The Fey Realm

The Fey realm is a strange, curious place, at once full of magic and laughter, and in the shadows a place of mystery and deception. One should not travel lightly here, or without casual regard to their general well-being.

The Seelie Court:

Queen Suressa Varmillion rules the Seelie Faeries from her ivory palace of pleasure. There are many outlying settlements and villages that surround the royal palace, and various realms of Earth, Fire, Air and Water, leading to a great variety amongst the Faeries, yet all possess a great distinction based in magic.

The Unseelie Court:

King Fester Darkwyrd rules the Unseelie Faeries from his cavernous, pit of deception. His realm is the many dark places that spread out from his royal court and filter outwards into the outer realms of the Seelie Court, all contributing to a matching variety of Cursed faeries to match the Seelie Court, and like all Faeries, they possess great and strange powers based in magic.

Weaknesses of the Faeries:

1: Iron: by mere contact harms Faeries, and is treated as an 'Enchanted' Attack versus any Fairy, binding a Fairy in Iron Shackles cuts them off from their magical nature and will slowly send them into torpor, where they will go into a comatose state until such time as the binding eventually kills them.

2: Sadness: The Seelie Court are a happy, strange, weird bunch who like to enjoy themselves. But faced with sadness, it can really hurt them to the core, and even kill them as bad as Iron. Exposure to sadness causes injury at a rate of +1 Global Hits per 1 minute of exposure.

3: Happiness: The Unseelie Court are a miserable, conniving, deceptive bunch who like to embrace darkness. When faced with happiness, it can really hurt them to their core, and even kill them as bad as Iron. Exposure to unrestrained happiness causes injury at a rate of +1 Global hits per 1 minute of exposure.

4: Mana Reliability: A Fairy that runs out of Permanent Mana, will die. A Fairy that runs out of Mana through spell-casting, will collapse in exhaustion until they gain back some Mana. Unless they are on the Elemental Plane of Magic, they lose +1 Global Hits per day, unless they can access a ritual circle and 'feed' from the Mana therein, to counter balance the loss of connection to the magic.

Note: The emotions of Sadness and Happiness must be genuine to be used against a Fairy, fake laughter or sadness, in any form works in exactly the reverse to the genuine emotion, and acts to heal the Fairy, at the same rate of +1 Global Hits per 1 minute of exposure. Of course, neither court will embrace this strange malady that can heal themselves, as it pays honour to the opposing court, and quite simply just adds to the strange wyrd of the world.

Strengths of the Faeries:

1: Magical Nature: All Faeries have an undisputed connection to the ways of magic, they need not use incantations (unless they are feeling particularly full of flair!) and have an great reserve of personal Mana at their disposal (25 Mana Points). Faeries recover Mana ata rate of +1 per 1 hour, regardless of what they are doing.

2: Blessings of the Seelie Court: At the cost of Permanent Mana, a Seelie Fairy may bestow a gift upon an individual, equal to a +1 to +5 bonus, dependent on the amount of Permanent Mana invested in the blessing, other blessings may cost more Permanent Mana, but are subject to Referee Direction.

3: Curses of the Unseelie Court: At the cost of Permanent Mana, an Unseelie Fairy may place a curse upon an individual, equal to a -1 - to -5 negative bonus, dependent on the amount of Permanent Mana invested in the curse. Other more powerful curses may be placed upon a target, at the cost of more Permanent Mana, and are subject to Referee Direction.

Racial Skill List:

The Faeries are a wild, mixed bunch, but adhere to one basic, racial skill list to determine their distinction.

Level One: Court Membership: A Seelie Fairy gains +1 Mana Points by being recognised within the Seelie Court, an Unseelie Fairy gains +1 Enchanted Dodge per day by being recognised within the Unseelie Court.

Level Two: Strength of Magic: The Fairy gains +2 Mana Points.

Level Three: Gateway Manipulation: Where the realm of magic crosses with that of another realm, the Fairy may manipulate the barrier to either open up a passageway, or to close it, and the feed of Mana that passes between it.

Level Four: You Just Can't Touch This!: Four times per day, a Faerie can simply vanish, and return back to their court from wherever they are, with a simple snap of their fingers (unless bound in irons or injured by an iron weapon).

Level Five: Greater Mana Manipulation: This works exactly the same as Elemental Manipulation, but extends to a +5 Bonus as opposed to a +3 Bonus.

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