Fey Spirit Folk

Beings of legend and lore with fey powers.

Barhana

Spirit folk connected to their islands.

  • Lifespan : 1,000 years
  • Diet: Sunlight, soil nutrients, and water
  • Habitat: Forested islands
  • Socioeconomic Status: Privileged oppressed

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 colonies, some are settlers 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


Bodach

Smaller fey folk who gain power from debts.
  • Lifespan : 500 years
  • Diet: Common fey fare
  • Habitat: Temperate hill lands
  • Socioeconomic Status: Oppressed
Bodachs are fey folk standing about 4' tall. They are bald on their heads, have wrinkled skin, and disproportionately small eyes. Their backs are hunched.

As fey folk, they are much concerned with debts. Anyone who owes them a debt, they take some small object as a marker of that debt. It can be a coin, a card, a piece of hair, a piece of fingernail, a memory, a fragment of their soul, anything that means something to them. They take this, then put it in their hunch, which has no discernible hole in it. Anything that marks a debt is simply absorbed.

While they carry a marker of debt, they know where the person who owes them that debt is.

Every debt has a time limit. It may be a few moments, it may be a year and a day, it may be a thousand years. But once the debt comes due, the bodach can teleport to wherever the person is who owes them. And then, they may collect.

If the person has the price to be paid, all is well. If the person does not, the bodach can take almost anything from them. Their soul, their life, their children, their livelihood, their capacity for emotion, their wealth, their strength, anything.

These become energy for the bodach, who uses them to grant the boons they give to others in exchange for markers of debt. And thus, the cycle goes on and on.

Bodachs are feared and distrusted fey folk who dwell in hidden places. They live on the fringes of other societies, collecting debts and collecting on them.

They dwell in small clusters, groups of families, and have their own rituals and traditions. They tend to wear colorful motley clothing, striped and bright. They wear pointed shoes. They love riddles.

Some among them carry swords or spears, but these are just ornaments. They are rarely warriors.

PRO 8 ATH 8 STR 6 AWA 11 WIL 12 PRS 7 STH 9

Comezar

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 colonies 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


The Cunning
  • Lifespan : 1,000 years
  • Diet: Magical mortal fare
  • Habitat: Temperate hill and forest
  • Socioeconomic Status: Oppressed
The cunning appear to be blue-skinned folk with dark green whorls all over their skin. They stand between 2’ and 4’ tall with diaphanous, insect-like wings. Their eyes are deep black, and their hands have sharp claws. Their hair always grows plants in it, though what kind of plants vary.

The cunning are the last species with the ability to wield magic directed only by their will.

The wielding of magic without any channel or ritual means that the energy goes through the bodies of the cunning, and that means that their bodies are at risk when they do it. It comes from all four aspects of their being (mind, body, heart, soul), and it burns them from within. They can therefore only use it in small doses, but they can wield it with the mastery almost none can match.

A cunning uses magic by drawing from their inner being, fusing it with other energies, and directing it solely by will and gesture. They are born with this power and have mana in their very Names, so they do not need to seek out sources of it like mages and wizards do. They do have to find other sources of other energies if they wish to do much more outside the domain of basic magic that is stronger than basic cantrips.

The cunning dwell in tiny communities, hiding among the edges of towns and cities, in farming regions and forests, hiding in plain sight. They have their own communities and traditions, but they mask this in order to keep from being exploited for their powers.

The number eleven is magical. Every cunning community is led by a circle of eleven powerful elders. The elders select eleven members of the community to be teachers, eleven to be warriors, eleven to be healers, and eleven to be caretakers of the young and old. Another eleven are selected by the community to be secret keepers, eleven to be planters of food, eleven to be hunters, eleven to be weavers, eleven to be spell scholars, and eleven to be collectors of the strange and unusual. These 121 rotate roles with others in the community as needed or wanted.

Rituals are very important to the cunning. They perform eleven rituals per day, and every eleven days, they gather for a group ritual. These rituals always involve standing in a circle and chanting, dried out fungi, flowers, and dancing. The rituals are said to keep their magical power up. Each community has their own chants and dances, which always involve use of their wings.

In the colonies, they live in secret for fear of enslavement.

PRO 8 ATH 8 Flight 10 STR 5 AWA 9 WIL 11 PRS 8 STH 9

Eloko / Dvergar

Small, mischievious maker folk.
  • Lifespan : 300 years
  • Diet: Varies by culture, but most eat a common mortal diet with some augmentation
  • Habitat: Subterranean
  • Socioeconomic Status: Privileged oppressed
Most biloko are between 3’ and 5’ tall, though they can alter this at will, and have larger heads than proportional to their bodies. Otherwise, they appear roughly human, though their facial features are often exaggerated in size. They do have some variations by culture (see below).

All biloko have supernatural strength, the ability to alter their appearance (including changing their own size), and powers to create esoteric objects with unexpected powers. These powers are permanent, but they may gain other powers if they perform certain kinds of pranks.

Biloko are powered by fey chaos and therefore are compelled to perform pranks on people. They can do these maliciously or benevolently or neither, but they have a compulsion to surprise, delight, scare, or otherwise trick or prank others. If they set things up right, they can wield the chaos magic within them to perform a supernatural feat to create the prank. In other words, they can create supernatural effects by setting up pranks, and those effects can be almost anything depending on circumstance. As fey chaos is a narrative power, the effect must fit within the context of the story.

Different nations of biloko have developed cultural associations with certain powers (see below).

All biloko dislike sunlight. Being bored, disrespected, stolen from, or bound somehow can weaken them or force them into behavior they do not wish to engage in.

There are many different eloko nations:
  • Alom-begwi-no-sis: In the woodlands near the colonies, the alom-begwi-no-sis dwell. They live near water and have less hair than other biloko. They can can breathe underwater. Dwelling by the water, they have adapted the ability to breathe underwater. They protect their territory by overturning canoes and other water-vessels. They eat fish and maize, using their powers to create cauldrons that duplicate the corn within it so they can feast. They often engage in games involving watersports, hide-and-seek, and special toys. They are known locally for their ability to predict tragedies in the nearby lakes or rivers, though some suspect they are the cause of said tragedies.
  • Barbegazis: Barbegazis are from an mountainous region in the empires of theeast. Barbegazis are very hairy. They are known to go without clothes and have icicles in their hair. They grow long beards. Their feet are larger than proportional. They are known to cause avalanches to the shock and dismay of travelers. They do this by rapidly digging into the mountains. They can ride on the avalanches safely and guide the fall. They have developed an immunity to the cold. Dwelling in the mountains, they hibernate in the summer and come out during the snowy winter months. They guide people through the mountain passes by whistling or hooting to warn them of hazards. They will dig people out of heavy snows, bring lost sheep home, and generally help people, but sometimes their idea of fun is to cause an avalanche and ride it down the mountain. They dislike clothing. Their games and sports involve skiing on their big feet.
  • Dvergars: Dvergars live underground near the empires of the east. Dvergars appear to be humans but with exaggerated facial features, pointed ears, and pale white skin. They focus most on making surprising magical objects. They also have powers that allow them to move wind and storm (“hold up the sky”), and they are known for pranking those who steal from them. The most well-known nation of biloko, dvergars played a major role in the histories of multiple countries, making magical objects that were warred over and their role in aiding various legendary figures. They are known for their protectiveness of the magical objects they create and their belief in legends of their origins that suggest they came from giants. Dvergars are known for using their magical objects to bring mischief and trouble to other mortal beings as well. Their games involve magical toys.
  • Biloko: the original biloko dress in leaves. They live on a colonized continent to the east. They are hairless, but in place of hair is grass. Their gaze is said to be “piercing”, and they often move their mouths to the end of their long, snout-like noses with their shapeshifting powers to scare people. They also like to make their mouths huge. They have sharp claws. They use their shapechanging powers to open their mouths very wide and to make their faces alarming in appearance to those who view them. Biloko live in hollow trees rather than underground, though some live amongst the roots of the larger trees. They dress in leaves mostly as camouflage, and they alter their body hair to look like grass for the same reason. They live in small communities. Their nation is skilled at crafting esoteric objects. They create bells that resonate with fey chaos. These bells are used to repel outsiders by causing various irritations, surprises, minor hexes, and other effects on people who come into their territory. The locals have figured out how to make amulets to protect against this, and there is an ongoing effort by both groups to make better bells or better amulets.
  • Haltijas: A nation in the northeast of the imperial lands. The most variable of biloko, haltijas vary by community, but they tendto look more or less like dvergars, just with different cultural clothing or localized features. Culturally, haltijas practice aetherial arts, but their inherent power is to connect with their environment. They view both healing and causing illness as a prank they play on other mortals. Haltijas have a complex network of communities in Remak. They are protectors of different places and objects, and each of their communities centers on different: kalman väki who wield poarta and protect graveyards; kotihaltija who wield hegnh and live in human homes; veden väki who wield conflueverant and live in or near water; metsän väki who wield prasinofos and live in forests; naisen väki who wield aemoa and protect women; tulen väki who wield lahab al’qalb and live in saunas; vuoren väki who wield earth magic and live in the mountains; puun väki who wield tykva vlast and live in trees; raudan väki who wield bailaohu jinghua and live in mines. Each is known for wielding their powers to both heal and harm. They play games with their esoteric powers.
  • Korpokkurs: A nation in the far eastern colonized lands. Korpokkurs prefer not to be seen, but when they are, they tend to have facial features common to the area they are from. They have developed the ability to vanish at the right moment as part of their favorite pranks. Korpokkurs live in pits covered by butterbur leaves. They are agile and known to be good fishers. They trade game and fish for goods with nearby mortals, which they deliver at night so they aren’t seen. They like to play acrobatic sports.
  • Krasnaludek: An oppressed nation in the imperial core. Krasnaludek look like dvergars, but they always wear red, especially red hats. They have such a strong affinity with the color red that all of their powers revolve around it. Krasnoludek are known for their pointy red hats. They are otherwise very similar to dvergars, but they are obsessed with the color red. Their games are focused on colors and puzzles.
  • Maa-aluseds: An oppressed nation in the imperial core, maa-aluseds look like dvergars, but they use their powers to reverse their features, making left hands right, turning their feet or faces backwards, etc. Their entire culture revolves around their reversed orientation from other mortal societies (up is down, left is right, etc.). They walk backwards but can still see where they are going. The maa-aluseds live underground in cities on the ceilings of caves. They make all things smaller and live opposite those above. Their games are similar to other mortal games, but backwards.
  • Menehunes: A nation in the Southern Island Bridge, menehunes are broader of shoulder and have darker hair than other biloko. They can build skillfully at night without need of extra lighting. Menehunes live in secret places deep in the woods or in secluded valleys. They are skilled artisans and build temples (heiau), fishponds, roads, canoes, and houses for mortals and themselves. They eat maiʻa (banana) and fish. Like the korpokkurs, they only build at night only and leave their work unoccupied if they fail to complete it before dawn. Their games involve constructing little structures.
  • Nimerigars: A nation north of the colonies in the mountains, nimerigars have sharp teeth. They are immune to poison. Nimerigars are an unpopular nation of biloko who are considered very belligerent and probably cannibalistic. These are exaggerations of their habits. They do use poisoned arrows in battle, which makes others fear them. In hard times, they would mercy-kill the sick, which led to the rumors about cannibalism. Their games are generally war games.
  • Nirumbees: A nation north of the colonies, nirumbees are shorter than other biloko (18” tall sometimes), but with disproportionately larger heads. They have large, round bellies, and very stubby necks. Their arms and legs are often disproportionately short as well. They can send dreams to other mortals that are either vision messages or subconscious teachings of esoteric skills. They are fond of animal forms in their shapechanging. Nirumbees also have a reputation as belligerents. They are also called itśte-ya-ha or “stick people” by some. They are very protective of the mounds they dwell in, using super sharp stone-tipped arrows to kill anyone who invades their territory. They eat large amounts of meat and keep their teeth sharp to do so. They engage in extreme violence when killing their prey if other mortals are nearby, so as to intimidate them. They are often accused of theft with varying degrees of truth. They like to smoke tobacco. They are also known for sending dream messages to those who seek them out for wisdom or knowledge (maxpe). They do this only if they receive the appropriate offerings from them. They are also known for their role in the Sun Dance, a special event for nearby Hawate tribes. Their games are often spiritual.
  • Nisser: A nation in the imperial core, nisser are known for their conical knit caps, long beards (often white in color), and the wearing of bright red and grey. They stand a little shorter than other biloko (2’ to 3’), and are known for their farmers’ garb. They often shift to only have one eye, four fingers, and pointed ears. Their eyes reflect light in the dark. Nisser are farmers. They are known for their clothing, wearing conical grey or red knit caps, knee-length pants with stockings, woolen pullover tunics, and a heavy belt. They keep discipline on the farm through pranking those who are lax in their duties. Woe to them who fail to properly care for the livestock. They have many rules - no swearing, keep the barn clean, and make sure the animals are well kept. If they live with other mortals, they require payment for their services, as they often offer magical assistance on the farm - this payment is called blót. Food, like porridge, is a common payment. If they are not paid, they will engage in a rampage of pranks. They are quick to anger and sometimes pranks when they shouldn’t, but they always make restitution. They are especially fond of horses. They braid the horse’s hair, and if another mortal undoes the braids, the responding pranks will be severe. Their games are always played in the barn.
  • Pechs: An underground nation beneath the imperial core, pechs are tough and hairy. They are stronger even than other biloko. Pechs are miners, farmers, builders, and laborers. They use their legendary strength to do almost any work, but they have a reputation for being ornery drunks who do not want to have anything to do with others. Their games involve feats of strength.
  • Rübezahls: A nation in the mountains of the imerial core, rübezahls have big feet, wear grey frocks, and often carry musical instruments. They are known for often taking the form of giants or the elderly. They create weather-based pranks, sending rain with sunshine, snow with warm weather, thunder without lightning, and so on. They can make the ground shake by stomping. Rübezahls are known for being friendly. They teach those who come to them for help, sharing knowledge of healing and sharing their own possessions; however, if someone is rude to them, they engage in violent pranks. They are known for their power over weather, which they associate with music and their harp-playing. They are also known to dress in grey frocks, which is considered their cultural costume, and eating sourdough bread and the soup kyselo, their primary cuisine. It is said that they protect treasures that they will share with the “pure of heart”, though there is no historical evidence of this. They have strict rules on hospitality and are known for their support of immigrants in the region. Many are swept up in the Wild Hunt every seven years. Their games involve the weather.
  • Shekas: A widespread oppresed nation in the central continents and Island Bridge, shekas are much like the original biloko in that they have grass forhair. They have different colored eyes. They can move with perfect silence through any kind of grassland. Shekas live in the woods, in abandoned homes, or in great fields. They have a reputation as the butt of local jokes. They tend to wear all black or all white and work the fields only at midday or sundown. At these times, they like to play pranks on travelers near their fields, leading them astray or causing them illness, pulling their hair, or making them sing. Their games happen in the fields and involve music.
  • Sihirtia: An oppressed nation in the far southeastern regions of the world, sihirtia were known for their beautiful clothing with metal pendants. They have light blue eyes. They often stutter when they speak. They bring good or bad luck to those they encounter. Tundra-dwelling biloko, the sihirita are known for their beautiful clothing, metal pendants, and light blue eyes. They live in sandy hills and only come out at night or during heavy cover such as mist or fog. They ride dogs or mammoths across the tundra or through the tunnels. Like their cousins, they are known for their smithing skills, but they are also a warrior nation. Perhaps because of their beautiful clothing, they are often romanticized by other mortals. Their games involve their outfits and toys.
  • Tikoloshe: A colonized nation on a south-central continent, tikoloshes appear more human-like, only with a shorter average height, with darker skin and more body hair. They can vanish if they drink water or swallow a stone. They view illness and even death as pranks to play on people. They hide under beds or houses, sneak in, and make people ill. They also view possessing bodies as a prank. Some use various esoteric energies that allow them to alter, control, possess, or otherwise affect souls. Also called the tokolotshe, thokolosi, or hili, tikoloshes have an evil reputation, which they cultivate to protect themselves. They do have a history of associating with other mortals who hire them for dangerous and violent mischief, often on the wrong side of the law or history, used as assassins to kill sleeping people or “eat their toes” (cripple their feet). They hate missionaries due to a history of colonial conflict. Their reputation as eaters of souls or being undead or abominations is false, but encouraged to keep others away from them. Their games involve sneaking.
  • Traucos: A nation far to the north of the colonies, traucos usually distort their faces to be unalluring to those whos ee them and hide their feet, but when they wish to, they can become very alluring. They use their shapechanging powers to appear alluring to people. They can kill with their gaze. Traucos are known for choosing their physical form carefully, depending on who is looking, so that they are either seen as “ugly” to them or irresistibly attractive. They live in the deep rainforests, montane woods, and island woodlands of eastern Palhur. They have cultural association with snakes. Trauco culture is heavily patriarchal, and female traucas are often mistreated and derided. Men are expected to cheat on their wives to prove their virility. They use small stone-bladed axes as tools and weapons. Nearby mortal communities often blame traucos for unwanted pregnancies due to their reputations. Their games involve shapechanging and dances.
  • Yehasuris: A nation far to the west of the colonies, yehasuris are shorter, 2’ tall, on average, but otherwise look human. They can eat anything. Yehasuris live in tree stumps and eat small animals and bugs. They dislike tobacco and are afraid of the local mortal tribes’ religious leaders. They are very similar to the original biloko in their practices of mischief and games. Their games involve playing with their food.
Biloko are viewed as pests and obstacles by other mortals. Consistently across their national cultures, they are viewed negatively, often derisively. There is heavy prejudice against them in many class societies, and their ability to create magical objects is often exploited. They are often portrayed as cannibals.

PRO 8 ATH 9 STR * AWA 8 WIL 8 PRS 8 STH 9

Strength varies by the form they take but ranges between 3 and 12 on average.

Fairy

The fey.
  • Lifespan : 2,000 years
  • Diet: Common fey fare
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Fairies are spirits from European countries. Their powers, abilities, and cultures are rooted in those cultures. They range from the aos si (or sidhe), who are proud, beautiful beings who have great power and magic, to smaller folk like brownies, redcaps, sprites, and grigs.

Consult the GM if you wish to play a fairy.

Some common fairy nations include the following:
  • Alp-luachra, cruel fey
  • Anjana, good fairies who foil evil
  • Aos Si, the folk of the mounds, rulers of all fey
  • Atomies, little fairies of the air
  • Avalonians, tall and powerful fey who wield the power of life
  • Bannik, bathhouse fey
  • Bean Nighe, omens of death
  • Bean Sith, wailing women
  • Bluecap, fey guides
  • Boaxente, fey who can manipulate emotions
  • Bocanach, fey who like to start trouble
  • Brownie, little fey who do work around homes
  • Bugul Noz, ugly fey who embody love
  • Changeling, a fairy swapped for a mortal child
  • Colt-Pisky, little fey who ride horses and knot their hair
  • Druchta, fairies of the moons
  • Fear Dearg, the bloody fey
  • Fear Gorta, the hungry fey
  • Fear Liath, the grey men
  • Fenodyree, bringers of the harvest
  • Fir Bolg, warrior fey
  • Ftitnies, the tyrannical fey
  • Green Children, plant-like fey
  • Ildaite Tire, people of the rainbows
  • Inimised, backward fey
  • The Kith, the friendly fey who have great clans
  • Korrigan, stealers of children
  • Lauma, orphanal woodland fey
  • Leprechaun, fey who control luck
  • Macalla, fairies with great voices
  • Mooinjer Veggey, island fey
  • Nisky, water fey
  • Pisky, ever-changing fey
  • Poskakushka, fiery fey
  • Prowder, fey who know many protective charms
  • Puca, the greatest fey tricksters
  • Realta Tire, people of the stars
  • Redcap, chaotic fey
  • Sanziana, flower fey
  • Scath Tire, people in the shadows
  • Sleigh Beggey, bringers of destruction
  • Smamennesker, fey with ancient and evil powers
  • Trow, lowly fey who do many jobs
  • Tuath, fey who know the depths of lore and history
  • Tylwyth Teg, the fair folk
  • Urisk, wandering fey
  • Vila, beautiful fey who lure people away
  • Wrede, fey who delight in torture
  • Xana, bringers of inspiration
  • Yalley, fey who are good with words
Other fairies are possible. Consult the GM.

The Hidden

  • Lifespan : 300 years
  • Diet: Energy
  • Habitat: Dark places
  • Socioeconomic Status: Hidden
The Hidden appear to be 3' tall. What they look like beyond that depends on who is looking at them. They always appear as if they are just out of focus, out of the corner of the eyes, or otherwise hard to remember or make out. If something magically captures their true form, they appear to be a three-dimensional shadow with glowing red eyes.

The Hidden cannot be looked at directly unless they are bound or viewed by magical energies. If they are viewed directly, the viewer must roll to resist having one of their secrets exposed to the Hidden.

The Hidden can drain secrets from people by luring them into the shadows. If they get someone into the shadows with them, they can steal a secret without knowing it. The secret they steal will take the form of a red rock. This rock can then be converted into arcane shadow energy, which the Hidden can turn into STH, or it can be hatched to reveal the secret. If they do the latter, they must expend some of their shadow energy.

The more shadow energy they use, the weaker they get. They must recharge it either by consuming unrevealed secrets or by resting in pitch darknesss.

The Hidden cannot go out in daylight without covering every inch of their bodies and sticking to the shadows as much as possible. If they are exposed to full daylight without any covering, they will be dissolved.

The Hidden are only called the Hidden externally. The name for their species is a secret only they know, one unspoken. The culture of the Hidden is one of serving some secret purpose only they know. The purpose varies by community.

PRO 8 ATH 9 STR 5 AWA 9 WIL 8 PRS 7 STH 15

Jactan

Big-mouthed small folk.
  • Lifespan : Less than they claim, usually about 120 years
  • Diet: Fanciful foods
  • Habitat: Anywhere
  • Socioeconomic Status: Oppressed
Jactans are 4' tall beings with disproportionately large mouths, usually stretching from just below their ears and opening as wide as their head is tall. They otherwise appear to be fey hominids.

All jactans have very loud voices. They all have at least three powers that are improbable, such as being able to blow down buildings, lift giant rocks, spit a river, entrapping people with riddles, move ships with their sneezes, make the moon dance with their songs, and so on. Anything bizarre, outlandish, and rooted in tall tales. In Endruin, these tall tales are based on European tall tales. Consult the GM for ideas.

Jactans are greatly oppressed in the colonies. They are seen as a danger to the world and enslaved or imprisoned simply for existing. Their original culture is part of a wider fey culture, often living amongst tall folk or on the fringes of non-fey societies. In their own families, their roots in tall tales are reflected by their nightly storyteling rituals and lying contests.

PRO 8 ATH 8 STR 6 AWA 9 WIL 8 PRS 11 STH 10

Spirit

Beings of legends, mythology, folklore, and religion around the world.
  • Lifespan : Varies
  • Diet: Varies
  • Habitat: Varies
  • Socioeconomic Status: Mostly oppressed
Any legendary creature from Earth that is not covered in the other lists of species may be a spirit on Shem. They reflect the cultures and stories told about them on Earth. Most would be oppressed in the colonies. They would have powers relevant to the stories told about them. If a player wishes to play a spirit from a culture they don't belong to, they need to do a lot of research to make sure they do so respectfully.

The undead (including vampires and ghosts), dragons, and creatures who are unique tend not to be included here. If unsure, consult the GM.

Some potential ideas include the following:
  • Anito
  • Arusi
  • Aziza
  • Curupira
  • Faun
  • Hulder
  • Jinni
  • Lauma
  • Naga
  • Oni
  • Patupaiarehe
  • Radande
  • Rakshasa
  • Satyr
  • Yacuruna
  • Yaksha
  • Yokai
However, any spirit or being might be possible.
Topic revision: r4 - 24 Sep 2025, SallyJaneBlack
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