upon your senses, you may rely upon the belief that a firework is within. The only time, in fact, that a person may look upon a firework without its presence registering is when that person dwells already within a daydream or somnolescent state; then the vibrant colors of their dreams and the dissociative power that separates the dreamer from the world may give the firework camouflage and allow it to pass unnoticed by the eye. The remainder of the occasions where a firework may escape notice, as in the experiments of my colleague M. Ambrose, are cases where the firework is seen but actively denied; "that cannot be," says the uninitiated spirit, "therefore I will take no notice of it. Later, I will reassure myself that I did not see, and afterwards forget entirely."
The persistent character of the firework fairy is to break the stillness of the ordinary and echo what is given to it—to cast back the visions of the world around it in a new and brighter and more magickal of forms. Thus, one may imagine a miser, dwelling in meaningless misery upon their hoard, saying, "Look, I have enough to buy food for all the starving people of this town," and allowing that statement to fall flatly and without interest on the unechoing walls of their chamber; then a firework calls back, "Look, here is enough to buy food for all the starving people of this town!" and it is suddenly a notion. And thus with the Wright Brothers and their creation of the aeromobile, and also the enactors of many great follies such as the house of M. Ogilvie.— The Manual of the Fey, by Stacio
Firework fairies are charged to break the stillness of things. It is their duty to stop the world from moldering down into the ceaseless soulless ordinary—to trouble the faceless bureaucracies, to waken the disillusioned, to remind the children of magic, and to guarantee that there is in all situations and in all circumstances the hope of change.
It is their power to make other people and things beautiful, to love them, to adore even the bleakest and cruelest things and places; and the people too, though they are not required in that love to serve or aid the Wicked.
It is their power, in short, to make and find beauty and power and change in even the unlikely places, but never to be confined by them.
These are the standard invocations of the firework fairy—the powers they use when brightening the world:
• I am that which breaks the stillness
• I am a thing which moves
• I am the opening of eyes to wonder
• I have found a thing worth loving
• I echo what is given me by others.
Example: "I echo what is given me by others. If this hellhound is going to breathe fire on me, it's getting a face full of fire back!"
Firework fairies have a +1 bonus on Invocation rolls. They are never disoriented by the rush tokens that represent things moving too fast to keep track of, and on a Praxis roll of 23+ they can add 1-5 such tokens to a scene.
Famous firework fairies include Emily Wright, adventuring duo Rachel and Benjamin Starr, and Seraphine (who found the soul of the world). Also notorious is the Wicked firework Jenny Constantin, who steals children from placid homes, and the Rebel, a nameless avatar of unrest. The Johns Hopkins University has a master's program for firework fairies seeking to refine their technique; many of the better known fireworks are either graduates of the program or associates with honorary degrees who occasionally give seminars or talks.
You should play a firework fairy if . . .
You want to be in love with the world, to be drunk on sunsets and sunrises and the beauty of things. If you want joy and madness. If you want to change lives for the better. If you want to be larger-than-life. If you want to think fast, move faster, and laugh at the trouble life throws at you. If you want to get into trouble and out the other side. If you want to be the engine of the world. If you want to be illogical but cool, silly but triumphant, charming but infuriating. And if you want to be a brilliant flare of magic in a dull and dreary world.
As usual with this material, I'm interested but have difficulty thinking of something to say without more data.
ReplyDeleteAre firework fairies likely to run into a lot of situations involving things too fast to see? Does that include things like initiative and needing to think about a lot of things at once?
"Rush tokens" generally mean that one scene is moving much faster than the norm. There's a tendency for fairies and everyone else to get disoriented when they hook into such a scene, which roughly corresponds to combat disorientation in some other RPGs but also any time, e.g., you try to catch something that you suddenly see darting past, or . . .
ReplyDeleteWell, the two canonical examples, really, are jumping into a combat situation and trying to stop something really fast. And a less important but still meaningful example is getting into the groove when you find yourself in a dance club or a weird social group or whatever; those things might be paced one or two orders of magnitude faster than the usual lazy 6-12 hour rounds.
There's also the trick usable by firework fairies themselves of deciding to make something happen really fast, revving it up so that suddenly that 5-year plan is closer to next month. This is the kind of whirligig event that can give random other fairies joining in whiplash, "Wait, what, we're already on phase two?"
This seems to sort of remind me of the "stones" from the Great Game and also of that same system's Chi conditions. Which is really good, because I really like systems with a debuff/buff system that's broad enough to apply to anything.
ReplyDeleteSo, you know; keep on doing that.
I note that shadow sprites and firework fairies seem to be more or less two opposing halves here. I look forward to seeing if fairies exist on any other axes.
They're actually opposing halves of two different axes, but in practice they're kind of fungible ones. There's power and rush and method, and power and rush are a lot closer to one another in practice. Ergo, the counterpart to firework fairies are not the darkness sprites but some sort of dampening/slowing fairy, while the counterpart to the darkness sprite is some sort of powering sprite. Though I'm not 100% sure I'm keeping the use of sprite/fairy/fey as axis distinguishers, and other things that are basically name-related are subject to change as I go.
ReplyDelete