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    Fae (Faerie)

    You will notice that the Fae article is extensive, it is this way for a reason. Because Faerie are inherently 'chaotic' beings we simply cannot have them mulling about with no rules. As with anything there is a natural order and Faerie are truly not as 'free spirited' as they would like to believe. If you wish to develop a Fae character please ensure that you read all of the information. Also if you are interested in playing a fae that is not listed this site tends towards the folklore of fae so Irish, Celtic, Asian and Scandinavian lores.

     

    In the true sense of the word, 'FAERIE' , 'FAE' or 'FEY' would probably define the whole of the supernatural world. In our setting, however, there are many creatures that are not recognized as Faerie-kind thus making them a distinct race onto themselves.

    The Fae or Faerie, are of two kinds, true veil crossing fae, and those that had existed in a parallel universe that coexisted with humans on Earth. Then the Resonance of 2010 opened up the veil between the many worlds, including the one hidden on our own world. When the Veil temporarily dropped, not only did beings cross over, but in some places entire areas (such as a forest or castle) passed through, merging with and altering what previously existed on Earth (displacing it and theoretically sending what was there to the Fae Realm). These instances, were of course rare but it gives one a sense of how Earth and the Faerie Realm are connected. In some places on Earth, even prior to the Resonance, the Veil has always been thin and still is (though still do not allow passage between). These are places like Stonehenge or any other relic or ruin that has for thousands of years played a significant role in our world, and theirs.

    They come in various forms and sub races. While many once 'normal' humans gained 'gifts' after the Resonance, it is well known that the Fae lost some of their otherworldly powers. As if a balance was created when a fragment of the Fae Universe merged with the Human world.

     The term Fae is applied to any being that ties to the old legends of classical Faerie-kind. These are such creatures as Pixies, Sprites, Brownies, Dryads, Sylph and so on. It's an extensive list and you are welcome to produce any Fae from it, submitting tickets for new ones to be approved.

     

    VIRUSES

    Some of the Veilcrosser fae are immune to the super viruses. The immunity prevents the metamorphosis but these beings do in fact get 'sick' from the viruses and over exposure can even kill them. The blood of a Veil Fae made ill by a super-virus is tainted and foul tasting and non-nutritious to blood-drinking creatures.

    ALL Metahuman Faerie, that is to say, Humans who have been transformed into Fae are NOT immune.

     

    NATURE OF THE FAE

    They do not physically age like mortals, remaining youthful for extravagant periods of time. It is because of this timelessness that Fey gain wisdom VERY SLOWLY and they do not recall their past in the same fashion as Humans. This is where they vary greatly from other long lived beings such as Elves. They simply tend to remember the 'highlights', often the details are lost. This is the mind of an immortal that embraces the gaiety of youth. They are not immortal, but are extremely long lived.

     

    NO MATTER HOW OLD YOUR FAE CHARACTER IS THEY CAN ONLY RECALL THE LAST 65 TO 75 YEARS OF THEIR LIFE. BY CROSSING THE VEIL ANY POWER THEY WOULD HAVE ACCUMULATED OVER TIME WAS ALSO REDUCED, SO GREAT AGE MEANS ABSOLUTELY NOTHING TO A FEY ON EARTH.

     

    Unlike Humans, Fae DO NOT possess 'free will', they are in fact bound to the order of the Universe, an order that Humans have always been at odds with. It is the ability to fight against nature, to rule it, that has always fascinated and attracted the Fae. Fae tend to live day to day, rarely planning for the future, never worrying about the past. This is their basic nature. They can learn to be more Human but will never be Human. Frivolousness is the heartwood of a Fey but one would be cautioned to judge them by it. As vapid as they may seem, Fey are cunning, quick witted, and sometimes maliciously cruel creatures. Those of the old world respected them, and those of the new should learn from the past.

     

    METAHUMANS — THE LOSS OF HUMANITY

    It was five years after their transformation, five years after the Resonance, in 2015 that all Metahuman Fae began to lose all about them that was Human. Those Fae who were once Human naturally are different than those of pure blood who passed through the Veil. Most remember what is was to be Human, the 'Holy Grail' to all Fae. It is a trait that separates them from the 'true' Fae kind, but they are in fact true Fae. Not only do they inherit their physiology but their mindset as well. The 'genetic memory' will alter their perception and slowly eliminate their Human side. In time, a Metahuman Fae will completely lose their Humanity. Their memories of that time will fade, become like the dreams of someone else.

     

    GREATER & LESSER FAE

    Greater Fae have more human like forms. Some of them are considered the royalty and upper class of the Fae Kingdom, known as the Sidhe but in reality this is a self proclaimed title.

     

    GREATER FAE ARE NO STRONGER THAN THE LESSER, THE LESSER ARE NOT 'WEAKER'.

     

    Among Faerie-kind it was once desirable to be more human. The closer one appeared to resemble 'Inheritor's of the Earth' the more status one had. This is really not the case any more although many of the so-called Greater Fae still believe themselves superior. Sylph and Nymph would be Greater Fae, yet when it comes to guile and all around intelligence they are greatly surpassed by the likes of a Brownie or Leprechaun. Being GREATER is all about being more Human-like and nothing more.

     

    Lesser Fae are basically defined by their 'in-human appearance'. While they often can look like a human their true form is anything of the sort. They come in many forms, from the diminutive pixie to the Cu Sidhe, an enormous black hound and harbinger of death. Other lesser forms: Kelpie, Bean Sidhe (banshee), Puca, Leprechaun, Leanan Sidhe, etc.

     

    FAE TRAITS & ABILITIES

    Fae are passionate beings, often lacking the emotional fortitude possessed by Humans. Some are good, sometimes defined as 'Light' or 'Blessed' (Seelie) and some are evil, the 'Dark' or 'Unblessed' (Unseelie). There world is, however, not so black and white, especially now, but they do hail from a world of stark contrast and as such their abilities will tend to adhere to a theme of mischief, of benevolence, or pure malevolence. Goblins are not nice, their magic is sinister, while Pixies are purely mischievous and thus will lack any powerful offensive or defensive capabilities.

     

    THERE ARE A LOT OF FAE AND IT'S DIFFICULT TO GENERALIZE THEM. THE FOLLOWING ABILITIES ARE COMMON TO THE FAE RACE AS A WHOLE BUT IN NO WAY DO ALL FAE CONSISTENTLY POSSESS THESE TRAITS WITH THE EXCEPTION OF ONE — A WEAKNESS TO IRON.

     

    These abilities are a guide-line, but this is not to say at all that these traits should be ignored and replaced by whatever the writer desires. Potraying a Fae does not grant the license to create a completely alien race. The weakness to Iron is non-negotiable. All Fae are affected by it. We expect all Fae to possess some of these traits in some shape or form. We are more than aware that their may be some kinds of Fae that will deviate, there always are. If such is the case we urge you to remain true to their traditional abilities.

     

    Once more we have to mention that Faerie ARE NOT VERY POWERFUL. The powers they possessed on the other side of the Veil have considerably diminished. Earth DOES NOT possess the same degree of magic as exists beyond the Veil.

     

    IRON

    The use of iron turned the tides against the Fey world. They are only able to utilize the precious metals like silver, gold and platinum. Iron is their destroyer. It causes them serious damage, literally poisoning them and dampens their magic.

     

    While a Fey could actually touch and wield a sword of iron for them it's weight is three times as much and prolonged exposure weakens them. Being around too much iron actually makes them ill. It's smell is extremely pungent to them, causing headaches and leaving a bad taste in the mouth.

     

    Binding a Fey with iron surely prevents their escape.

     

    RESISTANCE TO COLD

    Faerie are physical beings born of the elements, thus they are not as susceptible to them. Commonly, the Fae are resistant to cold. While cold conditions may still be uncomfortable for them they will simply never freeze to death by natural elements. Extreme cold, the kind that surpasses 'arctic cold' is considered unnatural and will actually freeze them.

     

    LIGHTNESS

    Fey with their classic wispy wings are reliant upon this ability to fly, and those with wind control powers can use them to fly. A Sylph would be a prime example in this case.

     

    This has nothing to do with light and everything to do with weight. 'Some Fae, not all' will have the ability to make themselves weigh less, some (but not all) becoming so light that they can blow away upon a summer breeze. They can do this at will, but when they are light it is needless to say that they will lack a lot of power. Performing even the most basic of actions often requires some weight, thus while they are floating about they are capable of performing very few physical tasks.

     

    It is not strenuous for a Fae to maintain their lightness but it cannot be maintained indefinitely.

     

    HEALTH

    Fey simply don't typically get sick or diseased. The only time they will ever suffer ailments is through accidents, violence, magic, exposure to iron and infection by the super-viruses.

     They need to eat very little. The Fey are actually nourished through magic and nature, by sunlight and moonlight. Some, the darker of their kind are fed by more sinister means.

     

    ANIMAL EMPATHY

    Some Fey possess the power to read an animals emotions and communicate their own to them. This DOES NOT allow them to control animals, only make suggestions that their animal intelligence might be able to understand.

     

    FAERIE GLAMOR

    This is basic ILLUSIONS 101, nothing major. Some Fae are able to 'trick the mind', produce minor misperceptions to mask a small area the duration of which relies upon their presence and concentration. The success of such magic rely upon environmental conditions and willingness to believe — a poorly placed a illusion will create doubt and allow people to see through it.

     

    FAERIE MAGICK

    Like Magus, they can see mana. Their magick is dependent on their nature. Forest faerie will tend to wield spells affecting nature and the elements, while a Dark Fey may tap into more sinister incantations. We expect their abilities to coincide with their nature (nothing ever so far fetched as a Fae known to be of the element of water wielding fire and so on).

     

    FAERIE BLOOD

    HAS NO SPECIAL PROPERTIES! VAMPIRES DO NOT GET INTOXICATED FROM IT!

     

    The only odd thing about Faerie blood would be that their hemoglobin uses copper and not iron like Human-kind. If anything, because of this property, their blood would most likely possess a displeasing taste to 'blood sucking creatures'.

     

    THE SIDHE COURT

    The Sidhe Court was once a loose form of governance providing some order and direction to these inherently chaotic beings. But with the cross to Earth the Court has fallen apart, mere fragments existing and for the most part ignored by the very flighty nature it was meant to control.

     

    LIFESTYLE

    Fae have spread across the world. They live in the cities and the forests often times concealing what they are for fear that the VANGUARD may come crashing through their doors.

     

    The Fae have many enemies. THEY ARE NOT ADORED! The novelty of their presence has quickly worn off and many people simply find them annoying. Their constant mischief, lack of respect, disregard for laws and rules have made the Fae less than desired. Some take it upon themselves to exterminate them like any bug, but not all are so easily disposed of. Often times ARMA and Gnosis are called to mediate when Fae problems arise. Those who are fortunate enough to deal with them can count themselves blessed since judgement by their own kind is often swift, sure and heartless.

     

    "DARKNESS IS LIGHT AND LIGHT IS DARKNESS"

     

    The Fae understand (or more appropriately try to) that Dark is defined by Light and Light is defined by Dark, one cannot exist without the other. It is this dual nature of the Fae that makes them both like and unlike the Humans whom they modeled themselves after. No matter how moralistic or immoral they may be this balance always exists. It brings order to their kind even in the darkest times, and the lightest — how easily one can drown themselves in mirth as surely as fall into the depths of sin.

     

    THE COURT OF MIDNIGHT

     The Court of Midight was once where light and dark came together to discuss matters that will effect the whole of the Faerie World. It was always held at night and court was in session precisely at the stroke of midnight. But this court too is but shadows of itself on Earth. Those that seek the organization of the lost court tend to be part of Fanya Niasa - the Veil Alliance.

     

    FAE GATHERINGS (Neutral Ground)

    Many Fae have simply chosen their extreme side because they agree a little more with one than the other. Realistically both bear ideals that most can only dream to uphold, but it is their way. It is because that most Fae actually sit in the gray area that 'Fae Gatherings' are commonly held in mystical groves and underground caverns known only to them. These areas are not necessarily sacred, but consecrated for the time of the gathering. Over time, if they are constantly used, they will become true sacred areas (as seen below).

     

    These gatherings give old friends a chance to reconnect and beings who would otherwise be enemies a chance to meet on peaceful ground. Often, these gatherings are accompanied by market, banquet or both.

     

    'NOT A DROP OF BLOOD MAY BE MALICIOUSLY SPILT.'

    Once one drop of blood falls out of malice the spell is broken and the gathering is ended. All becomes dark and dull, the Fae are forced away from the 'designated area' (this is beyond their control). They will all be disperse, reappearing somewhere far away from the gathering spot.

     

    Fae Gatherings are not always about dance and mirth, they can also be quite dark and decadent. These are Fae in their truest forms, unpredictable, fiery and flippant. They love, they mock, they alienate, they accept. Fae in their element are at best contradictions onto themselves.

     

    SACRED GROUND

    There are also places on Earth that are eternally NEUTRAL. It is in these places that no Fae can spill the blood of the other. If violence arises between them in these 'SACRED PLACES' the violators will be cast out, teleported several miles away, perhaps even on the other side of the world.

     

    While sacred areas are rare, there are common places on Earth which are always sacred.

    Any bridge over flowing water is neutral. Fae CANNOT spill Fae blood on a bridge (and these do not have to be constructed, they can be natural bridges as well).

    Also, the area around any extremely old tree offers sanctuary. This is why many Fae gatherings are around old trees, they add to the magic.

     

    There are very few areas aside from bridges and old trees that are sacred. An example would be Trinity Market of Omenwich Square, no Fae can cause harm to another of their kind in this place. Any violence that may arise vanishes in the blink of an eye and the violator thereafter cannot return for several days.

     

    THESE AREAS ARE NOT COMMON. if you create one in-story, please let site administration know so that we can add it to our list of known areas. Also, if you have a good idea of an area in the world that should be sacred to Fae please let us know.

     

    KNOWN AREAS OF SACRED GROUND

    THE EASTERN AMERICAN ALLIANCE

    Trinity Market of Omenwich Square

     

    UNITED KINGDOM

    Stonehenge

     

    THE SEELIE COURT

    The Seelie Court (also known as the Summer Court), was a haven for the fae that sought to "try" and follow rules. We say 'TRY' because chaos is ingrained in a Fae's heart. Following rules is extremely difficult and very few of them are able to discipline themselves to behave like 'adults'. But as with the other courts of the Fae, the Seelie court is also a figment now of what it was on other worlds.

     

    LAWS OF THE SEELIE COURT

    Like many human courts, the Seelie Court had its own code of conduct, a code which all of the Seelie try to abide — HONOR, LOVE, BEAUTY, DEBT. The lost fae who once belonged to the Seelie court still hold to these ideals even though none are around to enforce them.

    • Honor: Always try to be honorable. Honor is an ideal which serves as a single source of glory for the Seelie; it is the only way to attain recognition. Often, however, the way in which a Seelie obtains 'honor' is not truly honorable by human standards. Their version of honor is somewhat skewed and child-like.
    • Love: For the Seelie, love is the perfect expression of the soul. It transcends all things. Romantic and platonic love is considered to be the highest and purest form of the expression but it is rarely attained by any Fae. They simply can't grasp the concept, though they keep on trying.
    • Beauty: Beauty was one of the first tenants of the Seelie Court. The Seelie were known to go to war to protect beauty, whether it was a beautiful person, place, or thing. A concept that is often confused with vanity which unfortunately for the Seelie and Fae are often viewed as one in the same.
    • Always Repay a Debt: The Seelie are bound to always repay a debt. A Seelie that does not repay their debt is said to be haunted by it, and guilt manifests itself physically and magically in a Fae. Many now stranded on Earth are haunted by the debts they incurred on a world they are no longer a part of and therefore can never repay. The consequences are up to the writer, but there SHOULD ALWAYS be consequences for breaking this rule. Consequences that should in NO WAY ever end up becoming an advantage to your character.

    A SEELIE CHAMBER OF PROTECTION IN THE EASTERN AMERICAN ALLIANCE

     

    DOMINION OF NEW YORK CHAMBERS

    •  Omenwich Square

    Located off of Broadway, Omenwich Square is a portal to the old world amidst the ever changing landscape of New York City. By day Omenwich is an extravagant detour for the wayward spirit. By night, Omenwich takes on an ambiance more associated with dark macabre of old London's Piccadilly Square during the time when Jack the Ripper stalked the foggy, shadowed streets.

     

    THE UNSEELIE COURT

    The Unseelie Court (also known as the Winter Court) or Unblessed Court leaned toward malevolence. SIMPLY PUT THESE ARE THE RULE BREAKERS. It contained the more malicious Faeries, and a number of monsters of horrible appearance. They tended to be creatures of the night and as such it is not uncommon for these Fae to despise 'light' and all it represents. Like all the other courts, this one too only has a ghost of a presence by the stragglers now stranded on earth.

     

    Darkness is often their shroud. What should come to mind when portraying an Unseelie is 'creepiness'. Unseelie are CREEEPY. Friendship is a difficult concept for them to grasp, one might just as soon add poison to their 'friend's' cup just to see what would happen.

     

    IDEALS OF THE UNSEELIE COURT

    Often called the ‘Unblessed Ones,’ the Unseelie are a black cloud upon a fell wind descending upon man-kind. Though not all may be evil, they are generally far from kind, all sharing in the desire to promote chaos and suffering. The Unseelie DO NOT care for Humans, to see them grovel before their greatness is sometimes all that drives them. Others may be less full of hate but no more kind to the 'Inheritors of the Earth'.

     

    COMMANDS OF THE UNSEELIE COURT

    Like the Seelie court remnants, the lost of the Unseelie now stranded on earth often hold to their old code of conduct: CHAOS, DECEPTION, SELF, PASSION.

    • Chaos: The Unseelie firmly believe that security is an illusion. They considered chaos to be the ruling force in the universe, and accepted that they had to adapt and change to survive.
    • Deception: Both the Seelie and Unseelie possess the power of glamor but the two Courts have differing opinions over its use. While Seelie believe in using the power responsibly the Unseelie feel it a sin not to use it to it's greatest potential which is to deceive and cheat.
    • Self: The Unseelie place no stock in the ideals of honor. They pursue their own self-interests vigorously and feel as if truth could only be reached through a devotion to self, not a devotion to others.
    • Passion: Passion is considered to be the truest state of being. Unseelie act without thought following pure instinct and passion.

    TO BE CLEAR - THERE ARE NO KINGS OR QUEENS OF ANY COURT, THERE ARE NO STRUCTURED NOBLES NOR COMMONERS. LIKE THE ELVES THEY ARE LOST TRAVELLERS ON A NEW WORLD TRYING TO MAKE THEIR OWN WAY, SOME EMBRACING THE NEW WHILE OTHERS HOLD FAST TO THE OLD WAYS.

     

    FAE RACES

    ______________________________________________

    Members are more than welcome to develop their own Fey races but they should be partially based on actual lore, not completely made up. We would like to maintain some continuity.

    ______________________________________________

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    gallery_1151_21_15945.pngKyūbiko (Kyūbi no Kitsune — Fox Faerie)


    Kitsune is the Japanese word for fox. In Chinese, Vietnamese, Indian and Japanese cultures the fox is prominent in their folklore, being associated with spirits with the ability to assume human form. It is through this power to take on the likeness of a man or woman that they are portrayed in stories as guardians, friends, tricksters, lovers.

    Context affects the interpretation of the word ‘fox’ but for the sake of simplicity we will use the term Kyūbiko to define a ‘nine tailed fox spirit’. They are also in the world of the Resonance not ‘spirits’ but ‘faerie’. The traditional myth will take a tangent in our setting and we will NOT accept any deviating depictions from what is defined in this article. No other forms of ‘supernatural foxes’ will exist apart from our version of the Kyūbiko.


    HUMAN FORM

    The Kyūbiko’s foremost ability is it’s power to transform into a human. This form is ALWAYS of the same person (a very attractive person). The ‘nine-tailed fox’ DOES NOT switch genders. It is either male or female and will ALWAYS be of Japanese heritage but this is not to say the character can be seven generations removed from the Japanese blood line and look like Heidi Klum. The human persona of your character will not only half to look like one of the listed nationalities but will be of a traditional upbringing. There are five nationalities that can be a Kyūbiko — Japanese, Chinese (Jiǔwěihú), Vietnamese, Korean (Gumiho) and Indian (India). The names change, but they are all the same kind of ‘nine-tailed fox’ faerie.

    Above all, the Kyūbiko in it’s Human form will have NO foxy traits. No fox ears popping out the top of their head like a play-boy bunny. NO TAILS! No whiskers. Period. This is not a race to be immaturely adored. The Human will bear nothing of the fox except for the eyes. When the Kyūbiko utilizes it’s abilities when in Human form it’s eyes temporarily change to that of it’s natural fox form.

    The only other fox trait that is allowed in their Human form is their claws. While they have completely normal looking finger nails the Kyūbiko has the ability to magically elongate them and file them into sharp points. They become harder and more durable able to dig into wood and support their full body weight.

    The ‘Kyūbi no Kitsune’ can maintain it’s Human form for up to six hours plus one extra hour per extra tail (more than one). Two tails (+1) = 7 hours, Three tails (+2) = 8 hours, up to maximum of 14 hours with nine tails. The transformation is near instantaneous, restricted only by bonds of iron, and there is no limit to how many times the creature can flip back and forth. Also, as the transformation is magical, their clothing (but no other items) changes with them. This has nothing to do with their physical make-up and everything to do with the idea that clothes can be compared to an animals fur.

    • When a Kyūbiko loses consciousness or falls asleep they change back to a fox.
    • In their human form the Kyūbiko DOES NOT have access to the powers of their tails.
    • The Kyūbiko does not inherit Human senses, they retain those of their true form. They are a fox and so see, smell and hear like one.

    Their physical form as Human is not any stronger but they are quicker. Naturally they may be stronger than your average human due to their sheer athleticism but what’s truly different about them is their speed and grace. The Kyūbiko-human can move twice as fast as a trained athlete. This is not due solely to their physiology but is a magical trait enabling them to bend certain physical laws like inertia and gravity. This enhanced agility makes them formidable fighters if they are so inclined to study a form of combat. Not all of them are so quick to pick up a sword or use a gun.

    FOX FORM

    The true form of a Kyūbiko is that of a typical fox — red, brown, black, grey, silver or white. The tip of the tail is always white, the tips of their ears and feet are always black. They have retractable claws like a cat as well as vertical pupils able to see well in dim light.

    What makes them stand out from a typical ‘fox’ are their multiple tails.

    A fox has dichromatic vision, that is they see two colours which are green and blue (you can learn more about the way a fox sees here). Lacking a human’s chromatic field they rely heavily on movement, sound and smell to locate prey and predators. The hearing of a fox is extremely acute. They are able to pinpoint noises at ranges of up to 160 feet and perceive up to 65,000 Hz of sound. This allows them to identify sounds (clearly deciphering conversation) through typically constructed walls.

    ABILITIES

    FLIGHT
    The Kyūbiko can fly. It is a form of ‘Faerie Flight’ by which the creature becomes ‘light’ and can generate a mystical force to propel it’s body into the air and glide for extended periods of time. It is able to hover and push itself off objects or slowly glide through the air via an unseen force. Changing direction, however, without the use of stationary objects to push off of is not as agile as say a bird. A Kyūbiko in the air would be similar to a ‘flying squirrel’ except with the ability to slow down, hover and dramatically change course.

    The ‘force’ does, however, displaces the air, thus generating air currents. Upon this force the Kyūbiko can move at a top speed of 40 MPH but can move quicker by pushing off of objects. Also, it goes without saying, that high winds will push the Kyūbiko along as well. The maximum altitude achievable is one hundred feet. Higher if say the creature ascended into the air from a mountain top. This ability can be used at will, for extended periods of time, but not indefinitely. Realistically maintaining flight in windy conditions or pushing one’s limits are going to put a strain on the creature.

    The ability is more attuned to the Kyūbiko’s natural fox form. While they can utilize it in their ‘human form’ they cannot fly beyond a height of fifty feet and their to speed is reduced to 30 MPH.

    *Be aware that during flight, the Kyūbiko’s body weights very little. When attacking, in order to generate any significant amount of force they have to ‘shut off’ their flight (lightness) and return to their normal weight.

    ILLUSION
    The Kyūbiko is creature of stealth. Aside from being able to move extremely quietly it can blend into it’s environment much like a chameleon. This ability can only be used in their ‘fox form’ and allows them (while remaining stationary or moving extremely slow) to take on the colours of it’s surrounding environment. It can maintain this camouflage for extended periods of time.

    They can also mimic sounds and produce them at will, conjuring sounds as far as fifty feet away.

    MANA PERCEPTION
    These creatures possess ‘Mana Sight’. Aside from being able to perceive the Faerie Realm the Kyūbiko can also see mana. They are able to see the faint wisps and tracings of magic and can use it to track and even gauge the strength of the source. Of course, not only can they see magic but the Kyūbiko can also smell and hear it. The sound of mana is much more slight but the smell is just as noticeable as it’s appearance. The Kyūbiko will often smell magic before it see’s it.

    CHARM
    These creatures are very ‘charming’. They have a magical ability to influence, entice and beguile. Interaction is of course required and not all individuals will be affected.

    NATURE
    Like most Faerie the Kyūbiko is ageless. They do not succumb to the ravages of time, never changing in body and in mind. While they may live on and on, the faerie do not necessarily gain so much wisdom, not in comparison to Humans who in their comparatively short span of time can attain an incredible amount knowledge. The Kyūbiko is simply content with ‘being’ doesn’t really aspire to achieve lofty goals. What they desire the most is the best of both worlds — to live as a human and be free as a fox. The two do not often meet. The animalistic nature of the ‘fox’ is not meant to be constrained by human society but neither can the intelligent passions within it be satisfied by a solitary existence within a forest. They ever struggle to appease both sides. It is because of this dual nature that the Kyūbiko’s behavior can be very unpredictable and inconsistent. It is very difficult for them to find something they truly care about and so when they do, they will defend it, maybe even to the death.

    Meta-humans, that is to say, Humans who have become a Kyūbiko due to the Resonance is entirely another matter. They are not a Veil Crosser, they were once Human and so they are in fact a person learning to live as a fox. The themes are similar but backwards. They are a Human who has become a Fox that can become Human. Genetic memory will naturally kick in and they quickly lose their Humanity, but by comparison to a Veil Crosser THEY WILL ALWAYS POSSESS MORE UNDERSTANDING OF WHAT IT MEANS TO BE HUMAN.

    The Kyūbiko is a solitary creature. While they may seek the company of Humans, they SHUN the company of other foxes and their own kind. Never will two fox-faerie inhabit the same territory nor collaborate. When they encounter another of their kind the Kyūbiko's first instinct is to fight or flee.

    NINE-TAILS

    Over time they can develop up to nine tails. They start their life with two. It is the emergence of a second tail in an otherwise normal fox that is the birth of a Kyūbiko. The tails do not so much represent the ‘age’ of one of these creatures but the amount that they have ‘learned’. As already stated, the Kyūbiko does not develop wisdom over time as a human might, but it is through their time as a ‘human’ that certain insights may in fact clear their eyes to the world around them. Their life is a chaotic cycle but when they do develop these rare insights, the ‘wisdom’ they gain may produce another tail. Thus, a Kyūbiko with nine-tails is wise indeed.

    In our setting a Kyūbiko character can possess no more than six tails. We might encourage that they start of with two to three and earn the rest of their tails through story but realistically for the lengthy life span of these creatures it would probably never earn more than one tail in a year, let alone two or even three.

    THE SIXTH TAIL IS ONLY ATTAINABLE TO A CHARACTER THAT HAS BEEN ACTIVE OVER A YEAR IN OUR SETTING.

    META-TAILS

    A Meta-human Kyūbiko who has come into being at the time of RESONANCE may not be as old as a Veil Crosser (not even close) but their ‘humanity’ balances them. They also will most likely be the incarnation of a Kyūbiko spirit from the past, possessing knowledge beyond their years, although it will not be accessible with clarity, more like dreams.

    A Meta-human 'fox-faerie' will take time to mature and over the course of those years they can develop one tail a year. It's kind of like 'back-pay'. They've actually 'earned' the tails, it just takes some time for them to materialize. Thus, a Kyūbiko created at the time of the RESONANCE will be able to develop (at the most) one tail per year. This means that your META-HUMAN FOX-FAE WILL COME INTO EXISTENCE AT THE TIME OF THE RESONANCE. They can produce one tail a year, max, but those tails can also be produced over two, three or more years, it's up to you.

    THE SAME RULE APPLIES TO A METAHUMAN — THE SIXTH TAIL IS ONLY ATTAINABLE TO A CHARACTER THAT HAS BEEN ACTIVE FOR OVER A YEAR IN OUR SETTING.

    The powers of the tails vary in accordance with the following categories: elemental, enchantment, illusion, mysticism, and sorcery. The first five tails will have one power from each category, the final sixth tail (or three tails after for NPC’s) are randomly drawn from the categories with no repeats. For example, there can never be more than two ‘elemental’ tails. (The details of desired abilities need to be developed in accordance with the above categories).

    LOSS OF TAILS (The endangered Kyūbiko)

    • Remove the tail of a Kyūbiko and you take away the power associated with it. The tail can grow back but only after several years.
    • Take all tails of Kyūbiko save one, and it becomes a regular fox.
    • Take all the tails and the Kyūbiko dies.

    To use a Kyūbiko tail is no small matter. There are very few who can employ the magic and these individuals pay handsomely for it. There is even the believe that ingesting a Kyūbiko tail can give a person it's powers but this is sheer non-sense. Still, there are those powerful individuals who cannot be convinced otherwise. Many of these creatures have been killed and the tails turned into nothing but mementos to gather dust, or used to remove it.

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    gallery_1151_21_36746.pngEncantado

    The Encantado are Faeirie from South American folklore; two distinct species of aquatic humanoid beings derived from two common creatures of their waters, the Boto Dolphin and Coral Snake. Before the first Resonance, the Encantado interacted with humans frequently. They commonly befriended those who had mastered the art of fishing and hunting, exchanging favors in the form of weather manipulation for freedom from being hunted and eaten or killed. At gatherings among the local tribes they would sing and make music with whatever instruments existed in the area, and would occasionally bring their own--variants of harps and stringed instruments. The music they made was woven with a series of spells designed to create attraction. That art was not lost through time, and is, in the present day, a primary magic of the race. After a few hours of existing at these social gatherings and experiencing the tensions and clashes inherent in human society, but so absent from their own, they would flee to the rivers and ponds, more often than not, bringing willing and unwilling but seduced humans with them as they created what amount to portals through the water to their home of Encante.

    Ages ago as magic faded from the world they slowly lost their ability to interact with the mortal world and so they faded. The Encantado like all others of their kind passed beyond the Veil, into obscurity, becoming the stuff of fire side tales. Encante became an island-world onto itself, isolated and left to evolve. Those who ventured outside the boundaries of Encante flocked to the regions with the most conflict — feeding off of it in a sense. Some, who were particularly lustful for conflict, sold themselves as mercenaries, while others, content with simply interaction, became impartial observers, making their way through both camps of the conflict, and entertaining/seducing individuals on both sides.

    Encantado technology never truly developed beyond primitive terms, but their connection to nature left them uniquely positioned to grow homes and develop more and more potent methods of dispensing their toxins and potions as necessary. They live a life at one with their environment not unlike the native Indians of the South American Rain Forest.


    ORIGIN
    There are no Encantado METAHUMANS they are only VEIL-CROSSERS.

    THE RESONANCE
    At the onset of Earth's 2010th year A.D. the Encantado were once again thrown into turmoil. The worlds merged and much of their population were drawn back into a world they had almost forgotten, the world of Earth. Those individuals trapped on Earth, taken from their home were forced to rediscover the world of their ancestors. Fortunately a part of Encante passed through the Veil and returned to where it once existed upon Earth, in South America. None who remembered the old ways remained, even the most venerable had little experience to offer. They had to adapt to a modern world embracing it's familiarities, struggling to understand a new Human world thrust into chaos.

    BIOLOGY
    The Encantado share the same physiological diversity as Humans. Stature and appearances vary and the attributes are basically on par with Humans although on average they may display a higher aptitude for athleticism but this may more cultural than biological.

    They are extremely long lived but they do die. They do not grow old as Humans but do in time become 'older', more in mind than in body. They usually live for close to 600 years but even if a character is near this old they do cannot recall more than a 100 years of knowledge anyway, and for a Fae that just might put them on par with older Human.

    There are two distinct kinds which are regarded as two separate species but in reality despite their differences interact amongst one another as one race. Offspring of a combined coupling will produce either one or the other, there are no mixed breeds among them. An Encantado possesses the nature of a Coral Snake or Boto Dolphin.

    Their true appearances, however, have been sealed away behind their Human guise (which is always beautiful). A gift and also a curse bestowed on them from the Resonance. Encantado will appear to look Human of South American descent BUT there true form is ever sneaking out, an effect that is often beyond their control, especially when in water.

    CORAL SNAKE KYNDE
    This is the South American Aquatic Version of the Coral Snake which has a flattened tail allowing it effectively swim through water — Their true form appears to be a Human with skin like a Coral Snake. Degrees of opacity vary but all possess serpent eyes. Their hair is either black, red or yellow or a combination of the colours. In water their hands and feet quickly grow webbing between the digits, which once dry will quickly slough off.

    BOTO DOLPHIN KYNDE
    These are river dolphin native to the Amazon and Orinoco tributaries. They are considered a primitive dolphin distinguished by their distinct elongated snouts —Their true form is Human like, their smooth shimmering skin grey-blue or pink like the Boto. Their eyes have the likeness of a Dolphins and they have no hair on their head, only able to grow it at the base of their skull and so many grow long strands of fine white hair flowing down their backs. Their ears tight to their heads, more attached than a humans.

    RACIAL TRAITS / ABILITIES
    TRANSFORMATION
    The Encantado are trapped in their Human forms. When they are playing music or using their abilities they tend to change to their true form. When they are submerged in water (not drenched in rain) for over five minutes they change into their true form and will remain so until they are out of the water for five minutes, but they do have the ability to maintain their Human form or disguise for up to ten minutes a day while in water.

    They can also transform into their animal type. They are completely indistinguishable from an actual Coral Snake or Boto Dolphin. The transformation requires water and takes approximately five minutes to complete. They can maintain the form for as long as they wish but can only transform to their animal form and back again once a day.

    * This is a biological transformation that does not include clothing and other items.

    TRUE FORM
    The Coral Snake variety are amphibious, able to breath both water and air. The Boto can hold their breath as long as 30 minutes (20 minutes performing strenuous activities). They see perfectly under water and naturally will not suffer over-exposure.

    MUSICAL
    All Encantado are musically gifted. They have talent for reading music and are amazing singers, the Dolphins more so than the Snakes. They all learn how to play multiple instruments and can learn new instruments in the fraction of a time it would take a Human to pick up another.

    TOXINS
    All Encantado are capable of using toxins--whether they be airborne, injected, or diffused through the skin. Those toxins can range from neuro-inhibitors to fatal bloodborn pathogens to toxins that distort reality.

    The Snake-Encantado have fangs (elongated incisors) which they can use to disperse their toxins, as well as through the skin contact which is the only way the Dolphin-Encantado may disperse their toxins.

    CAMOUFLAGE
    All Encantado, as variants of faeries, have a "glamour". Their particular form of this ability allows them to change the colour of their skin and clothing to blend into their environment. They can do this at will.

    LANGUAGE
    The Encantado have their own language which is based upon blends of archaic mayan.

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