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THE VANISHING
POINT
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The Fae
What's Happening
In December 2024, a mischievous Pixie named Pip stumbled upon an ancient artefact at the London History Museum. In their curiosity, Pip accidentally activated the artefact, unlocking old Fae doorways across the British Isles.
The Fae, entities long believed in by witches but rarely seen since the industrial revolution, are stepping back into the mortal world. Nature is chaotic, as are the fae. Old power, immense power, there's room for every flavour of character to be affected by this.
Their arrival is already being felt:
- Witches: Many experience surges in power and unpredictable magic. Green witches especially find themselves attuned to the Fae and the natural world like never before.
- Changelings: Descendants of those once swapped by the Fae are awakening dormant abilities, sensing other Fae, or discovering hidden family secrets tied to their lineage.
- Mortals: Some sensitive mortals stumble upon the doorways, fall through them, or unwittingly bring something or someone back into the mortal realm.
- Vampires: The Fae are a new discovery for vampires, who quickly realise that Fae blood is intoxicating and dangerously potent.
- Chaos: Objects vanish without explanation, luck swings wildly, and Fae mischief disrupts the everyday lives of all those caught in their wake.
How to Participate
Changelings and Descendants
Explore your character's hidden Fae lineage! Open a ticket to awaken dormant gifted human abilities or allow your character to become a witch!
Witches and Mortals
Investigate the rifts! Your character could stumble upon a Fae doorway, fall through, or accidentally bring something or someone back. Witches may also experience unpredictable magic or feel drawn to the artefacts tied to the Fae.
Family Secrets: Your Ancestors Were Dicks
The Fae have long memories and even longer grudges. In centuries past, mortals struck bargains with the Fae. Deals that rarely ended well. Some families gained wealth, power, or status, but only by betraying the Fae or breaking promises.
Now that the doorways have reopened, the Fae are remembering these slights. If your ancestors were, well, dicks, your character might find themselves paying the price. Grudges, debts, or curses tied to your family's past could come to light. Your character might:
- Be targeted by Fae seeking revenge for an ancient betrayal.
- Discover that their family's fortune or legacy was built on a deal with the Fae.
- Be drawn into Fae politics as the consequences of their ancestor's actions ripple into the present.
Sorry, but your ancestors made bad choices, and now it's your turn to deal with the fallout.
Vampires
Fae blood is unlike anything vampires have encountered before. Potent, intoxicating, and dangerous. Some vampires are old enough to remember the fae, others think them myths. At some point, a vampire will approach the duke and have to reveal the new power flooding into London.
The Wild and Wacky
Embrace the chaos of the Fae in your threads! You can include:
- Objects mysteriously disappearing.
- Strange luck, either unusually good or disastrously bad.
- Encounters with Fae-touched creatures or odd magical phenomena.
- Doors or pathways leading to unexpected places.
Get Involved
The arrival of the Fae offers endless possibilities for your character's growth and development. Whether you want to awaken a lineage, delve into magical mysteries, or explore the chaos brought by the Fae, there's a place for everyone in this unfolding chapter.
If you need help, open a ticket in the discord or pop into the plotting channel.
The Courts of the Fae
Long ago, before the Seelie and Unseelie courts were formed, each Fae species was ruled by its own kings and queens. Power struggles and war eventually led to the formation of the courts, splitting the Fae realm into two halves:
Seelie Court
The Seelie Court, known as the Court of Light, rules over the seasons of spring and summer. The Seelie are associated with beauty, warmth, and growth, though their assistance often comes with hidden costs. They are ruled by Queen Éadaoin.
Unseelie Court
The Unseelie Court, the Court of Darkness, governs the seasons of autumn and winter. Known for their chaotic and mischievous nature, the Unseelie thrive in disorder but are not inherently evil. They are ruled by King Darragh.
Species and Princes
Though the courts now control the Fae realm, each species is still ruled by its own Prince. The Princes act as intermediaries between the court rulers and their people, ensuring their species' needs and interests are represented in the greater political landscape.
Solitary and Trooping Fae
Not all Fae align themselves with the Seelie or Unseelie courts. Solitary Fae choose to remain independent, shunning the political and social structures of the courts. These Fae are often more secretive and prefer to keep their own counsel, living in isolation or small communities far from court politics.
In contrast, Trooping Fae are highly social and prefer to travel and live in groups. They are typically aligned with one of the courts, but some Trooping Fae remain neutral, moving between both courts or living in harmony with solitary Fae.
Solitary and Trooping Fae can be found throughout both the Seelie and Unseelie realms, and while they often avoid direct involvement in court politics, their powers and influence are still significant within the Fae world.
The Fae Realm
Once, the human and Fae realms were twins, blending seamlessly with one another. The Fae were integral to human lives. Some ruled as kings and queens, while others masqueraded as gods, much to the annoyance of the true deities. But as Christianity spread and technology began to poison rivers, and forests were torn down, the Fae chose to abandon the human world completely by the middle of the Victorian age. Despite this, the doorways between the realms remained, and trooping Fae and travelling Fae continued to visit, though their presence became less frequent.
Entrances to the Fae realm are scattered across the world, often hidden in forests, ancient stone circles, or bodies of water. The veil between worlds is thinnest during certain times of the year, particularly Samhain and Yule, when crossings become easier. Though the realms have grown more distant, those who know where to look or who are unlucky enough to stumble upon one can still find their way into the Fae realm.
Laws and Customs of Faerie
- One's Word is One's Bond: Once a Fae gives their word, they are honour-bound to keep it. Breaking an oath is punishable by death. However, Fae are masters of wordplay, so care should be taken when making promises to them, as their wording often includes loopholes.
- Acknowledge Beauty: It is considered rude or bad form to ignore the beauty of another Fae. While it may seem like flirting, it is simply a matter of etiquette and must be done with respect.
- Always Repay Debts: If a Fae does something for you, they will expect something in return. Failing to repay a debt can result in curses or other forms of retribution.
- Do Not Accept Gifts Without Question: A gift from the Fae is rarely free. Even seemingly harmless presents may have hidden costs or political implications.
- Respect Their Space: Trespassing in the Fae realm without permission is dangerous. The Fae are territorial, and intruding on their lands without invitation can lead to imprisonment or worse.
Creating a Fae Character
Before you create a Fae character, you must research real Fae mythology. The Fae are drawn from centuries of folklore, legend, and mythology from cultures around the world. This guidebook provides a framework and examples, but it is not exhaustive. Members are expected to do their own research into the specific Fae species they want to play.
Rather than bogging down the guidebook with a mass amount of text covering every single Fae species across myth, legend, and such, members are encouraged to adapt powers and traits to suit the specific Fae they want to create, as long as it fits within the established themes and lore.
Get creative. Use the species examples in this guide as inspiration, not limitation. If you want to play a Kelpie, a Banshee, a Redcap, a Brownie, or any other Fae from world mythology, research that creature, understand its abilities and weaknesses, and adapt it to fit within the Bloody Echoes world.
Common Fae Powers
All Fae possess certain core abilities due to their magical nature and connection to the Veil. These powers are common across all Fae species:
- Immortality: Fae do not age like mortals and live for centuries.
- Glamour: All Fae can cast illusions to alter their appearance or the appearance of objects, often used to deceive or confuse humans. Glamour allows them to blend in with mortal society or hide their true forms. The level of this glamour varies per species.
- Heightened Senses: Fae have enhanced senses, including superior hearing, sight, and smell, which allow them to detect things beyond human perception, especially in their natural surroundings.
- Manipulation of Nature: Fae have a natural ability to influence the elements around them. This can include subtle control over weather, plants, and animals, although the extent of this power varies by species and individual strength.
- Telepathic Communication: Fae can communicate with one another telepathically, especially within their own species or court. This power is often used to pass secret messages or issue commands silently.
- Time Manipulation (Limited): While not all Fae have direct control over time, they are aware of its fluid nature. Time often flows differently in the Veil, and Fae can sense changes in the flow of time.
Each Fae species has its own specific abilities in addition to these common powers, adding to their unique characteristics and roles within the courts.
Building Your Fae
When creating a Fae character:
- Research the real-world mythology of your chosen species
- Understand their traditional abilities and weaknesses
- Decide if they align with Seelie, Unseelie, or remain independent
- Consider if they are Solitary or Trooping Fae
- Adapt their powers to fit within Bloody Echoes lore
- Think about how they've been affected by the doorways reopening
The Sidhe
The Sidhe are one of the oldest and most powerful species of Fae, considered the nobility of their kind. They are tied to both the Seelie and Unseelie courts, but not all Sidhe swear allegiance to the courts. Some prefer to live as solitary or trooping Fae, while others seek to carve their own paths in the ever-shifting landscape of Fae society.
Sidhe can live for thousands of years, with the oldest among them reaching over 10,000 years old. In ages past, they were revered for their beauty and power, and their influence still shapes the Fae realm today. Their magic is as intrinsic as breathing, woven into their being from the moment of birth. Their presence is magnetic, commanding respect, fear, or devotion from those around them.
Physical Traits and Strength
- Longevity: Sidhe do not age as mortals do, and their lifespans can stretch into millennia. They reach what could be seen as human physical adulthood around 100 years old. Sidhe can choose when they physically stop ageing. The oldest Sidhe alive today are over 10,000 years old. Sidhe do not age after choosing the age in which they will remain, and when they become old, they simply fade away.
- Physical Strength: Despite their refined appearance, Sidhe are physically formidable, with strength and speed that surpass most other Fae species.
- Resilience: Sidhe are highly resistant to many forms of harm, but their magical protections are not absolute. Injuries can weaken them, especially if inflicted by iron or removal of their heads.
Vulnerabilities
- Iron: Like all Fae, Sidhe are highly vulnerable to iron. Contact with iron burns their skin, and wounds caused by iron weapons are slow to heal.
- Decapitation: The Sidhe are immortal in the sense that they do not succumb to age or disease, but they can still be killed. Decapitation is a sure way to end a Sidhe's life.
- Magic Overuse: Using their magic recklessly or beyond their limits can weaken a Sidhe, leaving them vulnerable to both physical and magical attacks.
Innate Abilities
- Glamour: Sidhe excel at creating illusions, able to change their appearance or surroundings with ease. While glamour is a hallmark of their magic, using it on another Sidhe without consent is a serious offence.
- Levitation: Many Sidhe can lift themselves into the air, gliding gracefully or using this ability to gain an advantage in combat.
- Enhanced Senses: Sidhe possess heightened hearing, sight, and smell, allowing them to perceive the subtlest details in their environment.
- Physical Prowess: In addition to their strength, Sidhe are incredibly fast and agile.
Hands of Power
Each Sidhe possesses a unique ability referred to as their "Hands of Power." These abilities are tied to their personality and essence, often manifesting in moments of extreme need or emotional intensity. Hands of Power are highly individual and can be as creative as they are destructive. Examples include:
- Air: The ability to draw the air from a space, suffocating enemies or creating powerful gusts of wind.
- Blood: The power to summon blood from an opponent or cause wounds to bleed uncontrollably.
- Darkness: The ability to draw power from shadows or hear secrets whispered in the dark.
- Flesh: A horrifying ability to reshape living forms, either healing or twisting them into unnatural shapes.
- Old Wounds: The power to reopen past injuries, forcing an opponent to relive their pain.
Hands of Power are a mark of status among the Sidhe, and their use can signal a Sidhe's ascension to greater strength or influence. However, these powers are not without cost, and reckless use can leave a Sidhe drained or exposed.
Pixies
Pixies are often described as having emotions far too big for their small forms. While they can change shape, they very much are like Tinkerbell, quick to annoy, even when helpful, it's very chaotic. Pixies have distinct abilities that set them apart from other Fae:
- Size Manipulation: Pixies can alter their size, growing from their typical small form (about the size of a hand) to something closer to human size for brief periods. This allows them to interact more directly with other beings when necessary.
- Aging: Pixies are born and birthed, and age slowly. They reach physical adulthood at 70 years old. They then age very slowly, living for between 400-500 years before succumbing to old age in which they simply turn into dust.
- Flight: Pixies are winged and can fly swiftly and with great agility, making them difficult to catch or trap.
- Mischief Magic: Pixies are tricksters by nature, and their magic reflects this. They can cast minor enchantments that cause confusion, such as swapping objects, tying knots, or altering a person's sense of direction.
- Camouflage: In addition to their glamour, Pixies can blend into their surroundings like a chameleon, making them nearly invisible to the untrained eye.
- Emotional Influence: Pixies can subtly influence the emotions of those around them, heightening feelings of joy, fear, or confusion. This is often used to fuel their mischievous nature, playing with the emotions of humans for amusement.
Pixie Weaknesses
- Fragile Physique: Pixies are physically small and fragile, making them vulnerable to stronger, more aggressive creatures.
- Mischief Backlash: While their magic is fun and tricky, misused Pixie magic can backfire, resulting in unintended consequences for themselves and others.
- Lack of Alignment: Pixies have no allegiance to either court, which means they lack the political protection and support that the Seelie and Unseelie can offer.
Playable Fae Species
With the opening of the rift, all Fae species are now available for play. The Fae are a vast and varied group, shaped by centuries of myth and legend. Each species has unique traits and powers, and members are encouraged to interpret and adapt their chosen species as long as it remains consistent with the established lore.
The examples below provide inspiration but are not exhaustive. For instance, Pixies, Pookas, and Will-o'-the-Wisps may choose court alignment, remain neutral, or even live as solitary or trooping Fae.
Examples of Fae Species
Species That May Align with Either Court or Remain Independent
- Pixies
- Pookas
- Will-o'-the-Wisps
- Trooping Fairies
- Goblins
Seelie Court-Aligned Species
- Sidhe (Seelie)
- Dryads
- Flower Fae
- Brownies
- Sun Sprites
Unseelie Court-Aligned Species
- Sidhe (Unseelie)
- Redcaps
- Banshees
- Frost Spirits
- Boggles
Solitary Fae Species
- Green Men
- Knockers
- Faery Hounds
- Jenny Greenteeth
Get Creative
This is not a full list and members are welcome to bring in other species of Fae. Research real world mythology and folklore, adapt it to Bloody Echoes, and create something unique.
Fae Blood and Relations with Vampires
Fae blood is highly addictive to vampires, drawing them into a craving that can lead to dangerous consequences. However, vampires must be cautious when attempting to steal or drain a Fae, as it rarely ends well for the vampire. Fae cannot be turned into vampires or werewolves, and upon death, they do not become ghosts. Instead, they pass into the Summer or Winter Lands, which serve as the Fae afterlife.
Plot Hooks
- Unwanted Bargains: A character accidentally makes a deal with a Seelie or Unseelie Fae, finding themselves bound by the whims of the court.
- Pixie Mischief: A group of Pixies begins causing chaos in a local village, and it's up to the characters to stop the havoc before it gets out of hand.
- Court Intrigue: Characters are invited to a gathering at one of the Fae courts, only to find themselves pawns in a larger political game.
- Crossing the Veil: A character stumbles upon a portal to the world of the Fae, finding themselves trapped in a realm where time flows differently and nothing is as it seems.
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