Faerie Information
Taken from the Clan Information Board in the OOC Area of Twilight Muck.
- Ambrosius (Who is no longer on the muck) -- Shadowrun-esque Elves -- 01:52:37 07/10/96 EDT
- Elves here are a mixture of ShadowRun and some of my own ideas for better
adaptation to this world. I'll cut out the eloquence and give you the raw
data.
- Elves have more complex eye structures allowing them to take in more light,
and consequently, see as well as a cat in the dark. Their retinal linings
glow a different color than humans when light reflects in their eyes,
partly due to their etherial nature and equally due to their structure.
The color varies for each elf, but always seems to sparkle or crackle
unnaturally. They typically also have odd iris colors and will explain
it as a birth defect or colored contact lenses.
- Elves also have other increased senses. They hear, smell, and taste as
well as most animals, exceeding human senses be several lengths.
- Elves are faster and more dextrous than humans but are at the same strength
level. They also move silently, much like a cat.
- Elven appearance is always striking. They are classically considered
handsome or beautiful, having high cheekbones, thin noses, arched
eyebrows, and pointed ears. They are unusually tall, a short elf being no
less than 5'10". They come in all ethnic variants, but caucasian is the
most prevalent.
- Their appearance and dexterity tends to breed haughty aloofness, prefering
the company of their own, but individuals vary as with all beings.
- Elves have their own unique language which was developed early in the
beginnings of their sociostructure. It is called Eladiel and has both a
high (noble) and low (common) dialect. The two are close enough to
understand simple phrases, but the grammar departs moderately, making
true discussion difficult. There is even a "street" eladiel which mixes
current popular slang and common eladiel, which changes as current slang
itself evolves. All three have unique scripts with high eladiel being
the archaic form and hard to master, low eladiel being the common script
and relatively easy, and street eladiel being a mixture of common script
and standard english.
- Diet is usually vegetarian, but some elves have adapted to eating meat
in quantity. Their diet must still be primarily vegetarian for their
particular biological makeup.
- Elves are long-lived beings, outliving humans greatly. Few elves will
admit to their true age, so no upper limit has been defined, but some
are rumored to be as old as 200 years or more. This makes living in
one place difficult, so elves will either move or change identities
when their public "life span" dictates. Some elves will pose as long
lost relatives in order to continue their previous existance in some
form.
- Elves typically only give birth to one child at a time. Twins are very
rare and anymore than that have never been viable. When twins are born,
there is a great chance that one or both may be sickly, and may die
within the first few weeks of life.
- Elves were originally forest folk, but with the changing of the times
came changes within elven society. There are still those who live in
groves, but many of the younger generation find themselves quite at
home in the city, finding their elven talents adapting well when used
creatively.
- The elves of this city currently gather at the cathedral (in progress) and
share space with the Immortals (Not to be confused with Highlander
characters. See Rook for more details.). This has proved profitable for
both, but the elves still keep to themselves, moving about silently and
privately.
- If you wish to be an elf, send me page #mail or page me and I'll get you
an elf object which has all you need to tap into the wonderful world of
these elves.
- For lack of a better idea, and the fact that elves here are very
ShadowRun-like, when considering magic as an elf, think along the lines of
(that's read, "use the") ShadowRun rules of magic. Just exclude anything
to do with Cyberwear, etc, as there's no Cyberstuff here (yet).
- In order to make elves a bit less restrictive and to help foster interesting
roleplay, I've come to the conclusion that half-elves would be interesting.
The best part is you don't have to be half human. You could be half garou
or half Immortal or (abomination!) half changeling/Faerie. Elves can't
be Embraced or Ghouled, though. Being such nature-bound creatures, such
attempts only injure and kill an elf as any puncture wound in the neck
would do to a human. The blood has no power over an elf, even if the
Disciplines work the same. Any blood(magic/drug/etc.) meant for use on
elves must be designed specifically for the elven chemical makeup.
All other weapons work normally, assuming you can catch or hit an elf
before he's slipped out of sight.
- If you have any more ideas on how to shape elves into a more interesting
race to RP, please send me page #mail telling me. Your comments are
welcome.
- Ambrosius Wintersky of the Elven nation, Brithna Ta'el / Ambrosius Winters
to you non-elven
- Aidan Blackthorn -- Creatures of Faerie and the Daoine Sidhe -- 01:59:19 07/31/96 EDT
- The Walls Between the Worlds grow thin once more and the denizens of Faerie walk again amongst mortals. Indeed, some of the Folk have never left, masters of illusion and glamourie, hidden in plain sight.
- The creatures of Faerie are those from the Otherworlds and are quite diverse, but they all have certain traits in common.
- They are creatures of magic and immortal. They can be killed, but their spirit will eventually reform their body. Cold Iron is anaethma to creatures of Faerie and burns as if red hot to them, and it is capable of killing them permanently.
The Faerie are masters of illusion and glamourie, even the least of them is capable hiding themselves from mortal eyes.
Most Faerie can sense and walk the Straight Tracks between the worlds, although some of the weaker and less intelligent can't actually activate them.
A creature of Faerie cannot stay long in the mortal realm without 'assuming the substance of the world' This has two effects: firstly, it dampens much of their magical powers, and secondly, it allows them to tolerate the touch of Cold Iron to a degree.
- The creatures of Faerie are divided into two main camps: The Seelie Court and the Unseelie Court. The Unseelie Faerie are those who are malevolent, seeking to harm mortals, such creatures as goblins, boggles, bogeys, fomorians and hags.
The Seelie Court are those Faerie who are generally friendly to mortals, but their motivations are their own, and their code of honor somewhat different from that of a mortal.
- Aidan Blackthorn -- The Daoine Sidhe -- The Seelie Court -- 00:37:57 08/01/96 EDT
- The Seelie Court, those creatures of Faerie that are 'good' or at least non-malevolent are usually called the Daoine Sidhe (pronounced 'deeny shee'), or simply the Sidhe. The are also refered to variously as the Fair Folk, the Gentle Folk, the Gentry, the Folk, Them that is or any of a number of euphamistic names, because it is considered *very* rude to call them 'fairies', this being equivalent to some of the more perjorative terms for various members of different human ethnic groups. The word 'Faerie' *is* however used to refer collectively to the Otherworlds, places beyond the mists of the worldwalls from whence the Sidhe come.
- The Sidhe of the Seelie Court are very diverse, but there is a definite division between the Noble and Common Sidhe.
The common Sidhe include such creatures as brownies, leprechauns, pixies, hobs, lobs, gruagach, grogans and various of the diminutive fae. Most of these creatures are shy and remain hidden or seldom venture into the mortal realms. They do possess the powers of glamourie, which allows the smaller ones to remain unseen, or the larger ones such as pixies, brownies and leprechauns to pass as short, but normal humans. The mischevious pixies infact, delight in wandering the mortal realm disquised as human children.
- The Sidhe Nobles are the descendants of the Tuatha de Dannan, the ancient gods of the Celts, that retreated through their Hollow Hills (actually gateways into the Otherworld) with the coming of the Milesians.
- They are invariably tall and beautiful, like perfected humans. Golden and red hair is the most common, although there are some who have dark hair. Eyes are often green, but blue, grey, violet, silver and gold are not uncommon. In their natural form, their ears are pointed and their entire being can be described as 'radiant'.
Physically, they are much faster, stronger, and more agile than mere mortals, and their senses more keen. They posess the power of illusion, allowing themselves to conceal themselves in glamour or make themselves invisible. They may also possess different knacks or talents of inate magic, for instance shapechanging into some animal form is not too unusual.
In addition to their innate talents, it is not uncommon for the older Sidhe Nobles to be accomplished sorcerors and wizards.
- When a Sidhe comes into the mortal world, the will usually 'assume the matter of the world', wrapping themselves in a protective layer of this world's matter, allowing them to stay longer without draining their power escessively, and also insulating them from the harmful effects of iron to a degree, allowing them to be near it or even handle it without burning themselves. Another effect is to dampen the natural radiance of the full blooded Sidhe, allowing them to pass for human. However, this also dampens their magic, to a degree, and for most workings, they must return to their natural form, casting off their mantle.
- Auberon -- Faerie Folk -- 13:14:36 08/21/96 EDT
- Any interested persons wishing to develop the Fay in Twilight please
contact me. A formal court is being built in Prospero Pointe Woods.
Seelie and Unseelie are welcome to discuss and participate, OOCly.
Apologies for the delay in getting this going, but, I've been away.
Auberon of the Sidhe
- Auberon -- Kindred vs. Kithain -- 18:05:30 08/22/96 EDT
- (from WW's "Changeling: The Dreaming" (c) White Wolf. p. 268)
- -Vampires
In the distant past, a mortal became tainted by the spirit of a
powerful, mad redcap [Redcaps are a form of faerie, or kithain- Aub]
whose insatiable bloodthirstiness had driven him from the Dreaming.
Because of this, the mortal became a strange mixture of living and
dead and discovered that his taint could be passed on through a
strange ritual of blood-drinking. Vampires have been in existence
ever since. [At least, that's what most kithain believe. -Aub]
- Changelings largely see vampires as betrayers of reality and
conformists to it. Vampires seem to carry a very high Banality
[Banality, or 'normalcy' is an actual bane to the kithain, depriving
them of their very nature. -Aub] with them wherever they go. One
particular clan of vampire (whose members perhaps still remember
their faerie past) seem less Banal than other vampires are, although
these strange "Malkavian" vampires are usually scorned by their
kind.
(end quote)
- As you can see, the possibility exists here to develop a bit of
enmity, distrust, and, of course, plots with this.
- Anyone wishing to develop something along these lines further, please
contact me. Thank you.
- Auberon -- Garou vs. Kithain -- 18:12:53 08/22/96 EDT
- (from WW's "Changeling: The Dreaming" (c) White Wolf. p. 269)
- Werewolves
Werewolves, also known as the Garou, were faeries once, until the Dark
arrived on the scene. When the Dark rose up to attack Earth, the
Garou felt it most. They immediately threw themselves into a fight
against it, disregarding the warnings of their faerie elders. As a
result, the Garou became Prodigal [As are vampires, in faerie eyes. -Aub]
lost to the fae, and locked into their own world and dream.
- Luckily, most werewolves are still friendly with changelings,
because they share many goals with the mass of the changeling nation.
One Garou tribe still honors an ancient oathbond with the High Kings
of the fae. This tribe even named itself the Fianna, after a mercenary
band that Finn McCumhal trained.
(end quote)
- Again, this offers good rp possibilites. Anyone intersted in
pursuing something along these lines, please mail me. Thank you.
- Auberon -- Elf vs. Fae vs. Celtic lore... -- 21:43:29 08/24/96 EDT
- Having talked to a couple of people who claim allegance to the
term 'elf' or 'fae', and having also discovered that none are
drawing their ideas from the same font, it occurs to me that
what with the large group of creative folk we have here and the
huge vault of mythology, game systems, and personal concepts
that exist, to say that any one is 'standard' is going to be
pretty tough.
- Which, I think, is just dandy. There's no reason to form an
'official' set of rules as to what an 'elf' is, or for that
matter a vampire or a werewolf or magician. The key here is
to all agree that EVERYONE'S reality is true. There should be no
reason for a White Wolf Pooka to interact with a more traditional
celtic one. And no reason why a White Wolf Vampire, an Anne Rice
Vampire, and a Lost Boy's Vampire can't all share a drink, get into
an argument, and even duke it out, all being true to their own
selves while respecting the 'reality' of their opponants.
- The key is patience, listtening to what everyone is doing/playing
so you get an idea as to what sort of sheet music their playing off
of, and to rp honestly.
- Any comments or suggestions welcome.
Auberon (a White Wolf Changeling. :) )
- Auberon -- Sensing Fae characters and places. -- 11:23:39 08/26/96 EDT
- Taking a cue from our Highlanders, I've begun to build uniquely
Fae areas and roads. If your character would be able to use/sense
these things, here are a few properties you may wish to use:
@set me=fae?:yes
- Both the question mark and the full word 'yes' are important. If
you wish to lock exits against anyone who is not set=fae?:yes, then
just:
@lock =fae?:yes
- Duncan_Macleod -- Immortals Interaction with Others -- 13:00:35 09/25/96 EDT
- Hello there. I felt that after Brujah's mention of the web page, that I should tell my fellow Immies how to interact on here. Well, here goes:
- Changelings
Sidhe will form alliances with Immortals. Some may hold clues to Immortal origins.
- Wyrm
Fomori and black Spiral Dancers are very likely to kill us. Will consider us to be either of the Wyld or the Weaver alone, or of both. Wyrm hates us.
- Wolf -- Cwn Anwn -- 20:23:00 11/08/96 EST
- Many are unfamiliar with the Cwn Anwn. Here is a bit of history about
them as well as the City's resident Cwn Anwn...Wolf...Mayhaps this will
help in dealing with her.
- Traditionally know as the 'Dogs of Hell' and 'The Devil's Dandy Dogs',
they are described as large, white wolves running with Anwn, Fae God of
the Underworld. They were his 'Hounds of the Hunt'. Most legends have
them as such, wolves or huge mastiffs, yet they are able to manifest in
a form to suit their surrounding, still retaining the base of their
natural form. Such as a Husky, which is close to the form of a wolf.
- Some legends speak of them only appearing upon Earth when their is an
evil to contest. The Cwn Anwn are of the Gods, divine. Created by
Anwn's hand. They are of the fire, born of the flame. Their bodies are
naturally warmer than one would consider normal. Only Anwn is able to
truly destroy one of his Cwn Anwn, as well as honestly control them.
- Can be bound by cool iron...They must be encased by it, such as a cage,
or bound by it, as in a collar or cuff, etc.
- Affected by all forms of magicks to some degree, save for 'Animalisms'
and mind controls have little or no affect at all.
- They can not be destroyed, save by Anwn's hand, but they do injure.
Depending upon the injury, they must fall into a sleep to heal, not
unlike the torpor of a Vampyre. The sleep lasts according to the degree
of the injury. Years of sleep is quite possible.
- Draining of the blood would put them into such a sleep. Closer to
death, seeming dead. Their blood will burn those sensitive to fire,
kill those who ingest it in large amounts. This means that one who is
highly sensitive to flame will burn at the touch of the blood, others
will burn only if exposed to large amounts of it, fresh. Those who are
sensitive and drink it, will die, burning from the inside out.
- Single minded when on the 'Hunt', not easily swayed from it once
focused directly.
- Are able to see into one's soul, knowing 'what' as well as 'who' one
is. The nature of that one, if you would.
- Exceptionally large, of incredible strength and bearing human or above
intelligence.
- They are able to sweep bystanders into the 'Hunts', drawing upon them
for aid if need be.
- Inherit of the magick of fascination. Able to quiet or still a being
with the eyes, until the gaze is broken by the Cwn Anwn.
They give voice to a baying cry three times, when on the 'Hunt'. Each
time it sounds quieter, yet they are indeed closer. If you are the
prey, and you hear the third cry, you are theirs.
- Possessing access, or a direct link to an alternate suspended
dimension, which is where they attempt to end their 'Hunt', or hide
things which need to be kept from the hands of others, but not
destroyed.
- When Anwn went to Tir nAn Og with the other Gods, the Cwn Anwn went as
well. Wolf was the first three created, and the last of those three.
She was reluctant to leave a Sidhe boy she had bonded to, thus became
trapped here. As far as she knows, she is the only one here.
She has been bound once by a Kindred Prince who was paranoid and wished
to have her gift of seeing souls. A Stalker freed her and she became
honor bound to him for it. He used her to help him hunt, until he was
slain.
- Wolf is not biased, evil is evil, not form nor shape.
- Sean -- The Company of the Shadowed Blade. -- 16:24:38 11/12/96 EST
- A question came up about something related to my charactr and rather than sending everyone out to do research, I'll post it here. Forgive the length.
- The Company of the Shadowed Blade has no exalted place in Kithain history. No ballads are sung in their praise, no young sidhe fresh from his knighting aspires to be one of their legendary number; none of them are known for their bravery or their honor. The Company dwells on the fringes of Kithain society, patrolling the perimeter between the hungry darkness and the fragile light of their people, who revile their defenders for their mercenary customs and darksome reputation.
Copyright 1996, By Myranda Valis
- Information regarding the Shadowed Blade has been put HERE
- Tor_Narat -- Sensing - Dragons, Garou, etc. -- 02:42:00 08/01/97 EDT
- Okay, I'm not going to go through the whole explanation of how to set up
the sense thing...@view #3978 to do that for yourself. But I WILL tell you a
few things you need to know. Garou and Fae can sense us. So can the Wyrm. So,
in your sense listing, add the props Dragon?: and Obsdrag?:, along with any
necessary notification strings. Also, other Dragons can sense us, and we can
sense them, whether or not they normally have sensing powers. This is a side
effect of having an increased Darconic aura. Oh yes, Garou, would you mind
including SOME sort of flag on yourself so we can sense you? P #mail me when
someone decides what the flag's going to be. Thank you.
- Digo -- Lutin/Goblins -- 17:56:17 05/14/98 EDT
- The Lutin, a type of Goblin, has been found throughout the world in many myths and legends. The Lutin Goblin may take many forms, usually that of a small animal, the color and type of animal denotes it's powers. Information has been moved to the Lutin page
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