

Queen of the Seelie and Unseelie: Rosaelya (Kirren Evergarden)
King of the Unseelie: VACANT
Fey in Vero
In Vero, Fey, from both the Seelie (Light) and Unseelie (Dark) courts, worship Bacchus. All newly arrived fey must be recognized by the local Fey council. Originally, only the Sidhe or the race of noble fey had some blended story lines. Over time, the Queen allowed for other races of the Fey courts to join them on Vero.
All fey who enter Vero are carefully monitored. After arrival, they are required to contact the King or Queen of the Courts to avoid becoming hunted. Those who fail to make contact within a week are at risk of being enslaved, killed, or tortured. Their powers will wither without the support of a court, and they will eventually fade away. Half-fey, who are more human than fey, are the only exception.
To approach the courts, the easiest way is to seek out the Temple of Bacchus, located behind a statue of the god on a small hill. Alternatively, letters can be sent to Queen Rosaelya (Kirren Evergarden) for introductions. Fey can also meet royal children who are happy to make connections on their behalf.
Part-Fey (Half-Bloods)
Part-Fey individuals, such as those with human and Fey ancestry.
Lesser Fey
Lesser fey are members of various courts outside of the noble Sidhe, including beings like the Sluagh, Pooka, Satyrs, and Pixies. While these beings are noble in their own right, their ancestral overlords are the Sidhe. Unlike the Sidhe, lesser fey do not wield hands of power but have unique abilities, often elemental in nature. They share the fey weakness, but their abilities and roles differ greatly from their Sidhe counterparts.
Click HERE to read more about lesser fey races.
The Sidhe and Their Courts
Seelie (Light)
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The Seelie Court is associated with light, beauty, and life. They are the more "noble" faction of the Sidhe, often seen as favoring pleasure, indulgence, and good fortune. However, they are still political and manipulative, with a focus on their own interests and power.
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Seelie members are known for their beauty, grace, and often untrustworthy nature, despite their pleasant exterior. Their power lies in their ability to manipulate emotions and the natural world.
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Queen: The most powerful being in the Seelie Court, controls both Seelie and Unseelie realms due to her immense power, strategic manipulation, and the need to maintain balance between the two opposing factions. By managing both courts, she ensures stability, prevents either side from becoming too dominant, and consolidates her own power. Her authority allows her to mediate conflicts, play factions against each other, and maintain the delicate equilibrium between light and darkness in the Fey realm, securing her reign and legacy.
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Princesses and Princes: High-ranking nobles with significant power based on lineage and magical ability, influencing lesser members. Merry Gentry is a member of this faction.
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High Council: A group of powerful nobles advising the Queen and holding sway over decisions.
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Fey Nobles: Influential members who engage in political maneuvering and rivalries.
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Lesser Fey: Lower-ranking members who serve higher nobility or hold smaller positions.
Unseelie (Dark)
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The Unseelie Court is linked with darker, more destructive forces, often depicted as cruel and dangerous. They are more ruthless and are sometimes considered the "rebellious" faction of the Sidhe.
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The Unseelie court is associated with chaos, darkness, and the more primal, raw aspects of magic and power. They are portrayed as willing to use darker magic, violence, and manipulation to achieve their goals.
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The Unseelie Sidhe are often feared and considered to be enemies of the Seelie, but both courts are intricately tied in a delicate balance of power.
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King: The supreme ruler of the Unseelie Court wields immense power, and their relationship with the Queen is not necessarily romantic or formal. Instead, it is rooted in complex power dynamics. While both are extraordinarily powerful, their interactions are often politically charged, marked by tension and occasional cooperation. Their connection is focused on maintaining balance and control over their respective courts rather than being based on affection or alliance.
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Princes and Princesses: High-ranking members with magical power and influence.
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Unseelie High Council: Influential members who assist the King in decision-making.
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Unseelie Nobles: Powerful, often ruthless Fey who hold various positions of power.
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Lesser Unseelie Fey: Lower-ranking members, often treated as pawns.
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FEY MAGIC (Hand of Power)
Each Sidhe possesses a Hand of Power (HoP)—a unique magical ability. When creating your character, you must choose the number of HoPs based on your Fey’s age:
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Young: 1 HoP at Weak level. Ages 1-400
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Mature: Up to 2 HoPs, one of which must be stronger than the other. Ages 401-1599
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Ancient: 2 HoPs, both at Strong level. Ages 1600-3000 - CAPPED
Below is a list of available HoPs, but remember, your use of a HoP should be distinctive and personal to your character. All fey get their elemental magic first. It must be relevant to your main hand, or you’ll be respectfully asked how it would work or to change it to one that would
Available Hands of Power:
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Green Fire: Creates deadly fire that consumes objects and Fey.
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Hand of Air: Mastery over air (Elemental).
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Hand of Blades: Slash with your hand, cutting like a sword, ineffective for parrying.
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Hand of Blood: Pulls blood from a body through tiny wounds.
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Hand of Blooming: Causes plants to grow, bloom, and fruit. Minor healing to restore health. - Seelie Hand
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Hand of Cursing: Curse others with minor or major effects. - Unseelie Hand
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Hand of Darkness: Weave and manipulate shadows like fabric. - Unseelie Hand
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Hand of Flames: Mastery over fire (Elemental).
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Hand of Flesh: Melt flesh and turn any living creature inside out.
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Hand of Ice: Mastery over ice (Elemental).
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Hand of Illusions: Create illusions, distorting reality.
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Hand of Knives: Blades of magic pierce through obstacles, even at a distance.
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Hand of Life: Manipulates plants, heal dying life, but not resurrect the dead. - Seelie Hand
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Hand of Light: Mastery over light (Elemental). - Seelie Hand
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Hand of Night: Create darkness over a 1-mile radius or create a dark ball that causes burns and blindness. - Unseelie Hand
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Hand of Old Blood: Reopen old wounds and draw blood from them.
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Hand of Reaching: Instantly teleport someone to another location.
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Hand of Water: Mastery over water (Elemental).
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Kiss of Birds: A deity-bestowed gift that heals anyone you kiss.
Leader Only Abilities
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Seelie Blessing: The glamour of the Seelie or Light Court is stronger and harder to see through.
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Unseelie Blessing: The illusion of the Unseelie or Shadow Court is stronger and harder to see through
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Fey Realm Blessing: Ability to summon all fey, no matter the court, to the Temple of Bacchus.
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FEY WEAKNESSES
Despite their power, Fey have several vulnerabilities:
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Beheading
One of the most definitive and effective ways to kill a fey, especially in mythologies surrounding them. Decapitation can sever their magical connections, rendering them powerless or dead. The head is typically seen as the source of their consciousness, and removing it is often fatal to fey, as it is for many other magical beings. -
Cold Iron
Cold iron, particularly iron that has not been forged by magical means, is extremely harmful to fey. It disrupts their magic, causes intense physical pain, and can even kill them if inflicted in sufficient amounts. Its mere proximity can be discomforting to many fey. -
Silver
While not as universally fatal as cold iron, silver is still toxic to many fey, especially when used in weapons. It disrupts their magic and can cause injury, weakening or killing fey exposed to it. -
Salt
Salt is a strong repellent for fey, particularly when it is scattered around a protected area. It prevents them from entering sacred places and disrupts their ability to use magic, making it an effective defense against them. -
St. John’s Wort
This herb, when applied to the eyes, ears, lips, and nose, dispels glamour and reveals a fey's true appearance. It is particularly effective against fey who rely on illusionary magic to mask their real, often terrifying, form. -
Four-Leaf Clover
The four-leaf clover, a symbol of good luck, has been known to weaken fey, especially those with dark or malicious intentions. It can disrupt their magical abilities and prevent them from using glamour to manipulate their surroundings. -
True Names
If a fey's true name is known, it can be used to control or bind them. This power comes from ancient traditions where a name holds great magical power. Knowing their true name gives the one who possesses it control over the fey, often binding them to the will of the holder. -
Glamour Weakness
Glamour, a magical ability that fey use to change their appearance and deceive others, can be disrupted by specific spells, countermeasures, or magical substances. When glamour is dispelled, fey are forced to reveal their true, often unsettling, form. -
Iron-Rich Environments
Fey are vulnerable to environments that are rich in iron, whether naturally occurring or man-made. Iron can drain their magical abilities or hinder their power, making them weaker in such locations. -
Wild Magic
Fey are vulnerable to chaotic or wild magic, which is magic that is uncontrolled or highly unpredictable. This type of magic can disrupt a fey's powers or cause them to lose control, especially when they are forced to deal with uncontrollable forces beyond their manipulation. -
Cold
Many fey, particularly Seelie (Light) fey, are susceptible to cold or ice, as they are generally associated with warmth and light. Extreme cold can drain their energy, weaken their magic, or even put them into a dormant state, much like hibernation. -
Unseelie Courts
Some fey are weakened by the presence or influence of the Seelie courts. The magic of the Seelie fey is at odds with that of darker fey aligned with the Unseelie court, sometimes making it difficult for them to function or use their powers when in close proximity.
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Sidhe Physical Characteristics
Hair:
Sidhe are known for their striking hair, which can range from three-toned shades to shock white-blonde or even rainbow hues. Their hair is traditionally long, as cutting it is seen as a sign of weakness or dishonor in the high courts. However, with modern thinking, some Fey have begun adopting shorter hairstyles.
Eyes:
Sidhe eyes are renowned for their beauty and the rare colors they can display. Their irises can feature a mix of colors or rings of varying shades. When not under glamour, their eyes may glow, and when casting magic, their irises often spiral or shift, reflecting the power they're wielding.
Physical Form:
Sidhe are typically tall, well over six feet, including females. Their ears may be small and pointed, or more traditional in shape. Skin tones can range from pale white to sun-kissed gold. Sidhe are exceptionally strong and fast, able to perform feats like bench-pressing cars. Though they age normally until around 25, their aging slows dramatically thereafter, making them appear nearly ageless. While Sidhe can be killed, they are very difficult to harm and are long-lived.
Half-Fey:
Half-fey are not immortal and are weaker than full fey, possessing about twice the strength and slightly faster speeds than humans. Their maximum lifespan ranges from 100 to 125 years. They tend to be slightly taller than humans, with females ranging from 5'10" to 6'2". Their hair typically follows human colors, with perhaps subtle highlights or a single strand of unusual color.
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Strength and Speed Comparison:
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Human Male: Strength: 100 lbs, Speed: 12 mph
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Human Female: Strength: 50 lbs, Speed: 10 mph
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Were (Human/Shifted): Strength: 500/750 lbs, Speed: 20/35 mph
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Vampire: Strength: 300 lbs, Speed: 50 mph
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Full fey: Strength: 500 lbs, Speed: 25 mph
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Half fey: Strength: 200 lbs, Speed: 15 mph
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Glamour:
A hallmark ability of high court Fey is their use of glamour—a magical illusion that alters how others perceive them. By manipulating their aura, Sidhe can project an image of themselves they wish others to see. While placing a hand on someone wearing glamour won’t break the illusion, it may reveal discrepancies, such as the texture of their skin or features that don’t match the glamour. Humans can resist glamour by using magical ointments on their eyes. Glamour has a time limit depending on the Fey's power and concentration, typically lasting 4 to 8 hours before it begins to fade.
GLAMOUR SKILL LEVELS
Fey have the ability to alter their appearance and influence others through Glamour. The skill level determines the extent of their powers:
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Weak: Modify their own appearance and influence the emotions of weaker beings.
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Medium: Alter their own appearance, clothes, and influence the emotions of others.
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Strong: Transform their own appearance, clothing, and even the atmosphere of a room. Can also temporarily gift glamour to others.
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Magic:
Magic in the fey is intrinsically tied to six core elements: Earth, Air, Water, Fire, Spirit, and Blood. Each pure fey has a natural affinity for one of these elements and is a master of it. This connection allows them to draw power from their element almost effortlessly, like a moth to a flame. For example:
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Air fey might always have a soft breeze around them.
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Fire fey might cause flames to lean toward them when they enter a room.
These elemental abilities are innate, not actively cast, and they don’t harm anyone unless the caster chooses to use their powers in a destructive way. Unless blocked or shielded, the effects occur naturally and harmlessly. Keep in mind, if you’re a sidhe, your main hand of power and elemental magic must make sense together.
Elemental Magic:
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Earth: Deals with Land, Stone, Plants, and Growth.
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Air: Focuses on Air, Electricity, and Weather.
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Water: Controls Water in all its forms.
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Fire: Manipulates Fire and Heat.
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Spirit: Handles Mental Powers, Spirits, Illusions, and Death.
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Blood: Affects Blood, Tissue, and Poisons.
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Spell Types:
Fey have different spellcasting capabilities based on their full or half-blood status.
Full Fey:
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Full fey are allowed five spells within their chosen element.
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One of these spells may be a Killing spell.
Half Fey:
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Half fey are allowed three spells.
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They are prohibited from using any Killing spells.
Spell Categories:
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Killing Spells
These are powerful spells capable of causing heavy damage but at a high cost to the caster's energy.-
Must specify if single target or area of effect (if area of effect, range must be within 60 feet / 20 meters).
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These spells drain most of the caster’s power when used.
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Fighting/Damage Spells
Offensive spells meant to cause damage.-
Examples: Swarm, Bolt, Blood Bleeding, Suffocating Cloud, Thorny Vines.
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Defending/Protecting Spells
Defensive spells designed to protect or shield.-
Examples:
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Fire: Wall of Fire
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Earth: Root Barrier
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Air: Tornado of Air
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Water: Whirlpool
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Spirit: Mental Shield
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Blood: Freeze Blood to hold enemies.
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Healing Spells
Spells that heal wounds using the caster's element. -
Hiding Spells
Spells that allow the caster to blend into their surroundings or alter their appearance.-
Must use the caster’s element (e.g., Water magic could allow the caster to disappear into a puddle of water).
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These spells don’t damage or protect the caster but only provide camouflage.
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Using Spells in Combat:
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Spell Casting Process
Magic casting takes two posts to complete:-
First Post: Gathering power and preparing the spell (effects begin to manifest).
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Second Post: Announcing the target and casting the spell.
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Area of Effect Spells
If the spell is an area of effect, the caster must specify the range (within 60 feet or 20 meters). -
Elemental Proximity
The effectiveness of spells depends on how close the caster is to their element. The closer the element, the more powerful and effective the spell will be. -
Damage
When describing a spell, always include the expected damage it will cause to the target or area.
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Oaths:
Fey are born of magic, and magic is woven into their very being. This magic, known as Wild Magic, surrounds them and permeates their existence. When making a deal or an oath with a fey, Wild Magic can bind your words and actions to that promise. The magic takes words literally, and you may find yourself paying the consequences if you’re not careful.
Key Points About Oaths:
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Word Choice Matters: Avoid using words like promise, owe, I will, or I swear, unless you are fully prepared to have your words held to their fullest meaning.
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Duality of the phrase “Thank You” Ancient fey take that as you are saying they owe you for something, whereas younger fey take this as an insult. It's best to be avoided.
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The Word “Done”: If the fey responds with the word Done, the oath is sealed, and it becomes unbreakable unless specific conditions are met.
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Blood Oaths: Adding blood to the oath makes it a life-bound deal. Breaking such an oath would cost the person’s life.
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Binding Nature: Even if you don’t believe in magic or the power of oaths, once the Wild Magic is invoked, you are bound to your words. It will hold you accountable, no matter what.
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Consent: While the binding of an oath should be agreed upon by both parties, in certain circumstances, non-consensual oaths can still be enforced in the world of fey.