Faeries

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Faeries are the entities who have gained awareness in the primordial realms that border Creation. The realm of the fae is a place of imagination and creation, shifting and changing to the whims of the inhabitants and the dreams and legends of the mortal races.


Overview

Faeries can not reproduce, and require mortal imagination to help shape their realm. They do this by taking mortals and bringing them into Faerie, using the dreams and power of the soul to help shape the glamour of their homes. The Fae are divided into the Light Court and the Dark Court. Within Kith Kanaan, the Light Court can be explained as the Court of Spring, the Court of Summer, the Court of Day, while the Dark Court could be explained as the Court of Autumn, the Court of Winter, or the Court of Night. The Light Court is fascinated with mortals and draw them in to study and play with, enjoying the positive emotions and experiences that mortals can provide, while the Dark Court enjoys the darker emotions present within mortals.

Faeries can not reproduce. Instead, they draw in a mortal and alter them, shredding the spirit of the target and sculpting them into a likeness that the faerie approves of while calling on the essential core of the person's identity. This process can be pleasant or unpleasant, depending on the Court of the faerie and their whims. Eventually, the true soul of the target flees, leaving behind the spirit, crafted into a new faerie. Some faeries do not take it this far, instead producing a half-faerie, someone with one foot in either world.

The fragments shredded off may become self-aware, turning into Goblins, or may be picked up by Dwarves and turned into items of legend. Others may become lesser faeries in their own right, called ephemera, sometimes manifesting as sprites, pixies, or other such smaller creatures.

Faeries do not have personalities like mortals do. Instead, a faerie starts as a blank slate, and picks a Concept. The Concept defines the faerie, and the faerie learns what emotions are from exposing themselves to mortals. They learn to emulate the emotions they experience, and draw ideas from the mortals and the actions of others. These emotions and ideas are built around their Concept, helping to define and expand the Concept as the faerie grows in power. Some faeries take a Consort, a mortal who helps place the world into a frame of reference that the faerie can understand. This Consort isn't a lover, but is more of a guide and touchstone so that the faerie can draw upon them to comprehend the world which is at once static and also chaotic to them. Without this Consort, a faerie can easily descend into claustrophobia and madness, their Concept breaking down from external pressures, and causing the faerie to lash out, trying to shape the world about them to resist being shaped themselves. A Consort acts as a buffer, allowing the faerie to anchor themselves to the Consort's ability to adapt to the world about them, and filter the experiences of the world for the faerie to comprehend.

Faeries shape themselves through oaths and rules. As the faerie's Concept evolves, the faerie shapes themselves to their changing Concept, using rules, limitations, and oaths to help anchor themselves. When leaving Faerie, a faerie often chooses a mortal and oaths themself to the mortal to help anchor themselves. The mortal need not be willing or even aware of this. A faerie is loath to deviate from their rules, limitations, or oaths, using these to define how they interact with the world.

A faerie must have (Might) Oaths, Rules, or Limitations placed upon themselves. Each is attached to an Attribute. If the Oath, Rule, or Limitation is broken, the faerie immediately suffers a Permanent –1 Penalty to that Attribute. If an Attribute reaches 0, the Faerie descends into madness, their Concept damaged. A Consort allows the faerie to make a Death Save to prevent the penalty when one of these restrictions are broken, rolling (Attribute + Consort's Growth).


Courts

Shining Throng

Shifting Shadows

Types

Goblin (35 DP)

The goblins are the servants of the fae. When a mortal soul is shredded by the dark courts, fragments scatter to the wind. Some, the darker emotions and desires of the mortal being tormented, have enough strength and will to settle into Faerie, scuttling off into the deeper recesses of the realm. Gathering power and form over time, they eventually wander back into the Courts, as creatures with brutish feature and yellow eyes. Though not truly intelligent or sociable, they are cunning, and the Dark Courts often send them to torment and torture those who anger them. Goblins are known for cruel tricks and for their cowardice, attacking in groups that usually outnumber their prey three or more to one. Goblins found in the wild are often refugee bands from the faerie realms, or hunting parties looking for their master’s prey. According to the Joshuites, a goblin is a manifestation of one of the seven Sins, and they may be right as each goblin seems to fixate on one particular dark emotion or vice. It is also thought that goblin packs naturally form as siblings, each goblin a fragment from the same tortured soul. Goblins in large enough packs seem to gain an awareness, a communal pool of memories of the mortal world and an ability to act almost as if one mind guided them. This ‘mind’ is often dangerous, and the family and friends of the vanished mortal may become plagued by goblins.

Attributes

  • Physical: +2
  • Size: -2

Skills

  • Awareness: +1
  • Dodge: +2
  • Search: +1
  • Stealth: +2
  • Unarmed: +1

Talents

  • Danger Sense
  • Quick Reflexes
  • Swarming
  • Weapon Training

Powers

  • Ambush
  • Resilience
  • Vitality

Merit

  • Communal Memory

Goblins who operate as a pack gain some memories of their mortal life, as well as a strong link to each other. Goblins gain one Additional Success on all Skill Rolls for every other goblin in the pack when operating as a team. This benefit includes when the goblin makes attacks on the same target, or attempt to stealth through a region. In addition, a goblin in the pack may activate this Merit for the Scene as a Free Action, gaining an awareness of the activities or goals and thoughts of any other goblin in the pack, as long as the other goblin is within (Might x 50) yards of the goblin using this Merit.

Equipment

Goblins often salvage what they can from victims or steal what they can. They often wear leather armour (Soak 2) and carry clubs (Damage 3) and slings (Damage 2).

Ogre (50 DP)

Ogres are large, bestial creatures with huge tusks and shaggy fur. Ogres are simple guards and protectors for the wild faeries, though it is often rumoured that ogres are people who have been cursed by an angry faerie noble. Ogres are not particularly bright, but are effective combatants.

Attributes

  • Physical: +3
  • Size: +8

Skills

  • Athletics: +1
  • Endurance +1
  • Impact +1

Talents

  • Armour Training
  • Die Hard
  • Heavy Weapons
  • Weapon Training

Powers

  • Alacrity
  • Grounding
  • Invulnerability
  • Resilience
  • Vitality

Merit

None

Equipment

Ogres often carry great clubs (Damage 6) and usually bone or hide armour (Soak 3). Some carry spears, mostly used for throwing (Damage 6).

Pixie (70 DP)

Pixies are lithe, slim figures of small size and are formed from the fragments of spirit which drifts from a person becoming fae. They are more often associated with the Light Court, though not all of them are aligned there. Pixies look like petite, androgynous figures, covered in light fur and sporting insect wings. The type of wings depends on the pixie, they do not have to be of any fixed type. In most cases, pixie colouration leans towards blues, greens, and purples, rather than normal fur colours, and they give off a faint glow which they can mute at will. Pixies act as scouts and spies for the faeries, watching villages and farms, seeing who may be interesting enough to draw the Aes Sidhe to. They are playful and inquisitive, and often befriend children, but are dangerous because their very touch can cause paralysis, leaving the victim helpless to be collected - or to be played with by a pixie swarm. A person who is claimed by the fae and who is moulded to create pixies will usually produce (Might x 2) pixies.

Attributes

  • Mental: +1
  • Social: +1
  • Spiritual: +1
  • Size: -4

Skills

None

Talents

  • Accurate
  • Danger Sense
  • Heroic Luck
  • Night Sight
  • Nymph’s Kiss
  • Swarming

Powers

  • Beguile
  • Blending
  • Blink
  • Cling
  • Grounding
  • Incorporeal
  • Paralysis
  • Resilience
  • Wings

Merit

None

Equipment

Pixies that are equipped for combat usually carry with a faerie equivalent of chain mail (Soak 5) and are equipped with a medium steel shield (Defence + 3). Pixies who are out exploring usually carry a long sword (Damage 5) and a short bow (Damage 4). These weapons are usually enchanted to channel the pixie’s Paralysis Power.

Siren (100 DP)

Sirens appear as attractive females in the prime of their life. Their beauty is beyond that of mortals, and they often live in lakes or other open bodies of water. Sirens have webbed hands and feet, and usually come to the surface during nights of the full moon. Sirens are seducers, drawing others to them and coaxing them to follow the Siren to the faerie realms.

Attributes

  • Mental: +1
  • Social: +3
  • Spiritual: +1

Skills

  • Empathy: +1
  • Perform: +1
  • Presence: +1
  • Swim: +1

Talents

  • Attractive
  • Fast Healing
  • Heroic Luck
  • Night Sight
  • Nymph’s Kiss
  • Quick Reflexes

Powers

  • Beguile
  • Blending
  • Breathless
  • Entrancement
  • Imitation
  • Immortal
  • Invulnerable
  • Pheromone
  • Sixth Sense
  • Tireless
  • Tolerance (Drowning, Pressure)
  • Tongues
  • Water Baby
  • Weakness

Merit

  • Song of Beckoning

The Siren is capable of singing a melody. The Siren rolls Social + Perform with a number of Additional Successes equal to the Siren’s Growth (4) and anyone within hearing of it who has a Resolve lower than the Successes rolled has the urge to come to the Siren. The victims will use the quickest route to get to the Siren, and will become hostile to anyone who attempts to prevent them. If they have a means to get to the Siren, they will use it. The Siren, if they know of a specific target, can ensure that only those the Siren desires will hear them. The range of a Siren’s song is 1000 yards per point of Growth (4000 yards).

Equipment

None

Troll (100 DP)

Trolls are dark faerie who lurk in swamps and other fetid or shadowy regions. They prefer the taste of mortals over animals, and prefer the taste of children over all others. Trolls do not just devour a person’s flesh, but devour their souls, thus granting the troll the ability to take on the form of their prey.

Attributes

  • Mental: +1
  • Physical: +3
  • Spiritual: +1
  • Size: +6

Skills

  • Athletics: +1
  • Subterfuge: +1
  • Survival: +1
  • Unarmed: +1

Talents

  • Critical Strike
  • Danger Sense
  • Die Hard
  • Quick Reflexes
  • Stone Hands

Powers

  • Ambush
  • Blending
  • Grounding
  • Imitation
  • Invulnerable
  • Iron Will
  • Leap
  • Natural Weapons
  • Regeneration
  • Resilience
  • Tireless
  • Vitality

Merit

  • Devour Soul

A Troll that successfully eats an individual gains the knowledge of the person devoured. In addition, the troll can take the form of the person devoured, copying their appearance for a number of days equal to the troll’s Growth. The troll gains the skills of the person devoured, and gains a number of additional successes to all rolls equal to the troll’s Growth to convince others of their disguise.

Equipment

Trolls do not normally carry armour or equipment, relying on their great strength and vicious claws and teeth to allow them to take down their prey.

Will O’ Wisp (100 DP)

Growth 3 (Experience 234)) The Will O’ Wisp is a faerie which appears as a tiny figure surrounded by a nimbus of white light. While not particularly strong, the Will O’ Wisp is agile, difficult to catch or strike. The Will O’ Wisp enjoys misleading others, leading them into places far from civilization, while those of the Dark Court lead followers to their doom. Those who stray too close to a Will O’ Wisp can be harmed by a vicious life-draining aura.

Attributes

  • Mental: +1
  • Physical: +2
  • Size: -4

Skills

  • Acrobatics: +5
  • Athletics: +2
  • Awareness: +2
  • Dodge: +5
  • Subterfuge: +1
  • Survival: +1

Talents

  • Danger Sense
  • Eavesdropper
  • Heroic Luck
  • Quick Reflexes
  • Magic Disrupt
  • Psychic Disrupt

Powers

  • Alacrity
  • Aura (Eldritch)
  • Blending
  • Blink
  • Entrancement
  • Flight
  • Grounding
  • Incorporeal
  • Invulnerable
  • Spirit
  • Weakness
  • Vampirism

Merit

  • Aura of Decay

A Will O’ Wisp using their Aura Power also adds their Weakness and Vampirism Powers to the attack. A region under the influence of a Will O’ Wisp will eventually turn into marshland from the faerie’s presence.

Dryad (105 DP)

Dryads appear as beautiful women that have long green hair with ivy or leaves mingled with them, and bark-skinned hides. The Powers of Additional Limbs, Natural Weapons, and Tendrils represent the dryad’s ability to command the trees and plants around her to attack, or to grow fresh plants from the soil or herself to attack those nearby.

Attributes

  • Social: +1
  • Spiritual: +1

Skills

  • Dodge: +1
  • Herbalist: +1
  • Stealth: +1
  • Survival: +1

Talents

  • Attractive
  • Danger Sense
  • Night Sight
  • Nymph’s Kiss
  • Permanency
  • Ranger

Powers

  • Additional Limbs
  • Beguile
  • Blending
  • Breathless
  • Cling
  • Grounding
  • Aura (Plant)
  • Incorporeal
  • Invulnerable
  • Leap
  • Natural Weapons
  • Pheromone
  • Resilience
  • Tendrils
  • Tireless
  • Tongues
  • Vulnerability

Merit

  • True Bonding

As an Instant Action, the dryad can bond with a region of woodland (forest or jungle) and become a part of it. For the Scene, nothing that is native to the region can harm the dryad, and all non-insectoid animals and plants within the region become an extension of the dryad’s will. The animae can see through the eyes of the animals she controls, and can command them or the native plants to act on her behalf. Anyone the dryad wishes to hinder in the region suffer an increase on the difficulties of all physical Actions equal to the dryad’s Resolve + Growth while they are within the area. The maximum size of the region is equal to the dryad’s Growth in miles in a radius.

Equipment

Dryads generally do not carry equipment.

Naiad (95 DP)

Naiads appear as petite women or men with green or blue skin and colouration, their hair long and wavy with sea plants hanging among the locks. They have wide eyes which seem luminescent and webbed fingers and toes. They live in lakes, ponds, and among river beds.

Attributes

  • Mental: +1
  • Physical: +1
  • Social: +1
  • Spiritual: +2
  • Size: -2

Skills

  • Dodge: +1
  • Swim: +1

Talents

  • Heroic Luck
  • Night Sight
  • Nymph’s Kiss
  • Ranger

Powers

  • Anti-Magic
  • Beguile
  • Blending
  • Breathless
  • Entrancement
  • Incorporeal
  • Invulnerable
  • Pheromone
  • Resilience
  • Tireless
  • Tongues
  • Water Baby

Merit

  • True Bonding

As an Instant Action, the naiad can bond with a body of water (river, lake) and become a part of it. For the Scene, nothing that is native to the region can harm the naiad, and all animals and plants within the region become an extension of the naiad’s will. The animae can see through the eyes of the animals she controls, and can command them or the native plants to act on her behalf. Anyone the naiad wishes to hinder in the region suffer an increase on the difficulties of all physical Actions equal to the naiad’s Resolve + Growth (7) while they are within the area. The maximum size of the region is equal to the naiad’s Growth in miles (2 mile radius). Naiads can not drown.

Equipment

Naiads generally do not carry equipment.

Nymph (110 DP)

Nymphs are faeries which are tied to nature in every way, rather than being specialized, like the dryad or naiad. Each nymph chooses a place to call their own, and governs over the region as a ‘queen’ of sorts. Most ‘faerie queens’ met by travellers are nypmhs. They are beautiful, and can be quite playful. They are well known for taking mortal lovers, drawing them away for years or more, until their lover dies, or they become bored and find another one.

Attributes

  • Mental: +1
  • Social: +1
  • Spiritual: +1

Skills

  • Presence: +2
  • Stealth: +1

Talents

  • Attractive
  • Danger Sense
  • Fast Healing
  • Heroic Luck
  • Night Sight
  • Nymph’s Kiss

Powers

  • Aging
  • Anti-Magic
  • Beguile
  • Breathless
  • Emotion
  • Entrancement
  • Immortal
  • Invulnerable
  • Paralysis
  • Pheromone
  • Resilience
  • Sixth Sense
  • Strong Soul
  • Tongues
  • Vitality
  • Vulnerability

Merit

  • True Bonding

A nymph constantly has this merit active, connected to the land and sea and air wherever they go. A nymph can not be harmed by any natural effect, and can command the creatures of the land, sea, and air for a number of miles equal to twice the nymph’s Growth (radius). The nymph is immune to environmental effects, including being able to see through mist or fog, see underwater, and hear a whisper through a hurricane. The nymph is aware of anyone entering her domain (the same as the radius of her command) and their actions, and those she wishes to hinder have an increased Difficulty on all Actions or Rolls equal to twice her Growth.

  • Faerie Enchantment

By spending an amount of DP equal to the nymph’s Growth, the faerie can choose any Affliction or Charm Power that has been used upon another, and cause it to become a permanent effect.

Equipment

While nymphs do not often have equipment, they do receive gifts from mortal lovers or those wishing her good favour. Such things are usually collected in her domain and can be used for trade.

Orders

Reejeragh of the Aes Sidhe -- Sidhe knights to the nobility.

Lost to the Light

Lost to the Dark