Fae/Fairy
The cave was dank and dark. Fine and brittle bird’s skulls littered the floor. The dark Fae crouched in a corner, wrapped in tattered robes and animal pelts. It sucked the marrow out of a human child’s leg bone, its sharp teeth scoring grooves into the surface of the bone. Meal finished, it collected its totems and fetishes together and began creating a dweomer. Bones rattled and shook on the floor, vibrating as the magical power flooded out of the Fae and slowly filled the cave. The witch doctor twitched and jerked, eyes rolling up into its head, wings spasming and fluttering. Around the slight figure of the convulsing Fae, hazy figures formed in the darkness. No words were spoken. No sound was heard. The Fae felt every word that its spirit guides spoke to it like icicles driven into its brain. It shuddered in agony and ecstasy with each one. All too briefly, the spirits faded away. The communion was over. Exhausted, exhilarated, the Fae sagged down and brought up its last meal onto the bone strewn floor…
The slight looking Fae girl stopped in her tracks and turned in a slow circle. The four men had trailed her through the market and then followed after her for several minutes once she had left. Now that they were all away from prying eyes, she felt it was time to address them directly. None of the men spoke, but simply fanned out to surround her. They were tall and strong, and well-armed, it seemed. The Fae girl smiled. It was almost unfair. Movement behind her. The Fae girl sidestepped casually & touched the man’s blade hand as it passed. The man gasped and stumbled, water spouting from his mouth like a fountain before he fell to his knees, convulsing. Another blade flashed at her. The rogue flitted upwards on pearlescent wings and cut a deep slash across the attacker’s brow with a curved dagger that was suddenly in her hand. The man cried out and dabbed at his blood-filled eyes. Blinded, he stumbled away. Landing gracefully, the Fae girl whistled a hypnotic melody and pirouetted on the spot. She clicked her fingers together and double-pointed at the third man. An explosion of biting, stinging Fae sprites appeared around him like a cloud or angry bees. He screamed in dismay and fled. One attacker left. The Fae girl flashed a bright smile his way and tossed her dagger nonchalantly into the air and caught it by the handle. The man fled. The Fae girl giggled, wiggled her fingers mischievously, and the man’s trousers fell down, bringing him crashing to the floor. The rogue put her hand over her mouth in an exaggerated expression that said, ‘oops!’, and then flitted off on her bright wings to find something else interesting to get embroiled in.
Even more so than the elves, the Fae (or the fairies as they are also known) are a race of creatures infused with the energies of magic. As old as the mountains and as mysterious as the deepest ocean, the Fae walked the earth long before the mortal races created their first cultures.
The Fae are a paradox. Seemingly created from chaos, yet governed by intricate rules, geases, obligations and fealties that would make the other races heads swim if they could but comprehend them, the Fae are themselves baffled by how complicated and alien their own culture seems to outsiders. To them, it is painfully simple.
The Fae belong to one of two courts, Dawn and Twilight, which are both ruled by their respective king or queen. The turn of the seasons, the ebb and flow of the powers of magic, history, tradition and chaotic whim, all of these factors combine and dance around one another to dictate who holds dominion over what, which modes of address and courtesy must be observed at any given time- and even what is considered acceptable fashion and music within the courts. Capriciousness is a given quality amongst the Fae. To the other races, this makes them inscrutable and bewildering. The Fae find it all highly amusing.
Costume Requirements: A typical Fae- is there such a thing? In appearance, they can vary a great deal! From the tall and graceful, noble Sidhe who could be mistaken for an elf, until the wings become visible, to the squat and craggy Boggans- diminutive dwarf-like creatures that delight it clockwork and all things mechanical- there is a bewildering array of shapes, sizes and colourations within Faekind. Sprites, Pixies, Nixies, Knockers, Satyrs, Gnomes, Redcaps, Selkies, Nymphs, Digdugs, Fauns and Dryads- all have been observed and labelled by the other races. A common characteristic? Wings- whether long or short, gossamer or bat like, feathered or insect like; pointed ears- of all length’s shapes and decorations, and in innate and deep magical nature.
At character creation, a player must choose either the Dawn Court or the Twilight Court for their character to belong to, subject to approval by an Elder. The player must then choose a Fae Magic Element that defines the Fae’s character and shapes their Race abilities in the future:
Dawn Court - Light, Air or Water Element
Twilight Court - Fire, Earth or Shadow Element
Fae Ability List
Lvl 3- Elemental Affinity: Passive effect. Player can cast the Lvl 1 Spell from their Fae Magic Element once per battle without it costing any mana bands. Descriptions of each spell can be found in the relevant Spell section.
Light- Shield
Air- Suffocate
Water- Quagmire
Fire- Orb of Daylight
Earth- Root
Shadow- Paralyse
Lvl 6- Fae Cleanse: Dispel effect. Any spell or spell-like ability that a target is attempting to cast is instantly countered. Can also be used to cleanse and Ally of an Alter, Control, or Fear (X)effect. Useable once per battle.
Lvl 9- Fae Heal: Heal effect. Call: ‘Fae Heal’. Player can meditate for 10 minutes to regain 1 Hit Point.
Lvl 12- Fae Swarm: Alter effect. Player must point at a target and call: ‘Fae Swarm’. Target must run around, waving their hands in the air for 1 minute as swarms of tiny sprites assault them. Useable once per battle.
Lvl 15- Flicker: Dodge effect. Grants 1 Dodge per battle.
Lvl 18- Elemental Defence: Shield Effect. Player can cancel out the effect of one spell from their Fae Magic Element that target’s them- including the ‘Element’ Missile/ Blast/ Death spell of their element. Use once per battle. Call 'Elemental Defence'- no call, no effect. Must choose elemental sphere that the Fae belongs to: Dawn court - Light, Air, Water or Twilight Court - Fire, Earth, Shadow.
The cave was dank and dark. Fine and brittle bird’s skulls littered the floor. The dark Fae crouched in a corner, wrapped in tattered robes and animal pelts. It sucked the marrow out of a human child’s leg bone, its sharp teeth scoring grooves into the surface of the bone. Meal finished, it collected its totems and fetishes together and began creating a dweomer. Bones rattled and shook on the floor, vibrating as the magical power flooded out of the Fae and slowly filled the cave. The witch doctor twitched and jerked, eyes rolling up into its head, wings spasming and fluttering. Around the slight figure of the convulsing Fae, hazy figures formed in the darkness. No words were spoken. No sound was heard. The Fae felt every word that its spirit guides spoke to it like icicles driven into its brain. It shuddered in agony and ecstasy with each one. All too briefly, the spirits faded away. The communion was over. Exhausted, exhilarated, the Fae sagged down and brought up its last meal onto the bone strewn floor…
The slight looking Fae girl stopped in her tracks and turned in a slow circle. The four men had trailed her through the market and then followed after her for several minutes once she had left. Now that they were all away from prying eyes, she felt it was time to address them directly. None of the men spoke, but simply fanned out to surround her. They were tall and strong, and well-armed, it seemed. The Fae girl smiled. It was almost unfair. Movement behind her. The Fae girl sidestepped casually & touched the man’s blade hand as it passed. The man gasped and stumbled, water spouting from his mouth like a fountain before he fell to his knees, convulsing. Another blade flashed at her. The rogue flitted upwards on pearlescent wings and cut a deep slash across the attacker’s brow with a curved dagger that was suddenly in her hand. The man cried out and dabbed at his blood-filled eyes. Blinded, he stumbled away. Landing gracefully, the Fae girl whistled a hypnotic melody and pirouetted on the spot. She clicked her fingers together and double-pointed at the third man. An explosion of biting, stinging Fae sprites appeared around him like a cloud or angry bees. He screamed in dismay and fled. One attacker left. The Fae girl flashed a bright smile his way and tossed her dagger nonchalantly into the air and caught it by the handle. The man fled. The Fae girl giggled, wiggled her fingers mischievously, and the man’s trousers fell down, bringing him crashing to the floor. The rogue put her hand over her mouth in an exaggerated expression that said, ‘oops!’, and then flitted off on her bright wings to find something else interesting to get embroiled in.
Even more so than the elves, the Fae (or the fairies as they are also known) are a race of creatures infused with the energies of magic. As old as the mountains and as mysterious as the deepest ocean, the Fae walked the earth long before the mortal races created their first cultures.
The Fae are a paradox. Seemingly created from chaos, yet governed by intricate rules, geases, obligations and fealties that would make the other races heads swim if they could but comprehend them, the Fae are themselves baffled by how complicated and alien their own culture seems to outsiders. To them, it is painfully simple.
The Fae belong to one of two courts, Dawn and Twilight, which are both ruled by their respective king or queen. The turn of the seasons, the ebb and flow of the powers of magic, history, tradition and chaotic whim, all of these factors combine and dance around one another to dictate who holds dominion over what, which modes of address and courtesy must be observed at any given time- and even what is considered acceptable fashion and music within the courts. Capriciousness is a given quality amongst the Fae. To the other races, this makes them inscrutable and bewildering. The Fae find it all highly amusing.
Costume Requirements: A typical Fae- is there such a thing? In appearance, they can vary a great deal! From the tall and graceful, noble Sidhe who could be mistaken for an elf, until the wings become visible, to the squat and craggy Boggans- diminutive dwarf-like creatures that delight it clockwork and all things mechanical- there is a bewildering array of shapes, sizes and colourations within Faekind. Sprites, Pixies, Nixies, Knockers, Satyrs, Gnomes, Redcaps, Selkies, Nymphs, Digdugs, Fauns and Dryads- all have been observed and labelled by the other races. A common characteristic? Wings- whether long or short, gossamer or bat like, feathered or insect like; pointed ears- of all length’s shapes and decorations, and in innate and deep magical nature.
At character creation, a player must choose either the Dawn Court or the Twilight Court for their character to belong to, subject to approval by an Elder. The player must then choose a Fae Magic Element that defines the Fae’s character and shapes their Race abilities in the future:
Dawn Court - Light, Air or Water Element
Twilight Court - Fire, Earth or Shadow Element
Fae Ability List
Lvl 3- Elemental Affinity: Passive effect. Player can cast the Lvl 1 Spell from their Fae Magic Element once per battle without it costing any mana bands. Descriptions of each spell can be found in the relevant Spell section.
Light- Shield
Air- Suffocate
Water- Quagmire
Fire- Orb of Daylight
Earth- Root
Shadow- Paralyse
Lvl 6- Fae Cleanse: Dispel effect. Any spell or spell-like ability that a target is attempting to cast is instantly countered. Can also be used to cleanse and Ally of an Alter, Control, or Fear (X)effect. Useable once per battle.
Lvl 9- Fae Heal: Heal effect. Call: ‘Fae Heal’. Player can meditate for 10 minutes to regain 1 Hit Point.
Lvl 12- Fae Swarm: Alter effect. Player must point at a target and call: ‘Fae Swarm’. Target must run around, waving their hands in the air for 1 minute as swarms of tiny sprites assault them. Useable once per battle.
Lvl 15- Flicker: Dodge effect. Grants 1 Dodge per battle.
Lvl 18- Elemental Defence: Shield Effect. Player can cancel out the effect of one spell from their Fae Magic Element that target’s them- including the ‘Element’ Missile/ Blast/ Death spell of their element. Use once per battle. Call 'Elemental Defence'- no call, no effect. Must choose elemental sphere that the Fae belongs to: Dawn court - Light, Air, Water or Twilight Court - Fire, Earth, Shadow.