| Species | Aos Si (also Daoine Sidhe or Sith, Sidhe, Sith, Aes Sidhe, the Good Neighbors, the Fair Folk, the Folk, Good Folk, People of Peace, Sleagh Maith, or the Good People) |
| Order | Faerie |
| Classification | Vaettir |
| Court | Seelie |
| Sphere | Dream |
| Origin | All faeries are born Nameless and must be given a True Name; sidhe have powerful dream Names |
| Lifespan | 2,000 years |
| Habitat | Enchanted woods and mounds |
| Food | Common human fare, especially milk, baked goods, apples, berries, porridge, honey, wine, butter, cream, bread |
| Description | Aos si appear to be human-like beings ranging from 6" to 7' tall, though no matter their height they may change it often through glamour. Average height is about 5'2". Some rare aos si have wings (dragonfly, butterfly, or bird). They have slightly pointed ears. Their eyes are often green, gold, or purple. Their hair and skin range from common human skin tones to silver, gold, green, blue, purple, indigo, pure white, pitch black, etc. Any color is possible. |
| Procreation | Aos si reproduce sexually with each other, other fey, and sometimes mortals. However, the powerful dream Names that create them are very special and rare, and they do not always use them, instead giving unwanted children fay or mortal Names. |
| Esoterica | Aos si are beings of dream energy and poioumenon. Like all faeries, they are users of The Tradition, a form of poioumenonic lore empowered by dream energies. They can also use any other power save for fear resonance and uafas. |
| The Tradition | Aos si have these basic fey powers:
Aos si hang bells on their steeds because the jingling will keep unseelie fey away. They see the True Name of other fey beings if they have eaten the right mushrooms or if they have a piece of hair, a tooth, fingernail, or other part of that person that has been given to them or discarded. With these Names, they can command these other beings vocally. Every aos si can access their ancestral memory through very old songs, but they can only bring up fragments, intuitions. An aos si can command the elements and nature through simple formulas: crushing a dried leaf to make plants grow, humming a special song to influence animals, rubbing ash between their fingers to control fire, looking through a hagstone hung from their neck to command earth and rock, raising a hawthorn stick to the sky during a storm to call down lightning or shift clouds where they point, blowing a dandelion puff to redirect the wind, reciting special rhymes at water to make it flow where they will, or bathing in the moonlight to be able to absorb and redirect its glow. The fairy rings, mounds, paths, forts, lochs, woodlands, or trees that belong to the aos si are protected by their powers. If someone violates or disturbs their spaces, the aos si who is responsible for that particular location or object will be able to curse the violator with ill fortune, cast glamours to drive them away, or bind them into the Dream Realm. They can imbue their special locations with wards of illusion by painting on them in indigo dye. If someone enters their home with ill intention, an aos si will sense them and be able to confuse or distract them with illusion. Hawthorn trees are special to the aos si. They draw from them beauty. If they wear hawthorn leaves, they have an aura of stunning beauty, so long as the leaves are fresh. Many aos si can fly, whether they have wings or not. Very small aos si learn the language of birds and ride on them if they cannot fly; most can fly if they jump from a ragwort stem. If a mortal or other fey sees through the glamour of an aos si, the aos si will be able to alter the memory of the viewer by whispering a special rhyme that will make them hard to remember. An aos si can create fairy lights by snapping their fingers on a twig. Fairy lights appear in the distance and lure folk away. They can create fairy ointment from the nectar of a morning glory and tea made from toadstools. This ointment will dispel illusions if placed on the eyelids of a mortal or another fey; it will soothe an aos si in distress. If an aos si realizes the ointment has been used to reveal them, the user will go blind. If someone eats food in the home of an aos si within the realms of Faerie, that person will be subject to one of several enchantments: losing their memory, being trapped among the fey, losing time (from a few days to centuries), An aos si can make machinery turn on or begin moving without touching it if it is not too heavy with iron by tying a piece of string to a bit of silver and twisting it. Aos si have the following sleep charms:
With song, over the course of a pregnancy, an aos si can alter the child in the womb, if they have a personal item belonging to the pregnant person with some emotional value to them. If an aos si makes a pact with someone to serve them, they are bound to it for the duration of the pact. They offer services to mortals and other fey in exchange for parts of their lives, often draining them of lifeforce more quickly, making them dance through the night in their sleep, or taking their physical or mental health. They can transport these folks anywhere, and if a mortal or other fey has their Name, not only can they be controlled, but the Name can be invoked for special powers. They can cause sudden death in children with a hen's egg emptied without cracking it dipped in the blood of one of the child's parents. If they meet a stranger, they can demand love from that stranger and bind them to it with a strange contract with impossible demands if that stranger is attracted to them. If they steal a mortal stranger away, they will leave a wooden replica behind crafted from the mortal's dreams. Aos si have a predilection for esoteric arts, learning them quicker than other nations. They are especially skilled with words, stones, and herbs. |
| Glamour | Aos si can glamour themselves using certain ancient rhymes. Their glamours are the most potent and powerful of all faeries. Unlike other faeries, aos si can extend their glamours outward, casting powerful illusions. During the hours of dawn and dusk, their personal glamours are weaker. Many see the aos si as someone they once knew who has passed on if they try to focus on certain glamours too much. They often take on animal forms (women usually take on deer forms, wyrders take on mouse, hare, cat, gull or black sheep forms, men take on glowing cloud forms, nonbinary aos si take on lizard forms, and powerful nobles will take on fantastical forms). Aos si can create fairy gold, glamoured objects like leaves, gorse blossoms, gingerbread cakes, or trinkets and stones, which they use to trick others. |
| Weaknesses | If they do not speak their True Name backwards into that same mirror in half a minute, aos si lose their True Names. They have a fortnight to recover it or they become targets of the Wild Hunt, corrupted into another kind of fey, or turn into a hag or boggin. Iron or steel will bind an aos si into powerlessness. An iron horseshoe nailed over a door will bar an aos si from entering a house. Most aos si detest tobacco smoke, and it can be used to stave them off. This is just a preference, however, and not a weakness. Uafas harms them. There are many charms that will keep an aos si away: church bells, inside out clothing, unlucky clovers, stale bread, special amulets and talismans, certain herbs, cock's crows, and St. John's wort. Every seven years, seven aos si or some replacements must be sacrificed to the Hells because of the Teind. |
| National Culture | The aos si are the people of the mounds, the most ancient and powerful of all faeries. They dwell in fairy mounds called sidhe, sith, or tumuli, which they have turned into incredible cities and palaces over the Ages. An unexplained mound or hill is usually a fairy mound. There are 101 aos si tribes, and each one has its own original sith. This sith is the heart of the tribe's power and their ancestral home. There, their ancestors are buried in a sid (side plural), the burial mounds. The aos si are the people of The Queen. She has ruled them since time immemorial, and her will is absolute. They believe that she, their Manifest, is the epitome of womanhood and power, and her husband, the Sleeping King, the epitome of masculine strength and manhood. The King sleeps until the day The Queen's Heart is returned to him; she keeps her Heart in a Rose that never leaves her person. Until he awakens, she keeps herself busy with many consorts. Her closest consort was the King Regent Jerus, who died after Starfall. On First Shem, they lived on the continent Fasune, which they drew into the Dream Realm after a war with the Divines. Eventually, they returned, and on Second Shem, they found their homes on the continent of Lyrilla, a continent connected powerfully to other realms. Until Starfall, all Seelie and Summer fey were united under The Queen's banner, but she allowed after the death of her close consort a separation of the Courts. She maintained the feudal power structure of the Seelie Court, however, and the aos si are the favored nation within it. Their culture derives from her. Among the aos si are nobles and underclasses, though there are disproportionately more nobles among the aos si than any other nation in the Seelie Court. There is a multinational Court Council that she keeps as advisers, though she still plays favorites. The main country of the aos si is Tir Na Og. Aos si live in cities and on large farms throughout their country, with massive enchanted forests and other terrain around them. The ruling class control the land and live in manors, castles, and palaces. The lower classes work the land and pay tribute or taxes, work as servants, or find other work for powerful aos si. They live mostly in urban areas or cottages. Their homes, especially their cottages, are often enchanted places. All aos si homes have basements that are built into the mounds, and much of their living is below ground. There is also a large warrior class. The armies of the aos si are the sluagh sidhe, the fairy hosts, or the host of the mounds, and these are made up of the underclasses, common soldiers. The military leadership are made up of powerful aos si. The elite warriors classes are the knights (ridire), who are lower-ranking ruling class warriors, and more specialized forces, like the Queensguard (personal bodyguards of The Queen, none of whom are men), the garda beith (birch guard) who range the woodlands, the madra rua or red foxes who serve as the elite warriors of the Dreamer God, and prais agus cloch (brass and stone) guards who serve as the capital police. As they cannot wield iron or steel, they wield weapons of stone, bone, wood, and other metals, but the most elite wield mystical weaponry. Under-class aos si are usually known by their lack of footwear. Other sartorial differences vary by region, but in most areas, aos si of different classes are easily identifiable by their clothing. The upper classes often prefer green, the lower dark grey. Children among the ruling class are raised in part by their parents and in part by servants. Among the lower classes, they are always raised by their parents. The rich send their children to schools run either by the clergy of the Dreamer God or by the local community. The poor only use community schools, which teach only basics. By the age of 16, most children are finished with school and begin to learn a trade or work the land. The children of the rich go on to further schooling only if they are intended to be a diplomat, mystic, scholar, clergy, or some other specialized job. Most go on to learn how to rule and govern from their parents and other nobles. By 25, all aos si are considered adults. Upper class aos si can then own property. Gender is varied and complicated, separated into three broad categories: womanhood, manhood, and non-binary. Each category included several dozen genders, all of which are recognized by the state. Courtship, sex, and marriage among varied genders and same-sex attraction are all allowed, even encouraged. Glamours are often used by aos si who wish to vary their gender presentation. Though it is not essential to womanhood, most within the range of womanhood have more magical skills than those not. The three main festivals each year are Beltane, Midsummer, and Samhain. Each of these is a major festival bringing together people from all over to celebrate in the streets. Rowan and birch trees are special to them. When an aos si dies, their bodies is borne to the gardens behind their homes or to the forests or fields with a massive procession of fey from the local communities. They are born on rose leaf and buried with songs. At the end of the ceremony, all the aos si present vanish and leave without comment. |
| Seelie Culture | The aos si are the ruling class of the Seelie Court. Their culture assimilates most other cultures within the Court. |
| Other Courts | The aos si are enslaved, humiliated, and killed by the Unseelie Courts. The Summer Courts welcome them only if they swear powerful oaths of fealty. The Winter Courts fear them and welcome them only if they pay a powerful price; most are killed or enslaved. The Unkindly torture and enslave them, and the Kindly welcome them if they are of good heart. |
| Mortal Interactions | Aos si are infamous for their interactions with mortals. They are amused by them and often take their trickery and pranks too far, though they don't mean ill, usually. If they are mistreated by a mortal, they can be very cruel. Often, they use their powers over mortals to win offerings of food (cream, butter, fruit, etc.). Because of their touchy tempers, mortals know to treat them with care. They rarely refer to them by name or in a direct manner, hence names like "Good Folk" or "Good Neighbors." Some aos si make pacts with mortals to give them magical powers, serve them, transport them places, or simply to give them boons. These pacts usually involve taking parts of the mortals' lives, causing them to dance in their sleep or otherwise have their lives taken over by the fey. Some aos si will help craftsmen and such by protecting their homes or work places, doing work for them in the night, or tending their fields. Sometimes, however, their whims find them robbing farmers or millers or other workers for fun. Nobles among the aos si often view mortal relationships as something to test or play with. Kidnapping of spouses, swapping of children for changelings, and seductions are not unheard of. Mortals often find themselves forced to use trickery or artistry to escape as the aos si take things too far. The most tragic of mortal interactions, however, is the leanan sidhe, or fairy lover. If an aos si takes a human lover, it will be a brief yet intense life and love affair for the mortal. The mortal is drained of life in exchange for the aos si's devotion and love, and the mortal's life ends in severe mental illness and early death. If the aos si is rejected by the mortal, they become the mortal's slave. If the mortal consents, the mortal is their slave. Rarely, the mortal will find anotehr to take their place. |
| Notables | Belphoebe, Queen of All Faeries; Finvarra, the Sleeping King; Arburn, Duke of Eventide; Edela, Hand of the Dreamer Champion, Spymaster of Tir Na Og; Jerus (deceased), Consort to The Queen; Cuaille, Duchess of the Indigo Well; Deom, the Piper; Norwhistle, Prince of Spring; Geg Ichot, Page of Coins; Damphouse, Page of Cups; Lord Gwynion, Cursed Duke of Falconcrest; Jack the Diamond, Legendary Thief; Oliosi Zyrame, Knife of Mana; Siabhra, Duchess of Cunning Hollow; Tam Lin of Carterhaugh; Bertilak de Hautdesert, the Green Knight; Feasog Ghorm, Lord Bluebeard |
| Special Classes | Sluagh Sidhe (soldiers), Enchanter, Queensguard, Ridire, Garda Beith, Madra Rua, Prais agus Cloch, Sagart (clergy), Spiaire (spy), Eliminteach (elementalist mystic), Sceach Geal (beauty mystic/seducer), Marcach Ean (bird-rider), Cnaimhseach (midwife), Fiodoir Aisling (dream weaver), Fiodoir (weaver), Tuathanach (peasant), Greasai (cobbler), Gabha Airgid (silversmith), Saoiste (woodsman), Sealgair (hunter), Amhranai (singer/musician), File (bard/poet), Coimeadai (barkeeper), Tiarna Talun (baron/landlord), Uasal (courtier/noble), Draoi (mystic), Gadai (thief/trickster) |
| Sample Stats | PRO 10 ATH 11 Flight 12 STR 9 AWA 11 WIL 10 ROG 11 Vanish (30 seconds) Glamour 14 Whistle 11 Bells 10 Name-Finding/Control 11 Memory Songs 9 Nature Formulas 11 Location Ward 11 Hawthorn Beauty 14 Ointment 11 Fairy Lights 11 Food Charm 11 String Charm 11 Sleep Charms 14 Child Song 11 Mortal Pact 13 Hen's Egg 13 Fast-Learning Edge (Esoterica) |
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