Fey Constructs

Species made by other mortal species with fey magic.

Bri

Constructs empowered by magical symbols.
  • Lifespan: 50-80 years
  • Diet: Energy
  • Habitat: Anywhere
  • Socioeconomic Status: Privileged oppressed
Bri are made of glass, metal, and stone, a semi-mechanized construct with a specific formation - glass head, metal abdomen and chest, stone limbs. Each is marked with a special symbol that animates and empowers them. Most are about 2’ tall.

Bri have the ability to read magical symbolic alphabets and signs. They have this understanding innately from the symbols used to animate them. They are usually created by alchemists or symbologers. They are designed as assistants to these magic users, but they are independent and intelligent, and unless they are enslaved, they will seek to live their own lives eventually.

Those who live their own lives often seek to make new bri to live with, creating communities that speak in fully symbolic, metaphorical languages that others find hard to translate. They create a set of symbols that they and they alone may invoke and wield magically.

They are often used by magic users for their power.

PRO 7 ATH 6 STR 6 AWA 10 WIL 12 PRS 6 STH 9 ESS 10

Cloch Bheo

Dreamstone people.
  • Lifespan : 500 years
  • Diet: Stone
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Cloch bheos are constructs shaped from dreamstones, magical stones only solid in the Dream Realm. They usually have a hominid form, but being made partly of dreams, they an alter how others see them slightly. Dreamstones can have any appearance in dreams, but in the Spirit Realm, they appear to be indigo-hued stones glowing slightly green or vice versa.

Cloch bheos were originally fashioned as servants for powerful fey or those who wield fey magic, but as more and more were created, they started to form their own culture and creating their own progeny. The ritual to create new cloch bheos is relatively simple and takes place in dreams.

The powers of a cloch bheo vary slightly depending on who made them, but all of them have at least the following:
  • Glamour: they can make themselves seem more solid in the physical realm or take on different forms entirely in dreams.
  • Crystallized dreams: they can touch a sleeping person and make what they are dreaming physically real within the Dream Realm, meaning the physical effects of the dream happen to their sleeping body.
  • Indigo aura: an indigo cloud of dust surrounds them and makes anyone who touches them sleepy.
  • Mindbreak: if they attack someone with their bodies, they roll STR vs WIL instead of STR vs STR.
Their independent culture is one of worship of dreams, crafting strange sculptures, and building great villages of imaginary stone. In the imperial lands, they are either servants, slaves, or workers, or they are seeking refuge from being such.

PRO 8 ATH 7 STR 12 AWA 9 WIL 9 PRS 9 STH 7

Draymir

The results of a deep superstition.

  • Lifespan: 50 years
  • Diet: Small things
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed

Draymirs vary greatly in appearance depending on who dreamed them up. Draymirs are the results of obscure superstitions being brought to life by a profoundness of belief. These are beings invoked specifically by a superstition - “if you don’t turn around and spit twice, the monster will get you!” or similar stories usually told to scare children or repeated without much fervor but that still have hold on someone’s habits. Only when an adult invokes the superstition with a sincerity of belief is it possible for a draymir to become real, and even then, it is very rare.

Thus, draymirs vary greatly in appearance and powers, but those that do form usually don’t last long. Some rare draymirs, however, are seen by many and become profoundly real. Some resemble existing species (if the superstition is about, say, a goblin, the draymir looks like a goblin).

There are small communities in Faerie where the power of belief and stories has made a lot of draymirs real and drawn them together, and they view their role as fulfilling superstitions as their primary work, something important to do, and thus they often go into the mortal realm.

A player who chooses to be a draymir needs to come up with the superstition they represent and discuss with the GM what responsibilities and powers they might have.

Stats vary.


Eolach

A magic user’s familiar.

  • Lifespan: As long as the magic user’s
  • Diet: Varies by species
  • Habitat: Anywhere
  • Socioeconomic Status: Varies by maker

There are many, many ways for different kinds of magic users to create an animal companion. An eolach is specifically the familiar of a kind of user of a specific kind of fey magic called mana. The ritual to make an animal into a familiar varies slightly by magic user, but it always involves a live animal, ritual bonding, and a blood price from the caster.

The magic that then infuses the animal makes the animal conscious. An animal that was already conscious is not able to become an eolach (i.e., talking animals, humans, etc.).

Eolachs gain the following abilities from the ritual that creates them:

  • Silent communication with their maker, long distance (but not limitless)

  • The ability to speak out loud

  • The ability to sense their maker no matter where they are

  • The ability to use their maker’s senses and vice versa (i.e. see through their eyes, smell through their nose, etc.)

  • Three magical abilities based on what kind of animal they are (i.e., a cat with an extra life or nine, a magpie with powers from the counting rhyme, etc.)

  • One spell per three years of life as an eolach, capping at 11, that is also used by their maker

Consult the GM for details.

Eolachs are loyal to their makers, for their lives depend on it. Thus, their culture and behavior reflects that of their maker.

Stats vary by animal.


Gwalc’het

Those transformed by being washed in fey waters.

  • Lifespan: Varies by previous species
  • Diet: Their previous diets plus fey fare and more water
  • Habitat: Anywhere
  • Socioeconomic Status: Varies

Gwalc’het appear to be the species they were before they were transformed, but with a tingue of blue, violet, and green because of the washing of the fey waters.

A gwalc’het is any individual of a species that has been washed in fey waters, completely submerged, nearly drowned, who then makes a deal with the legends and stories within those waters to be transformed. This may be of their own free will or coerced, it may be intentional or unintentional.

When washed in fey waters, all non-fey-aligned magicks, powers, and abilities are removed and replaced with fey cantrips, charms, and spells that affect waters, flows, currents, and information. Fey waters are always storied, with deep legends within them, and those who wash in them connect to legends of water beings, stories of drownings, swimming, and bathing, and/or other references in fairytales, legends, and myths involving water. Consult the GM for details.

Gwalc’het usually fit into society the way their previous form did - if they were oppressed and exploited before, their new form will still be, as most cultures will not differentiate between them and others of their previous species. However, often times, many ruling class species will find themselves excluded or reduced, oppressed and outcast, if they transform into a gwalc’het. Many ruling class gwalc’het thus hide that they have been transformed.

They are often confused with changelings.

Stats vary, but usually +3 to PRS above their previous species unless the base is more than 12- the cap is base of 15.


Henede

Beings fused together from disparate stories.
  • Lifespan : 100 years

  • Diet: Varies

  • Habitat: Anywhere

  • Socioeconomic Status: Oppressed
Henedes are beings fused together via fey magic. The original henedes were two fey beings cursed by a more powerful fairy, fusing their tales together. These sorts of curses were popular in times past among the more powerful fey, and the offspring of these beings became an independent species after centuries of curses and other shenanigans from the whims of the fey courts. Henedes became popular as subjects of mockery at court, and thus, many fled.

Henedes tend to look like any two non-construct fey-aligned species at a time. They must be separate species or fairy subtypes. Their features will contort to the size of one of them. Their powers are half of the powers of each species. If they are henedes born to other henedes, they gain the powers and appearance of one of the species of each parent, not both.

Those in the colonies are either there as servants of the fey who created them or as refugees seeking relief from the lives of mockery and servitude. Some seek release from the curses that created them.

Stats vary by source species.

Kornek

Fey beings shaped in the womb.

  • Lifespan: Varies
  • Diet: Varies by original species
  • Habitat: Anywhere
  • Socioeconomic Status: Varies

Korneks are fey beings who were reshaped into a new being while in the womb (or egg or seed or whatever). Wielding fey magicks of life, some powerful fey or wielders of fey magic can alter a being before they are born (hatched, germinated, etc.), turning them into something else. The being must be fey-aligned, spirit, fairy, spirit folk, terata, or akhoata for this to work.

The form a kornek takes depends on the intentions and work of the shaper, but all korneks end up with the antlers of an elk, as elk are the spirits of fey life. The point of shaping someone into a kornek is to give them a longer life, and this longer life is usually paid for by the parent(s) of the kornek. The price involves blood (or equivalent) from the parent(s) and usually some other debt to the shaper (the blood is used in the shaping). The child is born without antlers, but will grow them by the time they are 10 years old.

Korneks will resemble their parents, usually, unless the shaper alters them greatly (this is very difficult), but with the antlers and different coloration from normal.

Korneks’ natural lifespans are thus usually about 1.5 to twice as long as normal, but they will all have the ability to reduce their lifespan to a normal lifespan for their species in exchange for resurrecting someone else (by breathing life into them). This can only be done once, and the person resurrected will be… different from before.

Korneks are often wrongly called changelings.

Korneks are usually raised in the culture of their parent(s), though some may be forced to live and serve the shaper who made them. This varies by parent and shaper. Players who choose a kornek to play must also work with the GM to design their shaper and parent(s).

If someone is known to be a kornek, most mortals will fear them. Making a kornek is illegal in the empires but not uncommon in Faerie.

Stats reflect the original species, but will have +2 to disease resistance under STR.


Meallta

Living simulacra.
  • Lifespan: Varies
  • Diet: Varies
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Mealltas are simulacra designed to mirror another living being, creating via sympathetic magic, usually by accident. Often in the working of sympathetic magic, using fey magic, one needs a simulacra to focus the magic on the target. Sometimes the magic is so powerful, it makes the simulacra come alive. These are mealltas.

Some mealltas are capable of reproducing, but only with other mealltas. Their children then resemble their parents until they become adults, at which time they resemble the nearest person with whom they resonate magically. This is determined by proximity, alignment, and appearance. It will not be another meallta.

Mealltas do not have the magic of the person they resemble, but instead, they have the ability to sense similarities between themselves and others. These can be physical, emotional, mental, metaphysical, or nommic. It is easier if the target is fey-aligned. They can only do this for one feature of the person, and one aspect - i.e., they can only once sense what is the same about their bodies, or their souls, or their emotions, or their minds, or their Names.

Once they recognize what is the same about another person, they can temporarily imitate that feature of the person. If they meet the person for whom they are a nearly perfect match, they can mimic them perfectly so long as they are near enough.

All mealltas have identity crises. They cannot tell if they are the original or not. This is a tortured existence, and they seek its answer their whole lives.

Stats vary.

Saultak

A daydream come alive.

  • Lifespan: Varies
  • Diet: Dreams
  • Habitat: Anywhere
  • Socioeconomic Status: Privileged oppressed

Saultaks take the form of daydreams. They have no permanent form, but when someone daydreams near them, they may latch onto it to take a form. This form will last until they find another daydream to latch onto.

Saultaks are accidental constructs. Saultaks are formed initially when a powerful fey gets lost in a daydream and comes out of it to find the saultak present. The saultak will usually run off with some of the dreams of the fey they were formed from, and that fey will have to find the saultak to take their dreams back or become weaker.

If the saultak is forced to give the dreams back, they must find other sustenance or die within a year and a day. Thus, they take on daydream forms of others so they might take a few dreams here and there. They can do this in a way that is safe and easy, harming no one, but some get greedy or scared and try to take too much from one person.

A saultak thus has the power to sense and view daydreams. If they view the daydream, they can enter it. If they enter it, they can take on the form of something or someone in it. If they do this, they can then take a little bit of dream energy from the person, which is how they feed.

The form they take from a daydream may give them other powers, though usually weaker than the daydreamer daydreamed them. I.E., if they daydreamer daydreamed of flight, the saultak may be able to levitate short distances.

Saultaks are ephemeral fey beings who flit through the world seeking dreams. Most live in Faerie and are seen as pests, but not harmed or rejected. Just… put up with. Unless they find a particular vindictive or mean fey who harms or enslaves them. Those in the mortal realm are usually seen as scary fey who must be dealt with, unless some powerful mortal enslaves, kills, or exploits them. They are seen as potential weapons by the ruling class.

Stats vary by form, but PRS is always at least 10, as that is what they use to interact with daydreams and dreams.

Topic revision: r2 - 26 May 2026, SallyJaneBlack
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