The Wood
Most of the forest on the outskirts of the village has a Faerie aura of 2. A significant portion of the area also has a Faerie regio, which is unusual in that it is impossible to accidentally stumble into it. That is, unless the characters suspect a regio, they will not find it. Its strength varies from level 3 to level 5. It covers three territories, each occupying a different section of the forest: Satyr Hollow (Faerie 3), the Veil (Faerie 4), and Dryad Grove (Faerie 5). These areas are outlined in more detail below
Characters with exceptional hunting abilities may be able to find signs of the struggle, if the reeve shows them where the body lay. As several weeks have passed, a Perception + Hunt roll of 15+ is needed to find any clue, which only provides a direction to follow, and a 21+ to perceive that the trail leads a little way through the woods and ends abruptly at the edge of the regio, near the satyrs' hollow.
At the edge of the meadow, near Sir Gilbert's camp, is a stone marker. If the characters wait there, an illusory guide will come forward and beckon them to follow. It leads them into the Veil, a confusing part of the regio that is not easy to leave. From there,



the characters may also find their way into the dryad's grove, another level that overlaps the covenant site.
If the characters have any cause to suspect a regio, magic may reveal the edges of it. Intellego Vim spells allow them to step directly into the faerie woods, while Virtues like Second Sight may let them see the boundary. Intellego spells that tell about the nature of the forest may also give them an idea that something is unusual. These methods might allow the characters to reach the satyr's valley, or enter the Veil from somewhere other than the marker.
Satyr Hollow
Near the place where the man was killed is the entrance to Satyr Hollow, where a small number of the goat-footed creatures of ancient myth still live in a free, comfortable band. Here they run at will through the forest, brawl with each other in sport, or nap under the trees while listening to their faerie pipes. They embody every kind of masculine leisure in the wild. The characters will be greeted by several surprised satyrs when they first arrive in the regio, who may abruptly challenge them to a wrestling match or invite them to accompany their hunt, as if this were the most natural thing in the world.
If the characters are threatening (have drawn weapons, for example) the satyrs may circle warily, pointing thick javelins at them and demanding to know their business. The creatures are not averse to a fight, as they haven't had a good one in some time, but their numbers are waning and they fear unnecessary casualties. They would rather talk, but if the players want a battle it is easy to give them one here.
If the characters are easygoing and friendly, they will be offered wine and fruit. The satyrs have no leader, so this is more along the lines of one or two of them holding up their wineskins or gesturing to the drying figs on flat rocks. They will start to drink, carouse, and generally make merry, which may encourage the characters to join them. Characters with some knowledge of Faerie Lore may recognize this as dangerous, and you should warn characters with Common Sense that accepting food or drink from the fay is a bad idea.
The aura here is Faerie 3.
THE SATYRS
These satyrs spend much of their days hunting, chasing down faerie stags for sport, engaging in contests to see who can put