Spirit folk connected to their islands.
Barhanas appear to be anthropomorphic figures with rose pink skin, patches of bark on their bodies, and leaves for hair. Their eyes are pockets of light. When they stretch out their arms, an image of a tree appears around them.
Barhanas can elongate their arms, and when they do, the arms become like that which they are bonded to. They form tree-auras when they do this, no matter what they are bonded to.
Barhanas can bond with anything they can see and touch. Their bonding is done through touch and will - they touch what they wish to bond with, and they will the bond to happen. They can only will the bond to happen if they can see what they are touching. Once bonded, they will be able to sense that which they are bonded to at all times, be able to share characteristics of their bonded target, be able to communicate with it if it is intelligent enough to be communicated with, and transfer their own characteristics into the bonded target.
Barhanas can bond their entire being to any being or thing on the island they dwell upon and thereby connect to the entire island, permanently. If they are not dwelling upon an island, they begin to change and slowly lose their identities. If they are bonded to an island, they can leave that island and remain bonded and maintain their identity.
To bond to an island, they must find something on that island to bond with that is not self-aware or intelligent. That is, they must bond with a non-mortal on the island. Usually, this is a plant, often a tree, but it can be an animal, fungus, or natural object (stone, glass, dirt, even fog). It must be something that is naturally part of the island in order for them to bond to the island through it.
Once bonded to an island, they cannot change that specific bond. However, they can temporarily bond with anything or anyone even while bonded to the island. Temporary bonds last either until the barhana or the bonded target choose to break the bond or for about six hours for every level of success in the bonding roll (momentary for a tie, six hours for a normal success, twelve hours for a special success, eighteen hours for exceptional). To bond, the barhana rolls their bonding power against the WIL of the target, even if the target is consenting.
Barhanas can influence plants if they bond with plants. They can influence animals if they bond with animals. They can influence fungi if they bond with fungi. And so on. They must be able to see the being they bond with, so bonding with microorganisms is nearly impossible in most situations. If they bond with unintelligent things (rocks, for example), they have no influence over similar objects, only the specific one they bonded with. If they bond with another mortal, they will not have influence over other mortals nor even the mortal they are bonded with. Bonding with other intelligent beings is usually reserved only for procreation.
Barhanas can transfer characteristics between themselves and their bonded target at will, but they cannot take so much from their bonded target as to incapacitate it without breaking the bond, even the permanent bond. In fact, it is extremely dangerous for them to do this with their permanent bond. Therefore, for every point they take, they must return one to the target that is of equal weight - a base state for a base stat, a substat for a substat, a mundane skill point for a mundane skill point, a language skill point for a language skill point, an esoteric skill point for an esoteric skill point, a point of power in an ability for the same, etc. They cannot transfer bonuses from possessions, charms, spells, etc.
If the barhana takes characteristics that go beyond mere points, an equal exchange is still required. For example, if they turn their skin to stone to match a stone they are bonded to, they must let the stone borrow their skin. If they take the eyesight of an animal they are bonded to, the animal then must have their eyesight. And so on.
Barhanas are widespread throughout the world. Every community is different, based on their preferences for what they bond to. Every island has a different community, and every community identifies itself with a different aspect of their island. Most choose to bond to their islands through plants, but some do choose to bond to the local fauna or other features of the islands. Each island centers their community identity on these bonding preferences. A typical community all bonds to the same kind of plant, usually a tree. Olive, oleander, and laurel trees are the most common. In the region near the city-states, some are immigrants or slaves, others are natives.
Because of their interconnectedness, barhanas view gender as a matrix of identity, biology, and community. They universally use neutral-plural pronouns in their own languages.
Barhanas are viewed as obscure and reclusive beings. They are often though to be myths spoken of only by sailors.
PRO 8 ATH 8 STR 8 AWA 8 WIL 8 PRS 8 STH 8
Little folk of the fields.
Buinners are 3’ tall golden-skinned fey with wheat stalks coming out of their heads. They have disproportionately large heads. They tend to wear brown, tan, and yellow clothing. Their hair is always dark brown. They have huge, pointy ears.
Buinners have the ability to speak to crops and garden plants and encourage them to grow. They can vanish twice per day for thirty seconds, like fairies, but only if they are in a field of crops or a garden. If a farmer (or other owner of a field or garden) mistreats them, and only if a farmer mistreats them, they can cause the fields to turn fallow with a rhyme.
During the harvest season, they can grant powerful boons to those who have treated them well. They can give strength to harvesters, make sure farmers wake up when they wish to, and prepare harvested crops for preservation with a charm.
Most buinners either live on their own farms in Faerie or on the farms of mortals, where they help out if they are treated well. Because they fallow fields, imperials hate them and do not enslave them except to make them work in other places.
PRO 8 ATH 9 STR 9 AWA 8 WIL 9 PRS 8 STH 9
Tall fey folk who have memories dating back to the beginning
Lifespan : 200 years
Diet: Common fey fare
Habitat: Temperate forests
Socioeconomic Status: Privileged oppressed
Comezars appear to be 6’ to 7’ tall fey beings with violet and grey skin. They have pointed ears, white hair, and black eyes.
Comezars have the memory of every comezar that came before them. They remember all the way to “the beginning”. This varies by comezar, but it usually dates back to the first time one of their bloodline began an adventure. Since then, their bloodline has always been on a journey. Any mundane skills gained by their predecessors on such an adventure may be accessible to the comezar (roll AWA vs. varying difficulties).
Every time a comezar begins a journey, adventure, quest, or task, they temporarily gain bonuses to relevant stats, abilities, or skills. They can grant these bonuses to others joining them on the journey, and these will last for up to eight days. Any comezar who ends a journey, quest, adventure, or task early may not use their start-bonus power for a year and a day thereafter.
Most comezars are part of the larger culture of Faerie, respected for their magical memories. They are often taken on adventures by others to wield their powers. Those in the empires are either there on journeys from Faerie or as slaves, indentureds, refugees, or settlers. Some are there as settlers on a journey. They are privileged oppressed, exploited but favored for their memories.
PRO 8 ATH 8 STR 8 AWA 9 Memory 11 WIL 8 PRS 8 STH 9
Silver fey.
Gammans are 4’ tall, silver-skinned, black-haired fey with sometimes-glowing eyes and small leonine tails ending in burning silver tufts.
Gammans can eat any kind of metal so long as it is not iron (or some magical form thereof). They can see in the dark and can smell blood from long distances. They are able to shape metal with a charm (silver being easier than other metals), and they can walk through stone once per day. All gammans’ tails can burn non-fey.
Gammans dwell in and near sources of metal, which they eat in small quantities to supplement the fey fare they usually eat. They prefer to come out in the dark, but they are able to operate during the day. They are considered cousins to kobolds and trows, but they are neither elemental nor fairies. They like to collect shiny rocks and trade them for secrets or charms. They love singing in the dark and deep caves.
PRO 8 ATH 9 STR 6 AWA 9 WIL 8 PRS 8 STH 9
Fey who have powerful empathic senses.
Patrails appear to be 8’ tall fey with violet, green, and blue flames for hearts. They have five eyes in a small arc on their faces. Their eyes appear to be a single color each, sometimes the same, sometimes not. They have pointy ears and sharp teeth.
Patrails can see emotion via their five eyes. Each eye sees a different set of emotions, so if they lose an eye, they lose access to seeing some of them.
All patrails can wield their mothu (the flames of their hearts) by spilling their blood. The flames will burn away emotion from those they harm. When their heartbeats get excited, the flames in their bodies become more intense, and their flesh and eyes may burn with mothu, giving them greater powers. They can hear the heartbeats of mortals.
If a patrail tells a tale that evokes emotion from others, it strengthens their mothu.
Patrails live as respected ruling class beings in Faerie. They are among the few non-fairy beings welcomed even in the halls of the fairy queens. They are known for their wise council, psychological insights, and cunning and conniving. They are known to have intense emotional responses, no matter the situation, and thus, some walk on eggshells around them. They are also known to patron and support artists.
In imperial lands, they either come as visiting nobles or powerful fey who are feared and distrusted.
PRO 8 ATH 9 STR 10 AWA 11 WIL 9 PRS 11 STH 8
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