The results of a deep superstition.
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.
A magic user’s familiar.
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.
Those transformed by being washed in fey waters.
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.
Lifespan : 100 years
Diet: Varies
Habitat: Anywhere
Fey beings shaped in the womb.
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.
A daydream come alive.
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.
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