| Species | Redcap |
| Order | Faerie |
| Classification | Vaettir |
| Court | Unkindly |
| Sphere | Chaos |
| Origin | All faeries are born Nameless and must be given a True Name; redcaps have chaotic Names |
| Lifespan | 2,000 years |
| Habitat | Ruins in the border lands |
| Food | Flesh and fear |
| Description | Short, stout male-appearing figures with red-stained caps, often appearing old. They have long teeth that stick out, talon-like fingers, and huge eyes a the color of bright red flame. Their hair is always matted and long. They have a fondness for green clothing. |
| Procreation | Redcaps procreate by ripping out mattes of their hair and washing them in blood, then burying them along with an old cap. |
| Esoterica | Redcaps are faeries of entropy, poioumenon, and uafas. Like all faeries, they are users of The Tradition, a form of poioumenonic lore empowered by uafas. They also use blood energy, mijjit, Raesian energy, other humors, msawhat, arnum, infernum, rubedian aether, winds aether, currents aether, rending, shadow, mystery, Damaskian powers, fortune, misfortune, feirua, unpleasant emotional resonances, and vile energy. |
| The Tradition | Redcaps have the following basic faerie powers:
When a redcap has soaked his cap in the blood of his victims, he gains extra powers. He is immune to iron--and indeed, wears iron boots to show this off--and able to cause strange disruptions nearby by ringing his bell. Some victims' blood grants them powers based on the victim. Redcaps have a comb (made of red stone), a dagger stained with blood, and a pikestaff. These objects are given to the redcap upon their coming of age, appearing Traditionally under their pillow as they sleep for the first three nights of their 25th year. The redcomb is rarely used on his hair; instead, he uses it to comb the hair of women who do not know he is there, stealing their pieces of hair to later use to spy on them. The dagger, so long as it is stained with blood, is +6/+6, made of faeriewood. It can drive a victim to madness if the cut is shallow (Flesh Wound or Normal Wound). And the pikestaff (+5/+5) causes wounds that do not heal easily. During a moonrise where the moon(s) is/are red, the redcap can whisper and cause people up to three miles away to be overcome by fear, but only if he is holding his dagger. Redcaps are also masters of hurling stones, which they keep stocked in their lairs amidst the ruins. The fresher the blood on his cap, the less he is affected by the attacks of mortals. The cap can store more than it appears able to hold. If the redcap is cornered, he can grant good luck or safety from weapons as a bribe. |
| Glamour | Redcaps can glamour themselves using certain ancient rhymes to look more hideous and terrifying. |
| Weaknesses | When his cap dries out, a redcap is weakened, subject to the power of iron over faeries, and affected by common weaponry. Even if the cap is at full strength, radiance, heavenly light, Law, Foundation, and hegnh can all repel him, causing him to shout, vanish in flames, and leave behind one of his huge teeth. Vonzot will actively harm him. Faiths that replicate these powers do the same. If he does not speak their True Name backwards into that same mirror he vanished into within half a minute, a redcap will lose his True Names. He will have a fortnight to recover it or become a target of the Wild Hunt, corrupted into another kind of fey, or turned into a hag or boggin. Most redcaps detest tobacco smoke, and it can be used to stave them off. This is just a preference, however, and not a weakness. |
| National Culture | Redcaps live mostly isolated lives, dwelling in ruins of castles, forts, and towers in areas once ruled over by more powerful nations. Often these areas were reduced to ash and rubble by the redcaps themselves during a wilding. Living in isolation, redcaps rely on the fact that they live in borderlands to attract strangers and travelers into their lairs so that they might torment them to consume their fear and kill them to consume their flesh. They often spread the rumors that a benevolent old man dwells where they are so that travelers might stop there. Every century or so, the redcaps in an area will gather to go on a wilding, a frenzied raid on the countryside that will destroy villages, harry troops, and drive farmers into hiding. During these times, the most powerful among them becomes the wilding leader, but outside of this, they have no leaders. There is no set single way for them to be in community; in fact, they usually hate each other. Redcaps are always male (socially). Any deviation is usually responded to with violence. They create new redcaps by buying a bunch of their matted locks soaked in blood along with an old cap. They do this usually as an act of mischief and malice, burying the nascent redcap in an area they wish to cause havoc in. The child will claw its way out of the ground within a fortnight. Doing this costs a redcap blood from its cap, however, and so they do this only rarely. No one raises redcap children. They come out of the ground capable of hunting and fighting. Their caps are pre-soaked by the blood from their parent. They spend their first few years living wild before finding a burrow or abandoned house to dwell in. As they grow, they rove out, seeking other places to stay until they find an adequate ruin or tower. At the age of 25, their comb, dagger, and pikestaff appear where they sleep over the course of three nights. At this time, they go out to deliberately find a new place, one they will remain with as long as possible. Redcaps spend most of their lives luring in strangers to kill, wandering the countryside for blood, and collecting odd trinkets.
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| Unkindly Culture | The bean sith made an alliance with redcaps as their nation developed into a feudal-slave system. Redcaps made deals to catch escaped slaves in exchange for territory to terrorize. The bean sith welcomed their dangerous malevolence as powerful border protection. Redcaps see little difference in their lives outside of the occasional interaction with the bean sith. |
| Other Courts | In Unseelie and Winter Courts, redcaps are seen as dangerous but useful. They are often allowed to live their lives unmolested in exchange for occasional tribute or services. Sometimes lords and ladies of these courts take it upon themselves to capture and enslave a redcap. This has ended in ruin for many of them (one notable lord was wrapped in lead and boiled to death), but some have found ways (a chest with three strong padlocks made of copper, for instance, to lock them in) to contain them. In the Seelie and Summer Courts, they are converted or killed. The Kindly Court refuses them entrance unless they change the nature of their Names.
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| Mortal Interactions | Redcaps lure in mortals to torment, kill, and eat. Sometimes, they go out wilding and torment them in their homes or communities or on the road. |
| Notables | Meerlus Taig, Redcap Lord (deceased), Robin Redcap, Redcap Manifest |
| Special Classes | Bloody Bell, Redcomber, Wilding Leader, Enslaved Redcap |
| Sample Stats | PRO 9 ATH 9 STR 9 AWA 8 WIL 8 ROG 9 Bloody Dagger +6/+6 Power 11 Pikestaff +5/+5 Immunity to Iron Glamour 6 Vanish (30 seconds) Whistle 9 Comb 11 Blood Moon Whisper 17 Stone hurling 11 Boon-granting (Conditional) (WIL) |
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