Ayn She
I am Aen Sidhe : They are Aen Sidhe : It is Sidhe : This is about the Aen Sidhe
Also known as Faeries, Good Folk, The Fae
I am Aen Sidhe : They are Aen Sidhe : It is Sidhe : This is about the Aen Sidhe
Also known as Faeries, Good Folk, The Fae
The Aen Sidhe are a race of spiritual beings trapped in mortal form. Once, they were spirits of the earth, air, and trees, stewards of Creation appointed by the Celestials to watch over the natural world. When a tree is cut down, when a river is dammed up, when a vast field becomes a city, the spirits tied to those places either dwindle away to nothing or are drawn to the mortal plane. Those who do not diminish take on flesh and become mortals themselves. Such spirits are given a cursed name by their kin...Aen Sidhe: The Lost.
Courts of the FaENaive and childlike, these ancient spirits have trouble coping with the frailties and limitations of mortality. Mistrusting and failing to fit in with other mortals, Aen Sidhe cloister together in remote communes of other lost souls. Here they share life and live in harmony with nature, much in the same way the did as spirits, socially organized as a court with a king, queen and a host of lesser nobles, retainers, and servants.
Few Aen Sidhe ever leave their courts. Those who do are either exiles, adventurers given a quest by their lord, or vengeful spirits fixated on bringing justice to the mortals who brought them to this lowly state. In any case, Aen Sidhe are an uncommon sight, seen most frequently in frontier cities and settlements on the ragged edge of the wilderness. The LIFE of aN AEN SIDHEAen Sidhe come into the world as child, youth, adult, or elder and remain this exact age for the duration of their existence. As spirits, they have lived since the dawn of Creation, though they may have only lived as mortals for a very short time. Aen Sidhe can live to be thousands of years old, but few ever do, succumbing to injury, hunger, or disease within a few hundred years.
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There was a river here once...a majestic stream running fast and free. Now there is only the mocking march of progress, ever upward into ruin. |
GLAMOUR
As spirits made flesh, the Aen Sidhe are beneficiaries of an unusual ability; the power to muddle and manipulate the minds of Mortals, a power known as Glamour. By looking into a creature's eyes, the Aen Sidhe is able to resonate with their spirit, uttering words that reach deep into the psyche and perplex its ability to tell truth from falsehood. Those who truly master the power of Glamour are able to create an illusion that totally alters their own appearance to any who view them. Such a power is invaluable to those hoping to blend into Mortal society rather than live as outsiders for the entirety of their long lives.
gLAMOURYou have 3 points of Glamour each day. You may use Glamour to convince a creature you're able to communicate with that what you are saying to them is true. The target may Save to end this effect any time they are presented with evidence that you are lying (they may Save with Advantage if the evidence is undeniable). You cannot Glamour non-Mortals or other Aen Sidhe.
AdvancedYou can use an Asset to unlock the Advanced version of Glamour which functions as above, but grants you 5 points of Glamour each day instead of 3 and allows you to use your Glamour to create an illusion that alters your appearance to that of another humanoid you touch. This effect lasts until you take a Full Rest or voluntarily remove the disguise.
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Names of the Aen Sidhe
Though mortals may give them names, the spirits of the world refer to each other by grand and lofty titles earned through centuries of service and experience. Names like Lord of the Fires of Ash Valley, Walker in Mists of Jade, and Sun of Indigo Ascent are commonplace among the Medicon.
It is no surprise then that the Aen Sidhe follow this pattern. None use their former spirit names, however, taking up titles based on their newfound loss, sorrow, and isolation. The Lady in Black Veils, Tears of Wisteria, and Wanderer of the Path Unknown are the kinds of names taken by the Aen Sidhe.
It is no surprise then that the Aen Sidhe follow this pattern. None use their former spirit names, however, taking up titles based on their newfound loss, sorrow, and isolation. The Lady in Black Veils, Tears of Wisteria, and Wanderer of the Path Unknown are the kinds of names taken by the Aen Sidhe.
Flesh and Form
When a spirit is forced from its domain by loss and ruin, it takes on a physical shape that most acutely reflects both the natural realm from whence it came and its own personal nature. There is some rhyme and reason to the shape an Aen Sidhe takes, but at times their form can seem random and arbitrary; a spirit of stone becomes a Pixie. A highborn noble becomes Firbolg. And while one might assume the Aen Sidhe would be upset or confused by their new body, it comes as no surprise to the one who transforms, for they are well aware of their own nature. The actual shock is that they are unable to change shapes at will as they once did as spirits.
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Firbolg
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Gargoyle
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Gnome
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Naiad
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Pixie
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Salamander
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Satyr
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Sidhe
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Sylph
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Tuatha
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feer-buhl-uhg
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Firbolg are gentle giants, former spirits of the woods and trees who spend much of their time sleeping peacefully. If disturbed or raised to ire, they can be a terrible foe, full of savagery and strength. Most of the time, however, they are kind, calm, and lazy. Most strike a reasonable balance between work and rest (tending to favor rest when possible). When they work, they prefer to work with their hands, tilling fields or performing manual labor. Very few Firbolg ever become warriors or adventurers and those who do only resort to violence when no other option presents itself. On the whole, Firbolg are gentle, powerful creatures who use their great strength only when necessary to defend themselves, their communities, and their way of life.
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AppearanceFirbolg are tall and broad creatures, standing at 7-8 feet of muscle and fur in autumn shades of brown, ochre, red, yellow, and even black. The eyes of a Firbolg glow ever so slightly in shades of yellow, blue, and green with pupils that are either brown or grey. |
HomelandFirbolg are typically spirits of the woodlands and still prefer to make their homes among the trees, either in hermitage or in small rural communities. You'll often find Firbolg in places like the Wynderwood of Arcadia or in the vast pine forests of Helvania. |
gahr-goil
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Unlike most Aen Sidhe, gargoyles are not lost spirits made Mortal by the loss of their domains and the steady march of progress, but rather petty gods of the meandering cobblestones and towering spires that comprise Mortal cities. Their origins are shrouded in mystery - they are not divine beings assigned to the Sphere by the Celestials, but seem to have arisen from the activities, beliefs, and magic of thousands of Mortals, becoming part of the city they love and voluntarily making themselves a tangible expression of their city's heart. Gargoyles serve both their city and the people who dwell there, venturing out only when it is necessary to protect their home and generally limiting their adventures to the confines of city limits.
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AppearanceGargoyles are large and powerfully built, with blunt, demonic features. Many have grey skin the color of stone, but some are verdant green, vibrant blue, and sunset red with jet black eyes, non-functioning wings, and a prehensile tail. |
HomelandGargoyles tend only to manifest in the largest Mortal cities, where there are enough Mortal dreams, destinies, beliefs, and magics to give them life. Places like (city), (city), and (city) are home to many Gargoyles. |
nohm
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Quick of mind and body, Gnomes are diminutive earth spirits no more than a few feet high, covered in coarse, unusually colored hair from head to toe. They are inventive and clever, speaking their inner dialogue in a non-stop flurry of words. Gnomes are industrious and always looking for something to work on. They are happiest when working as craftsmen and manual laborers, busying themselves with their own projects or even taking on the chores of others (whether they like it or not). The typical Gnome is decisive, practical, and straight-laced, and disapprove of frivolous activities like mischief and merry-making unless they are somehow connected to work. They tend to think in very black and white terms, disregarding all that is not profitable, productive, and efficient.
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AppearanceGnomes are diminutive creatures, standing no more than three feet tall with coal-black eyes, large, bulbous noses, and big, round ears. Their bodies are covered in coarse, unkempt fur, which follows no rules in terms of style, color, and overall texture. |
HomelandAs displaced earth spirits, Gnomes tend to live in small, rural communities where they either set up shop as craftsmen, merchants, and workers. Many Gnomes can be found across the countryside of Cardinia and among the peaks of the Hemnyspek Mountains. |
nahy-uhd
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A Naiad is a water spirit who's lakes and rivers have all dried up. On land, they assume the appearance of a human who is almost supernaturally beautiful (and smells of the sea), but when submerged in water, their true fish-like form is revealed as they grow gills, fins, and a fish tail covering their lower half. Naiads can freely change shape as they enter or exit the water, allowing them to lead some semblance of a "normal" life among Mortals, yet return to the briny depths for which they long when the urge strikes them. Naiads are typically passionate, capricious, and non-committal, flowing through life with the freedom of water. Many don't seem all that bothered by their newfound lives as Mortals, so long as they can live by the sea and return to it whenever they feel the azure depths tug at their souls.
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AppearanceIn their Mortal form, Naiads are very beautiful (often in an otherworldly sort of way) with eyes of red, blue, or sea-green and hair the color of the sandy shore or blue-green waves. Underwater, they are a myriad of colors, with gills, fins, and the lower-half of a fish. |
HomelandNaiads almost always live near water, be it the ocean, a river, a lake, or even a pond large enough to get lost in. This compulsion draws Naiads to inhabit regions like Corsica on Thera, Domigas Algoa on Arcadia, and Orin's Chain on Helios. |
pik-see
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Pixies are the spirits of the flowers no more than a few feet in size. They are beautiful and carefree, embracing life and all its struggles with boundless optimism. Pixies are beautiful souls who can find good in any person and a light behind any cloud. They are normally the most numerous spirits in the Courts of the Medicon, as abundant as the flowers of the fields. Few ever rise high in station or aspire to great deeds, content with their lot in life and happy wherever destiny leads them. A few adventurous Pixies pine for more, however, seeking out their place in some legendary tale. Even as Aen Sidhe, Pixies remain optimistic in their outlook, hopeful that there is still beauty to be found in Mortal frailty and that the temporary nature of their newfound mortality makes every moment and experience all the more precious.
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AppearancePixies are quite small, rarely more than three feet in height. Their hair, eyes, and skin come in every shade of the rainbow, though most tend to settle into a single color palette. They have light, gossamer wings which once bore them aloft, but no longer function. |
HomelandPixies live wherever the flowers grow and typically inhabit places with a mild climate and plenty of rainfall. Pixies typically live among other Aen Sidhe, especially in places like Aldegan, Cardinia, the Wynderwood, the Yerwood, and Sundar. |
sal-uh-man-der
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Salamanders are mighty spirits of molten flame and burning passion. They come to the mortal plane when the volcanoes, geysers, and wildfires they preside over grow cold. Most Salamanders fade into nothing as their fires die, but those with an exceptionally strong will pass over the shadow to become mortal beings of some permanence. These fires made flesh often find satisfying work as smiths of legendary skill, sought out for their skill in forging magical weapons and armor. Others pursue martial perfection with utmost intensity, traveling far and going to incredible lengths in the pursuit of this goal. Rarely is the fire of a Salamander ever dimmed; be it love or war, everything the Salamander sets out to accomplish, he pursues with the utmost of his being.
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AppearanceSalamanders are tall and athletic, with rugged appearances and eyes like burning embers. Their skin comes in various shades of ash and their hair is the color of flame. Many have horns, prehensile tails, and other features reminiscent of the deep, burning hells. |
HomelandSalamanders prefer living anywhere there is heat; deserts, the tropics, or near to volcanoes and other geological perils. Lands like Ath'al Sho, Corsica, Simbala, and Ho-Shen are popular homes for Salamanders who decide to settle down. |
sey-ter
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Woodland spirits closely tied to the animals who live therein, Satyrs are a raucous and friendly bunch with the top half of a (somewhat) humanoid and the bottom half of a goat. Satyrs are a hedonistic bunch, well-known for their love of song, dance, strong drink, and wild parties. Though forced from the courts of the Medicon because of their newfound Mortality, many Satyrs retain close ties to the unseen world. Their skill as magicians and seers is unparalleled; many are the stories of some wild Satyr witch who lives in the deep wood and provides the locals with magic to lift curses and cure sickness. Some are even taken into the employ of open-minded (or truly desperate) nobles as advisers on all matters spiritual...not to mention having a Satyr at your feast is sure to make you the talk of the town for weeks to come.
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AppearanceSatyrs have a mix of humanoid and animalistic features, standing about 5 to 6 feet tall with horns, antlers, and the lower half of a goat. They are covered in fur that ranges in color from browns to golds to black and white tones and eyes of amber, red, yellow, black, and orange. |
HomelandSatyr are woodland spirits and tend to emerge from places where the advance of civilization borders the primeval wilderness. Places like the Wynderwood, the Yerwood, Aldegan and Helvania are known to host large gatherings of Satyr. |
shee
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Sidhe were once great Medicon, rulers of spirit courts or at least nobles in the higher echelons of power. Now, as mortals, they lead and shelter the other Aen Sidhe in a pale shadow of their former lives. Sidhe are beautiful, headstrong, and wise, yet wistful and distant, as though a great well of sorrow lay just behind their gleaming eyes. The Sidhe long for a better time, remembering the days of their summer now that their autumn turns to winter. Even so, they remain steadfast in the pursuit of making a life for themselves and the other Aen Sidhe amongst the ruins of what was. Whatever they must do, whatever knowledge they must gain, whatever fight they must win, the Sidhe are up to the task when the fate of their people is at stake.
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AppearanceSidhe are tall, lithe, and fair creatures of otherworldly beauty with an indefinable spark that draws others to them. They are beautiful by any measure, with hair and eyes of exotic color and perfect skin in every shade of the rainbow that seems to sparkle in the right light. |
HomelandThe Sidhe were rulers of the Spirit World and can appear anywhere that a prominent natural feature has been lost or irrevocably altered. Sidhe are most notably present in places where the Mortal impact on nature is greatest throughout Mithraes, Europa, and Golgorath. |
silf
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Sylphs are flighty and fickle spirits of the air covered from head to toe in chalk-white fur. They are a carefree lot who like to play pranks on mortals and Aen Sidhe alike. Yet their humor and pranks belie a surprising wisdom that often teaches the receiver something about themselves or the world. Sylphs come from high mountains; islands that dot the skyscape where they make their home, coming down to the Mortal plane of their own volition as such places are rarely touched by civilization. Sylphs do this for many reasons - mostly because they are bored and have fanciful ideals about the plight and adventures of Mortals. Even as Mortals, Sylphs remain carefree and unpredictable, following their whims and feelings wherever the wind blows.
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AppearanceSylphs are covered from head to toe in white fur (with some having black spots or stripes in random places), ice blue eyes, angular features, and prominent pointed ears. They stand just over five feet with thin but surprisingly muscular frames built for speed and agility. |
HomelandMost Sylphs come down from the mountain peaks where they make their home among the other air spirits, taking on Mortal shape for the sake of adventure. As such, many can be found among the foothills of such peaks in Hemnyspek, Mul Z'orrah, and Frostalfe. |
too-ah-thuh
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Tuatha are spirits of shadow, often malicious and resentful towards Mortalkind, whom they blame for the current state of the Aen Sidhe. Tuatha are secretive and paranoid, always hatching a new scheme to get ahead or get back at someone. Those familiar with the spirit world understand that it often reflects and rhymes with itself, offering a counterpoint to its most prominent players. In many ways, the Tuatha are such a counterpoint to the Sidhe, acting as foils against the nobility and heroism these folk embody. Tuatha are the rogues, the pragmatic and misunderstood "villains" who rebel against the status quo, who work to keep the powers that be in check. While such work does little to ingratiate them in the flagging society of the Aen Sidhe, the Tuatha are more than willing to act as a check against power, living as rebels in the dark.
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AppearanceThe Tuatha have light, ashen skin and dark hair. Their eyes glow ever so slightly in hues of red, yellow, and orange. They are tall, athletic, dark and beautiful, a grim reflection of the glory of the Sidhe, chased and occluded by shadows even in the mid-day sun. |
HomelandThe Tuatha often appear where nature has been corrupted or polluted in some way, either through magical corruption or the work of Mortals. They are a common sight in places like The Eastmarch, Neth'al Tuak, and Karganon. |