Now we get to the Sidhe the heart of what makes Faerie, Faerie along with with some notes on a few important Sidhe.
Sidhe
The Sidhe appear very similar to elves, however they are faeries and not one of the Children Races of Elves and Men. The Sidhe born of positive emotions (love, charity, etc.) are considered to be part of the Seelie Court and are ruled by the King and Queen of Summer. The Sidhe born of negative emotions (hate, greed, anger, etc.) are considered part of the Unseelie Court and are ruled by the King and Queen of Winter. It is a mistake to consider the Seelie as good and the Unseelie as evil. Their motivation is to recreate the emotions that gave them birth regardless of the desire and needs of those they interact.
Sidhe, Lesser, AC 7[12]; HD 5; HP 20; ATK 1; HTB +5 DMG 1d6 (shortsword), MV 120’; Save 12; Special: Magical Immunity, Innate Magic, Gift of the Muses; Harvest: 1 viz (faerie essence); CL/XP 6/400;
Magical Immunity: Spellcasters need to roll an 11 or better on 1d20 to affect them with a spell.
Innate Magic: Lesser Sidhe can cast Phantasmal Force at will.
Gift of the Muses: A Lesser Sidhe can bestow a +2 ability bonus for 1d6 months to create an artistic or literary work. However while under the influence of the gift, the target will age 1 year per month and will be obsessed with completion of his work. The immortal elves are not affected by the aging but have to make a saving throw with a +2 bonus or retire to the realm of Silvanus for 1d6 months to recuperate from its effect. The target can opt to refuse the gift allowing him to make a saving throw to avoid the effect.
These Sidhe appear as elves in rustic clothing. Lesser Sidhe focus on inspiring artists and writers as a means of acquiring novel stories in order to rise in the hierarchy of the Sidhe.
Sidhe, Greater, AC 3[16]; HD 10; HP 45; ATK 1; HTB +10 DMG 1d8 (rapier), MV 120’; Save 5; Special: Magical Immunity, Innate Magic, Gift of the Muses, Spell Casting; Harvest: 3 viz (faerie essence); CL/XP 12/2,000;
Magical Immunity: Spellcasters need to roll a 16 or better on 1d20 to affect them with a spell. They immune to the effects of any mind control spells like Charm Person or Suggestion.
Innate Magic: Greater Sidhe can cast Phantasmal Force at will. They can turn Invisible and cast Dimension Door at will. And use Polymorph at will to change their appearance. Once a day they can cast Suggestion.
Gift of the Muses: A Greater Sidhe can bestow a +4 ability bonus for 1d6 months to create an artistic or literary work. However while under the influence of the gift, the target will age 1 year per month and will be obsessed with completion of his work. The immortal elves are not affected by the aging but have to make a saving throw with a +2 bonus or retire to the realm of Silvanus for 1d6 months to recuperate from its effect. The target can opt to refuse the gift allowing him to make a saving throw to avoid the effect.
Spellcasting: Greater Sidhe can cast 4 1st level spells, 3 2nd level spells, 2 3rd level spells, and 1 4th spell as a 10th level magic user.
Typical Spell List
Magic-User spells (cast at 10th level)
1st Level: Charm Person x2, Detect Magic, Sleep
2nd Level: Darkness, Detect Thoughts, Mirror Image
3rd Level: Lightning Bolt, Dispel Magic
4th Level: Hallucinatory Terrain
These Sidhe appear as elves in extraordinary fine clothing or armor. Greater Sidhe are the chief servants of the Sidhe Lords and serve as heralds, and their champions. In exchange for their service the Sidhe Lord grant a Greater Sidhe the right to enact their stories in a small region or focused on a small group of mortal. This grant is known as the Concession, Arcane. If focused on a region there is a spot where a hidden treasure of ancient wealth is buried. If focused on a group, the individuals will be marked in some manner typically with a minor birthmark.
Ariel
Ariel’s main interest is elevating scholars and magic-users to the height of their professions. To this end s/he will act as a willing servant aiding his/her master with various task and with information. To some Ariel appears as a female elf, and others as a male elf. The chosen form depends on whatever to be whatever will inspire or aid his/her target the most.
Herne the Hunter
Herne appears as an elf wearing hunter’s garb made of head and wearing an antlered stag headdress. He works towards inspiring mortals to help the helpless and fight injustice. He often acts by teaching his targets how to survive in the forest and use it to their advantage in their fight. He is noted for his rivalry with the Erl-king and to his irritation is often mistaken for the Winter King.
Puck
Puck interest lies mostly in getting his chosen targets to reenact stories of love. He delights in creating romantic situation with complications. One of his favorite tools is a potion conocted from a flower known as heartease. When applied to the eyelids of a sleeping individual, they will fall madly in love with the first person or animal they see when awakened. (Saving throw applies). Puck appearance is little different from his days as a lesser Sidhe; he appears as an older adolescent dressed in forest clothes.
Umberiel
One of Mab’s favorites in the Court of Winter, Umberiel feeds off of stories involving sorrow, loss, and tragedy. He will rarely take any direct action himself. Instead he will plant items drawn from his Bag of Sighs, Sobs, and Sorrow to manipulate mortals into playing out his collection of stories. While his appearance is definitely elven, he is shorter and more gnome-like than his fellow Sidhe. He also sports a sparse beard.
Sidhe, Lord, AC -1[20]; HD 16; HP 56; ATK 1; HTB +16 DMG 2d6 (weapon), MV 180’; Save 3; Special: Magical Immunity, Innate Magic, Gift of the Muses, Spell Casting; Harvest: Viz 7 (faerie essence); CL/XP 18/3,900;
Magical Immunity: Spellcasters need to roll a 16 or better on 1d20 to affect them with a spell. They immune to the effects of any mind control spells like Charm Person or Suggestion.
Innate Magic: Sidhe Lords can cast Phantasmal Force and Hallucinatory Terrain at will. They can turn Invisible and cast Teleport at will. And use Polymorph at will to change their appearance. They can cast Suggestion at will.
Gift of the Muses: A Sidhe Lord can bestow a +4 ability bonus for 1d6 years to create an artistic or literary work. However while under the influence of the gift, the target will age 1 year per three months and will be obsessed with completion of his work. The immortal elves are not affected by the aging but have to make a saving throw or retire to the realm of Silvanus for 1d6 years to recuperate from its effect. The target can opt to refuse the gift allowing him to make a saving throw to avoid the effect.
Spellcasting: They can cast 5 spells each from 1st level to 6th level, 2 7th level spells, and 1 8th spell as a 16th level magic user.
Typical Spell List
Magic-User spells (cast at 16th level)
1st Level: Charm Person x3, Detect Magic, Sleep
2nd Level: Darkness, Detect Thoughts, Mirror Image
3rd Level: Lightning Bolt, Dispel Magic x2, Fly, Protection from Missiles
4th Level: Charm Monster, Confusion x2, Polymorph Other, Fear
5th Level: Conjure Elemental, Feeblemind x2, Passwall, Telekinesis
6th Level: Control Weather, Geas, Project Image x2, Reincarnation
7th Level: Limited Wish, Power Word Stun
8th Level: Mass Charm
The Erl-King
The Erl-King is the ruler of the Winter Court. He appears as a giant of man dress in hunter’s grab made from the hides of his kills. His face is shrouded by the antlered stage headdress he wears. The only thing that can be seen are his red burning eyes. His stories are as merciless as a hunting wolf pack and as cold as a winter storm. He has used his mastery of stories about cruelty, terror, and unforgiving nature to become the King of Winter. It is said he is a lover of the blood goddess Kalis and sometimes asked to be the Master of the Wild Hunt when one of her vampires are not available.
Mab, the Queen of Air and Darkness
Mab has long ago mastered stories of all the great vices; Greed, Envy, Avarice, Gluttony, Lust, Wrath, and Sloth. But what made her the Queen of Winter, the Queen of Air and Darkness, is her ability to manipulate her target into not caring about the consequences of their actions. Some say she literally is able to freeze a person’s heart into ice, free of all concerns about what they do or not do. She appears as an unearthly beautiful elven maiden wearing a gown tinted with various shades of white and blue, reminiscent of the shades of ice.
Oberon
The Summer King, Oberon has mastered stories about the great virtues of Charity, Love, Diligence, Patience, Kindness, Humility, and Temperance. He only takes a personal hand in those stories involving epic danger to its participants. The rest he doles out to his followers. As a consequence his attention is not always welcomed by mortals. His natural form is a dwarf with the features of a kingly elf lord. He is typically dressed in clothing of a fine make colored in earth tones. Titania is the great love of his life and he is sometime intensely jealous when she show any favor to other males.
Titania
Titania is the Queen of Summer, and like Oberon, she has mastered all the stories of the great virtues. She prefers to take a personal hand in those stories involving a great romance among its participants. Manipulating the situation so that not only love is fulfilled but exemplifies the desired virtue. Her natural form is of a beautiful elf maiden with fiery red hair wearing in a iridescent white dress.
1 comment:
Very nice! I will be using this
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