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Fae

From Beyond the Veil

Other Names

Other Names
Variant Name Region Nature Origin
[Insert Variant] [Insert Name] Insert Nation (or Universal) Is it a derogatory term, the race’s ‘True Name’ (aka the name they call themselves) or a common name? Discuss where it potentially spawned from! Feel free to say ‘Unknown.’=

Classification

Fidahnsíolh

Fae, Humanoid or Non-Humanoid, Extremely Rare

Fidahnnóir

Fae, Humanoid or Non-Humanoid, Uncommon

Drassidhe

Fae, Humanoid or Non-Humanoid, Uncommon

Seilsidhe

Fae, Humanoid or Non-Humanoid, Common

Dí-Fidahnsíolh

Fae, Humanoid or Non-Humanoid, Extremely Rare

Dí-Fidahnnóir

Fae, Humanoid or Non-Humanoid, Rare

Dí-Drassidhe

Fae, Humanoid or Non-Humanoid, Rare

Dí-Seilsidhe

Fae, Humanoid or Non-Humanoid, Uncommon

Average Threat Level

Lifespan

Lifestages

(Feel free to remove if it is inapplicable.)

Body Variations

Auf

Otherwise known as Wildkin, Auf possess a considerable portion of Fae blood, traditionally being anywhere from half to a sixteenth Fae. Auf come in a wide array of forms, but oftentimes resemble their Fae relative, often taking on animalistic, floric, elemental, or mycelial traits in addition to the traits of their non-Fae parent, depending on what type of Fae they hail from. They oftentimes share many other minor properties with their Faerie relative— they often have slightly longer front limbs; claws; fangs; sharp features; pure coloured, glowing eyes without a white sclera or visible pupil; and are distinctly tall, with slightly sinewy builds. Auf traditionally have remarkably potent Natura Animi for even a hybrid species and are surprisingly slightly more physically capable than their brethren in many cases due to their overflowing life essence— especially if Auf serve the wilds like their Fae ancestors. Auf also traditionally have lesser aspects of their ancestor's magic, such as a Lasaíanh-related Auf having the ability to use Vulca and a Fai Draig-related Auf have the ability to utilise Somnium. Should an Auf serve their parent's domain, their lifespan is generally extended, with Drassidhe Auf oftentimes being biologically immortal outright and Seilsidhe Auf having an extended lifespan so long as the domain remains intact. If an Auf, however, abandons their duty or should their domain reject them for their actions, they become truly mortal and can die of old age or disease.

Fyíanh

Fyíanh, otherwise known as Nymphs, are the most humanoid of the Aes Sídhe and are said to have been made in the image of various nature Gods. Fyíanh are notably widespread, hailing from a wide array of regions, each featuring distinct capabilities as a whole. Although Nymphs are widely considered beautiful and are rather Human-like, they have rather distinctive features that set them apart from other humanoids. Fyíanh, like all other Fae, have rather sharp and angular features; slightly longer upper limbs; claws; fangs; pure coloured, glowing eyes without a white sclera or visible pupil; and are distinctly tall, with rather sinewy and lean builds that cause their musculature, tendons, and ligaments to be very noticeable. Many Fyíanh also have small, bestial traits or animalistic features akin to creatures native to their ecosystem, but this is rare and usually the result of mixed Fae parentage. Although mythos state that Fyíanh are the manifestations or reincarnations of those who were lost in the wilderness, Fyíanh usually spawn naturally from their domain, although, due to their general abundance, Fyíanh are one of the more common forms of Fae and thus are rather likely have parents in comparison to many of their brethren. They are innately peaceful and playful by nature, preferring to tend and maintain their natural habitats with care. They oftentimes make efforts to speak first, rather than immediately turn to aggression in defense of their homes, however, many Fyíanh are not hesitant to become aggressive if need be. Fyíanh are oftentimes believed by many to be capable of granting their partners immortality, although whether or not it is true has widely been disputed by scholars. Fyíanh are believed to be the ancestors of the Elven people and some even believe Magus Humans to have Fyíanh blood. The bulk of Fyíanh are feminine in nature, however, Fyíanh can appear in either gender, with males seeming to be a rarity as a whole.

Coillíanh

One of the most abundant forms of Fyíanh, Coillíanh, otherwise known as Forest Nymphs or Alseides, are native predominantly to forested regions throughout Asla'nir. As a result, Coillíanh are found almost universally within Asla'nir with the exception of Tir'anor and hail from a wide array of environments— rainforests, deciduous forests, taiga, and even some marshes are called home by the Coillíanh. Their skin tone oftentimes matches the wood of the tree they spawn from, with significant portions of their body being plantoid and their claws being composed of an amber-like substance. Alongside this variety in ecosystem, the bulk of Drassidhe Nymphs are Coillíanh, however, resulting in their magic and appearance varying wildly even within the subvariant. Coillíanh are particularly masterful at Foetus, however, their home climate oftentimes determines their other magics. Rainforest Coillíanh are capable users of Tempestas who can summon small rainstorms to maintain their ecosystems or thick fogs— some even lace this rain or fog with acidity or toxins through Foetus, using it to scare away would be loggers or foes at the cost of damaging their ecosystem temporarily. Those who hail from marshes similarly use Tempestas to produce thick fogs, however, they often pair this with a minor talent in Umbra et Lux, which they use to produce illusions to lure away enemies or to conceal their location. Coillíanh of temperate forests oftentimes have a passive regenerative factor that they can 'gift' their allies with to regrow portions of their body through Natura Animi, whereas particularly cold forest spawn Coillíanh capable of Glacies magic, although they are mostly known for their ability to produce small blizzards.  

Abhaíanh

Found within almost all bodies of water within Asla'nir, Abhaíanh hail from the seas and the lakes, rivers, marshes, springs, and ponds of almost every continent. Beyond their innate ability to breathe underwater and various adaptations for it, Abhaíanh are noted for their ability to merge with water at will in a defense mechanism, much like Lasaíanh can merge into magma. Abhaíanh have adaptations that allow them to thrive within their ecosystems— they may have webbed digits; gills; and may have almost entirely smooth, hairless bodies with the exception of their head, although their hair is oftentimes known to be water-like or akin to kelps or seagrasses. Many, however, also resemble portions of their ecosystem in other ways— for instance, Abhaíanh who hail from coral reefs oftentimes have bodies partially composed of coral. Additionally, Abhaíanh oftentimes have electroreception and echolocation, with the latter being the result of Sonus magics that Abhaíanh have a very minor talent for. Abhaíanh, as one might expect, are innately talented users of Unda, however, those of hotter climates often know Tempestas and those of cooler climates frequently use Glacies. Abhaíanh have a natural affinity with aquatic lifeforms, with it being reflected within their magic— a Abhaíanh who is skilled at shapeshifting may take the form of the fish, marine mammals, or amphibians of the pond they call home and Abhaíanh can regrow coral reefs with as much skill as a Coillíanh has at regrowing their forests.  

Beinníanh

Spawning from valleys, mountains, hills, deserts, and caverns, most Beinníanh are found in hostile, predominantly tree-less regions that are composed of rocky crags, mesas, and cliffs. Beinníanh, otherwise known as Mountain Nymphs, Oreads, Auloniads, or Earth Nymphs, stem from large swaths of a domain and as such, as rare as they are, Beinníanh persist beyond many other Fyíanh, so long as there is no widespread destruction to a region. With patches of earthen, rocky, or scaled skin and stone talons, Beinníanh resemble their ecosystems in a very literal sense. Across their soil covered bodies, patches of tiny plants, mosses, and lichens cover their forms. Beinníanh are naturally more durable due to many possessing bodies partially composed of stone and many are slightly stronger than most other Fyíanh variants, however, most are still rather passive, preferring to avoid conflict. Beinníanh have a natural talent for Terra magic, manipulating earth with relative ease, and can carve, mold, repair the earth within their native ecosystem— some, even, can accelerate the natural regrowth of ores through the usage of Mercurius. Those who hail from more extreme climates have unique magics as well— Desert Beinníanh, in particular, are capable of producing sandstorms, whereas Tundra Beinníanh hurl permafrosted earth at their foes.

Lasaíanh

Hailing from particularly volcanic regions and volcanic vents, Lasaíanh, otherwise known as Volcanic Nymphs, have a natural attunement with volcanoes. Lasaíanh oftentimes have patches, if not entire portions of their body covered in obsidian; volcanic rock-like bones, nails, and teeth; magmatic hair and internal viscera; and portions of their body that feature cracks of magma coursing through them— despite this, some may have small lichens creeping across their particularly rocky skin, or, should they not be entirely magmatic, may have portions of their body that resemble a more typical Fae. Due to their domain being a volcano, Lasaíanh are traditionally rather long-lived, as, whereas most Fae have domains that are oftentimes at risk of being destroyed, Lasaíanh's domains are generally well intact. It is their sworn duty to maintain these volcanoes alongside the native Primordials that reside there and to ensure that the local ecosystems still thrive in the aftermath of its eruptions, regrowing and restoring portions of local forests and ecosystems that burn through the usage of Natura Animi. When their volcanoes go dormant, however, Lasaíanh go into a deep slumber and hibernate beneath the earth, with many forgetting what their lives were like before. Lasaíanh are unusually hot tempered for Fyíanh and have particularly destructive magic due to manipulating Vulca and, sometimes, Ignis, although that is particularly uncommon. For this reason, most have enough sensibilities to avoid threatening Lasaíanh, as, although they are generally passive, most would not hesitate to burn a would-be attacker into cinders and ash.

Stelíanh

Hailing from regions with extremely high concentrations of Vis Stellae and certain World Trees, Stelíanh, otherwise known as Stellar Nymphs, are particularly rare. Stelíanh have portions of their body that are seemingly composed of Vis Stellae, which course with stellar energy, and oftentimes have portions of their body that are crystalised by it. Although Stelíanh can be found distributed in certain parts of Aloernarch, Udoxa, and Arkeum quite rarely, Stelíanh predominantly hail from the World Trees of Prysima and D'akkhfal, as well as certain regions that are of such high stellar concentration that they would generally give Stellar Rot to those who would otherwise resist it, including most other Fae. Stelíanh have domains of small, localised regions, such as small groves, meadows, caverns, or certain trees that it is their duty to maintain— for many, especially those hailing from locations like the Wisp Woods, this includes mutating wildlife endemic to the region to be better able to withstand the high concentrations of stellar manas through the usage of Viscus Insero and Vis Stellae and healing the damage done by these destructive manas through their Natura Animi, like all other Fyíanh. Stelíanh life essence is so potent that it can provide a great resistance to even the most hostile environments of Asla'nir and should a Stelíanh imbue another with it in order to heal them, they temporarily gain a small resistance to the manas from the region they hail from, albeit, not for long and generally not enough to enable someone to permanently escape Stellar Rot. Still, due to Stelíanh being so rare and most being remarkably isolationistic and hostile to outsiders, most are unlikely to encounter one.

Culldluí Íanh

Traditionally known in terrified whispers as 'Changelings,' Culldluí Íanh are the singular exception to the general rule that Fyíanh are passive and amicable. Considerably less humanoid than their kin and oftentimes somewhat bestial, with tufts of fur; talons; tails; slightly hunched over postures; longer limbs and fingers than their kin; or, even, although quite rare, elongated muzzles for heads— they are also far larger than other Fyíanh. Their skin and fur is oftentimes as white as parchment or various greyscale shades, with their eyes and hair often being either ebon or white. Culldluí Íanh are not truly malevolent, however, they are incredibly protective of their lands and the Fae within them. Culldluí Íanh are believed to spawn when a certain number of a specific type of humanoids exist within a region, with their domain being based upon the natural races that reside within the area. Culldluí Íanh rely on the quantity of other Fyíanh more often than not and they hide amongst them, posing as other types of Fyíanh due to the Culldluí Íanh's innate talent at shapeshifting into other forms of humanoids, although they cannot mimic nonhumanoids. Culldluí Íanh tend to observe other sapient races for long periods of time, taking in the attributes of each person they encounter, as they have a natural fascination with studying others, oftentimes passively reading their mind through the usage of a minor affinity with Imperium Mentis. Should a threat arise that would threaten the other Aes Sídhe within the region, Culldluí Íanh mimic the friends of intruders, luring them away and picking them off one by one with the usage of Umbra et Lux and Tempestas, creating illusions and thick fogs. Due to their unusual strength for a Fyíanh, they can usually overwhelm other humanoids in their ambushes, especially with enough numbers, making them widely feared amongst mortals.

Éadhfeit

Éadhfeit, otherwise known as Sprites, are a particularly small type of Fae that are rather akin to Primordials— they stand at roughly to three feet (.9144 metres) to four feet (1.22 metres) high, although some are even smaller. Despite their small size, Sprites are rather fearsome— each commands a particular potency for the elements, with it depending predominantly on where they spawn, as well as a distinctive potency for Umbra et Lux. A Sprite who spawns in a stream, for example, might take up Unda magic, and one who spawns in a vast canyon might take up Sonus. Éadhfeit range from looking decently humanoid with plantoid or elemental features, however, many appear akin to a small, elemental spirit— their faces may be almost mask-like in shape, their limbs are entirely elemental or ethereal (thus relying on minor levitation to fully move, albeit not truly fly), and their bodies may be covered in dozens of beautiful markings Although diminutive in stature, Éadhfeit utilise their potent Umbra et Lux and small vestiges of Imperium Mentis to play tricks on travellers, conjuring lights known as Ignis Fatuus (or, Will o' Wisps) that lure travellers astray, attracting them towards particularly dangerous regions of their domains. Concealing away any beasts, pitfalls, or otherwise dangerous threats, Éadhfeit lure many a traveller to their doom and often painful demise— still, not all Éadhfeit are inherently as aggressive, as they are a naturally curious sort that are deeply fascinated with others, spending much of their time observing the same travellers they oftentimes lead to their demise.

Púcafeit

Pixie

Lobhéa

Mycelioid

Mórdaru

Ent

Danndeimdh

Faun

Imbliárua

Vyrahan

Ceanhcáth

Dullahan

Beítsidh

Believed to be the descendants of mundane animals blessed by Faerie magic, Beítsidh, otherwise known as Faerie Creatures, come in a wide array of forms— they oftentimes come in the form of any combination of beasts, with many being mistaken for small Kaiju, although they are rather distinct in origin from their Kaiju brethren. Beítsidh are generally rather small, with most non-Dí-Sídhe Beítsidh being generally constrained to being under ten feet in any given measurement and most Dí-Sídhe being underneath thirty feet in any given measurement. Beítsidh are generally thought to form when a certain concentration of animals within a region come to be and they are unique from other Fae in that their domains are generally rather broad, focused on an entire localised community and ecosystem and all of its organisms. Beítsidh, however, do depend on creatures within their domain much like other Fae depend on their domain to live— should too many animals within a region die, the Beítsidh will die in turn, and thus, it is their sacred duty to defend their homes against poachers who would seek to exploit them. Beítsidh, for that reason, are notably rather aggressive towards intruders to their wilds and although they are playful by nature, most will readily kill an assumed poacher, oftentimes without asking the traveller their intentions. Beítsidh have a particular affinity for the essence magics beyond Natura Animi and although they are rather gifted at nature magic as a whole like their brethren, many are talented within the realms of Imperium Mentis, or even Rogus Vitalus or Summa Substantiale. Which essence each Beítsidh is most capable in varies, however, certain variants have particular affinities for specific ones. Beítsidh possess the ability to take upon humanoid forms due to generally being capable users of Viscus Insero, although they are generally found in their so-called 'feral' forms outside of civilisation, where they are truly bestial. Although there are some specific variants mentioned below, Beítsidh can come in almost any form, oftentimes taking the shape of animals within the region they spawn from. These are simply some common forms.

Useirc

There are two types of Useirc, however, their abilities are relatively consistent. These are, namely, Fai Useirc, otherwise known as the Unicorn, and Epoi Useirc, best known as the Alicorn. Epoi Useirc are distinctive for having wings, which may be feathered or insectoid in nature, however, they are far rarer than their Fai Useirc kin. Useirc generally resemble single toed ungulates, especially equines, but have many distinguishing features from a true equine— beyond the typically singular horn that protrudes from their skull; they traditionally have cloven hooves; a lion-like tail with a large plume; and somewhat cervid-like or insectoid traits depending on the Useirc in question. Their skull structure is often quite distinct as well, as it is unusually angular and Useirc have large, fang-like teeth designed for cutting through flesh. Useirc are incredibly aggressive and target those who come into their territory relentlessly— they have one of the fastest run speeds out of any mortal race, as brief as their charges are, reaching as fast as 90 mph (144.84 km/h) for merely a few seconds, enabling them to easily catch up to most intruders, although they are generally winded afterwards. Due to their ability to absorb life essence with their hooves and empower their blows, an Useirc can damage lower tier materials and can 'take bites' out of the flesh of their prey due to how drastic the absorption is— each kick rots the flesh underneath. With their large horns and strength, a well-timed, potent strike or a horn gorge from an Useirc could readily kill most mortals and thus most are rather wary of them, as Useirc are said only to spare those they believe to be truly innocent, as many can sense True Sins as they age— Useirc are one of the few species to have an innate potential for Summa Substantiale, although this is traditionally manifested in a potent soulsight.

Dúlusidh

Dúlusidh, otherwise known as Kelpies, are a group of semi-aquatic Beítsidh who predominantly serve many 'prey species' that reside close to a particular body of water. Although many Dúlusidh are rather equine, Dúlusidh are far more variable than their Useirc kin, with many taking on the shapes and attributes of two-toed ungulates as well, including cervids, bovines, and caprines depending on which animals are within their given region. Dúlusidh are generally ebon or dark in colouration with hues of indigo, cyan, and emerald within their hides. They oftentimes have almost kelp-like or elemental hair and, even within their humanoid forms, it often appears as if it is perpetually damp or wet due to their usage of Unda. Dúlusidh, although slower than Useirc, have the ability to walk on water and breathe underwater, as well as a powerful bite force that enables them to easily crush bone. Dúlusidh are known for their ability to passively regenerate lesser wounds in the presence of water and to absorb blood to restore greater wounds. Dúlusidh are incredibly aggressive for even Beítsidh and oftentimes target any would-be intruders regardless of their intent. They will chase after anything weaker than them, taking amusement in their panicked responses, and generally see any outsiders as a prey option rather than merely just something to defend their forests from. This causes many fair minded Fae to be wary of Dúlusidh, as, in their aggression, they will target even wanderers, travellers, and those searching for their lost pets and livestock. Dúlusidh have minor Imperium Mentis and talented Umbra et Lux, which they use to read the minds of these travellers, only to lure them astray or towards them with illusions. Should one get too close to one of their bodies of water, there is no guarantee that a hungry enough Dúlusidh would not simply take the opportunity to entangle them with overgrown kelp and seagrasses and drown them. Their bodies can produce a viscus, sticky slime at will, which can be used to entrap any would be 'riders' and bring them to a watery grave. Many say that you can tell if a Kelpie is present in waters due to their hatred of the taste of liver— should someone have been consumed by a Dúlusidh, mythos state that they will never consume the liver.

Muhrdaol

A particularly distinct category of Beítsidh, Muhrdaol are distinctly arthropodic, with many appearing rather insectoid— Muhrdaol are amongst the most versatile of Beítsidh, as they come in a wide array of forms and hail from many, many different types of ecosystems. Muhrdaol are amongst the most variable of Beítsidh in size as well, with some being smaller than even Púcafeit. Muhrdaol are innately talented in Rogus Vitalus, an unusual trait amongst Fae. Due to having a domain composed predominantly of local arthropods, Muhrdaol oftentimes specifically target those who would seek to destroy hives, destroy feeding grounds, overharvest crustaceans, or lay down poison. Due to the sheer numerousness of the creatures they protect, Muhrdaol generally do not lash out at those who perform simple pest control or kill merely a few of the animals underneath their protection— they are generally rather amicable and will even go out of their way to repair damages done by the insects under their care, such as assisting farmers in regrowing their crops and leading any would be pests away from cities, villages, and homes. For this reason, Muhrdaol are generally well respected, even by those who fear or dislike Fae for their protectiveness over the natural world, however, many still fear their necrotic magics— when provoked or angered, Muhrdaol utilise their capabilities in Rogus Vitalus to hurl hexes, undead insects, and debuffs at their foes. Muhrdaol also can communicate with other Muhrdaol telepathically, although this predominantly occurs when provoked— Muhrdoal within a clan may form a 'hivemind' of sorts for temporary bouts in order to swarm foes to protect their domain.

Draig-Sith

Draig-Sith, otherwise known as Faerie Dragons, are distinctly Draconic Beítsidh who, whilst they do share some similarities with Nimthairn, are relatively distinct within their own right. Draig-Sith were previously believed to potentially be the result of Muhrdaol and Nimthairn intermixing, however, due to Draig-Sith naturally spawning and having existed throughout most of history, this has been drawn to question as of late. Draig-Sith have an array of insectoid features, particularly lepidopteran gossamer-like wings that barely appear as if they could carry their weight— it is believed they rely on some degree of Caelus for flight. Although Draig-Sith are traditionally rather small, akin to a small housecat, Draig-Sith possess the ability to enlarge themselves, making them amongst the largest of the named Beítsidh variants. Draig-Sith are particularly playful, oftentimes making rouses of friendliness to would-be poachers and offering to play games with them before they kill and consume them. However, although Draig-Sith are innately hostile to any would be attackers and are prone to aggression, they are generally friendly to those they believe to be amusing or interesting— they are incredibly curious and oftentimes choose to study threats to their domain before they take action. Faerie Dragons are known for the dust produced by their wings, which, beyond its usage in potions, have the notable effect of inducing drowsiness in those exposed to it. This is due to the latent Imperium Mentis Draig-Sith have coursing throughout their bodies, particularly, Somnium— Draig-Sith lure their prey to sleep with their breath and the dust from their wings, making them drowsy before striking, and bring their allies and the animals within their domain into healing slumbers.

Nimthairn

Reptiles

Eitspeìra

Birds

Luabauf

Amphibian

Kasikohna

Kasikohna, otherwise known as Selkies, are generally denoted for being rather passive for Beítsidh, although they are still aggressive when provoked or if their animals are harmed— whilst Kasikohna do protect their local ecosystems, most spend much of their time maintaining the bodies of water they call home. They utilise their magic to clear the waters of pollution and to foster the growth of any native seagrasses, algae, and kelps. Kasikohna take on a shape akin to various marine animals, with the most notable being that of marine mammals, such as seals, although Kasikohna oftentimes also come in the form of fish as well. Kasikohna possess potent Viscus Insero and are remarkable shapeshifters— whilst many spend their time mimicking the various animals that reside within their communities, Kasikohna also possess the ability to take on a form similar to that of an Abhaíanh— they do so by removing their skin, which they oftentimes wear as makeshift clothing, and shapeshift in the process. In order to transform back into their true form, Kasikohna need to keep it on their person and thus, one can theoretically prevent a Kasikohna from returning to their true form by stealing it, however, Kasikohna can eventually regrow the skin over the span of a month. Due to Kasikohna being somewhat physically weak for Beítsidh, Kasikohna primarily rely on their latent skill with magic to defend themselves— namely Unda, Sonus, and Viscus Insero, the latter with which they use to form crude, bone-like blades and to shapeshift into more offensive forms. Kasikohna, are, however, excellent swimmers, and are amongst some of the fastest aquatic races in Asla'nir— this makes their best option to flee should their domain not be under threat and they are attacked, as, assuming they could not somehow swim away, many older Kasikohna can either transform into a wave of sound or melt into water in order to escape.

Cù-Sìth

Caniform

Cait-Sith

Cait-Sith are based upon several types of feliform creatures in particular— such as felines, civets, mongooses, and linsangs— and vaguely feline or cat-like Fae in general, although notably canid feliform entities like hyenas are generally Cù-Sìth. Cait-Sith

Essence Variations

Fidahnsíolh

Fidahnsíolh are the most powerful out of all Fae— the direct children of Fyjra and the world trees, Fidahnsíolh are formidable foes who are considerably larger than Seilsidhe and are generally quite potent. Fidahnsíolh are amongst the first mortals to appear in Asla'nir— as all of them are entirely pureblooded Fae, the grasp of death cannot contain them so long as their world trees persist and few mortals would dare destroy the world trees knowing that they keep the continents filled with life. Empowered with an abundance of life essence and tied heavily to their world trees, Fidahnsíolh are literal aspects and manifestations of the continents themselves and although they are generally peaceful by nature, their demeanours have changed over millions of years in response to the changing mortals who surround their wilds, as not all mortals treat their domain with the due respect they ought to. Fidahnsíolh seek to ensure that the world trees remain safe, as well as to protect the natural order of the mortal planes— essentially, they are guardians of life, the keepers of the wilds, undying warriors pledged to an eternal oath, and the healers of the world. Most Fae obey their local Fidahnsíolh, as they all receive direct orders from the Fey Queen, the Fidahnsíolh of the world tree Verkrone, the Crown Tree. Fyjra gifted each of the fourteen Fidahnsíolh a gift that pertained to their Divine Title, an ancient artifact produced by herself, and bound them to their souls— these ancient artifacts are capable of transforming Fidahnsíolh into the form of any Fae and granting them their unique racial magic so long as they remain in that form. Despite that, Fidahnsíolh rarely directly resemble one form alone— most appear to be a blend of several forms of Fae and their appearance is rarely truly consistent.

Fidahnnóir

Translating to 'Order-Protector,' Fidahnnóir are incredibly potent Seilsidhe who lead small groups of Seilsidhe within the wilds on the behalf of their overseeing Fidahnsíolh. Naturally, the number of Fidahnnóir in any given location depends on how expansive and diverse the ecosystem they are centred in, as Fidahnnóir serve as leaders of small clans spread out across the land of Asla'nir where Fae can dwell. Fidahnnóir are traditionally larger than other Seilsidhe and far more powerful than their brethren, rendering them as powerful as Drassidhe in some scenarios. Fidahnnóir are generally considered more aggressive than Fidahnsíolh

Drassidhe

Seilsidhe

Dí-

A prefix signifying a Fae who resides in regions of higher magical concentrations, Dí-Sidhe, or High Fae, are innately more powerful than their slightly more mundane brethren, regardless of their shared ancestry. Dí-Sidhe are exclusively located within Aloernarch, Udoxa, and regions sweltering with Vis Stellae, such as regions close to the borders between Udoxa and Vasterioth, certain parts of Arkeum, and the border between Fydrassi and Aloernarch— areas that would result in mortals developing Stellar Rot. Dí-Sidhe are significantly more physically capable and generally are more magically potent than one might expect, as even Dí-Seilsidhe may be on par with Fidahnnóir in other nations. It is generally believed that this is due to Fae within these regions spawning from some of the most magically powerful World Trees in Asla'nir: Verkrone, Prysima, and D'akkhfal, all of which are innately full of magical potential, as well as absorbing the powerful, overabundant magic native to the regions.

Region of Origin

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Common Faiths

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Common Magical Attributes

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    Credit

    Primarily contributed by @fallenarkhein.

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