Ethiera's Bulletins


The Drakan of Caledonia

Posted 4 years, 8 months ago by  Melinoe Ethiera

When you hear the name ‘The Loch Ness Monster’, what do you imagine? A relic of prehistory? An urban legend? A clever marketing campaign made to sell overpriced merchandise?

In actuality, the Drakan of Caledonia are very real, and very dangerous indeed.


Introduction

Drakan (old Caledonian for ‘dragon’) is a catch-all term referring to two major species of aquatic mythicals native to Caledonia: The loch (lake) drakan, and the muir (sea) drakan. In Cambria and some parts of Hibernia, they are also known as ‘llyn ddraig’, but some biologists assert that llyn ddraig are an entirely separate subspecies under the umbrella term. ‘Lake dragon’ is another common term, though disputed, as they are not true dragons.

Up until recently, both species were considered to be beasts rather than fae. They have been hunted, killed, and displayed like big game, but with passionate campaigning from prominent drakan such as Thane Scothliath and the Unseelie Outrider Orcinus, faerie perception of the species is slowly changing for the better.


History

No one is certain where the drakan came from, but ancient records suggest that they were descended alongside ophius oceanus (legless sea serpents, distinct from muir drakan) from a common sea-dwelling ancestor. The split between fresh- and salt-water varieties occured relatively late in the evolutionary line (millennia ago). Other than their habitats, loch and muir drakan are biologically similar.

As recently as a decade ago, drakan were the targets of faerie trophy hunters, who prized the race’s size, the challenge they posed, and their very display-able skins. While the pursuit of drakan for the Wild Hunt was outlawed 5 years ago, a few persistent poachers continue to operate under the radar.


Characteristics

Serpentine body

Drakan are generally long and slender, with arching necks and relatively-short legs. Adults typically reach up to 10m in length, but their height from feet to withers rarely exceeds 1.5m. In the water, they manoeuvre with ease, but on land, this shape forces them to waddle rather awkwardly, which is why many choose to morph humanoid forms when they go overwater (see: Powers).

Horns

Both sexes sport a symmetrical pair of horns that come in many different shapes and sizes, including, but not limited to: 

  • Deer antlers
  • Cattle horns
  • Ram horns

Unlike a deer’s, however, these horns are made of bone and are not shed, but grow throughout a drakan’s life. Younger drakan may have straight or stubby horns, while an elder’s may curl and branch into elaborate patterns nearly the size of their heads. While the horns may be used in self-defence, they are decorative for the most part, so many drakan choose to trim or file down theirs.

Leathery skin

Unlike sea serpents, drakan pelts are smooth and leathery, rather than scaly. Healthy drakan are iridescent under the light, while sick or old individuals have duller coats. Green, brown, and grey colors are common, but other colours such as black, blue, or purple are also possible. Drakan tend to mimic their environments, so pastel colours such as pink or white are uncommon. They also boast a variety of markings, such as spots, swirls, or stripes, to name a few. Drakan from certain lakes tend to exhibit similar coat colours, though this is more due to close breeding rather than any environmental factors.

Claws and teeth

A drakan’s primary weapons are its powerful jaws. An adult drakan’s bite rivals that of a crocodile (2000psi or more), but they can also moderate their strength to pick up more delicate objects, such as wayward offspring. While their claws are relatively short for their size, they can inflict bloody scratches in a pinch.

When hunting or fighting, a drakan will almost always aim to bite. A common counter is to flank them on land, as their longer bodies make it difficult for them to turn quickly. A muzzled drakan is nearly defenceless, which is also why they instinctively protect their heads above all else.

A thick tail

While fish use their fins and selkies their flippers, drakan primarily use their thick, powerful tails to propel themselves through the water. With their limbs tucked tightly against their body, they look more like giant eels than the majestic dragons they were named for. While they aren’t the fastest or most elegant swimmers, their tails can deliver a skull-cracking slap that can stun even the most hard-headed of foes. Most drakan have relatively short, thick tails, though a rare few sport thinner, whip-like tails.

Smell and hearing

A drakan’s most powerful senses are smell and hearing. Because their habitats tend to be murky and dim, they rely heavily on these two senses to track their prey through the water. They retain these abilities in their humanoid form, and a drakan can easily sniff out a magically-hidden target where other fae cannot.


Known Subspecies

As drakan can be found all over the Verdant Realm, several general subspecies have emerged. As drakan vary wildly even within their own lakes, these traits should be taken as a guide rather than the authority:

Northern Isles subspecies

The brutal winters and scarce food sources in the Northern Isles favour drakan with thicker manes, longer horns, and blubber-padded bodies. Some rural drakan even appear ‘hairy’, which is technically inaccurate. They still have scales underneath, but their manes tend to be coarser and longer in texture, extending along the entire length of their backs and even growing from their underbellies.

Loch Ness subspecies

Some drakan who choose to live in man’s world must adapt to hide in plain sight, or risk the discovery of their entire species. Loch Ness drakan are typically striped, a pattern which breaks up their form amidst the vegetation of their lakebed. They also tend to have thicker hides, allowing them to withstand much higher underwater pressures than a typical loch drakan. This lets them dive into the deepest crevices to hide when the submarines come a-lookin’.


Culture and Society

Sons and Daughters of the Water

The majority of drakans’ last names imitate the Caledonian naming convention, especially loch drakan. The prefix Mac- is used, but instead of the parent’s name, the suffix taken from the place of their birth, such as Loch Ness (MacNis), or the Atlantic Ocean (MacAtlantach). This means that many drakan may share last names, especially if their lake is populous. If two biological siblings are born in different regions, they take different last names. They retain this name through marriage, when they move lakes, and even through legal name changes.

This practice was historically used to identify a drakan’s ‘heritage’, back in the days when their numbers were much lower, to prevent inbreeding between individuals.

In the Northern Isles, some rural muir drakan follow the Yggdrasi convention instead, taking their parents’ names with the suffixes -son or -dottir.

Historical caste system

The caste system is almost as old as the species itself. Back in the days when it was legal to hunt drakan, populations in each individual lake were constantly teetering on the brink of extinction. To increase their chances of survival, drakan took the common animal solution of having more babies… and ran in the complete opposite direction. As children were far and few between, coupled with a high parental mortality rate, ancient drakan believed that it was best for two drakan of a similar specialty (such as hunters, warriors, or leaders) to mate and pass on their collective knowledge to their precious offspring. While the system began as a survival tactic, as the populations began to stabilise, it evolved into a more rigid class system that restricted social movement for the sake of tradition. Its original meaning was almost entirely lost after the ban on drakan hunting, which is why many modern drakan wish to abolish it entirely.

While campaigners and prominent drakan have made significant progress in dismantling the old system, it continues to govern the majority of drakan society today, and the way a typical drakan thinks about class.

Never smile at a drakan

While a smile may be considered a friendly gesture in fae culture, it may actually trigger the complete opposite reaction in a drakan. It all depends on how you smile. Turning up the corners of your mouth? Cool and good. Parting your lips to smile with your teeth? Bad, terrible, will get you eaten.

It mostly has to do with drakan body language. In their natural forms, baring one's teeth is a sign of aggression, to intimidate a would-be foe. Translated to humanoid form, a grin can be interpreted the same way, though most drakan experienced with the overwater can usually separate these two cultures with ease.

On the other hand, this little quirk can be used for some subtle passive-aggression. A drakan may teeth-smile at a fae to feign friendliness, but indicate their discomfort or frustration to those in the know.


Allies/Enemies

Loch:

Loch drakan are typically seen in the company of selkies. These smaller fae depend on their larger friends for protection, a service which the loch drakan are happy to provide in exchange for their companionship. Adults of both races will often work together to round up schools of fish, each using their unique strengths to complement the other, before taking home their own shares. Offspring are often seen playing together on the surface of a lake.

Muir:

Muir drakan tame and hunt alongside canine predators called sharkwolves. They see them as partners or working animals rather than pets, and families of drakan may bond to a particular pack. Thane Scothliath has a sharkwolf named Scylior as his aide-de-camp. They also hold an informal alliance with the deep-sea serpents (a similar, but separate species from the drakan), with whom they share an ecological niche.


Powers

Ability to Morph

Drakan shapeshifting is unique in that it uses no magic. Instead, drakan ‘imitate’ a humanoid form by morphing individual parts of their bodies. This trait is significant in that it was the power that convinced the fae to classify them as a race, since their morphing ability was a clear demonstration of magic use. Like all magic, however, iron interferes with the morphed form, and the presence of iron will cause a drakan to rapidly warp back into their drakan form.

Strength

While technically not a power in itself, drakan in humanoid form retain the mass and strength of their original one-ton forms, and often catch the wary off-guard with sudden bursts of ‘unnatural’ power.


Weaknesses

Iron

Like all fae, lake dragons are weak to iron, steel, or galvanised iron. Prolonged exposure causes iron poisoning and eventually kills them.

Water deprivation

All drakan are creatures of the water. Being away from their native element for too long can drive even the most resolute drakan mad. Every drakan who goes overwater takes care to douse themselves with water every few days, which resets their ‘internal counter’. Showers or baths work in a pinch. Simply drinking water is ineffective, although drakan still need to drink more water than most fae.


Prominent drakan

Orcinus (formerly Eilidh MacConmara)

This relatively-young loch drakan made Verdant Realm history by becoming the first non-fae (who was known at the time, anyway) to be chosen as an Unseelie Outrider. Fleeing an abusive arranged marriage, Eilidh came ashore with nothing but a shattered self-confidence, no concept of fae propriety, and her trusty hunter’s trident. Enduring discrimination and dozens of faux pas, she proved herself a trusty ally when she and her friend Ieska (who would later become Lycaon alongside her) saved the young Prince Brenagh’s life at a soiree gone wrong.

Things have been looking up for Orcinus since she became one of the king’s most trusted bodyguards, but she hasn’t stopped to take a breather since. She’s used her position to lobby for further drakan rights, making her races’ voices heard, whether the uppity courtiers want to hear it or not.

Thane Scothliath MacAtlantach

Scothliath’s story is a lot like Orcinus, in that he’s the first muir drakan to become thane of anything, mainly by accident. Even so, he takes his job with the utmost seriousness, using his Northern Isles stoicism and no-nonsense attitude to stand up to his critics, mainly the other fae thanes. He, like Orcinus, is a vocal and active campaigner for drakan rights across the Verdant Realm.

Deirdre MacNis, S.

The S. in her name is an honorific that stands for senchaidi, a member of the historian caste. Once a refugee from Loch Ness after the incident when some dumbass got himself photographed by a surgeon, Deirdre became the first drakan ever to become a druid’s apprentice: A difficult feat even for a native fae. Her education, which generated much controversy in its time, is considered one of the inciting incidents for the eventual Realm-wide ban on hunting drakan. Today, she travels the Realm, giving lectures to drakan and fae alike, building a future where the two races may finally learn to live together in peace.

Introduction

It's a well-established fact that the fae and iron do not mix. Meteoric iron, pig iron, stainless steel: If it has iron in it, it's poisonous to us. And with the rising popularity of inter-dimensional travel, more and more iron is making its way into the Verdant Realm, though our customs officers do their best to stem the tide. Whether you're a passing traveller or long-term resident, it's important to recognise the signs of a faerie who's affected by the insidious effects of iron poisoning.


Contact vs Proximity

First, let's clarify the difference between contact and proximity poisoning. Contact poisoning means that iron or an iron-compound is directly touching a fae's skin. Wearing a necklace made of iron, having a blade pressed to one's neck, and picking up an item without gloves all count as contact. Symptoms are almost instantaneous, the most obvious being a painful burn at the point of contact. Other symptoms will be covered later in this piece.

If direct contact is blocked by clothing, it would count as proximity poisoning instead. Same goes for galvanised iron (see: Iron variants).

Proximity poisoning covers everything that isn't contact poisoning. Holding a piece of iron near a fae, wrapping it inside a piece of cloth, or brandishing a blade all count as proximity. While the effective distance of these tactics is not an exact science, generally, the closer the iron is, the more severe the effects. The most obvious symptom of proximity poisoning is severe muscle weakness, as well as an inability to use magic.


Short- and long-term symptoms

While contact and proximity poisoning have slightly different short-term symptoms, they both lead to the same eventual fate: Death.


Short-term symptoms: Contact poisoning

  • A sharp, burning pain at the point(s) of contact
  • Palpitations (irregular heartbeat)
  • Light-headedness
  • Disorientation/inability to think clearly


Short-term symptoms: Proximity poisoning

  • Inability to use magic (unable to cast spells, those using transformation spells/glamours will instantly revert to their original form)
  • Muscle weakness
  • Pallor (paleness)
  • Rapid, shallow breathing
  • Nausea
  • Diarrhoea and/or vomiting


Long-term symptoms: Iron poisoning

These symptoms are shared between both forms of poisoning; the only difference is proximity may take weeks to manifest, as opposed to minutes or hours for contact.

  • Cyanosis (blue hands, feet, and lips)
  • Multiple organ failure
  • Unconsciousness
  • Death


Treatment

In the unfortunate possibility that you find yourself afflicted with iron poisoning, the most obvious and effective cure is to simply distance yourself from the object. However, in instances where this is difficult or impossible, follow these steps wherever possible to keep yourself in good condition:

  • Stay fed and hydrated
  • Get enough rest
  • Keep warm or cool, whatever the case may be
  • Keep your mind stimulated. This can be done by talking, reading, or solving puzzles in your head.

Self-help

Once you’ve distanced yourself from the source of the poisoning, most symptoms will typically go away on their own. Repeat the steps above, preferably with help from friends and family, and try not to exert yourself too much, physically or magically, throughout the recovery period. In the event that you don’t seem to be improving, consider seeking out professional help.

Professional help

Most cunning-folk in large or major cities carry activated charcoal and other chelating agents, which can reverse the effects of long-term but not short-term poisoning. They are typically sought out in cases of the former only. In regards to short-term poisoning, many will only repeat the advice given above.


In general, iron poisoning is just one of those things that you avoid as much as possible because we don’t have an effect counter for it. Our Achilles’ heel, if you would.


Iron variants

Unluckily, those truly determined to harm a fae have many dirty options at their disposal. Tricks may range from concealing their weapons, delaying their poisoning effects, or even hiding them in plain sight.

Galvanised iron

Perhaps the most well-known and dreaded of dirty tricks, galvanised iron is iron that has been plated with zinc, turning what would usually be contact into proximity. Make no mistake, it is just as deadly as normal iron over the long-term. Galvanised iron is often used to make cages, chains, and other means of restraining a fae without killing them.

‘Concealed carry’

By hiding their weapon in a thick-enough sheath, or burying their item under layers of clothes, potential attackers can avoid detection by most conventional search spells. A visual search typically counters this method, but smugglers have grown increasingly-creative in recent years.

Iron-stitch

Iron-stitch is a relatively new method that’s quickly rising in popularity. Steel or iron wool is stitched into clothing such as shirts, gloves, and hats, typically the sleeves and palms. The amount of iron is minuscule enough that it doesn’t trigger proximity poisoning, but on direct contact, it burns all the same. In addition, the presence of iron on their person disallows use of magic against them, effectively making them magic-proof as well. It is incredibly difficult to counter this as a fae.


Countering iron poisoning

As a fae, you might be feeling pretty in danger by now. But fear not! There are several ways to partially or even completely negate the effects of iron poisoning.

Keep a safe distance

A distance of about half a metre from the offending object is typically enough to negate all symptoms.

Material buffer

Putting a layer of another material (such as a cloth wrapping, or a weapon's sheath) between yourself and the iron object will significantly reduce its effects, enough to make a hasty getaway.

The power of friendship

If you’re friends with a non-fae who can touch iron with no problem, consider bringing them along with you when travelling to an unsafe or unfamiliar location. If you don’t have such a friend? Well, not to judge, but it might be high time for you to go out and make some.


Now that you’re equipped with your newfound knowledge of iron poisoning, go forth with the confidence that you’ve learned how to protect yourself. And if you’re planning to use this information for ill intent, well…oops.

In all my time attending my King at court, I've heard all too many misconceptions about the three most common races of aquatic dragons in the Verdant Realm. In this guide, I shall attempt to explain the biological, cultural, and other differences between loch drakan, muir drakan, and ophius oceanus.

TABLES R FUN


Loch Drakan (Lake dragon)Muir Drakan (Sea dragon)Ophius Oceanus (Sea serpent)
HabitatFreshwater rivers and lakesSaltwater bodies on the border of the Verdant Realm
Physical characteristicsSerpentine, scaled, quadrupedal, with a pair of deer-like horns, finned talons, and thin barbels trailing from their upper jaws.Serpentine, leathery, with large fins and no legs. Their royalty possess enlarged pectoral fins resembling wings.
Racial alliances: Which creatures do you usually see hanging around each race?Lake dragons are commonly associated with selkies. You'll often see children of the two races playing together on the surface of a lake.Sea dragons travel and live with packs of sharkwolves, who are equals and friends more than pets. The Thane of the Northern Isles has a sharkwolf named Scylior as his personal assistant.Sea serpents like to hang around sirens, mermaids, and general undersea fish.
SocietyDrakan society is split into rigid castes depending on your occupation. For instance, merchants can only marry other merchants. Marrying upwards is seen as shameful, but marrying downwards is seen as 'uplifting' a poor lower-caste. Don't ask why, I hardly understand the hypocrisy myself.
The idea was that both parents being experts in their trade, ensured that their children would be as well. This practice dates back to a time when drakan were heavily hunted by land-dwellers; though times have changed now, the tradition remains.
Sea serpents are divided into two primary factions: The Followers of Pacific, who reside closer to the surface and interact with the overwater; and the Followers of Atlantic, who are often found deeper down and disdain land-dwellers.
MorphologyDrakan do not possess a human form per se. They simply imitate an idea of a human and individually morph parts of themselves to resemble one. For this reason, a humanoid drakan is very easy to spot: Look for the pointed ears, the too-far-apart eyes, the clawed fingers that they feel uncomfortable not having.Sea serpents, on the other hand, shift in a manner similar to therians: They have a humanoid form that they always turn into, heavily resembling their original forms.
The one you've all been waiting to read (hmm, is this what a joke is supposed to sound like?)This one is the Loch Ness Monster.Have never gone anywhere near Loch Ness, ever.
In summary:Biologically identical, but living in different kinds of water. Descended from a common ancestor whose children decided to live in the lakes and oceans respectively.An entirely different species with their own evolutionary line. More like oversized eels than anything.

When in doubt, simply consult this handy table, and never again should you accidentally call the King's Outrider a sea snake. It's a deadly mistake, you see.

RP info draft

Posted 6 years, 1 month ago by Ethiera

Just a little place where I can keep all my characters that are available for roleplay. My preferred platform is Discord or a dedicated RP forum, but I'm open to any other format that allows you to ping your partner (I forget to reply a lot otherwise). If you're interested in any character or would like to suggest a plot, hit me up in private messages!

Characters

Orbit 1482767?1510237391.gif

Status: Open

Seeking: friends, allies, enemies

Genre: fantasy adventure, action

Orbit is the Hart of Eternity, tasked with travelling across worlds to close dangerous dimensional rifts threatening to tear the multiverse apart. It's a lonely job, and he's looking for all the help he can get. Of course, you don't cross a dozen worlds a day and expect to make friends with everyone...

Notes:

  • He's entirely uninterested in romance, but your character doesn't have to know that.
Eilidh "Orcinus" MacConmara 5733416_5QH.png

Status: Open

Seeking: friends, enemies

Genre:adventure, action, drama

Before she forsook her old name and became one of Brenagh's outriders, Eilidh lived as a simple lake dragon in one of the Verdant Realm's many lakes. What friends did she make then, and how did they shape her to be the person she is today? Very broad premise with plenty of varied plots to be had.

Notes:

  • Pre asshole-husband Eilidh is very different from Eilidh today. While she still had, like, no sense of humour back then, she was also a lot more optimistic and trusting.
Hvita Ashstalker 1423876?1516892216.png

Status: Open

Seeking: warband members, rivals

Genre: adventure, action, drama

It's hard enough being the legionnaire of a regular warband, but with the Stalker warband, Hvita has to juggle the politics and rivalry of charr from all three High Legions. A little help would be very welcome, especially help that won't drink itself silly in the evening like her brother Hvitr. Plus, you don't break the Black Citadel's status quo without gaining a few enemies on the inside...

Notes:

  • All RPs must take place in Tyria only. No crossovers.
Frida Sittich 1650624?1520407773.png

Status: Open

Seeking: friends, neighbours, colleagues, romantic interests

Genre: romance, slice of life, drama

It's a bird-eat-bird world out there. Frida moved to the city and took a job as a secretary to try and escape from her judgemental family, but it's hard to live the urban dream if you're living alone in a one room apartment. So she's on the lookout for new friends to spice up her life. New beginnings and all that jazz, right?

Notes:

  • She owns a pet plucoo named Lacey (pictured above), who is more table ornament than animal. Insult Lacey at your own risk.
  • Her siblings will frequently ring her up to mock her about taking a 'soft' job. She hasn't blocked them yet because then her parents will call asking why before insulting her again.
Phoenix Seance 272693?1512309166.png

Status: Open

Seeking: friends, romantic interest, rivals

Genre: fantasy, adventure, action, school life

Phoenix is your stereotypical rich kid: Never wanted for anything, eats at fancy restaurants without batting an eye, and frankly oblivious to the perils of poverty. But having plenty of money seems like a good tradeoff to having parents who don't seem to love her, and being one of a dying race of mythicals who hallucinate dead dragons in their heads. To throw their enemies off their trail, her parents sent her to a remote boarding school in an undisclosed location. How will a girl with absolutely zero street-smarts fare all on her own?

Notes:

  • At the moment, I'm looking for school RP settings only for her.
  • Phoenix is bi, but due to her family upbringing, very deep inside the closet.
Desmodus 1767839?.png

Status: Open

Seeking: some friends for once :(

Genre:slice of life

Desmodus was sent to live in the city as a spy for his fellow demons, but he's learned that even aboveground, he's no one's first choice of friend. Could it be because he stutters and blanks out every time he opens his mouth? Nah, couldn't be...

Notes:

  • For the purposes of the RP, let's pretend that a purple-skinned demon draws zero attention besides freaking out when a cashier makes small talk.
Lyric "Aquila" Ó Ruaidh 1420482?1515507671.png

Status: Open

Seeking: all relationships

Genre: fantasy, adventure, action, political? (so like dealing with emissaries etc.)

To become her friend Brenagh's Unseelie Outrider, Lyric forsook her old name and took on the centuries-old title of Aquila (eagle). When she and her fellow Outriders aren't accompanying the king on their nightly Wild Hunt, they're helping out around the court: Going out on goodwill missions, appeasing courtiers, and thwarting threats to the royal family. Her duties take her all across the multiverse, not just the Verdant Realm, where there's a whole host of characters waiting to be met.

Notes:

  • Because of the nature of the multiverse, plots can take place literally anywhere, even in crossover worlds.
  • Lyric is strictly lesbian, but don't take that to mean that she'll date literally anyone.
Character Name ingrid200_by_lowkeywicked-dbemi22.png

Status: Open/Close

Seeking: friends, lovers, enemies, etc

Genre: romance, adventure, drama, etc

Write a short little description of the character.

Notes:

  • Write any important notes you think others should know here
  • content
  • content
Character Name ingrid200_by_lowkeywicked-dbemi22.png

Status: Open/Close

Seeking: friends, lovers, enemies, etc

Genre: romance, adventure, drama, etc

Write a short little description of the character.

Notes:

  • Write any important notes you think others should know here
  • content
  • content

HTML by lowkeywicked

Magic: A Primer (massive wip)

Posted 6 years, 2 months ago by  Aquila Ethiera

(intro)


Hex

Hexes are single-word spells spoken in Just-so. Each hex can perform a single task, such as unlocking a door, putting someone to sleep, or shrinking an item. These are among the easiest spells for a beginner to learn, and almost all fae in the Verdant Realm have at least a basic understanding of hexes.

Examples of hexes:

Sleep, open, shrink, grow, hide

Advantages:
Disadvantages:
Very easy to learn
Individual spells are weak
Uses minimal energy
Requires the user to produce their own source of energy, such as a spark or a finger snap
Can be combined with multiple hexes to achieve a greater effect, e.g. 'shrink, lift, slide' would shrink an item before levitating it to someone
Requires the user to have a soul i.e. vampires and unmarried undines cannot cast hexes

Fundamental rule of hexes:

Cannot directly be used to harm or kill the target. For example, one could lift a rock and use it to crush someone's head, but they cannot point at the target and say 'kill' outright.


Charm

Charms are magical objects that are made for a specific purpose. The process of turning an item into a charm is called enchanting. Almost any item can be enchanted, even living creatures. For instance, elder vampires often carry enchanted rocks that produce a gargoyle bodyguard when thrown at the ground.

Charms are very often used by those who cannot ordinarily use magic. One example would be equipping an army with single-use teleportation scrolls that they can use to flee in a pinch.

Examples of charms:

Spell scrolls, summoning stones, automatons, magical traps (such as those used to protect tombs), faerie dust

Advantages:
Disadvantages:
Allows user to cast a spell that would normally be above their skill level
Requires the charm to be prepped in advance. The process of charming an item can be long, complicated, and expensive.
Users without souls can still use charms
A specific charm can only be used for a specific spell; charms may be considered inflexible
Some charms can be reused multiple times. Powerful charms can even be used indefinitely, such as familiar summoning stones.Anyone with the know-how can use the charm; if the enemy gets ahold of it, they can turn it against you


Cantrip

Cantrips are some of the most difficult spells to learn and use. Spoken exclusively in tongues, every cantrip must read the same backwards and forwards. Mispronouncing a single word can have deadly consequences, but a perfect recital can break the very laws of physics. Often used by ancient and older magic users due to the years of training required to master it. The most famous user of cantrips is the White Dragon of Albion, Gwyn, who spent decades perfecting his craft.

Examples:

'Never odd or even' may be used to temporarily warp the laws of physics in an area

Advantages:
Disadvantages:
All cantrips are extraordinarily powerfulMispronouncing a single word in the chain can have the wrong, or even deadly effects
There are almost no limits to what one can do with the right spell. They can and have been used to wipe out entire races in the pastThere is no central archive which collects cantrips; they are often crafted by the users themselves for their own purposes, and jealously guarded from others


Chant

Also known as 'the beginner's cantrip', chants are shorter sentences spoken in tongues which build power in repetition. Speaking the spell aloud over and over strengthens it; speaking the finishing sentence completes it.

Advantages:
Disadvantages:
Multiple users can work together on a single chantAny mispronunciation can corrupt the entire spell
It's relatively easy to learn and memorise a few sentencesChants are relatively limited in terms of utility; there are limited spells in existence
Very little magical training required
Language is no object; there are chants in almost every known language across the Multiverse


Naming

Naming is a technique particularly favoured by the unseelie and faeries (and very often by unseelie faeries). By discovering a target's true name, whether willingly or through guile, the user can establish complete control over them, compelling them to speak truth, to do their bidding, or even cause harm to themselves.

To name a target, one need only speak the words '(name), I take that name as my own.' in their language of choice.

Advantages:
Disadvantages:
Grants the user full control over their targetThere are myriad easy ways to protect your true name

Must be spoken in the target's presence

Fundamental rule of naming:

The name must be heard from or written down by the target themselves; reading it or hearing it from somewhere else doesn't count.


Inscription

Inscription is a catch-all term used for the technique, but it can be used for a variety of different languages. The user uses a magical channel such as a wand, staff, or enchanted sword to trace runes in the air or on a surface. Each rune has a meaning, making this technique similar to hexes, but without the need for an energy source.

Inscription is the oldest magic technique, used since the time of the Tuatha Dé Danann. As such, rune seals are very often found in older structures, which the ancients used to protect their homes.

Advantages:
Disadvantages:
Used in the majority of older spells and as wards on old ruins. For a historian, it's worth taking the time to learn some basic runes, as they can literally open doors for you
Relatively slower to cast compared to spoken spells
The magical channel provides the source of energyRequires an item of power such as a wand or enchanted sword

Fundamental rule of inscription:

'Dark and air' vs 'Earth and sun'

Posted 6 years, 4 months ago by  Gineva Ethiera

While travelling in the Verdant Realm, you might hear some faeries talking about the 'people of the earth and sun'. Don't worry, it's not some new cult. It's just their term for humans.

Seelie or unseelie, the Fair Folk love to call themselves the 'people of the dark and air', mostly because they like to hang out in forests and under the shade, where it's cooler (double entendre intended). The logical opposite of this title is, of course, 'earth and sun', which carries the implication of toiling in the fields under the blazing heat. Because that's what humans are all about, apparently.

So if you ever hear some faerie remark about how 'sunny' you are, remember: They're actually low-key making a jab at you. There, that's another thing I've ruined for you!

If you clicked on this silly thing, you're probably wondering the same thing I did: Why are stories about faeries so rife with malicious compliance, kidnapped children, and general assholery? In the next few paragraphs, I aim to answer these questions with even MORE questions! Prepare yourselves.

First, it's important to remember that faeries are NOT human.

They're not just exceedingly handsome men and women. They're an entirely different species with their own culture. In fact, not just one species, but lots of them, like ethnicities and races that we have on earth. Let's look at just the royal family for example.

King Brenagh is a Tylwyth Teg, and they're typically tall, blonde, and arrogant as heck. They value perfection and uphold a strict social norm; they have a ton of rules of what to do and what not to do in public. If you slip up and reveal you're anything less than a highborn faerie, it's all over for you. They're all about maintaining that image of class and grace, and that puts a lot of unnecessary pressure on them, if you ask me. I'd say they're similar to Victorian nobles.

On the other hand, we have Queen Chrysopeleia and her sister Syramour. For all you nitpickers out there, yes, I know they're technically not faerie. They're hamadryad nymphs from Hellas, and over there they care less about image and more about manners and hospitality. Because their gods literally walk among the populace, anyone they run into, be it a consul or an ugly hag, could be Hera or Zeus in disguise. So it's their nature to treat everyone politely, but it's kinda forced politeness, if you get what I mean? It's insincere. It's like I always say, you can't trust a Hellene, because gods know if they're for real, or just putting on a front. Let's just call them politicians and be done with it.

Now Crown Prince Gwyllion is Tylwyth Teg, like his father, but his fiancée is another story. Blodeuwedd, or as they call her, 'Flower-faced Beauty', is literally made of flowers. She was shaped and brought to life by some wizard, who made her out of oak, broom, and meadowsweet, whatever those last two are. Now because she was brought to life by magic, she doesn't fit into any one category, but learned from those around her. Because her creators were seelie, so was she. Now, seelie is all about order and law. They have something like a code of chivalry, but with more points about honour and equality in it, so that's what she stands by. Yeah, she does take some of it too literally, but that's where Gwyllion comes in to round her out.

I guess the point of that wall of text was just to say, don't try to apply your human morality to the Fair Folk, because they just don't work that way.


Malicious Compliance, and the importance of Exact Wording

So this may be hard to believe, but faeries can't read between the lines. If you make a deal with them, make sure to spell everything out down to the letter, or they'll find some way to shortchange you. It's not even because they hate you, although it's incredibly easy to tick them off. It's because they interpret everything at face-value.

Take for instance, this song about a mother and her faerie-given child. 'A babe was all she'd asked for, and their promises they'd kept'. She didn't specify that it was supposed to grow up, so they literally gave her an eternally-young bairn. It's like dealing with d'jinn, make sure both of you are on the same page in terms of what you want, because chances are, both parties have a very different idea of what you want.

The best advice I can give you? Don't make deals with faeries in the first place. Which brings me to my next point:

The Fair Folk are incredibly tricky. If you're not sure, do not engage.

Like I said before, almost anything can annoy a faerie. Did you accept a gift from them? Bam, you're now indebted and owe them a favour, and it'd be ever so rude, not to mention dangerous, to decline. What's that, you say? 'I didn't sign up for this'? Uh, yes you did. You took something of theirs, it's only natural they want something back. Unlike most decent humans, faeries never give anything out of goodwill. There's always a motive behind every smile, every compliment, every gift. Don't give them any bargaining chips, not even a 'thank you' or 'no thanks', because to them, words are as powerful as any physical object. You see this more in the Verdant Realm, but Hellas, Albion and Yggdrasil aren't completely innocent, either.

If in doubt, just turn your clothes inside out, or flash an iron cross, or, my very favourite tactic, run away!


So Gin, what's the deal with changelings and bairns?

Thanks for asking, hypothetical reader! I'm sure we've all heard tales of faeries whisking away human babies and leaving ugly baby faeries in their place. First of all, that's very rare. A lot of reported 'changelings' were literally just babies with some physical deformity or mental handicap, back when science wasn't as advanced as it is today (I hope. Haven't checked in on earth for a while). In the rare cases that your baby is now a literal faerie, don't panic! Changeling children actually make good offspring: They're quiet, they're intelligent, and once they hit a certain age, they can cast a glamour that hides their grotesquery. If I were still on earth, I'd like to invest in a changeling child. I heard one of them got famous and named some kinda electrical coil after himself.

Anyway, back to the question. Why do faeries covet human children? I dunno, why do rich people like million dollar paintings? It's something exotic and fascinating to them, especially blonde babies for some reason. Tylwyth Teg are the biggest culprits of this, but every race from elves to goblins can whisk away a child. To clear things up, a bairn is the human child who was taken. A changeling is the faerie left in its place. It's like their way of saying 'hey, I know we just kidnapped your child, but hey, have one of ours, we're even now!'

There are lots of reasons why faeries take children. The most common is, they had a baby of their own, and they realised, 'oh snap, it's ugly!' (I know, right?) So instead of looking past it like reasonable folk, they just run down to the human world and do the ol' switch-a-roo. A lot of the time, these bairns will be cherished like the faerie's own child, which is kinda hypocritical actually, but who am I to judge?

Some of them do it for more nefarious reasons. Maybe they need human hair for their spells and need a constant supply? In which case, the bairn will most likely be ill-treated, but this is thankfully dying out with the rise in supposed-charity organisations selling off the donated hair they get. Unexpected advantages, I guess.

The final reason is, they did it for fun. Or at least, that's what Syramour said about me. Apparently Chrysopeleia went through this whole 'trying to fit in' phase right after she married Brenagh, so she decided the best way to do that was to kidnap a child 'cause everyone else was doing it. Surprise, she learned that children aren't just seen and not heard, and that's how Syramour ended up being my foster mom.


By the way, is that even your real name?

Yeesh, bringing out the loaded questions, hypothetical reader? But no, it's not. I'm flattered you'd think so, though.

Since we're on the topic, let's get talking about names.

Everyone has what the Fair Folk call a 'true name'. Typically this is the name you were given at birth, or, if you're into that sort of thing, your baptismal name. Most people in the Verdant Realm take on a 'given name'; either one they gave themselves, or someone else gave to them.

'Names have power.' Ever heard that? Well, it's totally true. If a faerie gets your real name, all they have to do is go "(insert name here), I claim that name as my own." and they have total control over you. They could tell you to tap dance and you'd have to do it. The real danger, of course, is they could ask you to do something worse than dancing.

Clean the dishes.

Concealing your true name is especially important for those who make a lot of enemies, like the Unseelie Outriders. They gave up their old names and took on the titles they have now so that no one could control them. They're really careful not to give away their true names. Trust me, I tried. Orcinus gave me The Glare.

Fun fact: The reason middle names were invented was because of faeries. No bamboozles! If anyone asked you your name, and you gave out just your first and last name, you were safe, because it technically wasn't your whole 'real name'. So don't be embarrassed by your cringy middle name, it's there to protect you from a dark fate!

Ehm, hello. Well, this is rather unexpected. So I'm to talk about...switching courts? Really? Of all the things you could ask me about, why--


Introduction

Yes, I am getting to the point, be patient. What's there to say, really? In the Verdant Realm, every faerie belongs to one of two courts: Seelie and unseelie. Typically, you're born into a court and stay there until the day you die. But sometimes, there are people like me, who feel unhappy in their birth court. So when they come of age, they have a choice to switch to the opposite court.


Why switch?

You're asking me? There's a rash of reasons why someone might choose to switch. A lot of times it's because they disagree with a court's ideology, like in my case. As you can probably guess, unseelie is all about chaos and personal freedom. Did I mention chaos? Chaos means crime and unpredictability. My poor heart just couldn't take all those pranks my friends kept pulling on me. I told them to stop, too, and they never did. Figures.

Anyway, another reason could be for political gain. Maybe they have the chance to become a lord for the seelie, or the Unseelie King invited them to be his advisor. In that case, switching is the only way they'd be able to capitalise on that opportunity.

Final reason could be for their own safety. Maybe they upset their birth court for some reason. By switching, they gain immunity from that court's wrath. Obviously, you can only do that once; they'd catch on real quick otherwise.


How to switch:

Easy. Go to that court's ruler and pledge your allegiance to them.

Well, ah, first you have to tell your loved ones. Maybe your friends. This is optional, of course, but it's good to prep them in advance of your monumental decision. Once you've done that, just go to your chosen court's ruler and tell them you want to switch. They'll ask all the standard 'are you sure, do you understand the implication' nonsense, but besides that, there really isn't too much hassle.

I have heard, though, that it's easier to switch from unseelie to seelie. Most seelie parents fight very hard against their children going to 'the dark side'.


What happens once you've switched?

Once you've switched, you'll start at the bottom of the pecking order. Although, I heard if a guardian spirit or something were to switch, they'd retain their title and their demesne, but I've literally never heard of a guardian spirit switching so--

Okay, anyway. You have to work your way up your new court. Make new allies, be on your best behaviour, things like that. And since probably no one knows you yet, you have a lot of impressing to do.

It does seem like a lot of effort, right? Well, that's intentional. If it was so easy to switch courts willy-nilly, everyone'd be doing it. By making you work your way back up, it weeds out the flippant butterflies and leaves only those who truly believe they need to switch.

The benefits? Well, uh, you start with a completely clean slate. Whoever you were before, no one cares. The only thing that matters is who you are from now on. If you're just looking for a fresh start, there are probably better ways to do it, but this is one of them.

And, since it's a clean slate, you can become whoever you like. You could work your way up to the Council of Caledon if you tried hard enough! You can be more than you'd ever been in your 'past life', if you're willing to put in the effort, of course.

There's no rules against seeing your old friends and family, since the courts mix all the time. You just won't be able to conspire about politics, I suppose.

A Gryphon's Charge

Posted 6 years, 4 months ago by  Chuka Ethiera

Hi. Melinoe said I should do this thing. So. I try.

Introduction

Every gryphon has charge. A thing we protect. May be someone told us to protect. May be I said I protect. Either thing. A gryphon must protect charge until charge or gryphon die. Gryphon who abandon charge is disgrace in gryphon society.


Choosing a Charge

Like said above. May be king say 'Gryphon, protect thing'. May be friend dying wish. Or may be gryphon themself like thing and want to protect.

Thing can be any thing. Can be place. Treasure is often. Some times cursed thing. Other time concept. My charge is Gab. Gab mean smart and smooth talk. Any thing who have these, I protect them. May be because I have not those things.


Changing Charges?

Gryphon take oath to protect. Cannot change. But if thing die, then maybe gryphon take new charge. Charge can say spell to break oath as well. But rare. Every thing want gryphon protecting it.


So what should a charge say to break the oath?

It say 'Gryphon I disavow you' and other word, but I forgot.

Editor's note: I have found, through my own research, that the full spell is as follows:

Gryphon, I disavow you

Ryph oisavo

yphis avo

phia

i

Each line is spoken once, clearly and without hesitation. If the spell works, the gryphon should say 'Charge, I disavow you'. If not, then repeat the spell, you may have mispronounced something.


What happens if a gryphon abandons their charge?

Then gryphon is hated by other gryphon. No gryphon will talk or come near. Some will scream and bite. Gryphon must go else where with no gryphon.


Are there gryphons without charges?

Yes. Some. But they are many a bad gryphon, kill other thing for own treasure. I hear word for this gryphon is 'Reneged'.

Other are not 'Reneged'. They are many time an elder, too old for take a charge. They live in mountain and give advice to other gryphon.

So you're a noble of the Verdant Realm, or perhaps just a subject who's proven yourself worthy. The courts have decided to grant you one or more attendant spirits. But what in Oberon is an attendant spirit, and why do you even need one, anyway?

Introduction

An attendant spirit is also known as a will o' the wisp, although the latter term is somewhat of an anachronism and used more as derogation these days.

In their natural form, they appear as small glowing wisps, and when there are many of them together they form a glittering trail in a dark forest that has led many a trespasser astray. They are a type of lesser faerie of the same class as pixies and sylphs, therefore they move faster than the mortal eye can see, rendering them nothing more than flickering outlines in their natural forms. But they can also assume one or more animal forms, typically a small woodland creature native to their master's domain, and only in this form are they capable of common speech.

A guardian spirit will often have two or more attendant spirits assigned to them, but there are exceptions, such as myself. Lacrimosa is my lone spirit, but in exchange, she assumes a single form more powerful than most others: A snow leopard.


Of Masters and Mistresses

Every spirit is unshakeable in their loyalty to their masters. It is the only thing that consumes their minds, the simple creatures they are. But do not assume 'simple' to mean 'simpleton'. Many spirits I have known are very cunning indeed, and they use this knowledge to aid their masters in defending their demesne.

Spirits assigned to guardian spirits are typically bound to the title, not the individual. If the individual were to perish, the spirit might mourn for a time, but they would very swiftly move on to the next one to take up the mantle.

Attendant spirits are typically assigned to 'feudal lords' who govern a parcel of land on the monarchy's behalf. However, some high-ranking or prominent individuals may also receive one if they are in need of assistance. In the latter case, they would only ever receive one, and that spirit would typically only be single-formed.

A typical thane might receive anywhere from three to ten attendant spirits, depending on the size of their domain. Then there are exceptions such as myself, who only ever receive one. Of course, considering the amount of traffic coming through the northern reaches, the one is all I would ever require.


Animal forms

Every spirit can assume at least one animal form. Typically, a guardian's favoured spirit will be dual-formed, or able to assume two forms. No dual-form spirit can assume a form larger than a dog. A single-form, however, has no such restrictions, although any animal larger than a wolf remains rare even among them.

There exists only one spirit who is tri-formed, or able to assume three animal forms. Laverne is the traditional attendant to the royal family, able to assume the forms of a flying fox, white-tailed deer, and white-tailed eagle. As you can see, she has broken the above rule multiple times over. However, Laverne is not your typical attendant spirit. She is considered the 'queen among wisps' and significantly more powerful than the average spirit, hence her status as birthright to our royalty. Even I know little of her past, only that she has existed even before the Faeries' Charter.

Among dual-form spirits, their animal forms are typically similar in colour scheme, but this can be very broad, such as:

  • Both animals are largely white (in the case of the Cardinal's spirit)
  • Both animals are black and white (in the case of the Lord MacKinley's spirit)
In addition, many of the older spirits typically assume the forms of animals found in the United Kingdom, an alternate version of the Verdant Realm. However, this is not a fixed rule in the least, considering the Verdant Realm is the heart of magic, and quite frankly, logic need not apply.


Attendant magic

All attendant spirits are capable of scrying, which is a form of divination which uses still water. Typically, a spirit would use this power to foresee some future event, or find an elusive intruder somewhere in their master's territory. However, their visions are fleeting and can only be used for seconds at a time, so it is ill-advised to rely on them too often.

Certain spirits may also wield basic defensive or combat magic, especially those assigned to areas where conflict is more likely to arise.


Names

All attendant spirits' names begin with 'L'. Even I do not know the reason for this.


Professionalism

An attendant spirit is not a pet. They are not even a friend. They are nigh-immortal faeries who will almost certainly outlive you. Therefore, you must always maintain an air of professionalism when interacting with a spirit, even your own. I hear this attitude has laxed somewhat in the capital; however, I am a guardian of deep traditions, therefore I continue to emulate what was taught to me three centuries ago. Lacrimosa does not mind, believe me. We are perfectly content to be cool and distant towards one another; the isolation is comfort to us, though it may seem bizarre to an outsider.


Acquiring a spirit

And now that you have browsed through everything there is to know about attendant spirits, you may be left wondering: Where can I find one of my own? Well, put quite simply, the answer is: You don't. Spirits are assigned by a highly clandestine council of magic-users who choose a spirit's steward, not the other way around. If a spirit shows up at your threshold and declares you master, then that is the end of it. No 'buts', no 'whys', no 'there must be some mistake'. You were chosen for a reason, and you'd best live up to that reason, whatever it may be.


Attendant spirit registry

Lannel- Favoured spirit of the Cardinal of the White Woods. Dual-form snow bunting and white mouse.

Lorein- Lone spirit of Syramour, the queen's sister. Single-form hummingbird.

Lazarus- Favoured spirit of the Lord Malfurion MacKinley. Dual-form badger and magpie.

Lacrimosa- Lone spirit of the North Star. Single-form snow leopard.

Ldrida- Favoured spirit of the Hart of Eternity. Dual-form sparrow and red squirrel.

Lax- Favoured spirit of the Lord Fallon Morys. Single-form tarantula hawk wasp.

Laverne- Traditional spirit to the royal family. Tri-form white-tailed deer, white-tailed eagle, and flying fox.