Mastered to the Court of Dreams, this is now what the Armor does:
Basic powers:
- The Master of the Wild Hunt can glamour as legendary kings and queens in order to lure in gullible mortals and fey using an ancient rhyme inscribed on the inside of the Armor.
- The Master may vanish if he speaks his True Name into a mirror. Speaking it backwards into that same mirror returns him to visibility. If he vanishes for more than 30 seconds at a time, he loses his True Name and becomes a boggin. He can vanish 4 times per day if he returns in time.
- While vanished, he can walk through solid matter that has no iron it.
- The Master can summon his own special steed by whistling three low notes.
- A circle of salt will protect the Master from some supernatural powers if undisturbed.
- In dreams, he can call out to any at will.
Special powers and traditions:
- The Master can command wild hunt fey, sidhe, fays, red foxes, trens, werefoxes, doamin, faeriesteeds, cu siths, miros, duannums, svamps, mushrooms, parrots, fosphas, trommans, toads, ink gaunts, some changelings, peatmen, indigo parrots, kitsunes, fey mountain lions, bakus, karkadanns, fey deer, and dreamdusters.
- The Hunt can sense where fey and vaettir are at night by scent.
- Any single hunter can let out a call on a horn made of the horns of fallen fey deer to summon the rest of the Hunt.
- Any hunter wearing red is immune to flame.
- All hunters have horns or antlers.
- If the Hunt travels through mortal lands, those within ten miles of its path will sleep for three days.
- The Hunt can only hunt between spring and harvest seasons. On the first day of autumn, the Hunt stops. Usually, however, it concentrates on a nine week span before the first of autumn.
- Anyone who does not hide from the Hunt as it passes will be enervated. Those who see it and evade the Hunt's attack will suffer hallucinations for a week.
- When hunting mortals, the Hunt will focus on blasphemers and hateful beings. White-breasted maidens are also preferred as mates.
- The Hunt's passage causes a change in the weather.
- The dogs of the Hunt have two special kinds of bark while with the Hunt: a loud one that scares prey and a quieter one that the prey cannot hear but the Hunt can.
- The Hunt's presence causes all animals and even the winds to go silent.
- On Jeremas, the Hunt feasts. If one sits at this feast, one will eat forever unless one asks for salt, at which point, the Hunt will flee. One would become blind should this happen, however.
Prax-specific powers:
- Prax's stats are now always that of the Dream-version.
- Soul of Rafu: unleash upwards of nine figures from stories Rafu knew to help with the Hunt on the next summoning by praying in your dreams to the soul of the now Sainted miro.
- Somnulant breath: Prax's breath now gives calming rest at a 25.
- Silver blood: Prax's blood flows silver and grants life to those that drink it.
- Oneironautics: Prax has +10 oneironautics on top of his current score, so 25+3+3 [pendant]+10.
- World Tree's Dream: Prax may know where any one thing is when if he places a symbol of it beneath his pillow as he sleeps.
- True Love: if Prax finds True Love--that is, any two people in True Love, or his own True Love--he can bequeath one protection upon them that will last forever by giving them a tooth as a talisman. The protection must be specific (protection vs. poison, or fire, or heart attacks, etc.) in description.
- Thief's Boon: Prax may vanish a fifth time each day if he does so while committing a crime.
- Palimpsest:Prax may speak to any member o fthe Hunt through the palimpsest if he uses indigo ink and address them directly, but it will only contact the one he is addressing, and then only if they happen to be looking at paper, a mirror, or still liquid.
Killing and capturing:
- Any unseelie fey captured by the Hunt is killed, its soul sent to the Dream Realm to be reborn as a seelie.
- Any unaligned fey captured by the Hunt is asked to join or be slain, its soul sent to the Dream Realm, and reborn as a seelie.
- Any vaettir captured by the Hunt is asked to join. If it does not join, it is knocked asleep.
- Any non-vaettir mortal captured by the Hunt is held for ransom.
- Any non-fey Aeonian captured by the Hunt is ransomed to its Court.
Protection from the Hunt:
- Mortals can hide from the Hunt by covering themselves with their own clothing.
- Mortals can sometimes hold the Hunt at bay by cursing its name. This is disconcerting to the Hunt, and often results in good fortune to the mortal, as well as silver.
- Iron burns hunters like flame, and wearing red bypasses this weakness.
The Hunt:
- There are never less than 30 beings involved in the Hunt. Over 10,000 rest in wait to go Hunting, but only as many as 100 will leave at a time.
- The Hunt is now composed primarily of the wild hunt fey, cu sith, faeriesteeds, sidhe, fays, duannums, svamps, ink gaunts, peatmen, karkadanns, kitsunes, trens, werefoxes, dreamdusters, and miros. Some ride fey deer.
- Archoses, cocidians, firbolgs, bean nighes, bean siths, satyrs, engkantos, adlets, rakshasas, nimerigars, changelings, silvrans, nymphs, bugul nozes, centaurs, pookas, vanara, ashurites, the hooded, la kae rnd, nawaos, Tarcenes, eshus, kanurikis, boggarts, and killmoulises are possible members as well.
- In the lands where there is a prohibition against hunting on certain days or times of year, violators of this law are subject to becoming part of the Hunt when they die.
- The 13 Hunters: Chos Sciobtha (whose speed is legendary), Dho Speir (whose antlers burn), Bow Ri (the greatest archer), Dubh Laochra (the finest warrior), Bas Dread (ruthless killer), Aisling Caillte (defender of dreams), Beanna Gear (best swordsman), Scread Mheabhair (the mad one whose voice is piercing), Prionsa Thorn (power-seeker), Lamh Fuilteach (the most violent), Realta Laidir (the strongest), and Oiche Dona (sheer horror). Formerly these were fell Hunters, but now they are dream-beings. Each is a Disciple of the Master of the Wild Hunt.
- Upwards of ten nobles of the Seelie Court will answer the Call, including any of the Court of Exiles, the Archer, the Puck, the Hero of the Valley, the Champion of the Dreamer, his Court, the Balladeer, the Merry Men, the Warghunter, even The Queen.
- The Redeemed: Unseelie turned back into Seelie include Dando the Houndmaster.
- The Estadea is a phantom that calls out the names of the Hunt's targets.
- The pathetic horned troll Slattenpat, cursed to be hunted, is now free and will willing serve the new Master.
- Foxes. Lots of foxes.
- The souls of the past 6 Masters can be summoned if the Master's antlers are beaten with an elm branch.
- The Master's (new) steed is Cead, a hundred-pointed fey stag with life-giving breath, tears of fiery innocence, hooves that strike like lightning, and fur so thick it holds back nigh Gifted weaponry.
- Dullahan, the Headless Rider, may or may not join.
- Hellequin, emissary of the Devil, will show up with an offer.
Enemies:
- The Teind, King of the Unseelie, must slay the Master to reacquire his tribute of souls.
- The Erlking must slay the new Master to become Master, as is his goal. His daughter is also an enemy. His hound Urco is also to be feared.
- Waur the One-Eyed Hunter and his wife Holda loathe the new Master.
- Count Arnau has allied with King Arawn, and the two plot against the new Master. Arawn's court is also antagonstic.
- Herne the Hunter is bound to his tree, seeking release and the death of all fey.
- The Champion of Nightmares, the Dreameater, and more.