Feyborn Species

Those derives of fey energies.

Al'Ukhua

The sisters of the Fates.

Earaaf (fate) - arabic for threader

Awon Emi

Awon emi are spirit folk who began as legends, from western Taggarus. Sing.: emi.

Adroanzi (nature)
Akuko Ifo (dream) - igbo for fairy
Amamaisim (skill)
Arusi ()
Aziza (music)
Egbere ()
Eniyan (family) - yoruba for folk
Exu (balance)
Lwa (truth)
Ndem (water)
Nsamanfo (ancestors)
Orisha (story)
Ruhu (change) - hausa for spirit

Barhana

Barhana

Spirit folk connected to their islands.

Basics

  • Taxonomic Order: TheFolk

  • Alignment: Poioumenonic

  • Energy: Ethereal Essence

  • Lifespan: 1,000 years

  • Diet: Sunlight, soil nutrients, and water

  • Habitat: Forested islands

Origins

Barhanas evolved from the Arboreal elves.

Description

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.

Procreation

Barhanas reproduce with one another via ethereal conjunction, bonding to one another physically and forming a new barhana. They can reproduce with any other species this way except menywod, always producing a barhana, but culturally, any reproduction with a being who is not a barhana is frowned upon.

Powers

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.

Bonding

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.

Transferral

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.

Weaknesses

Cacophony can disrupt the connections of a barhana. Void and ibbissu can also disrupt them.

Nations

There are three nations of barhana:

  • Duillials: the original nation, in the northern Island Bridge.

  • Rungials: a nation in the central Island Bridge.

  • Temnials: a nation in the southern Island Bridge.

Culture

Duillials are a widespread nation throughout the northern Island Bridge, ranging from southeastern Jesenranu to western Mahad. Every Duillial 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. The most famous non-living example is a community who bond to a set of cliffs that are part of their local lore; others famously bond to volcanoes or special rocks or crystals. 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.

Those that bond with plants keep intricate, beautiful gardens that sprawl throughout their villages and towns (there are no Duillial cities). The gardens spill over roofs, run along walls, line the narrow, winding streets, and fill the parks and public spaces. Trees dominate the area such that towns are almost indistinguishable from forest. Every community is led by a council of landowners who control most of the island, usually, and who form bonds as political ties. They are elected by the privileged among the community who have enough status to be allowed to vote. This is determined by what roles they take in the community.

The eight privileged roles in the community are tree-keeper, fruit-gatherer, hunter-fisher, boat-maker, net-maker, faith-speaker, town-protector, and feather-finder. Tree-keepers are gardeners, botanicists, and orchardists. Fruit-gatherers not only gather fruit, but manage the distribution of food in general. They cultivate the orchards and the great fields of cereal grains that make up the center of Duillial agriculture. Hunter-fishers are responsible for all animal management in the community. Boat-makers are also skilled sailors and map-makers. Net-makers provide nets and other rope materials for the whole community, especially the hunter-fishers. The faith-speakers are religious leaders (see below), and town-protectors are warriors (see below). Feather-finders are crafters of clothing, ornamentation, and common items. All other community roles are generalized and undertaken by non-voting members of the community called commoners.

Children are raised by their immediate families, though some landowners’ children are raised by servants. They are encouraged to practice bonding from a very young age. They are not capable of a permanent bond to an island until they are at least fourteen, so anything they bond with as children is always temporary. By the time they are fourteen, most have been taught the traditions, legends, and norms, and they begin training to bond permanently with the island. It is rare that someone chooses to leave the island they grew up on, but when it happens, they are encouraged to take a raft and explore for a few years. Most return. By age sixteen, they perform the ceremony that takes them to the special bonding place where they bond with the plant (or animal, etc.) that the community chooses for bonding with the island.

If they are children of landowners, they are trained in one of the eight privileged roles as well as in governance. If they are children of privileged non-landowners, they are trained in the roles of their parents. If they are children of commoners, they are trained generally to do something useful for the island.

Otherwise, Duillial culture is extremely variable. They are heavily influenced by Stayflian cultures, Mahadi cultures, Talunese culture, and the various cultures of the Reever Sea and northern Taggarus. This blending of cultures is reflected in their bonding with other mortals to learn and grow.

National Cultures

The other national cultures vary in some ways:

  • Rungials: Rungials are heavily influenced by Mahadi, Dabusenses, and Taggaran cultures, but their main focus is finding ways to survive in the stormy, violent regions of the central Island Bridge. They are known for their ability to avoid or fight destroyers, and they are more likely to bond with animals than other barhana.

  • Temnials: a nation in the southern Island Bridge known for their connections with the unique floral and fauna of the island countries there. They are integrated strongly into many cultures, but especially those connected to the rainbow serpents.

Esoterica

Barhanas are beings of ethereal essence and can use it innately. They are capable, therefore, of using any other energy of any being they connect with and many they have not. The only energy they cannot wield is cacophony, which disrupts their connections. They mostly use poioumenonic powers; they avoid using ikehua lyua pele, which they view as “too close” to the islands.

Religion

Duillials worship a being they call (Pul Banaane Vaala) the Bridgemaker, a Divine representation of connectedness that is partly seen as a concept and partly seen as a colonial entity. They worship this entity via a syncretic faith that mixes a fertility cult (focused on building massive statues), more organized religions from around Jesenya and Mahad, polytheistic faiths in Stayflies, and conceptual faiths from Dabusen. Their faith leaders are chosen to speak to the Divine on behalf of the people, and they do this through communing with spirits, elementals, ancestors, and other conduits between mortal and beyond. These are a mixture of shaman, druid, guru, and prophet.

Gender

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.

Economy

Duillials live in a feudal society.

Military

The town-protectors intentionally bond to animals and plants that give them better protection, speed, senses, and other characteristics that help them fight and guard their homes. Every community has a strong force of them, and every landowner has their own private force of them.

Language

Their language is entirely made up.

Occupations

The eight privileged roles in the community are tree-keeper, fruit-gatherer, hunter-fisher, boat-maker, net-maker, faith-speaker, town-protector, and feather-finder. Tree-keepers are gardeners, botanicists, and orchardists. Fruit-gatherers not only gather fruit, but manage the distribution of food in general. They cultivate the orchards and the great fields of cereal grains that make up the center of Duillial agriculture. Hunter-fishers are responsible for all animal management in the community. Boat-makers are also skilled sailors and map-makers. Net-makers provide nets and other rope materials for the whole community, especially the hunter-fishers. The faith-speakers are religious leaders (see below), and town-protectors are warriors (see below). Feather-finders are crafters of clothing, ornamentation, and common items. All other community roles are generalized and undertaken by non-voting members of the community called commoners.

Outside View

Barhanas are viewed as obscure and reclusive beings. They are often though to be myths spoken of only by sailors.

Notables

  • Lamaera, Barhana Manifest, Healer, Aeonian

  • Faranasia, Ranger of the Island Woods, Aeonian

  • Aeralasian, Sorceress of the Green Isles, Aeonian

Estimated Populations

  • Duillials: 1 million

  • Rungials: 500,000

  • Temnials: 500,000

  • Other: 500,000

Sample Stats

PRO 8
ATH 8
STR 8
AWA 8
WIL 8
PRS 8
STH 8


Cyclopes

Large beings with a single eye. They are very quiet.

Cyclops (silence)

The Cunning

The Cunning

The last innate wielders of mana.

Basics

  • Taxonomic Order: TheFolk

  • Alignment: Poioumenonic

  • Energy: Mana

  • Lifespan: 1,000 years

  • Diet: Magical mortal fare

  • Habitat: Fey hills and forests

Origins

The cunning formed from the remnants of mana as legends of its use revived on Third Shem.

Description

The cunning appear to be blue-skinned folk with dark green whorls all over their skin. They stand between 2’ and 4’ tall with diaphanous, insect-like wings. Their eyes are deep black, and their hands have sharp claws. Their hair always grows plants in it, though what kind of plants vary.

Procreation

The cunning reproduce with one another sexually. They can reproduce with some other spirit folk, and their offspring will follow the species of the birthing mother. They cannot reproduce with other species without supernatural intervention.

Powers

The cunning are the last species with the ability to wield mana innately, without ritual or spell, directed only by their will.

Magic

The wielding of magic without any channel or ritual means that the energy goes through the bodies of the cunning, and that means that their bodies are at risk when they do it. It comes from all four aspects of their Names, and it burns them from within. They can therefore only use it in small doses, but they can wield it with the mastery almost none can match.

A cunning uses magic much like it was wielded on old Shem, drawing from their inner being, fusing it with other energies, and directing it solely by will and gesture. They are born with this power and have mana in their very Names, so they do not need to seek out sources of it like mages and wizards do. They do have to find other sources of other energies if they wish to do much more outside the domain of basic magic that is stronger than basic cantrips.

Weaknesses

Void will harm the cunning severely.

Nations

There is but one nation of the cunning, and they are synonymous with the species.

Culture

The cunning dwell in Lyrilla in tiny communities, hiding among the edges of towns and cities, in farming regions and forests, hiding in plain sight, dwelling amongst every nation of fey folk. They have their own communities and traditions, but they mask this in order to keep from being exploited for their powers.

The number eleven is magical. Every cunning community is led by a circle of eleven powerful elders. The elders select eleven members of the community to be teachers, eleven to be warriors, eleven to be healers, and eleven to be caretakers of the young and old. Another eleven are selected by the community to be secret keepers, eleven to be planters of food, eleven to be hunters, eleven to be weavers, eleven to be spell scholars, and eleven to be collectors of the strange and unusual. These 121 rotate roles with others in the community as needed or wanted.

Children are raised by the caretakers, but they spend time with everyone in the community, learning as much as possible. Play always includes use of (safe) magic. Learning always includes deep lessons as well as practical ones. When they reach the age of eleven, they are selected into a circle of eleven to begin more direct training under one of the eleven teachers. For the next eleven years, they switch between each teacher. After that, they stick with just one teacher for the next eleven years, coming of age at 33.

At age 33, they are taken by the ten cunning closest in age to them (while still older) into the deep woods, where they are tested. They are tested on their knowledge, skill, and power in magic, and at the end, they are brought back to the community and given a special name. They are then feasted and celebrated. The next day, they are expected to take up a non-training role in the community.

Food among the cunning folk is always rich with magic. There are many magical plants, animals, and fungi in the regions where they dwell, but if they consume something that is not magical, they will use their powers to make it magical first. Those who grow the food for the community use every magical art to make sure the foods they produce are potent. Foods often include mushrooms, fruits, and seeds, and meat is rarer.

Arts among the cunning are focused on song, stories, and wordplay - they love puns and jokes. Visual arts are much rarer, as they think it will draw too much attention to them. Sculptures and ceramic materials are only used for special purposes.

Rituals are very important to the cunning. They perform eleven rituals per day, and every eleven days, they gather for a group ritual. These rituals always involve standing in a circle and chanting, dried out fungi, flowers, and dancing. The rituals are said to keep their magical power up. Each community has their own chants and dances, which always involve use of their wings.

Esoterica

As beings of mana, the cunning can wield it innately, much as the original magic users on First Shem did. They can command it via every aspect of their being and channel it through their entire being. They can wield any other esoteric energy except for void, but they almost never do.

Religion

The cunning worship the Triple Goddess, Mother, Maiden, and Crone. They practice witchcraft, spirit communion, and ancient rituals and rites in worshiping them, but they have no special roles within their communities. It is embedded in their entire culture and world view - the Three created magic, which suffused the world and preserved them when magic died on Second Shem.

Gender

The cunning recognize eleven genders, each matched to a shade of blue. Though some correspond roughly to male (royal blue) and female (azure), most are completely unrelated to patriarchal conceptions of gender.

Economy

The cunning practice a mixture of their own communal, unclassed system, and the feudal system common amongst the fey they live beside.

Military

The warriors among the cunning use a mixture of magic and guerrilla warfare tactics.

Occupations

Common roles among the cunning include the following:

  • Caretaker

  • Collector

  • Elder

  • Healer

  • Hunter

  • Planter

  • Secret Keeper

  • Spell Scholar

  • Teacher

  • Warrior

  • Weaver

Outside View

The cunning are viewed as evil sorcerers and witches by most who know of them, but this is an excuse to capture and exploit them for their mana.

Notables

Estimated Populations

  • Main: 11,011

  • Other: 11,011

Sample Stats

PRO 8
ATH 8 Flight 10
STR 5
AWA 9
WIL 11
PRS 8
STH 9


Djinn

Jinn are beings living past the edge of the senses in the fertile lands beyond the Great Golden Desert.

Aicha Kardicha (water)
Çor (fire)
Div (hell)
Hatif (cacophony)
Hinn (doom)
Ifrit (undeath)
Jann (creation)
Jinni (fate)
Marid (chaos)
El Naddaha (balance)
Nasnas (blasphemy)
Qareen (neutrality)
Sila (manipulation)

Dreams

Dreams are the embodiments of dream tropes.

Miro (dream)
Boggart (nightmare)

Dvergars

Dvergars are the species most closely related to faeries, mystic little folk who are the precursors to both gnomes and dwarves.

Alom-begwi-no-sis (change)
Barbegazi (travel)
Dvergar (mischief)
Eloko (slavery)
Haltija (order)
Krasnoludek (harvest)
Maa-alused (contradiction)
Menehune (island)
Nimerigar (skill)
Nirumbee (wisdom)
Nisse (ice)
Pech (might)
Ruebezahl (earth)
Sheka (misfortune)
Sihirtia (creation)
Sindri (value)
Tikoloshe (water)
Trauco (love)
Yehasuri (wood)

Fairies

Fairies are empowered by fey energy, which is practiced via The Tradition, a form of poioumenonic craft drawn from the collective narrative of the world.

All fairies start as fairies. Shortly after birth, the parents of the child will find a Name and give it to their child. This name will determine what kin the child becomes. As the child ages, if it is not careful, or if it doesn't become more powerful, it will lose its Name and lose its kin. A fey without a Name becomes a boggin, which is the fey word for a miro.

So fairies are split into kin (determined by Name, assigned after Naming); nation (determined by the culture they are raised in); courts (determined by their personal allegiances and temperament); and queendoms (determined by geopolitics - essentially, the country they belong to).

There are five Courts:
  • Seelie Court: orderly but still dangerous fey, ruled by Belphoebe, the Queen of All Fairies, most powerful of fairies
  • Unseelie Court: disorderly and very dangerous fey, ruled by the unseelie queens, who struggle for power, Bahee, Oonagh, and Morgaine.
  • Kindly Court: benevolent fey, ruled by Fionnuala, the Mother of Ancients, benevolent bringer of kindness
  • Unkindly Court: unruly and less predictable fey, ruled by Nicnevin, the Queen of Dread, Belphoebe's evil sister, and Aibell, the Queen of Turmoil, cruel wailing bean sith.
  • The Four Courts: nature's fey, determined by the four seasons, ruled by four queens - Mab, the Queen of Summer; Cliodhna, the Queen of Winter; Surata, the Queen of Spring; and Jevgeņija, the Queen of Autumn. A subset of these is the fairy court of the Green Moon, ruled by Queen Diaga. There are also underwater (ruled by Gennet), sky (ruled by Penney), and underground courts (ruled by Gwenhidw).
Individual fairies can belong to any court, depending on their disposition, though depending on their Name (and thus the energies they are attuned to), they might be more likely to be in one court or another. For instance, most fairies with celestial essences are in the Kindly Court. There are many Queens within a Court, though some Queens are more dominant than others. Queens rule Queendoms, which are countries.

Aetherial Fey Kin:
  • Askafroa, those with lunar names (lunar aether)
  • Atomy, those with aerial names (kiiric yihi)
  • Avalonian, those with vibrant names (ashar)
  • Bean Nighe, those with deathly names (poarta)
  • Coblynau, those with creative names (genesis)
  • Daoine Coinnle, those with names of light (the bright)
  • Faun, those with natural names (viridian aether)
  • Fenodyree, those with harvest names (tmakikan)
  • Frosky, those with wintry or snowy names (hvittdogg)
  • Green Child, those with botanical names (prasinofos)
  • Knocker, those with earthy names (kazaddarean)
  • Lauma, those with autumnal names (tykva vlast)
  • Macalla, those with sonic names (sonic aether)
  • Mari-Morgan, those with primordial names (anumun)
  • Mooinjer Veggey, those with names bound to islands (ikehua lyua pele)
  • Nixie, those with watery names (conflueverant)
  • Poskakushka, those with fiery names (lahab al'qalb)
  • Psiludzie, those with bestial names (nzwara murazvo)
  • Sanziana, those with vernal or flowery names (hasken fure)
  • Scath Tire, those with shadowy names (true shadow)
  • Sprite, those with summery or solar names (ma'dhahabi)
  • Taranis, those with stormy names (bijalee)
  • Tire Realta, those with starry names (qeernariji)
Ambrosial Fey Kin:
  • Changeling, those with mortal names (mortal will)
  • Spiorad, those with spiritual names (spirit energy)
Celestial Fey Kin:
  • Anjana, those with virtuous names (holy virtue)
  • Bannik, those with communal names (yahas)
  • Bonaghjente, those with musical names (euphony)
  • Brabarn, those with joyful names (euphoria)
  • Brownie, those with names that smack of hearth and home (hegnh)
  • Bugul Noz, those with ugly names (dumaqu)
  • Chead Bhean, those with matrilineal names (aemoa)
  • Daoine Saor, those with free names (liberation power)
  • Glaistig, those with hopeful names (Elysian essence)
  • Heldig, those with serendipitous names (serendipity)
  • Kith, those with familial names (banaru)
  • Klogen, those with experienced names (euskepsia)
  • Mikroslaos, those with peaceful names (iremia)
  • Nuosirdis, those with honest names (waarheid)
  • Pienikansa, those with brave names (tenyocan)
  • Prowder, those with protective names (juaih)
  • Rdecaoseba, those with healing names (curacion)
  • Tire Ildaite, those with colorful names (radiance)
  • Trow, those with working names (euergasia)
  • Tylwyth Teg, those with just names (lhair)
  • Xana, those with inspirational names (euphotonia)
Infernal Fey Kin:
  • Alp-luachra, those with unjust names (fusei)
  • Bananach, those with names of power and dominion (corrogatio)
  • Bean Sith those with cacophonic names (cacophony)
  • Bodach, those with infernal names (infernum)
  • Bohoken, those with sorrowful names (mollesse)
  • Corrigan, those with names never born (pravum)
  • Daoine Crualach, those with ambitious names (razdavit')
  • Dusios, those with vain names (peccatum)
  • Fear Gorta, those with hungry names (sterisi)
  • Fear Liath, those with inhumane names (gossamer light)
  • Ftitnies, those with powerful, abusive names (hollow energy)
  • Fuath, those with hateful names (feirua)
  • Gan Ainm, those with unmentionable names (uafas)
  • Gent Petita, those with foul names (brown aether)
  • Jende Ona, those with patriarchal names (tandh)
  • Kilmoulis, those with greedy names (drenante)
  • Mincinosi, those with False Names (bedrog)
  • Redcap, those with chaotic names (ibbissu)
  • Sleigh Beggey, those with destructive names (slitna)
  • Smamennesker, those with eldritch names (Eldritch energy)
  • Spriggan, those with oppressive names (imperium)
  • Trasfu, those with unlucky names (misfortune)
  • Vermehla, those with angry names (baleblood)
  • Vila, those with envious names (thorn energy)
  • Vodnik, those with vile names (vile energy)
  • Wrede, those with painful names (arnum)
  • Xuclador, those with exploitative names (quaestus)
  • Zaboraveni, those with forgetful names (stravomenos)
Nommic Fey Kin:
  • Boaxente, those with emotional names (emotional resonance)
  • Fear Dearg, those with bloody names (blood energy)
  • Suddig, those with psionic names (psionic energy)
  • Vemeesst, those whose names bare their souls (soul energy)
Paradoxical Fey Kin:
  • Colt-Pixie, those with swift names (momentum)
  • Daoine Maithe, those with complex names (complexity)
  • Inimised, those with paradoxical names (paradox)
  • Pixie, those with ever-changing names (flux)
  • Psotnik, those with systemic names (vonzot)
Poiomenonic Fey Kin:
  • Adhene, those with magical names (mana)
  • Aos Si, those with fey names, the most powerful fey (fey energy)
  • Bluecap, those with connected names (ethereal essence)
  • Bocanach, those with catalytic names (ayase)
  • Cogar, those with secret names (arcane shadow)
  • Fay, those with fey names, the lesser fey (dream energy)
  • Groac'h, those with names of perspective (aura)
  • Habetrot, those whose names are spun from fate (fate)
  • Kornandon, those with liminal names (kutsegula)
  • Leprechaun, those with lucky names (fortune)
  • Puca, those with mischievous names (unfugl)
  • Satyr, those with happy names (stagma)
  • Scealai, those with legendary names (poioumenon)
  • Tuath, those with historical names (kor)
  • Urisk, those with wandering names (tahalana)
  • Vadleany, those with symbolic names (symbolism)
  • Yalley, those with communicative names (ginginyuneti)
Shebvic Fey Kin:
  • Behendig, those with criminal names (gemtkhereg)
  • Fadas, those with orderly names (shavev mashkalran)
  • Firbolg, those with belligerent names (d'qiarsea)
  • Hocserelo, those with valuable names (mashoaab)
  • Kleine Leute, those with neutral names (shebv heya)
  • Saor Dumha, those with structural names, the mound builders, (cu'ucuch'ik)
  • Shkathet, those with skilled names (kakraohy)
  • Vindingrijk, those with resourceful names (menab'e)
  • Vough, those with mighty names (oalkhaylaoataa)
The Wild Hunt are related, but a separate species than fairies.

Nations are more complex, but they tend to feature a large number of fairies of the same kin, but since there is a cultural and generational aspect, different kin are not uncommon within a nation.

Queendoms are the countries of Lyrilla. Queendoms have land and borders. Courts are political alliances. All Queendoms are ruled by a Queen, but not all Queens rule a Court. A Queen of a Court has dominion over other Queens in her Court and over any fairy in her Court, even if they are not in her Queendom.

Any other type of faerie you wanna try out, tell me and we'll say you got a rare name! Suggestions include brunaidh, bwbach, bwbachod, bwcas/buccas, couril, crion, deuadai, dunter, frau welts, goayr heddagh, goric, grigs, gruagach, gwragedd annwn, gwyllion, hechiceras del ebro, hob, ijanas del valle de aras, kabouter, kielkropft, klokers, korrig, lesiy, lutins, max glashtyn, moras de carmona, mozas del aqua, nozigan, ozigan, paotred ar sabad, pay(n) (Armenian), plentyn cael, poulpikan, se irim, silkie, slau si, teuz, tomtes, torrigan, uisce, uruisg, viejuca de vispieres, viltans, wassermenn, wechselbalg, and wechselkind.

Old Fairies Page

Imyuka

Non-infernal spirit folk of eastern Taggarus.

Adbar ()
Amadlozi ()
Ayaanle (heaven)
Fanahy (peace) - malagasy for spirit
Hadithi (community) - swahili for fairy
Inganekwane (wisdom) - zulu for fairy
Moea (light) - sesotho for spirit
Mzimu (dream) - chichewa for spirit
Ngano (liberation) - shona for fairy
Peri (flower) - kinyarwanda for fairy
Sheeko (philosophy) - somali for fairy
Tereti (word) - amharic for fairy
Umoya (magic) - xhosa for spirit
Vazimba ()

Insulari

Insulari are insinsis who bond with the islands they dwell on. Insulari Template

Pedigamek

broad term for abenaki spirit folk, see abenaki mythology, means to return

Pesperians

Human nation once imbued with extreme good fortune.

Pesperian (luck)

Thaumari

These insinsi nations developed early on as users of magic, but after the Fall of Magic, they splintered, forsaking magic for other arts. In the end, one nation survived. Thaumar Template

Wayward Sisters

Sisters of the Triple Goddess.

Wayward Sister (magic)

Wild Talents

Wild talents are any kind of human whose Names are infused with wild magic that gives them various powers. They can be of any nation; they appear randomly at any stage of life from people who have been caught in blue zones

Wild Talent (magic) - infused with wild mana

W Talent Template

Yokai

Magical beings that dwell on the boundary between the mortal realm and other realms.

Murasakino: yokai of the first period

Hitotsume-kozo (unfugl)
Kinoko (arcane shadow)
Kitsune (dream energy)
Mononoke (kor)
Ouni (stagma)
Tanuki (fortune)
Yosei (mana)
Chōchin-obake (poioumenon)

Niji: yokai of the second period

Nurarihyon (lhair)
Tennin (celeste water)
Waira (banaru)
Yobuko (euphony)

Shiroi: yokai of the third period

Akaname (brown aether)
Akuma (razdavit')
Dodomeki (drenante)
Ishinagenjo (ibbissu)
Kamikiri (bedrog)
Keukegen (vile energy)
Mikaribaba (arnum)
Rokurokubi (blasphemy)
Samebito (baleblood)
Umibōzu (fusei)

Midori: yokai of the fourth period

Aosaginohi (lunar aether)
Enenra (lahab al'qalb)
Inugami (nzwara murazvo)
Kawauso (conflueverant)
Raiju (bijalee)
Yama-uba (kazaddarean)
Nando-baba (temporal aether)
Tsurara-onna (hvittdogg)
Shinigami (poarta)

Aka: yokai of the fifth period

Korpokkur (kakraohy)
Yamajijii (shebv heya)
Totetsu (mashoaab)
Tsuchigumo (menab'e)

Kuro: yokai who move between periods

Obake (flux)
Satori (psionic energy)
Topic revision: r1 - 05 Nov 2022, SallyJaneBlack
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