EncycloFaedia

Our brothers of the other worlds, whose energies guide them and whose sight sees further than ours. ---Kinship Rite


In every culture in the world, there are legends of creatures and stories of beings that share some humanoid characteristics and have much more magical abilites than humanity. The general name for these creatures that I have learned is the Fae. (I do not use the term faery in any of its spellings, nor do I use other terms such as the Little People or Wee Folk. Many of the Fae that I have dealt with do not like being called by these names, as well as many that I have encountered are by no means "wee".) The term Fae comes from one of the many languages that they speak, and means "the People" or "the Bright People". The Fae come from realms within the "joint plane" or the Astral Plane, though some few have carved realms within the Otherworlds of the varying levels of reality (see the Otherworld section for more detail). They do occasionally visit the material worlds, though their time there is usually brief.

The main reason that Fae visits to the material worlds are brief is that they are beings of almost pure energy. To maintain a physical form puts great stress upon their power. The more powerful the fae, the longer it can stay and the more complex a form it can take. The Fae are beings composed of unfocused energy. Their will gives the energy focus, direction, and shape. Some do have specific bonds with certain elements or elemental realms. These bonds can give them greater power and the ability to maintain certain physical forms for a greater length of time. A good example of this would be that a gnome, due to its connection with the element Earth, can take a form of living stone and stay in our realm longer than it could if it chose another form . However, the Fae can take any form they can imagine or that is decribed to themd in detail. This can cause problems when it comes to identifying the Fae.

Indeed, the main method of classifying the Fae is whether they have bonds to any of the elements and/or how many bonds they may have. Though a fae many take the form that is commonly associated with a gnome, for example, that particular being may not have the connection with the element Earth that characterizes a gnome, and therefore is not truly a gnome. Once a fae has formed a bond with an element, it can not drop that bond without being destroyed. However, it may work to gain another bond with a new element, and hence have bonds to more than one elemental force. As a fae gains bonds to different elements it grows in power. As it gains power, it may take more complex forms. The bonds are not limited merely to the elements, but can also include such things as deities and natural forces of great power (such as planets, the moon, the sun, etc.) Do not mistake the Fae for "mere" elementals or servants to a deity's will. They have their own free will and can think for themselves as well as create (though their creativity is not as developed as that of humans, for example). Never make the mistake of thinking that the Fae are jealous of humans or any human ability. Though they may lack certain abilities that humans possess, rarely do they care, except for purposes of trade. (An example of this type of trade could be that a human bard would make a song for the Fae, and might be given a Fae-crafted instrument in exchange.)

I have referred to complexity of form within the Fae, but in truth it is hard to put a scale or measurement of form complexity to the Fae. A fae of greater power can always take a lesser form. A good general indicator of a fae's power is its size and clarity of form. A fae of lesser power will usually have a smaller size, and the clarity of form will be less, causing the form to seem hazy or out of focus. For instance, a common form of lesser fae is what many call a pixie or sprite, possessing a small humanoid form with butterfly or other insect wings upon their backs. Usually, they are about 3 inches tall and seem rather hazy or slightly indistinct in their appearance. Usually these fae have no elemental or other bonds, and often serve other fae. Fae who gain one or two bonds have more independence and can maintain a larger and clearer form. The gnome is a good example, having a bond to the elemental plane of Earth. It appears between 3 and 4 feet in height with a form that is as clear as any physical creature. These fae spend their time either searching for more bonds or using what bonds they do have for their own pleasure and amusement. Fae of great power possess three or more bonds. An excellent example is elves. Elves appear to be 6 to 7 feet tall and their forms are supernaturally clear. Fae of greater power appear as "larger-than-life" in whatever form they take, and strike either awe or terror into the hearts of those beholding them, depending upon the form and the nature of the fae possessing that form. Greater fae often run kingdoms of lesser fae. The most kindly fae concentrate on noble ideas, helping, and healing in ways surpassing human ability. The most evil will work toward selfish ends or to destroy all that is created.

There are many otherworldly beings and Astral beings that are not Fae. One example is elementals, who have such a simplistic view of the world that they have little ability to acknowledge anything outside of their existance. Thus, a Fire elemental has only a concept of fire and what fire can do. Another less pleasant example is demons, which are created from the very essence of negative energy. Some creatures are physical, but are born in or around strong sources of magic and are considered magical or enchanted beings. An example of this is the unicorn, which does have a solid physical form and possesses great magic, allowing it to walk the other worlds and realms.

Druids are intimately tied to the Fae. Long ago we formed lasting bonds with them. To form these bonds, Druids swear kinship rites, in essence becoming a part of a fae family or clan. This rite enables a druid to call upon their kindred fae for their knowledge and aid. It also allows the fae to call upon the druid for aid and knowledge. The bond gives the fae a more stable link to the physical world.




Here are listed a few of the many types of fae with which I am familiar. The same type of fae will appear differently in different cultures due to the fact that they take their physical forms from the human imagination and stories in an area. The forms and behavior I describe below are the forms under which I have met these fae. There are always exceptions to every behavior and pattern for each type of fae. The most important thing to keep in mind when dealing with the Fae is to take nothing for granted.


Beansidhe

The beansidhe has connections to the Moon and Air. It appears as a wispy looking humanoid form with glowing red eyes and claw-like hands. It always appears wearing horribly tattered clothing which is usually gray. The only physical way to hurt a beansidhe is with either salt water or silver (salt water hurts more). It can not be killed by physical means for when it is injured it becomes mist-like and untouchable. Its most famous power is its wail, which kills upon hearing. If for some reason the hearer does not die instantly, he/she will rapidly age approximately 50 years. The only way to face a beansidhe is if the ears are plugged. Even then, pain will still be felt from the vibrations of the wail.

The beansidhe, contrary to popular belief, does not predict death. It avenges it. A beansidhe is fiercely protective of its family and clan (which can include those not of the Fae). It is a spirit of vengeance. The beansidhe has no set territory, but it does have the ability to instantaneously travel to the site of death of one of its clan. One can not seek out a beansidhe to befriend it. The beansidhe seeks out those it wishes to whom it wishes to bond.

Barghest

Barghests have a connection to the element Fire. They usually appear as oversized hounds, though they occasionally take wolfen form. The barghest is jet black with glowing red eyes. It does not breathe fire, as popular legend says, but it does have poisonous caustic breath. Barghests hate all humans and canines. They will occasionally band together, but this is uncommon. The barghest is very intelligent and prefers to reside in mountainous areas that have several good places to lay traps for passerby.

The barghest's most famous power is its howl, which magnifies fear in its victims and causes temporary paralysis. It feeds on fear. Legend has it that direct sunlight will hurt a barghest, but it is extremely difficult to test this theory. The best defense against a barghest is to remain motionless and fearless; these are how it senses its prey. Barghests are also very territorial, and if one exits the territory quickly enough the barghest will not follow.

Boogun

A boogun is a two-bond fae with bonds to Air and Fire. It can appear as three different shapes. The first form is around 11 feet tall and is heavily muscled with coal black skin. It has no visible hair and has hornlike projections all over its body, especially in places that would make good weapons. The second form is human-sized and appears as a humanoid form wearing an inky black cloak. The body and face can not be seen. The only visible features are green glowing eyes in the hood of the cloak and skeletal claw-like hands. The third form is that of a giant insect. The size of the insect will vary, but it is often larger than human size. The insect is totally black, including its eyes.

The boogun delights in causing terror as this is what it feeds on. It has no set territory, preferring to roam in search of victims. The boogun's preferred victims are those creatures which cause terror in others; the boogun hunts the hunters. Legend says that salt water can harm a boogun, but the best way to avoid its notice is not to cause terror in another.

Coomlaen

The coomlaen is also known as "elven steed". It is a powerful fae with four bonds, to the Moon, the Sun, Air, and Water. Its natural form is that of a tall slender horse with either white or silver coloration. The coomlaen's most famous ability is that of changing its shape. It can take any form it wishes. The limitation to this ability is that the coomlaen must become the horse form at least once a day, and it must remain in horse form for 6 hours per day. It can also communicate telepathically with its rider and can instantly transport itself to wherever its rider may be. However, it cannot teleport while in the presence of its rider. Iron is the only physical substance that can hurt a coomlaen, and given time it can heal even these wounds.

The coomlaen bonds with its rider at the moment it comes into existance. It only bonds to one rider at a time, and the bond lasts as long as the rider lives. The coomlaen will defend its rider to the death, and they are very powerful fighters. The only way to be gifted a coomlaen is if its rider dies. In this case, the coomlaen will defer to the judgement of the nearest elf as to who its next rider will be. Coomlaens have no set territory but are always in the company of elves. To befriend a coomlaen one must be careful; the coomlaen can see into the soul to judge one's worth. It likes gifts of apples and honeysuckle. However, it would be wise to also befriend the rider, for that is where the coomlaen's first loyalty lies, and if one is ever perceived to bring danger to the rider, the coomlaen will attack regardless of prior friendship.

Cooshie

The cooshie has bonds to Air and Water. It is also called the "elven hound". The cooshie appears as a large, silver-furred (not white) wolf. Ocassionally one will see a cooshie with a camouflaged coat pattern to blend in with the forest that is its home. Cooshies are always in the company of elves, and do not leave the forest they reside in unless the elves go hunting outside the forest, in which case the cooshie will accompany them. The cooshie has incredible powers of detection, better even than most other Fae. It can detect any physical, magical, or psychic presence in its area. The cooshie has the speed of a cheetah and the endurance of a wolf. The only way to hurt a cooshie is to do large amounts of damage to its physical form, and even then it will eventually heal. Iron will do more damage to a cooshie than other things, but will not kill it.

Legend tells that the cooshie has the ability to heal sick or injured travelers and to calm a troubled heart. The best way to contact a cooshie is to go to a forest with a known elven presence and contect the elves; the cooshies will follow. One can call a cooshie alone by requesting its presence politely and willing the meeting to occur. One should be in a forest when this is attempted, and it is strongly recommended that one have at least a fraction of elven blood. Cooshies will most likely attack anyone without elven blood who tries to call them, although they have been known to simply ignore the caller.

Dryad (Druiimad)

Druiimads have three bonds; Air, Water, and a tree (although those druiimad who have not yet bonded to a tree have only two bonds). They usually appear as a human female with nut brown skin which appears whorled like a tree trunk (though the skin is actually quite smooth). Their hair is usually knee-length, wavy, and dark green. Once they bond with a tree they need that tree to live and cannot travel far from it. The tree gives them power and knowledge. The only real way to hurt a dryad is to hurt its tree.

The druiimad is usually a friendly and gentle spirit. Its powers are those of attraction and glamour and they enjoy sex. Actual sexual dalliance with a dryad will drain a mortal's energy, though this is an unconscious act on the druiimad's part and has no malicious intent behind it. The druiimad can defend itself when its tree is threatened. It can call lightning or storms, can awaken its tree to assist in the defense, or it can wither a mortal's body. Druiimads are quite easy to befriend as they are gentle by nature. If one is near its tree and the druiimad is interested, a meeting can not be avoided, but once one is more than a few miles from the tree, the druiimad has no influence.

Dwarf (Grounam)

Dwarves are bonded to Earth, Stone, and Fire. They spend most of their time underground, usually under high mountains. They appear as 3½ to 5 feet tall humanoids, with shoulders often 2½ to 4 feet broad. They have stumpy legs and proportionately long arms. They are quite heavily muscled, and both male and female forms have profuse facial hair, though they have little hair on the rest of their bodies. Dwarves are very immune to physical damage. In fact, the more damage they sustain they stronger they seem to become.

A dwarf is quick to temper and fiercely loyal to those they cherish. They frequently mine precious gems and metals as this is a favorite activity. They place great importance on copper for some reason, believing it to be one of the most precious things in the world. They excell in the craftsmanship of metals and jewels. Most dwarves prefer to initiate contact themselves. If one truly wishes to befriend a dwarf, the best way is to gift them with a precious gift of high quality metal or gem, finely worked. The only other way is to fight alongside of a dwarf in battle, but in order for this to occur one must find a dwarf in trouble, which is rare.

Elf (Meadhil)

Elves are fae with 5 bonds. The most common bond combination is to Air, Water, Fire, Moon, and Tree. They prefer natural, unspoiled habitats and can often be found in forests. They are between 6 and 7 feet tall and are thin for their height. They most often have blond or red hair; brown or black is rare. They usually have blue or green eyes with cat-slitted pupils, though silver or gold eyes can sometimes be seen. They are deceptively strong, able to perform feats of strength surpassing even human bodybuilders. They are also extremely fast and dextrous. They are closely connected with the cooshie and the coomlaen. Elves are often a unifying force among fae as they quite often command and order other fae types. They have skill in forging and armorcraft as well as possessing great artistic talents. Iron will harm most elves but will not destroy them. It is important to note that some elves can work with iron quite well. Weapons of magic and power are the only things that can permanently damage an elf.

It can be difficult to work with elves because they are aloof and self-absorbed. They have a different morality than humans and often don't realize when their actions disturb or disrupt others. They are always immaculately dressed and they use glamours to enhance their natural gifts in order to impress others. One can call to elves in any natural environment. Whether one appears is up to the elf; one can not compell an elf to come. They are particularly fond of silver, moonstone, pearl, and quartz. The best way to befriend an elf is to emulate its mannerisms and structure one's behavior to elven standards. If this is not desired, elves will respect and befriend those who firmly live by their own code and can not be swayed. Be warned that elves will attempt to sway such a person to test their strength before giving friendship.

At one point, elves did form High Courts polarized along the lines of good and evil (what many know today as the Seelie and Unseelie Courts). There are vague mentions of a third court that was called the Gray Court and was neutral. At the height of the Courts' popularity, elves gained great power and captured human imagination. Elves from this time are much more powerful than their kin. The Courts still exist today and most elves still align themselves with a Court. However, the power of the Courts is greatly diminished and no longer holds complete sway over so much of the Fae realms. Elves can be good, evil, or neutral, but they can only be distinguished by their behavior as they do not look different.

Gnome (Fessilnik)

A gnome has a bond to Earth. It appears as an older humanoid form between 1 and 2 feet tall. Gnomes are fairly muscular and most wear beards, although only the males grow beards. They live in subterranean realms and very rarely leave; when they are found on the surface, they stay in deep forests.

Gnomes have a great ability to work and craft stone and love to shape it into pleasing artistic shapes. Fire will hurt a gnome, and prolonged submersion in water will cause them to fade away. If a gnome is trapped on the surface with no way to get underground it will slowly dissipate until it is destroyed, for all gnomes require time underground to survive. The best way to befriend a gnome is to offer it a pretty stone. Rarity or value of the stone matters not so long as it is pleasing to the eye.

Goblin (Gooblinae)

There are five major types of goblin. Three types have two bonds, to Darkness and Earth. All three live in mountainous regions and stay in caves during the day. Sunlight does not really harm them but it does cause discomfort. All three work extensively with stone and wood. They mostly fashion weapons, many of which are designed to shatter upon impact, leaving fragments imbedded in the opponent's body. These weapons are usually poisonous and cause rapid infections which quickly lead to death if untreated. The only safe way to treat such wounds is with magic and time. All three can use their bond with Darkness to confuse or temporarily blind their opponent. All three live in tribes of 30 to 100 goblins. They are very vulnerable to iron and gold.

The first of these three types is around 3 feet tall with a hairless body, pointed ears, and a conical skull. They have sharp fangs, spindly limbs and claws. They have the power to emanate a childlike innocence to make their opponents unwary. The second type has the same features as the first except they are totally covered with hair. They do not emanate innocence. They instead project revulsion. The third type is aproximately 2½ feet tall and extremely ugly. They have spindly limbs, claws, and more pronounced fangs. They have hair, warts, and lumps sprouting in random places over their bodies and vague hornlike protrusions somewhere on their heads. These are the most evil of the goblins and project great revulsion. Their poison is more effective than the first two types of goblins.

The fourth type of goblin has bonds to Darkness, Earth, and Air. It is 4 to 5 feet tall with a deformed body. It has smooth skin and tattered batlike wings which it uses to fly. It has spinelike hair growing in a crest down its back which is poisonous. It does not make weapons, preferring instead to use its poisonous claws to fight. This is the most poisonous of all the goblins and only immediate treatment will save one from a painful death. This goblin lives in mountains but will leave its territory to attack humans or good fae. It lives alone and hunts at night, though if enraged it will come out in day. It is vulnerable to gold, silver, and wood.

The fifth type of goblin is bonded to Darkness, Earth, and Water. It lives almost entirely underwater, leaving only when prey is scarce. It uses its bond with Earth to make underwater homes. It does not need air to breathe. It lives in groups of around 20 goblins. It is not poisonous and drowns its prey to kill it. They are not friendly, but are more peaceful than the other goblins.

One can not befriend goblins of any type. If one is near goblins, carry a source of bright light, which will hurt their eyes. All goblins are cowardly, and if they encounter an opponent who seems stronger than they, they will run rather than fight.

Kobold (Larindool)

Kobolds are bonded to Earth. They are subterranean fae. They are humanoid in shape, between 2 and 2½ feet tall, with scaly skin that is usually gray, brownish-red, or black in color. Kobolds love mischief and harmless pranks. They neither aid or hurt humans, though they will play pranks on humans. Kobolds have some power over stone but have no patience for its craftmanship as do gnomes.

Kobolds are fairly vulnerable fae. Wind will confuse and frighten them, as will loud sounds. Much can hurt them, though only fire will kill them. They can not be befriended. If kobolds are pestering one, the best thing to do is to make wind or loud noises. This will scare them away.

Nymph (Seeliecalin)

A nymph is bonded to Air, Water, and Moon. Nymphs appear as human females of incredible beauty. (There are male nymphs, though these are much less frequently seen.) Indeed, they can be so beautiful as to hurt the eyes, though their beauty can not strike one dead or blind, as some legends claim. They usually travel in pairs and have no set territory; they follow humans and stay on the fringes of civilization. Their main power is over sex. Nymphs feed off sexual energy, and they often don't realize the limit of human endurance. They can drain a human to the point of death.

Nymphs can not be safely befriended, as they will only wish to have sex. The only way to physically harm a nymph is to keep it away from people and sex. They are extremely hard to avoid if a nymph takes an interest in one; if they do, do not look them in the eyes or speak to them. This will cause them to lose interest and leave. Nymphs are amoral, neither good or bad. Most don't realize the harm they bring to humans, as most nymphs believe they have merely stunned the human and leave before ever learning the human is dead.

Pixie and Sprite (Nieumsha)

Pixies and sprites are very similar creatures. Both have no elemental bonds. They appear as young humanoids between 6 inches and 1 foot tall. They have a slim build, some form of blond hair, and green eyes. Their features are vaguely unformed and it is quite hard to distinguish between male and female sprites and pixies. They speak rapidly in incomplete sentences and always seem agitated. They have the ability to levitate and move small objects, though this takes effort. They can be quite mischievous and love pranks, especially on those who are rude to them.

Both live in forest areas, though pixies will live closer to humans. Sprites have wings, while pixies do not. The wings can be any form of insect wings, and usually appear long and transparent. A few sprites have butterfly wings.

To befriend a pixie or sprite, one goes to the area where they reside and calls to them. If they come, they like gifts of acorns and other natural or sweet foods. In order to keep their presence and friendship near, sprites and pixies need constant flattering and attention. They like to hear how wonderful and clever they are. Nearly anything can harm these small fae, though most things will not cause permanent damage. Given time they will reform. The greater the damage done to them, the longer it takes them to reform (for great damage it can take up to 10 years for one to heal).

Pooka

Pookas are bonded to Water and Darkness. They live in and around lakes and rivers. They look like horses with wet, glossy coats. They can come in all natural horse colors, and they have no markings, being a solid color all over. Their hooves are well-trimmed and have a metallic sheen. Their eyes can appear slightly crazed with a hint of a blue glow. Silver and iron will hurt a pooka, and legend says platinum will destroy it. Sunlight will hurt a pooka but causes no lasting damage, and pookas never appear in daylight.

A pooka feeds on terror and death energies. It has the ability to emanate a compulsion for one to get on the pooka's back for a ride. Once this happens, the rider is doomed, for the pooka will plunge underwater and slowly drown its victim, savoring first the terror and then the death. Legend says that the souls of the victims serve the pooka after death, but I have never been able to confirm this. Pookas can not be befriended. To escape a pooka one must resist the urge to ride it and leave the area. As long as one does not mount a pooka it has no power. The compulsion it emanates is powerful but not irrisistable.

Troll (Ruginae)

A troll has bonds to Earth, Air, Stone, and Darkness. They are huge beings over 9 feet tall, with shoulders 5 feet across. They have scaly skin and wiry hair and their coloring ranges between black, brown, and ugly shades of green. Their mouths are full of razor-sharp fangs and their arms are proportionately very long for their bodies. They are very strong and can run quite fast; no human can outrun them. Trolls hunt in packs of up to 10, and they have great command over Earth, which they usually use to trap prey. They also have the ability to force living creatures to come to them.

Trolls have a hunger for living flesh and consume their prey alive. Their intelligence is frightening. They can not be befriended. No would one want to try, since that is a sure path to painful death. They prefer mountain terrains and live in caves aboveground. Fire will hurt them badly, causing burns that heal twice as slow as a human's would. Sunlight will instantly destroy a troll. Trolls hunt at night. If trolls are near, the best defense is to remain inside a secure enclosure at night. If this is not possible, then carry a source of fire as one travels, as this will keep the trolls away in fear.

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