Fey made of doubt and uncertainty, whose forms respond to being uncertain.
Amhrasarsa are 6’ tall blue-skinned fey with black hair and white eyes. They are hard to see clearly if there is anything other than bright daylight touching them. Even the slightest bit of shadow makes them harder to perceive, turning them into diffuse clouds of shadow and light.
Amhrasarsa sense emotion and respond to the doubt and uncertainty. When someone is uncertain about them, they become more diffuse and shapeless, allowing them to alter how they are perceived further, creating a cycle of uncertainty that makes them very powerful. They can alter their voices, their smell, their taste, and how they feel magically, but they do not control how they are seen.
Any emotions other than doubt and uncertainty can be absorbed if they are in their diffuse forms.
Amhrasarsa live in secret enclaves in dark woods and other fringe places, living without distinction, gathering secrets and feeding on emotions. They are ruled by their most powerful members and seek to learn everything they can about those who come near their secret places. They are feared in Faerie and by imperials alike.
PRO 8 ATH 8 STR 8 AWA 10 WIL 8 PRS 7 STH 11 ESS 9
The chaotic fey.
Anordachs, in their base form, appear to be 6’ tall fey with red hair, violet skin, and black eyes. They have a third, human-like eye in the base of the back of their neck. Randomly, their form will change very slightly, but once a year, on a random night, they will return to their base form.
Alterations can be mild - change of hair color, skin color, eye color, or body shape - or extreme - gaining dragonfly wings, antennae, fangs, claws, bat noses, bee stingers, pedipalps, frog tongues, etc. Their transformations will always be arthropodal, chiropteran, or amphibian.
Anordachs thrive on chaos. The more they cause, the more powerful they become, but also the more they change their form. They have random fey powers, at least three, at most seven, but they can always sense trouble coming.
As anordachs seek chaos, they are one of the more potent trickster species. They live in small family groups and live life to the fullest in Faerie. Outside of of Faerie, they are feared and treated as dangerous. They are aligned heavily with the unseelie fairies.
Imperials treat them as threats to be contained.
PRO 9 ATH 9 STR 8 AWA 9 WIL 6 PRS 7 STH 9 ESS 9
Spirit folk connected to their islands.
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.
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.
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.
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.
Barhanas are widespread throughout the world. Every 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. 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. In the region near the city-states, some are immigrants or slaves, others are natives.
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.
Barhanas are viewed as obscure and reclusive beings. They are often though to be myths spoken of only by sailors.
PRO 8 ATH 8 STR 8 AWA 8 WIL 8 PRS 8 STH 8 ESS 9
Tall fey folk who have memories dating back to the beginning
Lifespan : 200 years
Diet: Common fey fare
Habitat: Temperate forests
Socioeconomic Status: Privileged oppressed
Comezars appear to be 6’ to 7’ tall fey beings with violet and grey skin. They have pointed ears, white hair, and black eyes.
Comezars have the memory of every comezar that came before them. They remember all the way to “the beginning”. This varies by comezar, but it usually dates back to the first time one of their bloodline began an adventure. Since then, their bloodline has always been on a journey. Any mundane skills gained by their predecessors on such an adventure may be accessible to the comezar (roll AWA vs. varying difficulties).
Every time a comezar begins a journey, adventure, quest, or task, they temporarily gain bonuses to relevant stats, abilities, or skills. They can grant these bonuses to others joining them on the journey, and these will last for up to eight days. Any comezar who ends a journey, quest, adventure, or task early may not use their start-bonus power for a year and a day thereafter.
Most comezars are part of the larger culture of Faerie, respected for their magical memories. They are often taken on adventures by others to wield their powers. Those in the empires are either there on journeys from Faerie or as slaves, indentureds, refugees, or settlers. Some are there as settlers on a journey. They are privileged oppressed, exploited but favored for their memories.
PRO 8 ATH 8 STR 8 AWA 9 Memory 11 WIL 8 PRS 8 STH 9 ESS 9
Fey who can shape and craft with innate charms.
Munlaithes are 6’ tall fey with green and violet skin, patched with either color, and golden eyes. Their hair is curly, metallic grey.
All munlaithes have between five and seven charms for shaping and crafting. Their charms are always specific to a material and a function. For example, they might have a charm to turn oak wood into corkscrews or one to turn liquid water into a 3” blade or silicate glass into a ball bearing. They are always very specific charms.
They also have up to three charms that allow them for more general shaping, always specific to a broad category of material - shaping glass, metal, stone, fabric, paper, etc.
They gain more charms as they age and use their charms. They lose charms if they do not use them enough. If they lose all their charms, they fade and die. When they are born, they have one general and one specific charm, but they do not know what it is and must be tested until they find it. If they do not find what their innate charms are by the time they are ten years old, they begin to fade.
Munlaithes live in small communities where they are led by an elected council. The center of the community is the family unit, who focus on supporting their children in learning their charms, and who have long traditions of making specific things. They make enough for the community, then sell or trade the rest. They are respected in Faerie as crafters who work closely with fairies and other spirits.
They are often exploited by imperials, but paid better than most for their skills.
PRO 9 ATH 8 STR 9 AWA 9 WIL 8 PRS 7 STH 7 ESS 9
Fey who have powerful empathic senses.
Patrails appear to be 8’ tall fey with violet, green, and blue flames for hearts. They have five eyes in a small arc on their faces. Their eyes appear to be a single color each, sometimes the same, sometimes not. They have pointy ears and sharp teeth.
Patrails can see emotion via their five eyes. Each eye sees a different set of emotions, so if they lose an eye, they lose access to seeing some of them.
All patrails can wield their mothu (the flames of their hearts) by spilling their blood. The flames will burn away emotion from those they harm. When their heartbeats get excited, the flames in their bodies become more intense, and their flesh and eyes may burn with mothu, giving them greater powers. They can hear the heartbeats of mortals.
If a patrail tells a tale that evokes emotion from others, it strengthens their mothu.
Patrails live as respected ruling class beings in Faerie. They are among the few non-fairy beings welcomed even in the halls of the fairy queens. They are known for their wise council, psychological insights, and cunning and conniving. They are known to have intense emotional responses, no matter the situation, and thus, some walk on eggshells around them. They are also known to patron and support artists.
In imperial lands, they either come as visiting nobles or powerful fey who are feared and distrusted.
PRO 8 ATH 9 STR 10 AWA 11 WIL 9 PRS 11 STH 8 ESS 9
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