| Species | Manannan |
| Order | Faerie |
| Classification | Vaettir |
| Court | Wild Hunt |
| Sphere | Silence |
| Origin | All faeries are born Nameless and must be given a True Name; manannan have silent Names |
| Lifespan | 2,000 years |
| Habitat | Misty islands |
| Food | Normal human fare; swine, crabapples, and bonnyclabber |
| Description | Usually gaunt humanoid figurs with thinly striped clothing. |
| Procreation | Manannans reproduce sexually with one another, other fey, vaettir, or mortals; they also foster and convert many children captured on their Hunt. |
| Esoterica | Manannans are beings of mystery, poioumenon, and dream energy or uafas. Like all faeries, they are users of The Tradition, a form of poioumenonic lore empowered by dream energies. They also use almost every other power save for cacophony and euphony. |
| The Tradition | Manannans have these basic fey powers:
When a manannan captures a fey, one of these things happens:
Manannans have the power to imbue certain objects with specific powers only when they are using them. A currach or coracle (a small boat, called a squaba tuinne in their tongue) self-navigates when they are on it. If they drive a chariot, it can go over sea or land. A goblet filled with fresh water will require truth from whomsoever drinks from it. A drab coat on a manannan will make them able to trade places with another when they are in mortal danger; a cloak will make them easily forgotten--and will allow them to enter a home uninvited and unseen. Either will make them able to escape with great speed, but if they choose to run, a great noise will arise. A group of manannans wearing cloaks will surround themselves and their communities with mists and become invisible. Senescence, disease, death, decay, and deceptions are impossible in their communities so long as the mists hold, though manannans still die of old age. If their communities are under attack, they can make single boats or guards look like many, moving and alive, even if they are just mannequins or sedges. Some objects empower manannans. Shoes (called brogues) that are soaking wet give them greater endurance and speed than a horse. A helmet (cathbarr or cennbhearr) with two precious gems in front and one in back will allow them to see behind themselves. Wearing pearls make them beautiful, but after this, if they take them off, they will be seen as hideous and shunned. Only being cared for in spite of their supernatural appearance will bring back their old appearance. Manannans are skilled with prestidigitation. If they use their skills to perform, they can do something impossible: drawing a living mortal from a small bag, pulling a thread that can attach to a cloud and give those tied to it the power to walk on clouds, or remove someone's head and put it back on (backwards or forewards). They are also skilled harpists who can make people (even those in great pain) sleep or make them fight each other to the death in confusion and rage. They are outraged by being ridiculed or by bad music and will attack their mockers or bad musicians; during this fight, any blow struck against them will strike the attacker instead. However, after their outrage ends, those harmed during the attack will be healed. An unwed manannan woman can kill a dragon with her bare hands and heal battered women with a kiss. She can also live underwater. A married manannan man can predict his descendants (including those fostered or adopted) for seven generations if he truly loves his spouse. Both can predict the weather. If a manannan takes the head of their enemy and plants it at the fork of a river, a poisoned, withered hazel tree will grow there. A shield (a shield of finn) made from the wood of this tree (in a convex shape) will repel esoteric energies, but anyone who tries to uproot or feel the tree will be struck blind. Any manannan who has buried the head of their enemy in this way will have the power to speak to the dead. During the Hunt, their swords strike killing blows no matter what, rendering their opponents too weak to defend themselves. Their swords also allow them counter attacks if they are struck by another's sword. During their Hunt, armor (luirech) that has a scabal (neck-piece)makes them impervious to piercing weapons; without the neck-piece, their armor is mundane. Any horse ridden by a manannan during the Hunt, that horse will be bonded to them and will not allow another to ride. They have 24 arrows during the Hunt that will capture 24 targets; they carry three javelins made of holly and scorched on the ends for those who have insulted musicians or poets with bad pay or abuse. If they die during the Hunt, a great stone pillar rises where they fell. After the Hunt, they butcher pigs (mucca mhannanain) that can feed many times the amount a single pig should be able to feed. This feast, Goibniu, could grant eternal youth to one who could eat a whole pig. |
| Glamour | Manannans can glamour themselves using certain ancient rhymes to take the form of a thundering wheel rolling across the landscape; 9' tall beings with midnight-black limbs, misshapen forms, three legs, and mantles that do not cover their huge ears or swords; or a warrior in striped clothing with a black shield on his back, a grooved sword on his left, and two javelins on his right, with a limp mantle on him. |
| Weaknesses | If they do not speak their True Name backwards into that same mirror in half a minute, manannans 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 a manannan into powerlessness. An iron horseshoe nailed over a door will bar a manannan from entering a house. Most manannans detest tobacco smoke, and it can be used to stave them off. This is just a preference, however, and not a weakness. |
| National Culture | Manannans live in a small feudal community called Tir Tairngaire led by a powerful king and queen. Their king is a legendary figure named Cathal O'Cein who rides a horse named Aonbharr that can ride over land and water. His sword is Fragarach. His wife, Fand, dwells in a lake and is said to have once been a rival to The Queen; her horse is Enbarr. Their children are a mix of fosters and natural children. They dwell in the castle Emain Ablach in the city of Cruitin na Cuan. The king decides on who gets to have the land, granting deeds to fairy mounds, and taking a tax of green rushes, which are the currency of the island. The aristrocracy must also approve marriages among the lower classes. Those who marry without permission are banished; those who live unmarried are tolerated. Manannans have many children of their own, but they also foster many children. There are many big families among them. The aristocracy will sometimes find a lower class person beautiful and bargain with their spouse to sleep with them. Tir Tairngaire, the Land of Promise, the home of the manannan, is an island not far from Avalon, their main trading partner, shrouded similarly in mists. It is much larger, however, and home to a vast plain called Mag Mell, the Plain of Delights, where the horses ride hidden by thick mists; many lakes; a great mountain in the heart of the island called Carraig Mhanainn, and a beautiful forest called Doire Mhanainn. On the coast is a massive citadel where the warriors watch for trouble called Caiseal Mhanainn. Though their nation is feudal, the peasant and servant classes (called kerns) have little respect for the aristocracy. It is considered tradition for servants to make mock of their superiors, often to their faces, to the merriment of all. These traditions do not go over well in the courts of others, leading to chaos and violence at times. One of their daughters was cursed to be a crane for 200 years. She was killed in a tragic moment before she could be returned to her manannan form. Her skin was taken and made into a bag called corrbolg, which filled with treasures. These treasures only appear when it is filled by the full tide; otherwise, it seems empty. These treasures are the riches of the manannan nation. The manannan nation has several other special treasures that provide for them special powers: a silver branch with apples made of gold that hums a beautiful melody; a speckled cow and a dun cow that provide infinite milk; two golden goblets belonging to the king and queen that transform foul water into sweet; two silken spancels that can calm any beast; a trove of healing herbs from Avalon that they use to heal the worthy or those ready to reform; Poetry, music, and storytelling are highly valued among the manannans. Merchants and warriors make up the other main occupations and privileged classes. The warriors answer to the royal family, but the merchants are part of a merchant guild. The merchant guild owns many ships and employs some of the finest sailors in the realm. Tradition holds that a manannan must be toasted first at a feast held by other fey or mortals. They will flee a scene before being rewarded for their kindnesses, but they will resort quickly to violence for sometimes even petty reasons. Mockery and bad music will enrage them quickly. They will use their healing skills only for those that they deem worthy or redeemable. Other than the swine they serve after a Hunt, their other traditional dish is crabapples and bonnyclabber (a sour milk dish). The manannan call their Hunt the Fairy Cavalcade. The king and queen lead the ride on Samhain. They take the orphaned or runaway children off the streets and give them homes in a secret place in Tir Tairngaire; the youngest are converted into manannans. On these raids, they also steal horses from those that have wronged them. |
| Wild Hunt Culture | When all of the Hunts come together for the Great Wild Hunt, they answer to the inmortal Master of the Wild Hunt (at present, the Erlking). This happens every seven years. The united Hunt is chaotic. All national, social, and cultural boundaries dissolve as the Hunt rides out throughout all of Lyrilla to take fey, vaettir, and mortals who have violated The Law of the Hunt, an ancient law about when, where, and why one must hunt, but which has implications beyond the mere act of hunting. The seven parts of The Law of the Hunt are
This can be taken metaphorically, however. For instance, a police officer who makes a wrongful arrest (5), a lord who is too stingy (7), a wasteful farmer (3), a builder whose materials are not good enough (6), etc. will be likely prey. Those captured during these Hunts belong to the Master of the Wild Hunt alone. The Master will decide their fate. The role of the manannans in the Hunt is to be the silent, invisible force in the mists that catches anyone who gets past the rest of the Hunt. |
| Other Courts | Manannans are unwelcome in most courts save the Kindly Court, where they are welcomed as guests but not allowed to stay, and the Seelie Court, where they must vow to serve The Queen on pain of death. Otherwise, they are refused, banished, killed, enslaved, or forced to convert to a new nation. |
| Mortal Interactions | The manannans hunt mortals who have offended their arbitrary sensibilities, sometimes taking orphaned or runaway children. |
| Notables | Fand, Manannan Manifest, Queen of Email Ablach; Cathal O'Cein, King of the Manannan; Orbsen, Head of the Merchant Guild; Aoifhe, turned into the crane-bag; Clidna Mhanainn and Niamh Mhanainn of the Golden Hair; Curcog, Beekeeper-Lord; Saint Athrachta of the Causeway, the Modest; Duartaine O'Duartaine, Lord of Mag Mell (Plain of Delights); Gilla Decair, the Rogue |
| Special Classes | Spiaire (spy), Ceannai (merchant), Laoch (warrior), Sealgair Ciuin (hunter). Ceo-dheantoir (mist-maker), File (poet), Amhranai (singer), Druid, Gadai Capall (horse thief); Mairnealach (sailor) |
| Sample Stats | PRO 12 ATH 12 Cloak/Coat Escape 18 Wet Brogue Endurance 15 Speed 18 Running STR 12 AWA 12 Helmet Rearvision 12 WIL 12 ROG 17 Forgetful Cloak 23 Glamour 9 Vanish (20 seconds) |
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