The Fae Folk







Nearly everyone has heard of the Fae in one form or another. Fae such as pixies and sprites take on a major role in children's tales as magical woodland tricksters and guardians. Fae monsters, like hags and trolls, haunt our nightmares. And the graceful Sidhe, the fae lords and ladies, are famous throughout the planes for their immeasurable beauty. Despite the stories, these creatures are rare. They are often seen only in fleeting glimpses, or in the wild, untamed lands of the world. Few, if any, doubt their existence, since just about everyone has met an elf or perhaps even a gnome, but next to no one has met a Fae creature, and even fewer have lived to tell about it. Why is that? The answer is that the Fae live separately from the material plane, or the "real world", on a plane of existence known as the Faewyld. Known to some as the Twilight Kingdom, the Eternal Glade, the Wicked Garden, or the Nevernever, the Faewyld is a place of beauty, grace, magic, and peril. Lanterns seem to float in the air, which is alive with butterflies and other insects. It is eternally twilight here, and the sun rests low in the sky, never rising or setting. Creatures that are harmed by the sun are safe here, and creatures that cannot see in the dark still retain their vision. The Faewyld, and its sister plane of the Shadowfell, are referred to by scholars as the "echo planes" of the material. Their layouts are very similar to the material plane, with much of the same geography. There are many differences between the planes, however. The Faewyld is a mystical place, and things tend to be more glorious and breathtaking in the Faewyld than on the material plane, despite the dangers. The land is ruled by two Fae Courts, the Seelie, and Unseelie, Courts. Each Court has a stronghold, which is located in the same place in the Faewyld as a castle on the material plane.

Little is known about Fae Folk. Even such rudimentary knowledge as where they originate, how they procreate and exactly how their thought processes and society function, remain a mystery to humans and other "Big folk." Fae Folk have existed for thousand upon thousands of years. They are not magical creatures, they are magic. In addition to magic, however, Fae Folk seem to be creatures of nature too, for they are always found in greatest numbers in pristine woodlands, meadows, and grasslands. Fae Folk migrate to lush wildernesses and can be found all over the world, even if it's only in small clans and groups. Generally, Fae Folk embody a host of small to tiny magical people who seem to live in a world of their own. They have little concern about the affairs of man (or any of the other races) and live by their own unfathomable laws and ethics. These include a variety of Faes, Sprites, Brownies, Pixies, and others, most of whom are happy, freewheeling spirits, tiny in stature (rarely more than a foot (.3 m tall), often capable of winged flight, and glowing with magic. Most are deceptively attractive, cute, seductive, and friendly. We say, "deceptively cute and friendly," because Fae Folk seem to be lost in their own business and silly antics. By civilized standards these bizarre creatures of magic seem quite childish and even insane, content to living a bohemian, vagabond life of playing, singing, wandering and mischief. Volatile in temperament, Fae Folk can exhibit an extraordinary range of emotion and malice over the most trivial of matters (trivial, at least, from a human perspective). Like spoiled children, they do, say, and act as they please, and woe to the person who dares to interfere with their fun. They are given to temper tantrums, whining, and spiteful action (usually cruel pranks) when displeased, but can also be delightfully fun, generous, and kind when they like or take pity on someone. However, even a kind or playful Fae Folk is extremely dangerous.

Fae kind has little understanding about the human condition or mortality, and their idea of fun is always mischievous and often tinged with a touch of malice. Their idea of fun may be forcing a human to run or dance till the point of physical exhaustion or playing pranks that can injure or kill somebody - the little people rolling with laughter, unaware of the discomfort, pain, or embarrassment of their mortal playmate (victim is more like it). If such a "playmate" falls over dead as the result of Fae fun, the Little People are more surprised and confused than anyone. There is silence and perhaps even sadness for a moment or two, but then they race off to engage in some new game or fun, quickly forgetting about the tragedy and without a bit of regret for what they have done. After all, they are only playing when their playmate suddenly well, just stopped playing. Time to find a new playmate. The mischief and seeming callousness stems from their selfish, carefree natures and the fact that they honestly don't understand much about mortals and are too self-consumed and busy playing to take the time to try and figure them out. Self-centered and wild, they have a complete lack of concern for non-Fae Folk and don't stop for a second to think about what effect their scatterbrained antics might have on big folk. The same applies to animals. Fae Folk love to steal horses and livestock and ride them wildly throughout the night, tease dogs, twirl cats by their tails, and chase around chickens, creating a ruckus that could wake the dead. Other fun and games include moving or hiding objects (often into the pocket of some poor unwitting bystander, then tattling on the poor fellow, accusing him of theft), picking pockets, tying shoelaces together, souring milk, slamming doors, hooting, howling, and stomping or banging around to scare people, whispering lies, telling wild stories (all or mostly true, however exaggerated and embelished they become), tattling on others, pinching, pulling hair, stealing fresh baked bread and fruit pies or milk, candy and wine (they love the latter two with a passion), and all manner of similar mischief. A wise person will mind his tongue when dealing with Fae Folk, not drink their drink, eat their food, or dance with their maidens, even under the friendliest of circumstances. The worst mischief arises from their spell magic and magic foods, which they use to make people dance till they drop, become charmed or enchanted, turn different colors, put to sleep, etc. Fae Folk enjoy playing pranks on, beguiling, confusing and deceiving those not of their ilk.

Despite their tricks and volatile tempers, most are not evil and have been known to come to the aid of those in trouble. Frivolous, jovial people, Fae such as Pixies, Sprites and Brownies hate sorrow and despair, and often attempt to bring cheer to a sad person with gifts of fruit and flowers, or by the mending of clothes, or the performance of spectacular dances and acrobatics displays. Sometimes one or two may become attached to a particular household or individual and secretly perform chores and/or provide protection; a home with a guardian Fae-Person need never worry about intruders or bad luck. Although rumors of Fae gold abound, Pixies, Brownies and Sprites have no need or desire for gold, jewels, money, or other valuables and never keep them. They are more likely to keep something they find interesting or consumable, like a magic wand, bag of candy or bottle of booze.

There are a few ugly branches in the Fae family tree. Goblins, Hobgoblins, Kobolds, are large, distant cousins to true Fae, but lack the innate magical abilities of true Fae Folk. And then there are a number of small and large evil Fae races who wield magic and whom even the tiny cute folk dislike or fear.

A Note on Elves and Gnomes: Elves are descended almost directly from the Eladrin, but are still not Fae. Although not all realize it, elves live in the best of both the mortal and Fae world. They have all of the benefits that eladrin have, not having to sleep, being resistant to some magic, and being naturally good at learning and using magic, while not having the restrictions of being a Fae creature. Similarly, gnomes are distantly related to the Fae as well, although the extent of this relationship is unknown. Gnomes are a bit more removed than elves, although they still retain magical abilities. Additionally, gnomes retain a taste for adventure, which leads some to believe they were descended from the Summer Court. Both are still seen as mortals by the Fae, and treated much the same as other humanoids by just about every Fae species.

Titania, the Seelie Queen, rules her land from Chateau Faria, an awe-inspiring palace of emeralds and other gemstones that teems with life. It is located in the southernFaewyld. The lands surrounding Chateau Faria are too beautiful for mortal eyes to comprehend. Flowers bloom eternally in the Summer Kingdom, where lakes sparkle as though made of sapphires. The air is always hot in the lands of Summer, and despite the constant twilight of the Faewyld, it is much brighter here.

Mab, the Unseelie Queen, rules from Arctis Tor, an imposing castle of ice and black stone. It is located in the northern Faewyld, and is a keep in the Ice Spires on the material plane. The lands surrounding Arctis Tor are as harsh as winter itself. Icy cold and windswept mountains and dead forests. Only the strong survive in this land, where deadly predators hunt each other in the snows and struggle, both for survival and for the favor of their cold Queen. It is much darker here than in the rest of Faewyld.

The lands outside the direct influence of either court are varied, ranging from copies of either Court to combinations of the two, to completely individual areas. Most lands of the Faewyld are subject to the changing of the seasons, unlike the lands of Seelie and Unseelie. Majestic castles and sunken mires dot the landscape, which is inhabited by representatives of both Courts, and by the Wyldfae, which belong to neither. Strange music can often be heard in the wild lands of the Faewyld, as can the laughter of the land's inhabitants. The Wild lands are just as perilous as either Court, but out here, it is much harder to let down your guard.

Svartalfheim is the country of the Svartalves. The country has protected borders, and it guarded by powerful constructs, made of metal, wood, and stone, and use mechanics as well as magic. Some constructs are even made with iron weaponry. Svartalfheim has not been challenged in centuries, but the Korred do not let their guard down.

Other Fae, like the Eladrin, the independent ArchFae and hags, or powerful mortal creatures or their ghosts, can shape areas of the Faewyld to their will. Over time, the land that one of these creatures has claimed transforms to fit their desire. Hysram's Woods, for example, are a large patch of forest untouched by the outside seasons. The domain of the ghost of a powerful mortal that has found its way into the Faewyld might appear like their home in life, or perhaps where they died. Any creature that has a domain in the Faewyld is significantly more powerful there.

A Note on the Shadowfell: The Shadowfell, which will be discussed more in-depth later, is not so much a separate plane from the Faewyld than a darker area on it. Portions of the Faewyld are simply more in-tune with darkness and evil than with the natural grace and beauty of the Faewyld. Such places are ruled by the Dark Powers, mysterious figures of malevolent magic, rather than the Fae Courts, and are home to undead, shadow creatures, and hideous abominations of flesh and shadow rather than the Fae.

Despite the physical similarities between the material plane and the Faewyld, the echo plane is much more complex. Rather than taking up all of the same space as the material plane, the Faewyld echoes its feelings. To put it more bluntly, a location in the Faewyld is connected to a place on the material plane not because of the physical similarities, but because of the feel of the location. A secret place on the material plane, such as a secure vault, will lead to a secret place on the Faewyld, such as a prison cell. In the same way, a dark plane on the material plane might lead to anywhere from a hag's den to a portion of the Shadowfell. Someone wise in the ways of the Faewyld might be able to use these connections to their advantage, traveling to the Faewyld from one location, walking a few miles, and returning to the material plane hundreds of miles from where they started. This is much more complicated and dangerous than it sounds, however, because of the fluid connection between the material plane and the Faewyld. The connections can change without prior notice, and it takes skill to tell that the feel of a location has changed. The Fae can naturally tell if opening a Way to the Faewyld will bring them where they want to go, but for most mortals, this becomes a guessing game, which can have deadly consequences. Elves tend to have a better time at this than most mortals due to their Fae ancestry, as do mortals who spend much of their time in the Faewyld.

Time in the Faewyld is a tricky subject as well. Days spent in the Faewyld might turn out to be seconds on the material plane, or they might turn out to be centuries. Two creatures that both exit the Faewyld at the same time might end up being split up vastly by the passage of time, never to see each other again. Although this is an extremely rare occurrence, it is vital to take precautions against this time warping effect when entering or exiting this echo plane. Wearing or holding iron or steel materials appears to stop time from distorting itself, although it is rather difficult to bring these metals into the Faewyld in the first place. The Seelie and Unseelie Queens seem to have some sort of control over this effect, as do some other powerful Sidhe lords, ancient hags, and ArchFae. Simply traveling with a Fae creature or an Elf seems to stop this effect from happening altogether, which suggests that it is some sort of defense mechanism meant to stop mortals from interfering with the dealings of the Fae.

The Laws of the Fae

Nearly all Fae are bound to a specific set of rules. Some Fae can break some of these Laws, but for the most part, they can be seen as a static code among Fae. Fae are physically unable to break these laws. Moreso, they do not see these laws as boundaries, but simply as the way things are. A Fae creature cannot comprehend the idea of telling a lie, for example, although they know that mortals are able to, and are always on their guard. The rules of the Fae are known as the Laws, and are worded in three simple commandments.

  1. Speak No False Words: A Fae cannot knowingly tell a lie. This does not mean that a Fae cannot spread deceit, or trick an adversary into believing a falsehood. It simply means that a Fae cannot speak false words. By nature, fairies never tell the full truth, weaving their words in such a way as to avoid lying while at the same time leaving an impression of something false or incomplete in the mind of the one they are talking to. The closest thing a Fae will give to an absolute truth a Fae will give, outside of certain circumstances, is their answer to a question asked three times in succession. If asked in such a way, a Fae is bound to give some sort of answer or promise that is true and not misleading. In such a scenario, a malevolent Fae will often do everything in their power to warp the truth after the fact, making the situation seem much more confusing than it really is, or vice versa.
  2. Break No Oaths: A deal made by a Fae is absolute, and a Fae cannot willingly break a deal. Fae, by nature, try to make deals with other creatures that they want power over, often with the payment owed to them seeming much smaller or easier to pay than it truly is, or else not mentioning a return payment until after the deal has been accepted. Failure to pay within the given time results in the Fae having power over the dealbreaker, which was the original goal. A deal a Fae offers will always be equal, and anything offered by a mortal, should it be anything other than equal payment, will be seen as either an opportunity or an insult. Fae hate to be in debt, and cannot give or take anything for free. Accepting a gift from a Fae is the same as accepting an open ended deal, and the Fae can extract payment as they see necessary. At the same time, giving a gift to the Fae puts them in debt, which they hate. While they are forced to repay their debt, they will also look for an opportunity to harm the gift giver, except for very special circumstances. Similarly, promises made to or by the Fae are binding, and must be fulfilled. An oath of fealty can only be broken through an agreement on both parties. Additionally, a vassal must fulfill all of the orders of their master, and their master cannot order them to break any previous oaths, and can only inflict harm on them if they fail to complete their orders to the master's satisfaction. Prisoners are automatically considered vassals. Remember that once you strike a deal with a fae, there is no getting out of it. Fae are known to force you to consent verbally (the verbal deal is extremely important to them) in any way possible, so negotiate extremely carefully. Even agreeing to further negotiation is a deal of sorts, because you simply can't back out of chatting once you have agreed! The word "maybe" is your friend when you're talking to fae. If you do choose to work with the Fae Folk, by contacting them, you're kind of agreeing to whatever they say before they've even said it. This is because you are the one initiating contact. However, most fae are very generous and forgiving, Big folk are rather silly after all and as long as you remain humble and acknowledge when you messed up they will often let things slide after a small amount of pranking or teasing.
  3. Harm No Outsiders: A Fae belonging to a Court, even temporarily, cannot directly harm a Fae or mortal that does not belong to the same court, or is not ranked lower than themselves, unless if they are slighted by the individual beforehand. Duels are accepted, and open combat between the two Courts is also allowed. Because of the specifics of this rule, predators who wish to hunt prey that does not belong to them try to enter a deal with their prey or cause their prey to slight them, allowing them to hunt to their heart's content. Different types of Fae have different definitions of a slight, and these definitions are absolute. If a creature intrudes on a malk or kumonga colony's territory without offering something to the resident Fae or proving their strength in some other way, it is considered fair game, and is hunted down mercilessly, for example.
  4. Fae have different etiquette than mortals. Although many Fae Folk rules will depend on the specific types of fae that you're working with, it doesn't hurt to start with a few basics. Most fae are very forgiving if you mess up although this isn't always the case. One should do research to learn about the fae before going to deal with them.
  5. It isn't generally polite to call them fairies or faeries. Instead, call these beings the Fair Folk or Fae. You can also ask them what they would like to be called.
  6. Don't try to force a fae to give you its name. To fae, names are very important and hold a lot of power. You can ask what the faerie would like to be called by you. It's also best to avoid giving fae your name, but to be polite and truthful. Lore recommends using a nickname that is somehow related to your full name so they won't feel tricked if they find out.
  7. Legend says that faeries don't like to be thanked. Depending on the type of faery you're talking to, thanks can either be offensive because it implies that they're subservient to you, or it may mean that you owe them a debt and are now bound to them. Instead of thanking the Fair Folk, express gratitude for gifts given. Some lines that work well are:
    • "I'm so happy that this object is here. It's beautiful."
    • "I really appreciate this _______."
  8. Try to never spy on the Fair Folk. If fae are seen when they don't wish to be, they may get angry or withdraw all together. Fae like to be invisible in the mortal world because it can be dangerous to them. If you do see them and aren't positive they want you to, simply pretend not to notice. Most of the Fae Folk have strong glamours that they put up, but you can sometimes see through them if your psychic sense is activated. It's best to go on your way and avoid staring.
  9. When you're in contact with fae, do not brag about it to anyone. It's safest to tell no one at all, but if you do want to share your experiences, tell only your closest friends in private. If a fae asks you not to tell other people something, don't speak of it. They have ways of knowing. However, most fae just don't want you to brag about your contact with them. Make sure to speak well of the Fae Folk, even when they aren't around, because they could be listening. Silence is always better.
  10. Don't lie to the fae. You can certainly stretch the truth or be clever about what you say as they always are, but don't straight up lie. For example, give them a nickname instead of your real name, but don't give a fake name. Faeries can get upset if they find out they have been lied to.
  11. Don't break your word. In the kingdom of the Fair Folk, there are no "three strikes." You only need break your word once to anger them. A promise is a promise, even if it didn't feel serious to you at the time. If you agree to something, fae consider your word a binding oath.
  12. When you are giving offerings to the Fae Folk, try to notice what things they like. These offerings will be taken by the fae as deals of a kind and taken most seriously so the intent of the offering must be clear in your thoughts and words. Generally offerings are given for protection or to keep the fae from pranking you. Most faeries prefer sweet food like honey, cream, bread, crackers, champagne, or even whiskey. They will also like things that are native to or traditional of your area or ancestry, whichever they're more connected to. Avoid meat or heavily processed food. Fairies that love meat typically aren't the sort you want around.
  13. If you do work in an area that may have fae, such as the taking down of trees, hunting, fish or the like, it is benificial to give fae a few days notice. Bring an offering out to the area and explain to them why you have to do this work. Generally, its best to avoid this as much as possible.
  14. Be kind and generous to nature and animals and keep trash away from fae areas. Fae really hate getting dirty!
  15. Lastly, if fae has borrowed something or taken it as a prank, its usually a good idea to give it to them. Faeries don't like to owe debts so will always pay you back somehow. If however you just wait, the item will generally be returned in time. Most Fae will respect a mortal who appreciates a good prank.

Fae Weaknesses

As varied as they all are, most Fae species share a variety of weaknesses. These weaknesses can be used as proof that a creature is of Fae origin, and they can be used as a weapon or as protection against Fae assailants. There are some Fae that are not affected by some, or even most, of these weaknesses, however.

  1. Iron: For reasons still unknown, nearly all Fae are burned by iron. A Fae creature that comes in contact with iron or anything containing iron, such as steel or rust, is greeted with pain and fire. A Fae's blood burns on contact with this metal, and the “iron death” is one of the most painful ways for a Fae to die. It is difficult to bring iron into the Faewyld, and most natural Ways will close up around creatures carrying it, although hags and some spellcasters know ways to avoid this. Being transported into the Faewyld through magical means while holding iron can lead to mishaps, such as being transported to the wrong area or being left behind. Attacking a Fae with iron is a perfect way to gain the ire of other Fae, and should only be used as a last resort. Some creatures, such as hags and redcaps, are not harmed by iron, and use it to their advantage, while others, such as korreds, use gloves or other protections to wield iron weapons in order to defend themselves. No sidhe, including the archFae or even the Queens, has any sort of immunity to iron. Even though iron will not kill the archFae, it is very painful for them to handle, and prolonged exposure can diminish their powers.
  2. Running Water: Running water in any form, a river or the ocean, has many effects on the Fae. Most Fae, except merfolk and naiads, cannot cross running water without losing their powers, at least temporarily. For some, this might not be as much of an issue as it would be for others. Redcaps, for example, will chase prey across rivers, knowing that even without their supernatural abilities, their wicked sickles will be enough to cut down their quarry. For others, crossing running water is often enough to cause them to fall back in their chase. A troll will be hesitant to pursue prey if it knows that its regenerative abilities will not work for several hours, and sidhe lords and ladies would be only slightly above mortals without their superhuman grace and magical abilities. Flying creatures do not seem to have as much difficulty with running water as those that travel the land, for some reason. For the archFae, crossing water is a trivial matter, as it only slightly saps their powers, leaving them with more than enough juice to handle whatever they are after. Rain, which does not fall in the Faewyld, can also dampen the abilities of the Fae, although nowhere near as much as crossing water will do.
  3. Thresholds: A threshold is the barrier between an intelligent creature's home and the outside world. To mortals, a threshold is a loose term used to describe an entrance into someone's house, but to the Fae, thresholds are very real and very powerful barriers. Thresholds do not appear on every building, or even every house, and those that do vary greatly in their strength. A threshold is formed from the energy of the life that is lived inside a building. Happy homes and the homes of large or devout families tend to have strong thresholds, while the homes of lonely people or temporary dwellings have little to no threshold. Churches and temples that see many different people every day might have a threshold if the clergy live there, but only those that serve a truly devout congregation have thresholds of the same power as a home (although these places are often hallowed ground, which is more powerful than a threshold). Fae creatures cannot cross a threshold without leaving a fraction of their power behind them, similar to when they cross running water. This power is restored when they leave. Only the most powerful ArchFae can cross a threshold without becoming powerless while inside, and even then, they are often reduced to the strength of lower Sidhe. Because only mortals can create a threshold, they are very rare in the Faewyld, and Fae creatures are often surprised when they are stopped by one. Fae creatures can cross a threshold if they are invited across, in which case they do not lose their powers. If one wishes to enter a dwelling, but finds itself unable to, it will often use trickery, threats, and coercion to lure its victims outside or have them invite it in. Other, more crafty Fae, most famously Hags and Oni, will gain entrance by befriending children under a disguise, revealing their true form when they are brought inside the house.

Protection from Faes

There are a handful of very strange but effective methods of protection from Sprites, Pixies, and Bogies. Some are quite ridiculous and are effective only because it strikes the Fae funny bone.

  1. The best way to ward off Fae is to turn one's clothes inside out and wear them that way. No Fae will bother that character unless he attacks them. The laughter of the wee folk will ring from the branches of every tree they inhabit, but the wearer is safe.
  2. A red ribbon tied in a bow above a doorway or on the tails of horses or livestock. For animals, the bow tactic works the same as turning clothes inside out. Why? Who knows?
  3. Holy Symbols such as a crucifix or cross keeps them at bay just as it does a vampire. However, they can still cast their magic or attack from a distance.
  4. Horseshoe(s) placed under a pillow or hung over a door or bed will keep Faes away and prevent their use of magic in that specific room/area.
  5. Fae Folk cannot step on or over salt. This includes Sprites, Pixies, Bogies, Toad Stools, Leprechauns, Kelpie, Dead Moon Hag, and Pucks! A circle of salt prevents Fae Folk from entering the circle. Likewise, a line of salt in a doorway or on a window sill prevents them from entering at that place by that means of entry. Sprinkling salt on a Pixie or Sprite prevents them from flying, causes them to itch, and reduces their combat bonuses and number of attacks per melee round by half
  6. Various magic symbols and circles also ward away Fae, including the simple protection circle (same effect as salt).
  7. Except for the meaner, ugly denizens of Fae, like the Puck, Hairy Jack, Kelpie and Kinnie Ger, most Fae Folk avoid places that are dark, gloomy, ugly, frightening or filled with sad emotions.

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