The Origin of the Fae

Faerie is the home of all Fae, yet they’ve managed to infiltrate the Mortal Realm and make it their home. They’ve even forged bonds of friendship with human magic users. Here’s a list of everything magical and monstrous. Follow the links on images to read more.

Benign Fae

Grogoch

There are no female Grogochs.
The Grogoch lives in either a cave, a cleft in the landscape or a hollow he evicted a fox or rabbit from.
He resembles a short, old man covered in coarse red fur. He’s really grody – his hygiene leaves much to be desired. Spare twigs and leaves can always be found on his person (though this could be a good thing while he gardens?).
Thanks to the thick fur covering his body, the Grogoch is quite impervious to extreme temperatures of either end of the spectrum.
Once they bond with a magic user (Druid, Witch, Warlock, what-have-you), they are extremely loyal.
It is unclear what kind of magic they practice.

Galno

Short, warrior Fae who embody the Scottish medieval way of life. Though there are a few rebels who’ve kept up with modern technology and fashion.
Each clan has their own shade of purple to wear. This is mostly shown through the tartan claimed by each clan. Each clan has their own shade of blue eyes.
Most all Galno have black hair, but some who embody summer have golden hair.
All the clans live in Kregora on a heath covered with heather. Kregora is a broch built out of special glowing stone. Kregora is situated in a part of Faerie located in the Highlands of Scotland. Humans know enough to stay away from this different realm located in their own world.
The Galno were Seelie once upon a time, but are now Solitary Fae. This means that they have to pay a Tithe to live on Court Land (all of Faerie belong to the two Courts).
They believe in honour, bravery, courtesy and gallantry toward women.
The Clans are led by three of the strongest Lairds: the MacKeltar, the MacGregor and the MacKinnion.

Cù Sìth

“Cù Sìth” is sometimes interchangeable with “Faery Dog”.
The Cù Sìth is a Faery dog in Scottish Mythology that is usually in the form of a big black-and-tan dog (Rottweiler).
They have amber coloured eyes that burn brightly as they do magic.
They protect those of the Mist – humans with magical ability who are important to the Fae Monarchs and children of both worlds (half Fae and half mortal).
They use mindspeak (a form of telepathy) to communicate and all of them speak without contractions – except modern-day Saphira (and those who have gone rogue).
The Cù Sìth are the most powerful of all Fae. They control the very fabric of time and space. They create the Faery circles that are the most powerful and accurate of all magical teleportation. They can go anywhere in Time to correct or interfere in someone’s life.
Whenever the Cù Sìth protect someone, all who know about them know that the person who is protected is something special.

Brownies

Brownies are the servants of the High Fae (from any Court).
They’re androgynous. They’re the size of a two litre soft drink bottle. Brownies wear whatever their masters require them to – whether it be the fashion of the time or servant garb from medieval times. They’re obsessed with technology and like the kitchens they work in to be stocked with the best and newest gadgets. They’re excellent cooks. Brownies are tireless helpers to those they deem worthy. They’re obsessed with cleaning and cleanliness. They don’t like it when others try to do their duties.

Dark Fae and Monsters

The Hunt (Wild Hunt)

Hounds.
Females are rare. They’re more vicious than the males. (They get into more fights and die.)
Ferocious creatures with claws and sharp teeth. Particularly strong glamour to hide their true selves even from other fae.
When the Hunt is around, every living creature feels primordial fear. They remember the worst moments of their lives. The Hunt causes people to feel extra anger and violence as well – leads to lots of fights filled with fear and anger whenever the Hunt is near.
Only certain fae are immune to their effect: the monarchs of the Courts, the Cù Sìth and Caìt Sìth, and particularly strong fae like the Assassin.
Their allegiance is to the Dark Court even though they are technically a law unto themselves like the Cù Sìth and Caìt Sìth.
Pack loyalty is everything.
They take part in seasonal ritualistic hunts/kills to feed the magic of the earth(the place magic comes from).
Mortal enemies: none known.

The Cailleach

AKA Cailleach Bheur AKA Beira, Queen of Winter
Sacred tree: holly and Gorse bush.
Storm Hags accompany her.
All turn to stone (standing stones) from Beltane to Samhain. According to myth – turning to stone only happens when they do not fulfil their duty to the land, the Dark Court and the Dark King.
The Cailleach has a staff that freezes the earth with each tap. She is also guardian of the animals during winter.
The Cailleach is aligned with the Unseelie (Dark Court) since the Rift for protection and power. Though the Storm Hags accompany her wherever she goes, it is more for their entertainment than her protection.
She holds the power of winter. She can appear as an old woman (thus her name) or at any stage of life; whatever suits her purpose.
She lives in Tir na nÓg – a realm all of her own filled with snow, various fae that either come willingly to her realm or accidentally or by force, a castle that sometimes appears as a cottage, and various animals from the mortal realm that find their way to her for comfort and safety. She sends the cold from her realm to Faerie and the mortal realm as needed.
Storm Hags
They are an ugly veined blue. They are truly hags.
They cause storms wherever they go. Their cackling can be heard in the wind.
They follow the Cailleach around because they are drawn to her strength and cold. They obey her every command – as long as it is in line with the wishes of the Unseelie King.

Yuki Onna and Tsurara Onna

Two sides of the same fae.
Yuki Onna: white hair, white skin, white kimono, violet eyes. Snow fuels her glamour. She lives off human life-energy. Usually she preys on lost travellers during snowstorms.
Tsurara Onna: black hair, white skin, blue kimono, blue eyes. Icicles fuel her glamour. She lives off regular food and affection. She finds a human to adore her through winter. She bonds with this person emotionally, but has to leave in the spring. If she returns the following winter and the human stayed true, they can be happy once more; if not, the human gets skewered by an icicle.
This winter fae usually only appears in Japan, but they have been known to travel widely – keeping their appearance the same.
They appear to be young, beautiful Japanese women, taking on the glamour of either Yuki Onna or Tsurara Onna depending on their mood that winter. They serve the Cailleach and aren’t affiliated with any Court.

Leannan Sìth

This Dark Muse has beautiful red hair to go with her strikingly good looks.
There are only female Leannan Sìth.
She offers inspiration to an artist in exchange for his love and complete devotion. Lovers of the Leannan Sìth live brief, though highly inspired, lives. This union always ends in madness, despair and death.
If her advances are spurned, she’ll take action against the human with unpleasant results. (Better to devote oneself to this Faery and die young than go against her and have her cause a fate worse than death for all you know.)
She drains the sanity and life-force from the men she inspires to greatness.
She drains the blood from those she deems unworthy of her love (which is a gift and a curse of itself). She drinks their blood from a huge cauldron in which she gathers their very essence and vitality along with their blood – this is the source of her power and good looks. (This technically makes her a vampire.)
With one kiss from her, a man is her slave even beyond death (she takes possession of his heart and soul).
She only goes after young, handsome men.

Banshee

The Banshee is a wailing wraith usually clad in green. she can have either red or blonde hair which floats around her. she is strikingly beautiful despite her incessant bawling.
Once she is banished (usually by a stronger Faery) her body puffs out to resemble a cloud of smoke and her face becomes truly ghastly and terrifying, still framed by her reddish-blonde hair. she disappears in a puff of smoke.
The Banshee always tries to trick people or Faeries into thinking that they’re dying. She’ll wail until the person she haunts dies. (Running away from her can be dangerous – cliffs, trucks, various sharp objects, etc.)
Though the Banshee is thought to be a harbinger of Death, she usually causes it.

Red Caps

Red Caps are creepy little buggers. Not only do they have talon-like claws, but they have eyes that glow in the dark. And that’s just the tip of the scary iceberg.
There are only male Red Caps due to a curse placed upon them when they breeched the Compact between Man and Fae.
Red Caps haunt the Borderlands between England and Scotland because their legend is strongest there, but any old castle will do. Once they pick a place to live, they protect it fiercely. Their favourite way to do this is to push boulders from up high onto their unsuspecting victims.
Due to poor nutrition, they look slightly emaciated. They have almost no hair and a scraggly beards which gives them the appearance of little old men.
Their appearance isn’t the only consequence of them breaking the Compact between Man and Fae. They are no longer able to use Fae Glamour. This lack of Fae magic they bypass by practicing black magic – which, of course, is forbidden. They are also forced to wear iron-tipped shoes as punishment for their many crimes.
The only way for them to maintain their immortality is to consume the flesh of humans and Fae alike. They prefer to only hunt humans for sport, but they’ll eat them if no Fae prey are around.
Red Caps get their name from the red caps they wear. These caps are dyed in human blood. They have to do this continuously to survive.
The only way to escape these cannibals is to outsmart them.

Siren

Young Sirens can choose a mortal life – live among humans, age like humans and even have magic like human sorceresses. Only their magic can work on Sirens. But if, at any point, her nails start to glitter silver, she has to return to her own kind (this usually happens if she’d used too much magic).
Sirens only feed on human men. They lure them into the water – either with their seductive appearances or by enthralling them with song – then they drown them, escort their souls to the Otherworld and then return to feast on the flesh before taking the bones to the roots of the tree that gives life to their kind.
Before drowning their victims, they are beauty incarnate dressed in glittering gold or silver. During the drowning, they turn into dark creatures dressed in black with a multi-coloured coiffure. After the drowning, they turn into a barely recognised female form of skinless red oozing around stray feathers and claws. After feasting on the flesh of their victims and placing the bones beneath the tree, they return to their perfect forms.
They sing from the moment they start drowning their victims, through the meal, until they’ve returned to their perfect forms.
The curse upon them is to be half-bird, half woman creatures unless they use enough magic to conceal their true nature. It takes a lot of sacrifice (the men drowned and eaten) to keep their magic strong. The bones at the roots of their tree feeds their magic.
They live in a beautiful ocean with an underwater waterfall. They have a meadow above ground that they sometimes call home. No matter where they live, they always look the same – it’s only during the feeding ceremony that they go to extremes. Most Sirens stay in their perfect form, though some like to stay in the dark creature transformation, multi-colour hair and all, to conserve magic.
Young Sirens of age have to go through a rite of passage: drowning their first victim. They have to perform perfectly or be punished by the older Sirens.
Sirens promise truth and knowledge only to deliver death. But if someone can come away enlightened instead of enthralled by the song of the Siren, the human will go free and the Siren will dissolve into the water she stands in, becoming one with the magic of the world. It is thought that if a Siren died like this during initiation, she’d live in the cool waters that the rest could only dream of.
Sirens really do know all – the past, present and future. They have the gift of telepathy and can read the thoughts of humans. It is this knowledge that got them cursed in the first place…
There is no known way to kill a Siren.

Werehyena

Two kinds.
The first kind is hyenas that can turn into men. They have Vampiric tendencies. They can mimic any voice. They are physically more powerful than any creature. They can mesmerise people to do their bidding. In their human guise they are quite hairy, have glowing eyes and they grin all the time.
The second kind is a curse that turn men into hyenas that can walk like men, fight like hyenas and are as bloodthirsty as Vampires. They are immune to the magic of most Fae.
Mortal enemies:
Type 1: Druids and Nature Fae.
Type 2: Only the sangoma that cursed them can kill them. (And return them to their un-cursed state.)

Krampus

Krampus is the son of Hel, Goddess of the Underworld. He goes to the Mortal Realm during Yuletide to whip naughty children with a bundle of birch twigs or to give them a lump of coal. He works with the gift-giving witches Befana and Bertha.
He loses his power during the Winter Solstice and leaves the mortal realm soon after.
He has dark fur, twisted horns, reddish eyes and a forked tongue. His claws can rip through anything. His cloven hoofs can be heard in the dark, as can the chains he is covered with.
When no offerings are left during Samhain to appease him, he will abduct and even eat the naughty children instead of whipping them into shape. The Yule Riders will be released to find him when this happens. Sometimes he will weave baskets to keep the children in, other times he’ll throw them in a bag.
Krampus, like the Yule Riders, knows exactly what is in the hearts of mortals.

The Most Powerful Fae

The Faery Queen

Formal name: Queen Andromeda (used to seal compacts, curses, etc. There’s power in a name.).
Known as: Mae.
Known love-interest: Jamie MacKinnion, leader of the Galno, laird of clan Kinnion.
Weaknesses: none known.
Mae is the all-powerful queen of the fae. Though she shares the responsibility of Faerie and all fae with the Dark King, it is on her mercy fae (and others) fall when they have transgressed. She makes the rules; she enforces the rules (sending the Assassin or the Seelie Knights after the perpetrators).
Only the Assassin, the Dark King and the Cù Sìth can rival her powers. Even Ankou, King of the Dead, defers to her.
She can be volatile, merciful, caring and careless depending on her mood. The Rift was caused during one of her careless moments.
She is Faerie. Everything lives and dies by her whim. Everything comes into being or disappears at her command. After the Rift that divided Faerie, she no longer has such power over the Dark Lands belonging to the Unseelie Court and the Dark King.
When she decides to interfere in the Mortal Realm it is rarely a whim: she had foreseen something in her waterfall that is the Eye of Time, and it had most likely been confirmed by one of her Seers or even the Fates.
Mae is a powerful, independent woman in charge of a whole race of beings. It is her job to make sure that peace prevails between Man and Fae, to make sure the Dark King doesn’t do more damage than he already did by creating the Rift and the Labyrinth, and that everyone survives the unexpected.

Ankou

Ankou can appear as a skeletal being with a scythe and wearing a cloak – just as folklore claims. But he usually dresses smartly, especially when visiting the Faery Queen. He stays bone white, though. He likes the fact that all fae fear him, or are at least uncomfortable with his presence – even those who work for him.
He sometimes collects the souls of the dead in his black cart/carriage. Depending on his mood and the circumstances, he can be quite gentle with the recently dead and take them to his realm himself instead of leaving them to the tender mercies of the dullahans and others in his service.
It is his duty to maintain order between the Otherworld and the land of the living (Faerie and Mortal Realm alike). He has various servants (dullahans, banshees, sirens, etc.) with specific duties to maintain this order. His most trusted lieutenants are the Keeper of the Veil and Dagda, ruler of the Underworld.
During Samhain, when the Veil between Worlds are at its thinnest, he leads a procession of dead fae and some of his servants through the world of the living. When they come across living beings, they are to be appeased with baked goods or dessert. Or they will play cruel tricks on the individual. That is why it is best to stay indoors, hidden in the dark, during Samhain lest you attract the attention of Ankou and his subjects.

Dagda

Dagda is king of the Underworld. He has four castles – all spectacular – in the four corners of the world. He is perfectly toned with tattoos all over.
He possesses powerful magic.
He controls the growth of wheat and grass topside. Even in droughts he can make it grow so people won’t starve.
He is able to grant wishes – that is why he’s known as the Wishmaster. Wishes don’t come cheap: something has to be bargained.
Dagda was once a powerful figure in Faerie, but he overstepped his bounds and the Dark King punished him by making him the king of the Underworld: a place where souls from the Mortal Realm and Faerie have to wait for judgement once Dullahans have delivered them there.

The Moon

As a celestial orb, the moon radiates power that magic-users can draw upon to enhance their spells.
As a deity, the Moon is known as Cynthia.
Cynthia is the Guardian of Earth. She doesn’t belong to either Faery Court, and she stays out of Faery politics. She does have dealings with various Nature Fae and others who are condemned to live on Earth, though it is difficult for those on Earth to have direct contact with her. There is a portal that connects the moon (celestial orb) to Earth which Cynthia uses to travel and allows others to meet her on the moon.
Technically, Cynthia is the moon and the moon is Cynthia. Her thoughts, feelings, well-being is directly connected to the celestial orb earth dwellers view at night.
A Black Moon, when the Moon is completely absent, is a bad omen for the workers of Death – especially Valkyries.
A Blood Moon, when the Moon is seen tinged with red, is a good omen for Vampires.

Capricious Fae

Pixies

Usually the size of a human thumb, they can change size and appearance at will just like all fae. It takes a lot of magic, though.
They love ribbons. Their clothes are usually made of ribbons – in any colour. Some clans may have a preference in style or colour.
They always live in thorn trees, including fruit trees that have thorns (apple and lemon trees, for instance).
Pixies love mushrooms. They will plant them anywhere. When they have revels, mushrooms will grow in a circle around the place of the revel – sometimes growing huge overnight. It is unlucky to remove or harm these mushrooms: pixies will cause mischief in various forms. In some occasions, they will live in mushrooms: special faery trees that happen to be thorn trees will be guarded by pixies who live in mushrooms at the base of the tree.
Pixies also have a love of growing tulips, cannas and other bulb flowers. They will encourage the growth of these plants wherever they live.
They love to have fun. They are mischievous creatures who enjoy riddles. They also like playing games. Pixies usually don’t harm others, but when it is a choice between their own survival and that of another creature, they will always choose themselves.
Pixies are great at creating glamour. As a group, they can create illusions so strong that even other fae cannot see through it. Some might even do it as a favour…

Selkies

They are able to shape-shift between their seal and human forms.
Selkies mostly live in the human realm.
The biggest taboo of their kind is to mix with other Fae (through marriage, etc.).
Though they do occasionally marry their own kind, it is more common for them to seek a human mate. They entrap an unmarried human by leaving their Other-Skin (the seal pelt) for the human to find. The human is unable to give the Other-Skin away, allow the Selkie to reclaim it, or otherwise harm it. They are bound to their Selkie-mate through this pelt. It is thought that someone powerful had cursed Selkies (and thus humans) to always fall prey to the magic of the Other-Skin.
It does happen that during the Tithe freedom from this curse can be bought from either the Faery Queen or the Dark King (usually the Tithe happens every seven years…). Though some have found the price for freedom to be too steep.
Selkies are known as the good folk to some. They help fishermen to gather enough food from the sea in times of need by singing in the language of the ocean. They are gentle creatures. Though they are known to cause storms and avenge the indiscriminate murder of seals and selkies.
Their homes are usually deep in the ocean, most often a natural vault made of pearls or coral.

The Will-o’-the-Wisp

As big as a human thumb, blue fire faeries with indistinguishable features. Chirp and crackle to communicate. Can understand all language and can make themselves understood using Glamour.
Mischievous. Obey Dryads and other Tree Nymphs. Love to cause trouble and see what happens. Thrive on discord.
Solitary Fae – no allegiance to any Court. Love living in the mortal realm. Can be found in Avalon, The Dark Lands, Isle of the Blest, Tir na nÓg, The Wild Wood, and even The In-Between (so everywhere in Faerie).
Cannot be trusted. They do whatever they please and keep no promises – except to the Tree Nymphs. (So if a Tree Nymph instructed them to lead you to safety, you can follow.)

Domovoi

The Domovoi are invisible servants. They do not clean or cook, but they do take care of the animals of whatever dwelling they’ve claimed as their home. They even live with humans. Most importantly, they protect the home from invaders – whether supernatural or human.
They act as a sort of oracle: if the Domovoi become visible, it foretells of catastrophe approaching. If they extinguish candles (lights) trouble is imminent.
If one sees the Domovoi, they have little horns, tails, and long, grey beards. They are waif-thin and wear grey suits (they act much like butlers; the suits matching the era they live in).
Domovoi are patient, with high tolerance for neglect.
They only consume bread and milk.
If they are not regularly fed and given the proper respect on occasion, they turn feral and attack: the inhabitants of the dwelling they protect, usually by pinching or worse; the animals on the property, mostly by scaring them and chasing them off; and even the land itself, making plants wither and die. You can tell that they’ve turned feral before they attack: they have nasty sneers and their eyes are red. The longer the problem is left untreated (feeding them and telling them how awesome they are), the more malicious they become until they need to be removed by other Fae.

Vila

Vilas are captivatingly beautiful Fae who live in both the Otherworld and the world of the living.
They have beautiful singing voices and are mesmerising to watch when they dance – which they love to do.
They are excellent archers and usually display this skill when mortals interrupt their revels. They have their revels beneath cherry trees.
Vilas have long flowing hair and typically wear white, though they are partial to shades of blue. They are the Keepers of the Blue Festival where all Fae who are blue can enjoy a revel designed to pay their Tithes and build their glamour.
They do not particularly like humans, though they know that it is necessary to enthral them to take part in their revels as sacrifice. They’ll do what they must to lure humans to their special revels. A thick ring of grass, a type of faery ring, remains after such a revel and those who are wise know not to pass, for their life-force will immediately be drained and they will become part of the forest.
They are the peacekeepers of the forest. Any animal or Fae with a problem can go their sacred Ash trees and have the Vila waiting there decide judgement. Though they love all animals, they are partial to dogs.
They delight in creating storms just for the fun of it. Though they’ll heal the injured and sometimes use their prophetic powers to avert tragedy.
Vilas are shape-shifters, a trait they share with most Fae.

Gancanagh

Male Faery in Irish and Scottish Mythology that is known for seducing human women.
Personated by love, idleness and hedonism.
This faery heartthrob has an intoxicating substance in skin – contact makes him addictive. Once bedded by him, human women cannot think of anything but the next fix of him and they usually wither away since he deplores anything resembling commitment.
Suave and charming, he exudes pheromones to both sexes that make them want to be near him and please him. Sometimes to the extent of violence among each other to do so.
Nocturnal, social creature. Loves parties and human companionship.
His spell on humans can be broken if they consume a tincture of liquorice, vanilla and rooibos (can be mixed in a drink). He can be chased off by the presence of strong human magic users showing that they are a viable threat.

Duergar

“Duergar” is interchangeable with “Dwarves” (not Dwarfs), depending who in the Faerie realm you are talking to. For most, Duergar means that huge Dwarves have arrived, ready to conquer.
Though not part of either the Seelie or Unseelie Courts, they are feared nonetheless by most Fae.
Duergar are as tall as short humans. They have rough beards, big muscles, sturdy bodies, and hands that can crush skulls and create intricate metal designs in equal measure. Depending on from where they hail, Duergar have skin tones ranging from snowy white to ebony brown.
Most Duergar generally keep to themselves, playing with gems and metal yielded by the earth, though there are those who have excessive greed. It had led them to dig extremely deep into the earth, nearly to the dungeon Tartarus where evil immortal creatures are kept prisoner.
Some Duergar have gone to work for Dagda in the Underworld. Here they have unlimited access to the treasures the earth holds. They work as bodyguards and general servants to Dagda.
All Duergar are extremely gifted where it comes to working with gems and metal. The objects they create thereof is renowned. They’re also known for their strength and magical powers.
Those who prefer to conquer (give in to their greed), do not have qualms about augmenting their powers with dark objects. They are the worst of their race. Those who cross the Dark King through their greed (by, say almost opening Tartarus), become part of the Unseen Unseelie and lose all they had as Duergar (their culture, homes, personality. Etc.) – it’s a fate worse than death.

Merrow

Merrows keep the souls of the drowned in cages until they can be collected by Black Dogs (usually Grims or Barguests) to go to their final resting place in the Underworld.
They live in the in-between world Tir fo Thoinn (the Land beneath the Waves) just like most other Fae who fall within the Water Fae Classification (e.g. Selkies, Sirens, Jengu, etc.).
Just like all Fae, they are able to change their appearance at will. When not in their mermaid-like form, fish tails and all, they wear warmer coats resembling sealskin to survive icy waters. The webbing between their fingers and toes makes it easier to swim.
All their magic is kept in their red caps without which they do not dare go near other Merrows for fear of enslavement. Better to wait out the human who stole it and pretend to be captured than face true torment at the hands of their own for eternity.
Merrows, like all Fae, enjoy toying with humans. And though they’ll warn against storms, chances are they were the ones who created it.
Some even hunt humans to eat them and keep their souls in cages as pets.

Kelpie

Kelpies use the connection they have to the water they live in to find out everything that goes on in the world around them.
Kelpies can live in any lake, river or stream. Even a murky pool will do if there’s enough glamour to fuel the Kelpie. Part of their magic is to make themselves irresistible – humans and Fae want to touch them, no matter the cost.
Mist surrounds a Kelpie as it shifts form. They have the power to change their appearance at will. Kelpies prefer the form of a horse when on land. Though they can turn into pine martens, stoats, goats, etc. They can even take on a human form.
Kelpies will eat any human or Fae it wants to. They especially like to play with their prey. Though, there are a few who stick to eating fish.
Kelpies only appear outside water when they are summoned, hungry or have to go to a mandatory Fae gathering (like the Tithe every seven years). It usually shape-shifts from an underwater monster to something alluring – like a horse – before enticing humans/Fae to touch it, at which point its skin will become adhesive and it will take its prey down to a watery grave (and the Kelpie will have lunch).
Though it is said that only the liver or entrails are left over from a Kelpie’s meal (seen floating on the surface), that’s just the personal preference of some. Not all Kelpies have the same taste in food (just like everyone else).
Kelpies have power over the water they live in: they can cause floods to hinder or drown pursuers/victims.
They have an odd sense of humour (e.g. laughing when someone nearly dies in a bog).
Kelpies are good in a fight. They change into water as soon as an opponent tries to punch/curse/suck the life out of them.
Kelpies do whatever they wish, whatever whim takes them. Even the supposedly bad ones who feast on humans and Fae can be a trusted ally – just like the supposedly good Kelpies who only eat fish can be your worst enemy.
Kelpies are always dripping wet. Once they start to dry out, they need to return to the water or risk death from dehydration.
How to summon Kelpies:
–A rhyme (if you know the right one) will call the Kelpie from the depths.
–A Cù Sìth can summon one by simply barking.
–A blood offering – a bit of blood on a leaf placed on the water – along with calling: ‘Kelpie, I bid thee forth.’ will summon the Kelpie to your presence.
Though, beware: the Kelpie will demand more, depending on what you want from it.
Like all capricious Fae, it depends on the individual Kelpie whether it will be friend or foe.

Valkyrie

Valkyries choose warriors to fight at the end of time – when good and evil will battle until only one side survives.
New Valkyries are chosen during battle the same way warriors are chosen for the final battle: some see it as a blessing while others see it as a curse. Warriors are treated like they’re something special, Valkyries have to work and serve until the end of time.
They train mercilessly. They are true warriors adept at all types of fighting.
There are different types of Valkyries: those who prefer to fight in ancient skirt armour, those who prefer medieval armour and others who like full-body leather outfits fitted with matching armour. All of them have their strengths and weaknesses – those who prefer leather aren’t all that into being subservient and are usually a lot stronger (mentally, physically, emotionally, magically) than the others.
They have a commander and they follow her orders to the letter – Valkyries aren’t supposed to have opinions of their own (which is why those who prefer leather – and have the strength that goes with it – are so rare).
Valkyries are all women. They were brave in their mortal lives and are even braver as immortals. They fight the Furies for possession of human souls to fight at the final battle (Ragnarok).

Fury

Furies are legion. They collect the souls of the fallen to do battle at the end of time.
They also punish the wicked, avenge the innocent and interfere in the lives of mortals and fae.
They wear clothes of ash, cinders falling in their wake. They have wings resembling that of bats.
Furies are excellent in battle. They can wield any weapon and can decimate their enemies in close-quarter combat (with or without weapons).
They live in the Underworld. They answer to Dagda, the Keeper of the Veil and Ankou – the King of the Dead. Like all creatures associated with Death, the rules of Faerie do not apply to them. They can be classified as deathfae.

Fates

The Fates rule the destinies of all Fae and Mankind. They also decide the fate of those not so easily classified. Even the Cù Sìth are wary of them.
They can take on any form. Sometimes they like to be seen as old crones sharing a single eye. Other times they are seen in the passing seasons of life: a young woman, a middle-aged woman and an old woman. They can also appear as formless, hooded entities. Whatever their appearance, they are to be feared and revered.
They have spools of thread made up of Time, Life, Disease, etc. that they use to weave tapestries.
For fun, they watch the reactions of those who believe that they have more power than others (like the Valkyries and the Furies).

Magical Places

The In-Between

The In-Between is a shadow world, a prison.
Only powerful Fae can move easily between it and the other Realms (only the Faerie Queen, the Dark King and the Assassin can accomplish this – even Ankou stays away, but only because death doesn’t exist there). Others need special ingredients that come at a price: the first fire given to man by Dragons – Eternal Flame; water from a sacred spring carried in a special crystal chalice; wood from the heart of an oak tree – only a Dryad’s tree will work.
The In-Between takes the life-essence from those trapped there, though it doesn’t kill them. It sloughs away their body and soul.
Those who are powerful – or in great need – can communicate with someone close to them on the outside. But it takes even more of their life-essence to do so. The In-Between is a cruel place.
Fae – led by the Caìt Sìth – have to take light to the In-Between to keep balance between darkness and light or all the Realms will fall to the all-consuming darkness of the In-Between.

The Wild Wood

The Wild Wood was formed after the Rift that tore Faerie to pieces.
It is a place neither in the Mortal Realm nor Faerie, yet is filled with magic and wonder. Wild Fae live there – they have changed over time in ways that other Fae hadn’t.
It is the easiest way to travel between Realms – but it is extremely dangerous. Wild Magic runs through the Wild Wood. But if you can find a copse of trees that connect to the Wild Wood, you can safely travel to where you need to go – especially if travelling out in the open is too dangerous.

Faery Rings

The only safe rings to use are those with white flowers, white stones and white mushrooms. These rings will take you safely to wherever they end up. Pairs of faery rings work together, creating a portal from one location to another.
The grass inside a faery ring will always be different than the grass outside of the ring – something to do with their portal quality and where they lead to.
Pixie rings are technically faery rings, but they do not have stones and always have tulips among the mushrooms. These rings shouldn’t be trusted: pixies are fond of pranks.
Never destroy the mushrooms of a faery ring, as it will cause great tragedy to you. If a faery ring needs to be dismantled before it can be finished (the mushrooms sprout first), carefully remove the mushrooms without breaking them, put them in a plastic bag, seal the bag and dispose of in the garbage – it will end up somewhere safe for the fae to create a new ring.

Faery Circles

Their only defining characteristic: a different grass type growing in a circle within another type of grass. Sometimes it is obvious: kikuyu growing in veld grass. But the true faery circle, the one created by the Cù Sìth, usually has a type of lily in the circle that still looks like grass to fool the eye.
Faery circles can take you wherever you wish to go and do not need another faery circle to deliver you safely at your destination. Faery circles are rare – the Cù Sìth do not believe in allowing great power to be accessible to just anyone.
A dead faery circle will have nothing growing inside: it will be a circle of barren soil surrounded by grass. This can mean various things, but usually it means that all the magic in the area is depleted by a great battle. Or that the Cù Sìth who had created it was dead and had been the last of their bloodline.

Magic Portals

Momentary. Created by human magic-users (warlocks, witches, druids, etc.). Something strong has to be channelled to create these portals: standing stones, meteoroids, the full moon, the blood, bones and scales of dragons, etc.

Caves and Tunnels

Thanks to the dwarves and duergar, what happens within the earth can be in either Faerie or the mortal realm. Caves and tunnels can lead anywhere… even dangerous places no-one should ever go.

Caledonian Forest

Home of the Dragon of the Caledonian Forest who hoards books and is an advisor to many druids and halflings who seek his help – in exchange for books, of course.
The forest is old, dangerous and very much alive. For the most part it is filled with oaks, birch, rowan, aspen, juniper, other hardy trees and ferns, mosses and lichens.
Caution: only go there with a Cù Sìth as your guide.

Faerie

Before the Rift (a millennium or so ago), Faerie was one, whole.
Now there’s the Seelie Realm (Avalon), Borderlands within the human world (though humans are smart enough to stay away from what belongs to the Fae) where Solitary Fae live at a price (a Tithe is paid every seven years to either the Seelie Queen or the Unseelie King), the Unseelie Realm with the Dark King’s castle in the middle of it all, the Wildwood that connects everything and where magic is unpredictable, and the Sea of Discord which divides all realms.
Though Faery Circles and Faery Rings are quite capable of taking the user to where they wish to go within the realms, some still use the old passages between realms (though only the foolish or desperate do so). The old passages were created before the Rift and are no longer uninhabited or reliable.
Balance no longer exists in Faerie. After the Rift, the light no longer tempers the darkness in the Unseelie Fae and the Seelie no longer appreciates the light, for there is no darkness in their world (they no longer realise when they are being cruel or callous).
Some Fae have escaped to magical parts of the human realm – places touched by Faerie during the Rift – and made homes there. Usually this dwelling is disguised as a small hill or something uninteresting and best avoided (like a burial mound).
Though scattered, all Fae are still ruled by the Seelie Queen (Faery Queen) and the Unseelie King (Dark King). Whether that’s by doing the Court’s bidding outside of the seat of power (Seelie Realm/Unseelie Realm) or by paying a Tithe for Court privileges (like living on Court land, under the protection of that Court).
The Fae who choose to have nothing to do with the Courts have a hard life. They either live in the untamed wilderness (the Wildwood or the Sea of Discord) and go mad, or on Court land as prey, or in the Mortal Realm, cut off from their magic. (Only the two Fae monarchs, the Assassin, the King of the Dead and Cù Sìth can command the Mist. Everyone else have to draw and store Glamour from the Mist for their own use – and they can only do that in places where magic is strong.)
Time runs differently in Faerie than in the Mortal Realm. Hours there can be weeks in the human world.
Humans shouldn’t eat food from Faerie: once they do, they belong to the Fae. Only the one who offered the food can break the spell. And usually they don’t: Fae love mortal playthings. Also, Faerie food holds an enchantment that makes food from the Mortal Realm unpalatable to humans, causing an addiction to Faerie food. (You’ve been warned: don’t take sweets/fruits/cakes/drinks or anything else a stranger offers you.)
Making deals with the fair folk from Faerie invariably leads to trouble. Rumpelstiltskin isn’t the only Fae who collects debts, he’s just the most notorious.
Faerie changes to suit the will of the Faery Queen. Her power is strongest in Avalon.
The Dark King prefers to toy with perception and light/dark (illumination or lack thereof) around him.
To enter the land of the Fae (Faerie) is to give up all power of where you are and what you see/hear/feel/smell/taste.

Thin Places

At crossroads, graveyards and other places of change and choice, the Veil between Realms are extremely thin. (Realms in this context: Land of the Dead and Land of the Living.)
The Living can easily cross over. As long as their bodies stay intact, they can return to their lives.
The dead want to cross over to the Land of the Living and will be hunted down by Grims/Barguest to return to the Other Side.
Thin Places are to be avoided on Samhain.

Other Side

Reference to the to the Realm on the other side of the Veil between the Land of the Living and the Land of the Dead.

Otherworld

Realm of deathfae and the dead. Encompasses Tir fo Thoinn (the Land beneath the Waves, home of Merrows, Sirens, etc.) the Underworld and other grey areas in-between (Valhalla, Hades, Castle of the Keeper of the Veil, etc.).

Underworld

Where souls of mortals and fae go to be judged and find their final rest.
Rulers: Dagda and Hel (respectively).
There are many layers to the Underworld and many denizens of Faerie who happily live in this in-between place in Otherworld.

Faery Animals

Pegasus

Related to the original Pegasus, the pegasi are magical winged horses. Pegasus = singular. Pegasi = plural.
Much like unicorns, horses and others related to them, the pegasi live in herds. They are matriarchal. Though some come in rainbow colours, most resemble the colouring of regular horses.
Their wings can be used for different magical things. Different parts, different uses. Crushed feather tips = cure for all poisons. Wings can be attached to someone = they can fly.
They become very attached to certain humans. This attachment helps them to harness their powers. Like transformation. Some pegasi can change colour (e.g. from black to white), grow a horn like a unicorn’s and have fiery red eyes – all which magnifies their power over lightning, storms and nature itself.
They are fierce warriors when called for, but they prefer a simple life of grazing.

Faery-Hybrids

All Faery-Hybrids were once other types of Fae. They became whatever Faery-rat, Faery-bat, Faery-baboon or other creature by living a good life and going against whatever their Fae-nature was. Some see this as a reward – after all, Faery-Hybrids are as close to mortal as Fae can get. Others see it as an abomination. Tree Nymphs usually become Faery-Hybrid plants.

Faery-Hybrid Bats

Furry. Black. Some skinny, some fat. Big eyes – blue, green, red, orange, yellow, or purple.
Were Red Caps or other type of Goblin-Faery in past life – becoming a bat is a reward for a life well-lived. They know all the magic of their previous kind and are immune to it. They try to help others against their previous kind.
They are a little comical – try to do magic they once had; think they’re stronger than they are; bit off-balance while flying.
Do have new magic: can hypnotise enemies; have excellent hearing.

Faery Hybrid Monkeys

They can look like any type of monkey, depending on the region they live in.
They adore living in the mortal world where they can play tricks on man and fae.
They like a good laugh, though they can push things too far.
They are not malicious in nature and have a healthy respect for the more powerful fae.

Raven/Crow Hybrids

These beautiful black birds have the longevity of the fae, the freedom, cunning and grace of the mortal birds, and are revered across the realms.
They bring guidance, protection and change to those they deem to grace with their presence.
Though they aren’t aligned with any Court, they do favour the Morrígan (more about this faery in a later post).

Grim

The Grim is a black dog that looks a lot like a wolf. It has brown markings on its legs, a lot like that of a Cù Sìth. They can become shadows to stay invisible to mortal eyes.
They live in the Otherworld, guarding the Mistress of the Veil between worlds. Their job is making sure that all festivities that have to do with the mortal world and theirs go smoothly (Samhain, Solstice, etc.). Sometimes they have to hunt Faery-Hybrids, magical lakes and other things that threaten their Mistress or the festivities they safeguard. They also occasionally hunt down escaped spirits of the dead.
You know you are close to the Veil if you spot a Grim.
Like all black dogs, they are fierce protectors and loyal.

Dragon

Not strictly Fae, they do belong to the same Realm.
Dragons are the most magical and wondrous of all the creatures found in any Realm.
They have four legs, large wings with thorns on the tips, huge head with horns and thorns, massive teeth – all sharp like a shark’s.
Each Dragon is the colour of a gemstone. Their eyes, though, are the same amber as the Cù Sìth’s.
Their blood, scales and even meat have powerful magical uses. Though it is an atrocity to kill a Dragon for any reason.
All Dragons collect different things that they keep in their hoard. Some collect glassware, others stained glass windows, even shoes are collected. The Dragon of Caledonian Forest collects books.
Dragons know things – the past, the present and the future. If they deem someone worthy, they will share their knowledge. At a price; usually an addition to their collection.

Miscellaneous

Magic

The Mist is what we call the all-consuming, all-powerful magic that runs raw through Druids and Cù Sìth. Other humans with magic need talismans to tap into the Mist. Normal Fae can fashion Glamour – weaker magic than that of the Cù Sìth – out of their connection with the Mist. All Fae can store Glamour in plants, crystals and wind-orbs/light-orbs for later use.
Humans can use magic in various forms: harnessing it from Nature; storing it in amulets, crystals and talismans for later use; siphoning it from other beings (usually other witches and wizards); or using incantations along with talismans to use The Mist in its rawest form.
Magic must be earned or inherited for humans to wield it. Some go on quests to earn the right to use magic while others are born with it in their blood.

Witches

Familiars are usually Caìt Sìth who enjoy spending time in the mortal realm in the company of witches. Other familiars from Faerie include various faery-hybrids: monkeys, bats, rats, ravens, roosters, etc.
As with the Fae, human magic-users are classified under their own gifts as well. Some control fire, some water, some air (wind), some earth, and some even control soul (powers of the mind, powers of others, the dead, etc.). Some even have power over that which dwells within their element of control. Rarely, a witch will have equal power over all elements.
Witches use grimoires to extend their knowledge and power. Some have bonded with Familiars (see the types of Fae above) who advise them. They are also big on rituals, schooling and belonging to groups. Though they view individual witches to be suspicious, that is in no way an indicator of villainy.
Just like any other type of being, witches can be good or evil, old or young, etc.
Only Druids seem to naturally have power over everything.
Certain bloodlines of witches and warlocks have found the power of Runes and thus power like Druids through branding their skin with various Runes; a dangerous and possibly fatal endeavour.