to Cry Wolf! We are an 18+ AU, intermediate to advanced Mercy Thompson/Alpha and Omega RP set in present day, in the Tri-Cities of Washington. We are a premium board with a 250 wordcount. Please make sure that you register with your characters name in Proper Case. Not in all caps. Example: Mercy Thompson. We welcome you to the site and if you have any questions don't hesitate to reach out to the staff.
No knowledge of the books is required. All the information needed is available on site. We ask that you read over the species information before rolling one of that type, as there are a few key differences between Mercyverse creatures and the ones you might know.
We put emphasis on the slice-of-life RP with the occasional event to throw things off. ;)
Skin made by Tana @ Cosmo, Shine, and ATF. Graphics, custom stats, forum, profile structure, mini profiles and coding tweaks thanks to Ara. Templates thanks to Becky of Candyland. All apps, threads, fae lore, and plots belong to their respective members of Cry Wolf. Most importantly the Mercy Thompson Universe is thanks to Patricia Briggs for creating such an interesting world for us to enjoy.
The fae are old, old beings of power. Native to Europe, they fled when steel began to stake it's claim there. Steeped in tradition with a wide variety of quirks, lore varies from species to species of fae and the species are as wide and varied as the appearances of the fae themselves.
While the fae have been out to the public since the 1980s, they are ruled by the anonymous Grey Lords, keeping strict rules on who and what come out to the public. The more volatile and inhuman fae are kept under lock and key and well out of sight and acknowledgement of humans. Because of this the only fae you are going to meet (and are going to be allowed to be played) are those that can be 'controlled' by the Grey Lords and will, in theory, not bring a bad reputation to the fae. Of course, nothing ever goes smoothly.
While the fae cannot lie, they can certainly dance about the truth. They are also very quick to remember favors and obligations - Even thanking them can be considered an obligation and shouldn't be done lightly. They never give anything for nothing and are keen on remembering debts and what is owed to them.
The fae can change their appearance by magic - glamour, to be specific. While glamour works for sight, touch, taste and hearing, it falls short in scent, meaning most supernaturals can spot them without much effort. Very few fae choose beautiful glamour - They prefer to blend in and go unnoticed. While fae with enough glamour can take the appearance of nearly anything living, they cannot manage the inanimate.
It is encouraged for fae to bed humans - A half fae child is better than no children at all. Despite this, most halfbreeds are not accepted by other fae and birth defects are very high. Fae have a higher chance of having a purely human child (when taking a human lover) than a half fae one.
Notes for creating a fae:
When creating a fae, if the type of fae you wish to make has not yet been made you must ALSO write the information for the entire species. This will be looked over just as hard as the application itself and will likely be met with more criticism as it will become part of the site's lore and be used for future reference for those that wish to make a fae of that type themselves. Please include your lore beneath your application. Your lore should include: Abilities, diet, appearance (when unglamoured) and anything you feel is vital to the species as a whole such as dominant personality traits and history.
There are four large reservations in the United States. Ronald Wilson Raegan Fae Reservation in Washington, near Walla Walla (more frequently called Fairyland) is the one local fae live in. It has been around since the 80s and the outer walls make this obvious in their fairly outdated appearance. RWRFR exists where it does simply because no one else wanted the land.
There are three types of fae in regards to the reservations:
*Public fae that have chosen to live on the reservation.
*Public fae that have chosen not to live on the reservation.
*Fae that are not out to the public and, thus, cannot live on the reservation.
If a fae agrees to live on a reservation they are given a small house and a monthly stipend as a way to encourage the fae to live there. Any children they have are given scholarships to good universities as well. The government seems to think that with the fae being on a reservation they're both protected from hate groups and simultaneously have an eye kept on them. Jokes on them.
Within the reservations the fae do their own law enforcement - CNTRP has no say so in how things are handled inside, though some of them might like to think they do. The border is a sixteen foot tall orange-red cement block wall with concertina wire circling the top. This wall is predominately hidden on either side by poplar trees. There is a guardhouse at the entrance, usually employed by a CNTRP employee who checks IDs and does very little else beyond occasionally make calls about suspicious behavior (which happens so rarely you're more likely to find the 'guard' asleep or playing solitaire.)
The inside of the reservation appears to be no different than your average suburbia. Row after row of ranch houses, all identical except from colour or landscaping. A chainlink fence in the front yard of every house and a six foot cedar fence around the back. It looks vaguely Stepford Wives-ish.
While in Fairyland the 'guesting laws' or laws of hospitality apply. These are Old World style magic in that they are almost holy to most nonhumans (especially those that have limited connections to humans.) However, many fae are of the opinion that these laws apply only to humans (some will go so far as to declare werewolves, walkers and vampires not human enough for them to apply.) Strangely, most fae will qualify half-fae as not human enough for them to apply but too human to actually be considered a fae.
Guesting laws or the laws of hospitality are not different from the sort of rules present in the ancient Greco-Roman society. The divine right of the guest and the divine duty of the host are the driving factor here. No harm is to be brought to a guest and it is the host's responsibility for their safety. By this logic, if a fae invites you to his home and it spontaneously catches on fire, it is the fae's duty to protect you and make sure you get out alive. However, there is no guarantee that a host will help you and if you are rude to the host or attack them, the laws are shattered and you are on your own. The laws go both ways and it is a careful balance of propriety and manners that keep things civilized. Manners are extremely important and it is considered polite to compliment the host's home or the host themselves. A host, in exchange, is expected to be generous (usually proven by offering food or drink.)
Despite the laws, trickery is the nature of fae and they each have their own ways around the laws of hospitality if they want to..
The Gray Lords
The Nameless Ones
The Gray Lords are the rulers of the fae. Most fae do not know who the gray lords are, simply that they exist and that they are the most powerful among them. Names and faces are unneeded when you rule through fear and control. Their goal is to preserve the entirety of the fae and because of this they focus more on quick solutions than fair ones. Easily offended, breaking their strict rules more frequently results in your death (or you wishing you were dead) as opposed to allowing it to slip under the rug. As such, the fae live in fear and are surprisingly obedient where their rulers are involved.
They have forbidden the hunting of humans and the majority of the fae that did so as a species have either found themselves locked in Underhill or forbidden from going public. Likewise, the fae have been forbidden from keeping thralls. If accused of either of these things, you are more likely to be killed than to be given fair trial. They harbor no love towards weak fae or humans and as a result are more likely to let these individuals wind up in poor situations. The stronger fae at least have some protection from outside evils, whereas fae like the selkie that serve no greater purpose to the gray lords or fae kind as a whole are unlikely to have any variety of protection. Dryads and unicorns, however weak they are, have earned some semblance of protection due to their abilities they can offer the fae species.
With their determination to protect their people, they encouraged procreation with humans for years, though on the inverse, they hated half fae (as did most fae) and did not welcome them into the fold. Their theory was that a half fae was better than no fae and there was always the chance a pureblood fae could be born from the coupling, however slim. They’ve let up on this practice in recent years, but that doesn’t stop many of the older fae from holding to their previous suggestions and half fae are fairly common in the United States, though they might not know it and likely wouldn’t gain anything from it. One can be half fae without gaining any of their fae parent’s abilities. (Likewise, if a half fae does gain their parent’s abilities, we classify them as a whole fae for the sake of site organization.) Birth defects are very high among the half fae and the vast majority of fae parents abandon their halflings which means they discover their heritage on their own, which rarely has good results. However, most of the offspring of a fae/human partnering turn out to be entirely human. Roughly four out of ten halfling children survive to adulthood. They do not qualify under the ‘no human hunting’ rule of the gray lords and they’ve become favorite prey of other fae if they are not protected.
The Gray Lords do hold half fae to the same standards as true fae, but are generally sneakier when dealing with them. A fae might be found dead (public or not) whereas a half fae might just spontaneously go missing..
These fae are not the Grey Lords
The fae council is a group of individuals that are either 'elected' to power or simply take it. Their primary job is to clean up any fae-based messes in the area and otherwise make sure fae stay out of trouble so as not to bring the wrath of the Grey Lords down on Walla Walla.
The council consists of two high councilmen, three lower councilmen and a representative. Their jobs are all similar, but vary just enough to make them each serve a purpose. Most of them obtained the position by being an 'upstanding' fae in their own way. They are powerful, though not necessarily in a physical sense, and respected by the others enough that their word is listened to and demands they make are taken care of.
The lower councilmen are generally chosen, not by the high councilmen, but in the same fashion as them. Fae with respect, power and knowledge. All the council men are generally older fae that are known in the community, but this isn't always the case. Sometimes younger fae, more adapted to the modern era are the ones elected. It varies from reservation to reservation, as does the size of the council. Fairyland has opted for a five man council, two in charge, three to support/negate votes and a representative to act as tie breaker.
The High Councilmen and Low Councilmen possess very similar jobs, albeit in different capacities. The High council is in charge, more or less, being the ones to make the decisions regarding issues that come before the council, though the lower tend to serve as offering the opinions of the population and being dispatched to help manage a situation. Frequently they are the ones to hear about a problem first then bring it to the high council, whom decide how it is dealt with. Think of them as an overly political and terribly complicated HOA board... Except they handle people and not gardens.
There is no requirement for any of the council to be publicly known as fae, and no requirement for them to live on the reservation. As the council is, largely, unknown to the world around it, it is more of a secret operation that the fae use to clean up their messes and protect themselves. The council operates with the fae's best interests in mind as a whole. They work to protect them from one another as much as keep things under control in Fairyland. This can be everything from hiring individuals to investigate crimes that occur in the reservation (without alerting CNTRP) to solving disputes. They want CNTRP and the government involved in their lives as little as possible.
The representative is generally a charismatic fae that is very good at telling half-truths and weaving stories. They get along well with humans, are a public fae. Their job is to speak directly to CNTRP when they must, to work with police and investigators when fae are involved in anything illegal and otherwise keep fae and the reservation in the government's good will. It is almost always a fae willing to be patient with humans and educate them on how to not piss fae off, on what types of fae they are encountering (though, this is frequently full of half-truths) and how to handle them all while not exposing any of the fae's secrets or giving the humans an upper hand in any way. It's a delicate line to walk. They are frequently exposed to the media and must be on their best behavior at all times.
Frequently Asked Questions
I don't see the fae I want on your list. How can I get one?
Write up the species lore with your character application and put it in a second post! We'll go through the lore alongside everything else and then include it for use by anyone else that wants to use it! The template for the fae lore is located beneath the character application.
What if I want to be the only fae of my type?
Then you'd need to use up your unique character slot - Though, keep in mind that this cannot be your first character. Talk to Admin and we'll work that out for you!
My fae wants to throw a party in Underhill!
Too bad! Fae (and more specifically the Grey Lords) are extremely protective of Underhill. They aren't letting anyone that isn't fae in. Period.
What about faerie queens?
You can't play one, no. They might be out there doing their own thing but chances are you won't be seeing them around the Tri-Cities.
Are there any fae types you wouldn't allow?
No dragons/drakes, Djin/Genies, Slaugh at the moment. We might add/remove to this list as we go, depending on what comes up. These aren't allowed primarily due to the fact that they stand too much risk to get abused/are specifically mentioned as not being present in the books. Our Limitations thread has more information.
Are half fae able to use glamour?
If the half fae gains the powers of their fae type then they inherit the glamour as well.
How are half fae categorized? I don't see a member group for them.
If a half fae inherits any of the powers of the parents, they are classified as fae in the member groups. If they do not, they are classified as humans.
Can I play a Grey Lord?
My fae doesn't wear glamour in public!
No. All fae wear glamour in public. There's a huge difference between people acknowledging they exist and accepting them. As far as most humans know, fae look like them, albeit scarier. They're subject to prejudice if they're public and aren't allowed to wander around unglamoured for both their safety and others.
Do the animal-shaped fae shift or just illusion?
Little of both, really. They refer to their human shapes as a glamour, but it is a legitimate other form.
Public or Not?
Although fae have admitted their existence to the mundane world, it's only the more benign types who can tell the average person that they're fae and a specific kind of fae. Below is a quick reference list of which types are allowed to be public, and which are not. This list may change without notice.
A race of massive and unruly people the Jotun are featured often in most Germanic mythology and lore. They're even accused of siring that moron, Loki, though whether it's true or not is up for interpretation.
The meaning of the word Jotun - man eater or glutton - is pretty spot on. They are eaters of flesh and are rather gluttonous. What? It takes a lot to fill the bellies of a giant. All Jotuns have a direct link to their primordial creator, Ymir. Ymir populated the Earth with his children and life was good. Ymir was a god and immortal in the truest sense of the word, he most likely would have lived forever if he hadn't been murdered by the Asgardian king Odin. His children, bless them, share in Ymir's immortality.
Born on Earth, Jotuns come into this world blue of skin, dark of eye and are seen with dark hair more often than not. Their in born glamour swiftly changes them into suitable children. Most Jotun children are considered changeling as most Jotun parents switch their child out with that of another fae or human child. Most Jotuns do not care enough to raise their child themselves but do care enough to see their spawn survive. This is perhaps because Jotun parents tend to eat their children in a fit of rage, of which they have an abundance. The only time there is a marked change in this routine is if various Jotuns live within a tribe (this is not often and never seen in modern times).
Because of the practice of swapping out children the glamour of the Jotun has adapted in such a way that within a day of birth it begins to change the child to look less like a Jotun. Once the glamour begins to take effect the Jotun parent will then swap the child with any fae or human one handy (most swapped non-Jotun children are consumed). The glamour will come into effect more definitely as it changes the child to appear as the foster parents.
The foster parents of a Jotun child remain in the dark that their child is anything but theirs until they reach puberty. The onslaught of hormones cause the glamour to glitch and will change the child into its true Jotun form. This is generally as surprise to all parties as the child has grown to believe themselves fae or human. Their need for flesh and self preservation also begins to surge and they must make the decision in how to best protect themselves. They will either eat their foster parents or run away.
As the Jotun grows they will develop into a massive, long armed creature that seems to radiate nothing but cold. Most will mature over nine feet in height, some may be slightly taller or shorter but will never be under seven feet tall. Jotuns mature at the age of one hundred at which point they begin to age much slower than a human. Jotun can freeze anything liquid but some are capable of creating large ice packs on dry surfaces. Fire or excessive heat will be their nemesis, it can weaken them to the point of death, this is true for all Jotuns. They will also gain better control of their glamour, capable of dropping it and creating it at will. Glamour is also something all Jotun possess though some may be better at it than others.
Though their natural forms are not exceedingly unattractive, they are fiercesome and terrifying, because of this the Grey Lords have decreed that no Jotun drop their glamour when in public or where the public may see them. Most Jotuns hate the Grey Lords for this. They like to do what they want and hate being curtailed. Infanticide and a contingent of powerful fae keep the numbers of this highly aggressive and dangerous species in check.
Note on half fae: No half Jotun will ever reach the full power of a jotun.
TL;DR: Jotuns are frost giants and they be awesome! They hunger for flesh and fire can kill them. Long lived curmudgeons with a hate on for the Grey Lords. Massively muscled and blue skinned, they radiate cold like a freezer and can freeze stuff like a ice cube. Get ate by the parentals if they screw around and a Jotun on a rampage is quickly taken out by the Grey Lords!
Rare, nigh immortal, but hunted to near extinction for their horn and blood. Unicorn blood supposedly makes someone that drinks it immortal, but most unicorns deny this fact. The horn possesses many magical properties, depending on how it is prepared. (this includes making poisoned water drinkable and curing wounds) Namely it assists with prophecy, though unicorns do not possess this gift.
The unicorn is often depicted as a white animal, horse or goat like in appearance with a single spiral horn projecting from their head. The horn ranges from six inches to two feet in length, depending on the age of the unicorn. Males possess a beard not dissimilar from a goat’s and both genders have cloven hooves and a tail similar to a lion’s, long and whip-like with long hair on the end. The unicorn’s eye color varies, but most have either blue or purple eyes. A unicorn’s hair in human form or their mane and tail in their natural form is their pride and joy and must be well kept.
Males are the nightmares of yore, though many take great offense to this. While they never brought bad dreams, their pelts are often black as night as opposed to the more well known female’s white hide. Unlike females, they are often considered the bearers of bad news. It is considered their duty to protect the females, though the females are perfectly capable of protecting themselves. They are not considered to be as ‘pure’ as the females, whom most of the traditional myth surrounds.
Two unicorns can have unicorn babies. A female unicorn and anything else can have a unicorn but a male unicorn and anything cannot.
Unicorns crave purity. Those pure of heart or pure in other ways are, more or less, catnip to them. They will want to touch them and be as close to them as possible. This is more so true the more 'pure' a person is. A virgin, for example, will bring them close, but someone that is ignorant to the cruelties of the world will cause them to try to be as close as they can, often pressing against them or following nearby.
Despite their infatuation with purity and virginity, it isn’t often that unicorns themselves are. They possess as many flaws as anyone else, but keep these tightly under wraps, hiding them from the world. If you should ask about them, they will dance around the truth as is the nature of all fae, hiding any errors in their character to the extreme, some going so far as to attack the person asking due to feeling cornered by their questions. Extremely prideful, this pride extends over into how others see them, and most unicorns will go above and beyond to be well thought of, and this extends to their appearance as well. They are incredibly vain, especially in their true form.
They tend to be overly dramatic creatures, though usually their drama focuses on themselves as opposed to others. They won’t become distressed over gossip, but their emotions run high when it is they themselves involved.
Despite their vanity and dramatics, unicorn are highly honorable. They take great offense to each failure and would sooner die than break an oath.
Unicorns are fierce combatants, especially the males. They can change seamlessly from human to their equine shape and, when doing so, their horn can change from horn to a weapon, though the weapon varies from unicorn to unicorn. The weapon is frequently made from bone or glass or sometimes stone. It cannot be wielded by anyone else and if picked up by someone other than the unicorn, will vanish. Some unicorns believe that if their weapon is touched by one impure of heart, it will cause their horn to vanish and leave them forever lessened and useless. (Whether or not this is true, is currently unknown.) While they are not a combative race as a whole, they will fight desperately to retain their freedom or protect themselves.
They can heal any wound given to them or another, though they must touch it with their horn. It is because of this that unicorns frequently travel in pairs, so that neither one can have a life threatening injury inflicted upon them without the other lending assistance.
Most of their powers are focused on healing and purity. They can drive out infection, heal wounds and cure disease. Of course, they keep that last bit a secret. Publicly, they claim they possess no magic beyond healing themselves and other fae, and the ability to appear in human form. Their magic is heavily connected to the Earth and nature itself, and they are quite adept at making plants grow and thrive should they opt to focus their attention on it. Whether or not their talents lie in healing or growth varies from unicorn to unicorn.
It is said that only a virgin pure of heart can capture a unicorn, the creature coming and laying it’s head upon their lap and falling asleep. This is the only way to capture a unicorn, and was used as a trap for hunters to take it and cut off their horns and drain their blood.
While they love the pure of heart, unicorns are also said to be prideful and full of anger, attacking if cornered. Alongside their pride, they are extremely fond of their freedom and chaining a unicorn can quickly lead to their death as they become so desperately depressed that they will mourn the loss of their freedom until they die. A unicorn that finds themselves bound or enslaved is so greatly ashamed that should they escape, they will often shear their hair short to show their shame. Like almost all fae, cold iron is their primary weakness. In addition to this, mirrors are a great way to distract a unicorn as they will become so wrapped up in themselves that they will forget what they were doing until something either blocks their vision or they are distracted from the mirror. They take great pride in their appearance, and if their skin is marred in any way they become depressed until it heals.
To begin with the meaning of the name “Woodwose” or "wild man" is a deceptive one. The denotation is gendered, but the being itself is not. An embodiment of nature, of growth and life, it is neither male nor female but a combination of the two together. It simply is, and those who have observed it in past several millennia have deemed it male instead of female. While they can be either, and are both, when they choose to take on a form develops a glamor it resonates more fully with one gender than another. This gender preference generally stays with the fae throughout its existence, though in extenuating circumstances, it has been known to change.
They are rare, not because there are a small number of them, but because they do not often tend to show themselves to the rest of the world. The Grey Lords have deemed them mostly inconsequential, as their abilities are few and their weaknesses great, and have allowed for them to remain in the forests should they choose. Theirs is a number that does not grow, either. For whatever rhyme or reason two such beings have not copulated in an extremely long time, and any such progeny that they create are half-breeds. Many of those who might be deemed “witches” or who are skilled with nature and healing are likely a result of this watered down magic, the blood which has been passed down through those lucky enough to survive past conception and birth.
With no new Woodwose having been made in some time, the youngest are close to a thousand years or more and the oldest spanning back further than the birth of Christ. It is said that they are even older than those who hold the name of Grey Lord, though this is not a thing confirmed, and one that is hotly denied if ever brought into conversation.
Their magics are not impressive, not when compared to those of their ilk, but having power is not what this being craves. Balance is what matters, and they tend to be more on the side of malevolent than kind, a harsh determination within them to see all things set to the right that is best for the world as a whole. They have been known to disappear into the woods, vanishing into the foliage with only a face or an outline left behind in leaves or bark. This is an ability which allows for them to watch and observe, but it is one that only works within a thick forest. Outside of such a habitat they are unable to fade, and are forced into a humanoid form.
They also have a leaning towards small healings, though only if it means setting something to rights. If someone is dying and they are meant to die, there is nothing to be done. It is order. If someone has been wounded, though, and it is deemed to not affect their outcome in one way or another, help can be found. They are especially gifted in easing the passage to death, generally coming back to those that have born them children at their end. One service in return for another.
Their other strongest power is simply their ability to charm. Silver tongued and charismatic they can be manipulative in order to get what they want. As a whole that want is balance and generally is used in order to obtain mates so that they are able to further their kind. Whether due to their age or just what they are, humans and the other creatures on this plane of existence are beneath their notice. They flit in and out of the more normal realm only when they find a need to, or when the Grey Lords require it of them.
As mentioned earlier their weaknesses are great. Outside of heavily wooded areas any abilities that they are granted are almost void. Cities are not somewhere that they can exist in, and crossing water is painful for them. Taking a voyage across the sea would make one sick, close to death, and it would take a long time to recover afterwards. They are quite vulnerable in this state, and while they live long lives, they are not immortal or particularly durable, simply very good at avoiding harm. If they are injured, they must retreat back into a large forest where they have established themselves prior, and it can take decades upon decades for them to heal.
These little creatures are known for being rat faced, small, and having a penchant for red clothing and red caps. They’re the not so long lost cousin of Leprechauns and are closely related to redcaps and have some similarities with those who chase rainbows and gold. Like their cousins, they’re hoarders of specific possessions and money, but the line of differing begins with their other habits. That being said they’re considered the practical jokers of the other world. They can boarder on cruelness and malevolence, but mostly they’re in it for a good time. The far darrig consider their jokes to be showing favor, and they’ve been known to bring luck to those they’re about. Insult a far darrig, however, and your luck will turn.
A crossed far darrig has the capability to steal children and replace them with changelings, although many claim that to be a superstition. What they actually do is take on the form of whichever father and impregnate the mother, spawning half-fae, the child not so much a changeling, as being representative of the male side of their parentage. They’re also said to have connections to dreams, being so that they can “curse” those who have insulted them with nightmares. There’s another side to that, as well, the ability to sooth such badness, and those in their favor are often the recipient of this little gift
Far darrig are one of the plentiful fae who are not affected by religious objects or scripture.
The history books have it wrong. Muses were not the Greek goddess that were written about in history. They are simply the female offspring of a Satyr and other type of fae or of a Muse and other type of Fae, born on one of eight fated days of the year. Which day they are born dictates their talents. They are so scarce that little is really known about them.
Humanity has since stopped fully believing that Muses are an actual being, although often creators still refer to the idea of having a "muse" at any given moment. As such, while they are far from the most powerful or dangerous sort of fae, their existence is not public knowledge among other supernaturals.
General Information: Muses may take lovers, but rarely do they take actual partners to bring forth a child into the world. To create another life is of huge importance to them. When a Muse is raising her own child she will often forgo using their own inspiration and talents at least in the vicinity of them, so as not to influence their offspring into a path that is not truly their own. This of course, comes at a cost to the Muse herself. Often a Muse will spend years or decades figuring out with whom, where, and when they will attempt to have a child.
When a Muse mates with another fae, regardless of type, the female child will be a Muse, if born on one of the eight special days. A female child born on any other day or a male child will be the same type of Fae as the father. If a Muse mates with a male-only fae and the resulting child is not born on one of the eight days, that child will be male. If a Muse mates with a human, the child will be human. Although quite often even human children of a Muse will be exceptionally talented in some form of creation, despite their fully mortal lives and lack of powers.
A Muse born on February 1 (Imbolc) will influence crafts, and domestic arts, such as cooking, baking, flower arrangements, and even towel folding. March 1 ushers in the spring equinox or Ostara. Muses born on that day have influence over philosophy and religion, frequently encouraging others to think outside of their boxes and publishing papers of their own on the topics. Muses associated with visual and fine art such as painting, drawing, sculpture, and the like are born on May 1 or Beltane. These uses have the more obvious skills, creating works of art and sculptures. The midsummer solstice, or Litha, falls on either June 20 or 21 and influences acting and the theatre. A Muse born on Lammas, or August 1 is associated with the written word, like poetry and novels. With Mabon (Fall Equinox) landing on September 22 or 23, the Muse inspires dance of all varieties. The Muse that might inspire a scientist, it would be one born on Samhain October 31. These muses tend to pursue careers in science and frequently associate themselves with universities or studies. The last day the Muse can be born is Yule, or the Midwinter Solstice, falling on December 21 or 22 and would inspire song and music.
Appearance unglamoured: A Muse’s unglamoured appearance is that of a normal human with very slight differences, making it easier for them to live side by side with humans without drawing attention to themselves. It may be an unusual eye color, or a strange streak of color in her hair. But once they reach a certain age, they cease to age in appearance. Thus, not many use a Glamoured form unless they want to change their appearance.
Their natural body structure and strength depends greatly on their special talents. A dancer, for instance, would be more physically fit and stronger than one that specializes in the sciences. Although, like their human counterparts, they can improve their level of fitness, through diet and exercise.
Strengths Depending on their special talent, Muse are able to tolerate most metals, even iron, for a limited amount of time. A Science Muse would be able to tolerate iron for longer than the others, having to handle it on almost a daily basis. They are not terribly strong physically, as most of their strengths lie in what they can grant others.
Not only can a Muse give a person inspiration, they are also able to take that inspiration away. So long as the Muse herself is happy, the world around her flourishes with that energy. Should someone do something to make the Muse unhappy, she will not hesitate to take any and all inspiration from them, whether it was Muse driven or not.
Weaknesses Muses have an unusual vulnerability. While some have managed to find solace even through difficult times in their creativity, it is impossible for them to do so in captivity. To be trapped or bound is a slow, agonizing death for these rare fae in which they become hollow shadows of themselves and simply fade from the world. Being forbidden/barred from their chosen form of creation also has the same effect upon them. As such, it is impossible for one to force a muse to give them inspiration. Doing so would result in the fae’s death.
Close cousin to the Otterkin, Selkie are among the minor fae. They have very few powers, mostly to do with tides and water and most all tied to their pelt. It is said that a Selkie can never get lost, always know true north no matter what, and they are almost universally attractive in their human form. They are also impossible to drown in either their seal or their human forms. This is partially from physical attractiveness, and partly from a general sort of appeal that lingers around them. Even when glamoured, the hems of their clothing is almost always wet and, thus, they are frequently easy to spot. At least in dryer climes.
Unlike other fae, selkies do not possess glamour to the extent others do. They possess just enough to hide some details (such as a wound or birthmark) but otherwise lack the ability to change their appearance. They have a human form and a seal form, both of which they are born with and have naturally.
They used to be quite common before cold iron replaced the old wooden ships so even the sea was not always safe. They also suffered heavy losses at the hands of jealous or greedy humans. Selkies must remove their seal skin to become a human on land, and either hide it or carry it with them. The sealskin when removed from the fae works like any other fae artifact, protecting the wearer from drowning and can give them good luck in fishing. It is also forever handsome and glossy, never brittle the way that mundane animal pelts are in time. If you take a Selkie's pelt you have effectively removed their link to their seal form and their magic, and without their magic and main form they will eventually fade and die. A selkie’s pelt will grant no benefits to the holder that isn’t a selkie, but some individuals in past years would steal pelts as they were rumored to grant luck in fishing or force the selkie to marry you. (Neither of which was true, however many selkies will marry the holder of their pelt in an effort to stay close to it or win it back.)
Selkies are gentle fun loving fae, and have a long history of close contact with humans, but they have a playful and curious streak that gets them into trouble, and when they are angered they are not without means of protecting themselves. When they choose to take offense they can hold grudges for generations. Many a sailor and their children have been lured into the waves and drowned for these offenses. They have surprisingly good memories when it comes to faces.
They are notorious for taking human lovers only to return to the sea after the birth of any children. Absence does not make the heart grow fonder, but rather makes the memory grow hazier. It isn't that selkies usually dislike their human lovers and "rock wives"/"shore husbands", or that they cannot return, but more the fact that many selkies are creatures of whim and frequently simply do as they please. Human ideals of monogamy won’t naturally occur to them. It is not unusual for selkies to have multiple pledged partners both on and off the shore that they flit between when the mood strikes them.
When it comes to their culture they fit neither wholly into the world of powerful fae, nor in the world of humans and their deadly iron. Instead they like to play along the edges of both, though it is best to never forget that they are very much still fae with views on the world that don't always mesh with human views.
Selkies can take the form of a seal by wrapping their sealskin around themselves. This is their primary power and what they are known for. Selkies cannot drown. They are, in or out of their skin, great swimmers. While not very physically strong, they tend to be very charming and charismatic, if only because of their friendly nature.
They are extremely lucky in matters involving water, always capable of finding fish and seemingly have an innate ability to find bodies of water around them. They always know which way is North and can survive in any body of water, regardless of salt content.
Selkies are not very physically strong but their primary weakness lies in their skin. Their skin is their life. Taking it from them will limit them to human form and unless the selkie has something to live for, they will frequently starve themselves or die. Being apart from their skin can lead to a heavy depression and many selkies keep it nearby, either on their person or in their home, locked away safe. Their skins are not small, being the size of a seal, and can be difficult to hide. Many selkies will but their skin’s safety above that of themselves.
Iron, of course, is a weakness, though selkies are also finicky creatures, being ruled by their whims and wishes. Because of this, they frequently anger their human peers by simply doing what catches their eye instead of what they need to do.
Female selkies that mate with a human have a higher chance of having a selkie baby. Male selkies that bed a female human have a lower chance of a selkie child, but this chance is raised with a fae lover.
Allowed Public: Yes (Dependent on disposition.) Capable of half fae: Yes
Legend and lore tell of the valkyrie, a beautiful maiden drawn to battle and decider of who may die in battle and who may live. While those legends aren't entirely true, valkyries are almost always present in battles and fighting on the side of strong armies. They are fierce fighters, and often seen as a symbol of hope - and some might say luck for the warriors they fight along side. For those they oppose they are almost always seen as a herald of death. Which was probably where the lore and legends originated. After a battle, they can be found wandering the field, searching for the wounded, looking to heal those that can be healed and for those who are beyond healing pass those souls onto the next realm.
Primarily, valkyries are female. Daughters born of great kings or warriors that their fae mothers saw worthy to carry on their bloodline. They only chose the strongest- for it was the strength of their father's blood that helped bring life to valkyrie daughters.
However, every five hundred to a thousand years a male valkyrie is born. He is almost always cherished and cared for to a religious degree because of how rare his birth is. Any children born of a male and female valkyrie have a purer bloodline and as such have higher chances of their line producing male children. No matter the gender of the child though, they are usually stronger and mature faster than the average valkyrie.
**Male valkyrie count as a class C character due to their rarity.**
Presently, there are only four clans in existence that have males in the bloodline. Those four clans are considered the purest of Valkyrie bloodlines and are typically the leaders among their race. Clan wars before these four came into power were frequent and bloody. While most valkyrie aren't power hungry, they do prefer order and a governing power. Just deciding on that power is what led to wars that nearly killed off some of the clans. When pureblood valkyrie sons were born it gave the elders of the race a point to start with. And so the four main clans were established as well as representatives of each smaller clan were chosen to avoid further war and possible extinction of their race.
Valkyries are most often seen as beautiful maidens when glamoured. Their rare male counter parts are often just as beautiful, but with a deadlier edge to their appearance. Unglamoured, both sexes are painfully beautiful and strong looking. Their wings range in color from the purest white, to obsidian, to brown, blood red, and even a blue-gray. Most valkyries can be distinguished by what clan they are from by the color of their wings.
On the note of their wings, when glamoured, their wings disappear and are replaced by a tattoo. Younger valkyrie's tattoos tend to be simpler than older ones. Ones that are fifty years are younger their tattoo is represented by a single feather in the color of their clan. Much older valkyrie have been seen with double wing tattoos. The tattoo and location of it is up to the specific valkyrie - it can be located on the back and take up the entire back, or just a small portion, for younger ones the trend seems to be to have their feather (or feathers) represented on their arms or legs.
Valkyries generally are even tempered fae, but when angered they are a force to be reckoned with. They also tend to hold grudges, and if they have been slighted in any way, generations of the one who wronged them will feel the wrath of that valkyrie or her clan.
Valkyrie's tend to age physically like mortals. However as far as strength and their wings they mature much slower. A valkyrie at fifty is still a child in her kind's eyes. Barely battle tested, and her tattoo in her glamoured form tends to be a single feather, possibly two if she's lucky. At a hundred she is considered in what mortals would call a teenage stage in her strength and wing growth - she might have a full set of wings but they are yet to be strong enough to carry her in battle. Five hundred seems to be the general prime valkyrie age of maturity where her wings are fully developed as are her powers.
Valkyries have a knack for bringing home some trinket from every war or battle that they have ever been in. This can be anything from a shield that a valkyrie posing as a shield maiden would have carried, to bayonets, to small pieces of a ship that they might have been stationed on.
Valkyries are primarily warriors, and as such they have expert knowledge in battle strategy, as well as most weaponry, and hand to hand combat skills.
They are faster than your average human, move with a fluid grace that often betrays them as being something a little more than mortal, and often are stronger as well depending upon their age.
They heal almost as fast as werewolves, although wounds inflicted by iron tend to take longer to heal due to the fae's natural weakness to it. Steel however obviously does not bother them.
For all their battle prowess, they are able to bring peace to those who are dying, and heal those with minor to moderate injuries. The worse the injury, the more it takes a toll on the valkyrie. If the wound is near fatal and she still tries to heal the fallen warrior, it can nearly drain her entire life force trying to save them.
Valkyries have an uncanny talent and connection with horses and ravens, and depending on how gentle or pure the soul of the valkyrie is - even swans. Valkyrie who have yet to see war and the destruction it causes first hand tend to be the ones who swans are drawn to most. Those or the ones who try to heal or protect more than simply go into battle for the thrill of it.
Valkyrie wings are strong and powerful. In the old days, a valkyrie would arm her wings with light and razor sharp edged armor to protect them as well as turn them into weapons as they propelled her into battle.
As previously stated in the legend part of the lore, Valkyries are able to pass souls that are beyond healing onto whatever lies next. It can be the souls of those dying who are beyond healing, or souls of the dead- ghosts that are lingering for some reason or another and need the peace that comes generally of being crossed over.
Iron. Much like any other fae, valkyries are subject to iron. Wounds inflicted by it tend to take longer to heal, and will leave scars unlike other wounds a valkyrie might obtain in battle. It is also one way to enslave a valkyrie to a master - although heaven help said master if they are ever freed.
If a valkyrie loses her wings, she is essentially weakened to a mortal state. Once this happens, there is no growing them back. A wing might be healed if broken or damaged otherwise, but sheared off it can not be replaced or regrown. A valkyrie that loses her wings, loses her clan, and as such without something or someone to ground her and give her purpose she will fall into a deep state of depression and seek an end for her life. For a life without her wings is a painful existence and a life without the feeling of pure freedom that flying gives her.
Much like other fae, valkyrie cannot lie. They can alter and bend the truth, but lying is not possible.
Valkyrie children are sacred, and if one were to be taken from her mother, that mother would do anything to spare her child or ensure her safety. This weakness is increased if that child is a pure blooded male valkyrie.
Kelpies appear as a giant black horse (though there are some cases of white Kelpies) with their hooves reversed. Their eyes are red, and their mouth is full of fangs, not exactly the prettiest looking things in the fae world. Their coat is sticky to the touch, so that their prey cannot escape, there are tales of children cutting off their own limbs after touching a Kelpie in order to get away from them. It is said that it may appear that their mane is made of snakes, whether this is just fictional or not is conjecture, as those that see a Kelpie’s true form are usually about to be drug to their deaths.
A Kelpie will appear as a normal black, or white horse with bridle and saddle, luring people to them this way. Sometimes it is to lure you, other times they may want to help you, or seek your companionship.
Appearing as a human through a manner of shape-shifting they appear mostly as males, but there are several cases of Kelpies taking a woman's form. Their hooves remain however, even when transformed, as well as kelp or other bits in their hair. Over the years they have learned to use their glamour to cover up these deformities to their disguise. As a human they will also sing to attract others to them, having a beautiful and haunting voice, that entrances the victim.
Their scent is that of rainfall, and they are of a water nature.
It is said that if a Kelpie appears with bridle, usually hidden as some sort of jewelery, that if you remove the bridle from their human form, they may return back to their original appearance, losing their shape-shifted form, and being able to be used by the one that possesses the bridle in any way they desire. Like most fae, they are weak to iron. Iron is not their only weakness however. They are able to wear silver, but like werewolves, if shot with silver bullets they may be killed due to blood loss. When a Kelpie dies they turn into a mass of jellyfish like texture. If they appear without their bridle, one may be captured with a bridle that is stamped with a cross.
Kelpies like to prey on women and children most of all. They lure them in with song and enchant them, appearing in the form of a horse and allowing them to crawl onto their backs. Their back can stretch as long as it needs to accommodate every person they have procured. They then dive down into the depths, where they consume their prey, the only remains left are entrails that are thrown up onto the shore.
With the Fae’s coming out to the public, their diet and human eating ways have had to change. They still retain a lingering desire for children, but are no longer allowed to dine on them exclusively. They are not allowed to draw attention to their kind and have had to find other things to satisfy their hunger.
The Kelpie is a beast that loves to feed on humans, but they are more than that. They like companionship, and can even be helpful. Kelpies have even been known to take humans as partners, some even becoming mortal to marry and stay with the human they loved. Kelpies live on their own, away from others of their kind, which is why there are so many tales of them spending time with humans and even marrying and having children with them.
Kelpies were originally born in Scotland, living within the pools and waters there. However Kelpies can live within any body of water, even something as small as a Stream, or as big as the Ocean. They enjoy water very much, and are always attracted to it. Since the water is where they drag down their prey, they do not wish to live anywhere that water is not plentiful or nearby. Kelpies tend to live singularly and away from the others, left to roam once they have come of age and find their own body of water to live within.
Appearance & Abilities: Merfolk are one of the more popular and well known kinds of fae to the human world thanks to their long and mysterious mythos with seafarers. Believed to have originated in the Mediterrean Sea, Mermaids and men can be found wherever there are bodies of water. Merfolk, like their Siren cousins, are famed for being beautiful though they look much like one would imagine a water fae to look like. Their skin when out of their human glamour tends to be rather pale and cool to the touch. The tail of a mermaid or man are all unique though coloring and fin types tend to run in families.
In addition to their very fish like tails there are short sturdy fins that run along their forearms and slight webbing between their fingers than help with swimming. Merfolk also possess gills which allow for them to breathe underwater so that they do not need to breach the surface while un-glamoured. Like their tails the eye color of Merfolk tends to run in families and are always pale in color and possess a rather eerie luminescence.
Like the legends of yore and the countless shanties declare, Merfolk are able to lure with their voice. Their voices whether speaking or singing are very melodic and their magic works very much like hypnosis. Once caught by their voice it is an extremely hard spell to break. Humans usually have no chance of breaking free but powerful preternaturals have been able to counter their siren call. Under their spell their victim loses their free will and does whatever they're bid. Powerful though this magic is it is not fool proof and only the truly old ones of their kind can keep someone ensnared for long periods of time.
On land Merfolk aren't too dangerous but in water they are blindingly fast and bolstered by their element exceedingly strong. Merfolk tend to look delicate but there is quite a bit more truth in the tales of them drowning sailors than they like to admit.
Weaknesses: Like all fae, Merfolk are weak against cold iron. Scriptures have no power of them but exposure to excessive heat and lack of regular exposure to water weakens them greatly. Water keeps them strong and allows them to heal, without it their bodies begin to shut down. The younger a Merperson is the more water exposure they need though after a century or more they can go longer periods of time without water. While heat is terrible for them fire is something that is horribly uncomfortable for them. They burn easily and wounds caused by flame take longer to heal.
Diet: For the most part Merfolk eat just as regular humans do, however their diet includes a lot of seafood -- the fresher the better-- and red meat tends to make them sick.
Nature: Merfolk are a bit of a flighty breed of fae and tend to be a bit vain. They, like many fae, are easily offended and often times when they are slighted they can be quite malevolent. The watery graves of mermaids aren't just fairy tales. However, Merfolk are also easily amused and music and gifts are easy ways to buy their affection.
Everyone always thinks dryads are solely female. This isn’t the case. The women are simply more abundant and, thus, the primary subjects of stories. Wood-spirits, dryads are closely tied to trees and nature itself. Each dryad has a specific tree that is ‘theirs’ that they keep in in the reservation, glamoured to appear just the same as the rest of the homes. While, in the past, no dryad would willingly tell the location of their tree the modern era has dictated that it be more public knowledge and these trees are protected in the reservation by both the fae themselves and, to a lesser extent, the guard.
Dryads were among the first fae to be brought to the public eye as they are, potentially, the least threatening fae out there. Despite being skilled with a staff, they are far more likely to make plants grow than hurt anyone. Their services have been valued by farmers and landscapers and they frequently find themselves employed in these professions. Their powers are limited to nature and it’s growth, though they are just as capable of killing plantlife, they abhor this idea and it takes a strong mood for them to do so. They also excel in blending in and avoid detection - This includes glamour. They can not only glamour themselves, but their tree. Though, this is rather useless anymore and was primarily limited to making their tree appear far smaller than it was to avoid being cut down. They can perk any plant up from death and similarly kill any plant, though they primarily do this to protect their tree.
Without their glamour dryads appear in a variety of colours, usually favoring the tree they call home. Their hair is almost always green, but their skin frequently varies in colour and even texture from soft cattail texture to rough bark of oak trees. Their eyes vary from brown to green to blue and are most often bright unnatural shades of these. All in all they appear little different than humans, simply far more colourful and frequently with builds that match their tree. Camouflaged, more or less. Smaller details can be a part of their build, whether it’s vines in their hair or mushrooms on their skin. The elder the dryad, the more tree-like their appearance grows. Baby dryads simply look like technicolour babies.
Dryad’s lives are tied to their trees. Dryads are less born and more of just appear when their tree is just a sapling. They refer to this as their ‘budding.’ They grow with the tree, never venturing too far from it until they both reach maturity (Dryads age at the rate of their tree) and frequently name themselves. They have no family beyond their tree, but occasionally find themselves in communities of other dryads who’s magic has been drawn to the same area. Way back when, before they were centered on reservations most dryads could go their entire lives without ever seeing another dryad… Or could spend their entire lives in the small makeshift forest communities. It varied depending on the tree they found themselves connected to. Now, new dryads popping up are fewer and farther between, but the magic seems to know and they appear only within the confines of the reservation. When the tree dies, the fae dies. When the fae dies, the tree dies. Because of this mutual relationship, most trees will live far longer than is natural and most dryads only die when something happens to their tree. the few dryads that outlive their tree will spend the remainder of their lives feeling rather hollow and will struggle to find a tree that is willing to accept them. Should they accomplish this (usually by attempting to grow one themselves) they will frequently come extremely overprotective of their tree until it matures and their appearance will change dramatically to reflect their new tree, with aspects of their old one left behind.
They can leave their trees for short distances but the farther away from their tree, the sicker both tree and dryad get until they, eventually die. If they return to their tree both perk up in health until returning to their normal state.Most dryads can manage several hundred miles, but very few actively test the limits so the exact range is unknown. With the rediscovery of Underhill, various fae have been kind enough to assist dryads in moving their trees to the reservation of their choice. Likely because of owed favors or the promise of encouraging growth in the reservations.
Originally hailing from Scotland, redcaps are an ancient and terrifying evil, known to be psychopathic murderers who have to kill to continue their existence. When the stories were first written, they were described as anywhere from early relatives of vampires to demons before finally being recognized as fae. Because of their violent natures and the fear that stories of them generally inspire, redcaps are not known to the public.
Redcaps tend to display a fairly high rate of psychopathy. They must kill on a regular basis to keep the blood on their hats fresh, and even if they don't start out as monsters, that need will often warp them into one. Violence, though, and the eagerness to hunt and chase and kill, is a part of their nature. Despite that, they seldom come off as dangerous hunters. They tend to be charming, blending easily in with a group. Even the tamest of redcaps, though, generally have a temper.
Redcaps are a male-only race. There is an idea that they all resemble old men, but that's a misconception. It's very common for them to take on that appearance with glamour while they're killing, just to keep up the mystique. In reality, they resemble normal men, usually tall, tending towards lankiness rather than bulk. The differences between them and mortal men are largely details. Their eyes glow a malevolent red, and at the ends of their fingertips are wicked, curved talons, for tearing at flesh. Their mouths are wide and resemble a shark's more than anything, and are filled with sharp, jagged teeth. On their heads, always, is a red hat, from which they take their names. Because of their fairly monstrous appearances, they have access to very powerful glamour, with which they hide their inhuman features, or take on the more evil and frightening appearances that legend attributes to them. They are not an elemental fae, so instead of smelling like one of the elements, their scent is thick with the scent of the fresh human blood with which they must coat their hats. They all carry either a scythe or a pikestaff, a weapon that is as much a part of them as their arm or leg. They will usually use glamour to hide it, often as a cane or other such implement, though there some that even go so small as a pen.
Powers & Abilities
Redcaps aren't an especially magical race of fae. They're thugs, relying on muscle instead of magic. They have fairly powerful glamour, with which to hide themselves, and the ability to heal themselves instantly through blood. That's about the extent of their magic. They are very skillful fighters, and train extensively with their weapons and talons. Added to that skill is their raw strength and speed. It is said that no one can outrun a redcap. That may not be entirely true, but they are supernaturally fast. Their hearing is incredibly sensitive, but their sense of smell is only a touch better than that of a human.
Healing and blood
A redcap's healing factor depends entirely on the blood on his hat. This blood has to be human blood. Witch blood counts, since they're technically human. A half-fae/half-human's will work in a pinch, but it doesn't last as long and needs to be refreshed sooner. Full-blood fae, werewolf, walker, and vampire blood don't work for them. Redcaps are niche predators, and are born to hunt humans and subsist on human blood. The magic of their very being onflicts with that present in blood from other sources, and they gain no benefit from it. This blood is the source of their strength. As long as their hats are wet with fresh blood, they are supernaturally strong and fast, with a slightly improved healing factor, somewhere around half of what a werewolf would have. If the blood dries out, they lose their strength and speed, and that healing, reducing them to human levels and getting weaker the longer their hat remains dry. But also, while their hat is wet, they can draw on the energy within the blood, which would heal them over time, to heal them instantly, though it makes the blood dry faster. It's a gamble for the redcap. He can heal himself instantly and run the risk of the blood drying out before he can replenish it, or play it safe and wait for an opportunity. This healing ability is part of what makes redcaps such powerful warriors: if they can keep killing and dip their hats in the blood of their enemies, or if they carry a bag or flask of blood on themselves, they're virtually unstoppable. Even a half-blood can call upon this power, but it takes more from their hats to heal them.
A redcap's weapon is an item that literally grows up with him. No one is certain how or why, but on the morning of a redcap child's fifth birthday, he wakes up holding his weapon. Always either a scythe or a pikestaff, it is sized for a child. The haft is made of bone, and the head an alloy of iron that no one has been able to duplicate. Despite the materials, it is stronger than steel, and impossible to break. As the redcap child grows, the weapon grows with him, staying the perfect length and weight for him to swing with deadly accuracy. The perfect balance of the weapon, combined with the daily training they perform, helps to create a perfect soldier. A redcap's weapon is the only thing which may never be turned against him, as it will stop short of hitting him should someone else gain control of it and attempt to attack him with it. But at the same time, it can never be more than fifty feet from him at any given moment. If someone takes it and carries it away, it is agony for the redcap, like having an arm torn off. For this reason, only one whom the redcap trusts without reservation will ever be allowed to hold it, and he will often respond with extreme violence if someone attempts to remove it without his permission. If it is lying around freely within that fifty foot radius, he can call it to his hand with a thought, but only if it is not being held by another that intends to take it. Since they are so completely connected to their weapon, a redcap can disguise it with glamour.
Redcaps mate almost exclusively with mortal women and men. Regretfully often, it is in a violent attack. The assault on the woman is almost always secondary to the hunt for blood, but no less brutal for that. Because of the violence of the attack and the refusal the woman often has to carry a rapist's child, there aren't many redcap children. But there are some redcaps who enter into loving relationships with a man or woman of any species. It's often a person's purity that draws him, kindness and gentleness to counter their own darkness. These redcaps tend to be gentler, their vicious natures kept in check by their lover's gentleness. If the redcap fathers a son with a fae woman, it will always be a redcap. A daughter will be whatever the mother was.
Because redcaps mate mostly with mortal women, most redcaps are half-blood. Half-bloods tend to vary, depending on how much they take after their fathers. Generally they're weaker than their fae father, still very fast and strong, but not at the same level. Their ability with glamour generally remains strong. Their healing factor is also much lower than a pureblood, but that also depends on how strongly they take after their fathers. And, where pureblood redcaps are immortal, half-bloods live between a mortal lifespan to five hundred years.
Unlike most fae, redcaps are not weak to iron or any of its alloys. They have no talent for working with it, but it won't burn them. But they are one of the types of fae that are weak to holy objects. Brandishing a cross at them will turn them aside. Quoting scripture at them will force them to leave so quickly that it looks as though they have vanished. When they are turned aside in this way, one of their jagged teeth is broken off and left behind. These teeth contain greatly magical properties and are a much sought-after potion ingredient. Their hat must always be wet with fresh human blood. Animal blood will not work. If the blood is allowed to dry out, they will start to get sick. After a few days, in which they get weaker and weaker, they will wither away and die. Most use bagged blood, since indiscriminate murder will get you visited by the Grey Lords and give you a front row seat to your own execution..
While leprechauns can be either gender, they are predominantly male. While traditionally they are seen as an old man clad in a red or green coat, most leprechauns look no different than your average person, though all possess red hair and bright green eyes. It’s the eyes that expose them, when unglamoured, as it’s an unnatural green that resembles a crayon more than a natural eye colour. Despite common depictions, they are of average height, though likely seem as a bit shorter due to a frequently stocky build.
While it is a common thought that leprechauns keep their gold in pots at the end of a rainbow, that is just silly. They do have an affinity for gold, but it is frequently kept on their persons or in their personal abode as rainbows are terrible security. Leprechauns frequently pursue crafts that allow them to work with their hands, especially in things that involve both shoes and gold. In the modern era, many find themselves working as jewelers or goldsmiths or cobblers. Alongside gold, they have an affinity for fixing shoes, though no leprechaun is exactly sure why.
Despite rainbows’ questionable security habits, leprechauns are fond of rainbows and it is a common practice for them to look for one when moving and to settle down where the end of one is (thus leading to the pot of gold at the end of a rainbow myth.)
Leprechauns possess all the typical fae weaknesses, including cold iron but also possess the extremely tricky weakness of a fondness of alcohol and the inability to get captured. Should a leprechaun be captured against their will, legend says that they must grant wishes to the captor. This is false, as the result is much simpler. They simply get violent and unpredictable until released, attacking their captor in fits of madness. However, if upon capturing a leprechaun the captor is wise enough to demand gold in exchange, the leprechaun is honor bound to turn over at least a piece of gold. However, nothing is stopping the leprechaun from assaulting the individual once they are freed.
Shoe-mending capabilities aside, leprechauns possess several unique traits in their list of abilities. Most commonly is the all too well known ‘luck of the Irish.’ While it won’t make someone win the lottery, leprechauns can adjust luck in small ways, whether its making a lost earring be in the first place someone looks or causing a rude individual to trip. They’re also extremely good at mixing drinks and repairing shoes, though some question whether or not this is a natural talent or just luck.
Every leprechaun has a Shillelagh. The importance they put on it varies from leprechaun to leprechaun, though in most cases they are no more than family heirlooms, many leprechauns build up the importance of their specific Shillelagh, frequently decorating them with inlaid gold and keeping them safe (and unknown) from those that might be after leprechaun’s treasure. It’s considered extremely rude and almost unheard of to touch a leprechaun’s Shillelagh without permission. Many leprechauns use their sticks as a homing beacon to guide them towards their stash of gold.
It should first be noted that there are two distinctly different sets of linage for the Satyr. Those who began on the Isle of Greece and those who began on the peninsula of Italy. Satyrs today are by no means forced to be born in those areas, but they will come from one of those two distinct lines. Each of the sections below will be broken into either Greek or Roman categories.
It should also be noted that there are no half-breed Satyrs. As there are no females of their kind, a woman impregnated by a Satyr has the chance of either having a human child or a Satyr child. Mixing with other Fae lineages, the Satyr magic takes precedence.
Of the two lineages this one is the more demure. Unglamoured they're boyish and slender, with a lithe grace about them. Their skin is almost eerily pristine, and quite pale. Unlike their Roman brethren, they only have one tie to their animalistic nature in their appearance, that that is a horse like tail that can be in varying shades and often hangs past the knees. Ancient texts have stated that in this form their phallus is always erect, but that is simply artistic license, and is not, in fact, true.
The Roman satyrs are the more imposing of the two, but they also have more variety. Unglamoured they stand anywhere from five to eight feet tall, with broad shoulders and well muscled chests. They appear half-man and half-beast, with legs of a goat, which relates them to their Fawn cousins. The heavily curled fur stops mid-thigh, and can be in any natural color. They also have goats ears, in a shade that matches, as well as horns which sprout from their foreheads. An age can easily be told for a satyr, as the young ones have only nubs yet as they grow, so do their horns. A full grown satyr, somewhere between one hundred and thirty and older, will generally have an impressive set of horns growing from their head.
Since the beginning of their kind, the magic of Satyrs have been focused on fertility. With the two different lineages it manifests in two different ways. For Greek Satyrs, they have the ability to grant fertility to those who are not fertile. Even though they are Fae, this is often done at little cost. It is what this Satyr is meant to do, and they find the utmost pleasure in helping others bring life into the world. The Roman Satyr is the darker side of the coin, and the fertility aspect revolves entirely around them. They can impregnate a woman who is having difficulty, but must be through an act between them both. Roman Satyr's also choose whether a woman will become pregnant, or if she will not. They feel compelled to impregnate as many as possible so as to continue their lineage, but it is not something they must do. A Roman satyr, however, can choose nothing more than conception, whereas a Greek Satyr could wind their magic so as to pick gender, and in some older ones, hair and eye color of the child or children.
These Satyr's tend to be shier and more reserved. They're tied to music and love. They're filled with passion and lust, but it is tempered by what grounds it. The betterment of man is what matters to them.
These are outgoing and imposing. Where their Greek counterparts want the sweet things, these satyrs care about temptation and booze and sex. It drives them, it sustains them. They seek it out and almost have an intrinsic need for it in order to survive.
They are both playful and fond of merriment. They enjoy crowds, and spurring people on, both for their own needs. One to make people happy. The other to lead them into temptation. Because of the nature of how a Stayr is made, however, often times part of the mother's temperament transfers as well, mixing with the root of their nature, leaving all Satyrs to be quite varied.
They are both held to the standard Fae weaknesses, Iron, Religion and the like. They can become quite grumpy and morose if they are not able to follow in the path that has been set out for them, either in hunting happiness or temptation. The Roman Satyrs tend to be much more physically strong than the Greek, yet the magic of the Greek proves to be more powerful.
The Daoine Sidhe were once a people of stature very much akin to the remainder of the Tuatha de Danann. Once tall and proud, their appearance has changed drastically over the last several generations when their people were defeated by the Milesians several hundreds of years ago and they were forced underground in a peace treaty that allowed them to remain in Ireland. With their burrowing beneath the earth, once radiant and sun kissed skin became pale or ashen in their underground cities and over time, the Daoine Sidhe became smaller and smaller of stature. The average Daoine Sidhe in their unglamoured form these days stands between 4 and 5 feet in height.
Their hair ranges from varying shades of brown and, in some cases, even green or black while their eyes tend to be extremely light in color.
The Diaone Sidhe have always been fond of battles and are quite the cunning warriors, though a great many people tend to underestimate them. They are most often of a very tactical mind, often enjoying games of logic over any other. Chess has always been a favorite of theirs and it is said that their King, Finvarra, has never been defeated in a challenge for the game.
Over the years, the Daoine Sidhe became the ones responsible for the name 'Daoine Beaga' which roughly translates into 'little folk', due to their evolved smaller statures and appearances. They often have a fondness for mortals - a trait brought on by their King and the fascination that he took in many a mortal throughout his lifetime.
The Daoine Sidhe have become very reclusive people. That being said, while it's not unheard of to see them floating around here and there, it certainly isn't common for them to be out and about. They tend to be a little introverted and antisocial at the best of times, but once engaged in a conversation they're genuinely interested in, they can become quite animated and excitable. Humankind has a tendency to mistake their interest in mortals for a darker intent and it was often told to children in later years that they stole children. As such, modern lore tends to depict them as mischievous and devious creatures rather than the curious and intellectual beings they are.
They have exceptional eye sight in the dark and the ability to work with crops and plant life, ensuring, to a lesser degree, the bountiful harvest of that which they plant. While they are an Earth dwelling race, they are not immune to the bite of cold iron, as it is still one of their greatest weaknesses. They are said to have a presence that can calm or lure an individual, but only if that individual has some desire to genuinely like the fae. This has been instrumental in bringing the Daoine Sidhe into the public eye and in negotiating the peace treaty that saw to the survival of their people as a whole. If there is no spark of interest or admiration to kindle, this particular ability will not work.
The Daoine Sidhe were once a proud branch of the Tuatha de Danann. They lived amongst the others of their kind, ruled under King Finvarra in the area of Tuam, Ireland. They were once tall, beautiful, strong fae with a penchant for warfare. It was said that their King was responsible for seeing to good crops and strong horses for the people in his Kingdom - both human and fae alike. He would host war games with another band of fae - the gamble was that the winner's Kingdom's crops for the season would be good, while the loser's would yield a much lesser harvest.
But as it is throughout history, war has a way of changing everything. When the Milesians, or the Gaels came, Finvarra lead his people into battle with the rest of the Tuatha de Danann, but, eventually the fae fell. Finvarra was the one to strike up a peace treaty for their people. Being the Earth-loving folk that they were, the land they lived on and prospered from meant much more to them than any other would. And so, rather than living in the light of day, the peace treaty was struck, stating that the Daoine Sidhe were to live underground.
Still, they flourished there. As generations of fae passed and their elders died away, homesick for the days of old and heartsick for all they had lost, their children began evolving. Once tall and proud people became bent and stooped, growing shorter and short to accommodate their tunnels and underground networks. Once tanned and vibrant skin became ashen and pale without the touch of the sun's rays and though their pale, luminous eyes remained much as they had been in the upper world, they gained exceptional vision in the dark depths of their tunnels.
Finvarra alone and a few of the oldest of their kind remained as they were prior to their descent into the Earth, though the Elders are the most introverted of their kind and the least likely to be seen beyond the comfort and safety of their homes.
When the fae came out to the world at large, Finvarra was one of the ones called upon to help the transition into the human eye. He was considered once to have strong ties to the human world through his love for mortals. The Daoine Sidhe whom have come forward and introduced themselves to the world have been received warmly by most, though there are some that have dug up old tales of them and are speculative about their true natures.
Finvarra, their King, has not resided in Tuam since the fae were revealed to the world, but opens his doors for any of his people that seek refuge.
The most recent updates are listed here. Further updates with more detail can be found in our News And Updates forum.
1.16.18 Love is in the Air begins!
1.6.18 Activity check over!
1.4.18 Award system changed!
12.17 Post Push and Chaos end! Haunted Hotel will continue until the end of the year!
11.17 Post Push and Chaos begin!
In The Works! In Character:
Spring Event: Love is in the Air!
Summer Event: Masquerade
Fall Event: Being Written
Winter Event: ??? Out of Character:
Spring Event: Anniversary Shenanigans
Summer Event: ???
Fall Event: Post Push
Winter Event: Prob. Nothing. Upcoming Activity Checks: January