Showing posts with label Sidhe. Show all posts
Showing posts with label Sidhe. Show all posts

Thursday, March 28, 2024

Spriggan

Spriggans are strange little creatures believed to be related in some way to the lesser elementals known as earth gnomes. They average three feet in height, have somewhat exaggerated facial features, and are hairless. Poor craftsmen, most wear shabbily-made tunics and articles of clothing that have been lost or discarded by other creatures.

Spriggans are usually found only in wooded areas far from the towns and villages of more civilized folk. They make their home beneath the earth, where they construct elaborate burrow and tunnel complexes. Inveterate scavengers, Spriggans collect all sorts of items, including old clothes, empty bottles, balls of string, coins, and so forth. They are quite proud of their collections and often show them to others of their kind. While Spriggans have no concept of what money is, they some­times will trade items in their collections for other articles. As indivdual preferences dictate the nature of any Spriggan's tastes, they may agree to the most absurd-seeming exchanges, or may refuse a seem­ingly favorable deal. In any case, the reasons for a Spriggan's willingness or unwillingness to deal will rarely be comprehensible to humans (or for that matter, any other creature except the Spriggan who is involved in the exchange).

Though most of the other Sidhe races find them to be somewhat comical, Spriggans consider themselves a noble race. They often stand guard over other communities or bands of Sidhe, such as sprites, Zazir, and nymphs. Despite their smallish size, Spriggans are quite strong and many are handy with a club or cudgel.

Spriggans are sociable creatures, even though most prefer to live alone. They occasionally meet with others of their own kind, compar­ing collections and exchanging tidbits of news and gossip. They enjoy strong drink, but become silly after a glass or two. When in such a condition, Spriggans become quite bold and will sometimes chal­lenge each other to various feats of derring-do.

Spriggans do not like goblins, whom they consider rude and gross. They despise trolls, especially the types that burrow underground.

Height/Length: 2 1/2-3 ft.

Weight: 40-60 lbs.

Attributes:

STR: 3

INT: 10-16

SPD: 19

WILL: 12

DEX: 19

CHA: 4

CON: 6

PER: 18

Level: 1

Alignment: Neutral or Chaotic Good

Damage: As per weapon employed (see Comments)

Special Attributes:

-2 saves vs intoxicants of any sort (see Comments)

Armor: Unarmored

Hit Points: 12-20

Comments: Spriggans are emboldened by strong drink of any kind, which they love but can tolerate very little of. Spriggans occasionally carry clubs or cudgels, which they use with some skill .

Wednesday, March 27, 2024

Nymphs

 Best-known of the Sidhe peoples, nymphs are a slender, graceful race of extraordinary beauty. The name is generic for all female Sidhe; it is usually misapplied to suggest that these female Sidhe are a race unto themselves, an obvious impossibility.

The race of nymphs is commonly divided into five distinct groups­—dryads, hyads, naiads, nereids, and oreads. These are dealt with separately below.

Dryads (or wood nymphs) are female Sidhe who live in forest regions. They make their homes inside trees, through the use of elemental magic. They are shy and retiring as a rule, preferring to avoid the attention of non-Sidhe. Now and again a nymph will take notice of an attractive male (not necessarily a Sidhe) and will approach him. Most, however, are not so bold and indeed are brought up to fear the advances of men. This causes a perpetual problem between dryads and the more lustful wilderland peoples, such as satyrs and centaurs.

Most other nymph cultures are essentially similar but make their homes in different regions. Hyads have mastery over elemental mag­ics of the air and live among the clouds. Naiads inhabit lakes and rivers, particularly in wilderness areas. The nereids live deep underwa­ter in the sea and are frequently found associating with tritons. Some less scrupulous than their sisters are known to lure sailors to their dooms.

Oreads are mountain dwellers and love to hunt at night in secluded mountain vales. They are fierce and not at all shy. If offended, they are likely to exact vengeance. At least half of any Oread band will be riding rabican steeds if encountered outside of their woodland settlements. Some scholars associate these nymphs with the race of Elves, a relationship which the proud Oreads deny.

All nymphs are slight of build and very attractive, especially to humans. Kullervo the Wanderer once encountered a band of oreads and described them in this passage from The Travels:

"Each was dressed in modest simplicity, in a loose tunic that seemed to shimmer with changing hues as one watched; now it blended with the grey of the rocks, now with the green of the meadows ... All carried spears, save for a few who were armed with bows and small quivers of arrows. They were sure of themselves, picking a trail through the moonless dark, and we were hard-put to maintain the pace they set. When at last we reached the narrow cleft at the end of the valley, the leader of the band signaled, and her troop melted into the shadows. Turning to us, she repeated her previous warning and bade us never come into these woodlands again."

Height/Length: 4 1/2-5 ft.

Weight: 70-90 lbs.

Attributes:

STR: 6-14

INT: 15

SPD: 19

WILL: 10

DEX: 19

CHA: 19

CON: 10

PER: 19

Level: 1-8+ (see Comments)

Alignment: Neutral

Damage: None (except Oreads; as per weapon employed)

Special Attributes:

Spell casting (see Comments)

Ability to pass through plants (Dryads only)

Flight (Hyads only)

Water breathing (Naids and Nereids only)

Tracking (95%; Oreads only)

Armor: Unarmored

Hit Points: 4 per level of ability

Comments: All Nymphs possess 1st-5th level spell casting abilities as follows:

Dryads: All Elemental spells pertaining to plants and trees.

Hyads: All Elemental spells pertaining to wind and air

Naids and Nereids: All Elemental spells pertaining to water

Oreads: All Elemental spells pertaining to woodlore (Locate plant, Locate animal, Speak with animals, Predict weather, Trail erasure, etc.)

NOTE: Though most Nymphs do not advance beyond the eighth level of ability, certain individuals are capable of unlimited advancement (as per human characters) .

Tuesday, March 26, 2024

Bakru

Bakru are a malign race of faery-like beings who inhabit tropical for­ests and jungles throughout certain parts of the world. In their native habitats, Bakru are given a wide berth by most intelligent creatures and are greatly feared by superstitious folk.

Bakru are quite repulsive to behold, having shriveled countenances and deep-set, dark eyes. Full-grown Bakru rarely stand more than one foot in height and may weigh as little as 10-12 ounces. Most have long hair, and the males are always bearded. Hair and skin coloration are usually identical, with the most common pigmentation being dirty brown or dark green; both albino and black Bakru are known to exist but are said to be quite rare.

Bakru live in clans of 10-100 individuals and never venture forth in groups of less than four. Their mating habits are largely unknown, though it is believed that the females bear only 1-3 offspring in their long lives (Bakru are said to live well past 200 years of age). They are hunters and gatherers and build no permanent dwellings.

While Bakru are not physically strong, they possess superior speed and dexterity. Their diminutive weapons and tools are well made, as are the intricate snares which Bakru construct from woven grasses, reeds, and sharpened sticks. Although Bakru will set large snares around the perimeter of an encampment to ward off trespassers, these devices are most commonly used to trap snakes, which Bakru "milk" for their venom. Bakru use this venom to treat the deadly needle-like spears which their warriors wield in battle. The exact process by which Bakru treat these weapons is not known, though it is believed that the warriors soak their wooden spears for long periods of time in a mixture of different venoms. This may explain the uncanny toxicity of these tiny weapons, which can be used to inflict numerous "stings" before losing their venomous properties.

Like the earliest humanoid races, Bakru have learned to domesticate certain species of wild animals. The most commonly domesticated creatures are rats and weasels, which Bakru use as steeds and burden beasts. Occasionally, Bakru are able to capture and tame mongooses, which are greatly prized for their ability to kill snakes. Bakru steeds of any sort are trained to fight with their riders, thus increasing the combat capabilities of warring and raiding parties.

Despite their small size, Bakru are surprisingly dangerous antagonists. Operating under cover of darkness, they will often raid humanoid encampments, stealing food and such supplies as they can carry off on the steeds. Bakru are especially fond of gemstones and prefer these treasures above more cumbersome items (such as coins, jewelry, etc.). It is not uncommon for Bakru to silently sneak into a village or campsite in order to set traps and snares, sabotage carts and wagons, or tamper with the inhabitants' tools and weapons; favorite ploys include partially sawing through bowstrings and backpack straps and putting poisonous or intoxicating herbs in wineskins and waterskins. Especially bold Bakru warriors will even dare to tie up or entangle humanoids as they sleep. In order to avoid confrontations with Bakru, certain humanoid tribes have been known to regularly pay them tributes of snakes, herbs, and spices, lending credence to the Bakru's claim that they are the true masters of any land in which they live.

Height/Length: 1/2-1 ft.

Weight: 10-12 oz.

Attributes:

STR: 15-16

SPD: 10

DEX: 10

CON: 12

INT: 8

WILL: 16

CHA: 5

PER: 15

Level: 3-4

Alignment: Neutral or Chaotic Good

Damage: 1-4 with special venom-coated diminutive spears

Special Attributes:

Detect/disarm/set snares: 95%

Elusiveness (-2 penalty on all opponents' attack rolls)

Hide: 95%

Armor: Unarmored

Hit Points: 10-14 .

Monday, March 25, 2024

Roane

Roane are aquatic creatures who live in ponds, streams, and marshes. Like most of the Sidhe, they tend to be shy and somewhat reclusive in nature. Roane are intensely curious, however, and often secretly observe the comings and goings of other creatures. They also enjoy chatting with other Sidhe, especially nymphs, sprites, and rabican.

In appearance, Roane bear some resemblance to otters, though their eyes are somewhat larger. They are excellent swimmers and are practically impossible to catch while in the water. Though Roane can survive for indefinite periods of time on land, they become uncomfortable as soon as their fur begins to dry. As such, only the most extraordinary circumstances can impel them to leave their watery lairs.

Because Roane love to spy on other creatures, they often know almost everything that occurs in the areas in which they live. If approached with care, it is said that Roane will sometimes engage in conversation with certain types of humans, such as Druids, Shamans, and Beastmasters. They will only give out information in return for other news or gossip (or sometimes a song), and cannot be bribed with coin or drink (Roane are teetotalers and have little use for money in their watery domains).

Roane are peaceful creatures who would never dream of harming other animals or beings. They feed on shoots and buds and eat only little of this meager fare. As they are sometimes hunted for their luxurious fur (which can bring as much as one thousand gold pieces or more in some places), Roane are cautious with regard to strangers. Most know a bit of enchantment and will use their spells to foil captors if hard-pressed. While it is rare to spot more than a single Roane in any given area, sightings of mated couples or broods of young Roane have been reported.

Height/Length: 2-3 ft.

Weight: 20-40 lbs.

Attributes:

STR: 4

INT: 16

SPD: 10 (20 swimming)

DEX: 18

CON: 10

WILL: 10

CHA: 12

PER: 19

Level: 2

Alignment: Neutral

Damage: Bite: 1-2

Special Attributes:

Roane are capable of casting any 1st level spell of Enchantment, always at first level ability. Some few know spells of the 2nd and 3rd levels .

Sunday, March 24, 2024

Rabican

A graceful and rare animal, the rabican is a creature similar in appearance to an ordinary horse, but significantly smaller. Sleek and streamlined of build, the average rabican stands no more than five feet high at the shoulder. In color, they range from white to grey, with a downy coat which grows somewhat longer than a typical horse's hair.

Rabicans have been described as being "fast as the wind," and the description is merited. They are far swifter than any other riding animal known, with the exception of the winged balaha. It is said that "the pursuit of the rabican is a pursuit lost; the chase of the rabican is a chase won."

These animals are few in number and are hardly ever found away from the wilderness realms of the Sidhe, the faery-folk of the woodlands. The Sidhe have long used rabicans as steeds, and every Sidhe band is sure to have at least a few rabican steeds for hunting, delivering messages, or scouting the countryside.

Kullervo the Wanderer is one of the few writers to ever report an actual meeting with the Sidhe, and in The Travels, he gives a rare description of the rabicans:

"So fast did the animals travel that they quickly overtook and then passed our party, though we had a long lead and fresh mounts. We had thought to avoid these people, who were reputed to be very distrustful of outsiders of all kinds, but it seemed we would no sooner turn in a new direction than there would be a line of Sidhe astride their lovely mounts, suddenly maneuvered to block our advance. Yet, it could be seen that the slender creatures tired easily, having no endurance to face a prolonged and strenuous period of riding."

Height/Length: 5 ft. at the shoulder

Weight: 300-400 lbs.

Attributes:

STR: 14

SPD: 23

DEX: 19

CON: 10

INT: 8

WILL: 10

CHA: 19

PER: 20

Level: 2-4

Alignment: Neutral or Chaotic Good

Damage: Hooves: 1-6

Special Attributes: None listed explicitly, but the description emphasizes their incredible speed and agility, as well as their association with the Sidhe and their rarity and elegance .

Friday, March 22, 2024

Boggart

Boggarts (or "bogey men") are the most malicious of the Sidhe and can be found in woodland and swampy areas throughout the known world. Like all faery folk, they are magical creatures and possess certain spell-like powers and abilities.

The average height of a Boggart is about two feet, give or take a few inches. Their faces and bodies are shriveled and lined with wrinkles, giving them the appearance of little old men (in fact, Boggarts are born looking like this). While their skin coloration normally ranges from yellowish-brown to green, Boggarts are able to change the color of their skin at will and can assume any hue or combination of hues found in nature. Boggarts often use this ability to spy on other creatures, making them almost impossible to detect in natural surroundings of any type.

In terms of temperament, Boggarts are mean and spiteful creatures. They enjoy setting booby traps in wooded areas, playing tricks on others, and pilfering small items from individuals who pass through their domains. Boggarts excel at petty thievery and are skilled at moving silently and picking pockets. They are quite bold and will follow travellers for days, stealing coins, jewels, and other valuables at every possible opportunity. According to legend, if a Boggart is caught, he must reveal the location of his stolen riches; for this reason, Boggarts usually hide their ill-gotten gains in stump holes, badger burrows, and other places too cramped for creatures larger than themselves to enter.

Besides their other abilities, Boggarts are also able to cast up to three spells per day, such as Detect Magic, Invisibility, Phase Shift, and False Dweomer. They will often use their spell casting abilities to baffle individuals who attempt to catch them for their treasure. Boggarts are inept fighters and generally attempt to avoid combat situations. If forced to fight in order to protect themselves, they are capable of delivering a nasty bite. Boggarts will also throw stones and other small objects at individuals in order to make mischief but never with the intent of causing serious harm or death.

Unlike most faeries, Boggarts are solitary creatures. They rarely choose to speak with others, preferring instead to hold conversations (and even arguments) with themselves. If approached in a kindly and unthreatening manner, Boggarts will sometimes engage in short conversations. They do, however, have a distressing tendency to lie most of the time.​

Height/Length: 2-2½ ft.

Weight: 30-40 lbs.

Attributes:

STR: 7

SPD: 13

DEX: 12-16

CON: 10-14

INT: 12

WILL: 12

CHA: 2

PER: 14-16

Level: 2-4

Alignment: Neutral-Evil

Damage: Bite: 1-4 or as per weapon employed

Special Attributes:

Ability to change skin coloration at will (90% undetectable when using this ability in any wilderness area)

Ability to read magic

Pick pockets: 90%

Move silently: 90%

Limited spell casting abilities (Boggarts can cast up to three spells of Enchantment per day at 1st-4th level of ability. The text lists the spells most commonly learned by Boggarts but some individuals will know other spells as well.)

Armor: Leather .

Tuesday, March 19, 2024

Sprite

Sprites are tiny mischievous beings, manlike in appearance but rarely exceeding six inches in height. They are generally thought to be most closely related to the Sidhe, though this remains a matter for speculation amongst most naturalists.

Sprites are shy and elusive creatures who inhabit many wilderness regions. They avoid contact with most other races when possible, taking notice only when they are threatened or disturbed. In such cases, they will fight, generally ambushing their attackers with tiny bows and similar ranged weapons. Most of their weapons make use of a poison which induces sleep. They rarely attack with any intent to injure, usually seeking to render intruders helpless or otherwise hamper their activities.

Sprites can be generally characterized as precocious, silly, mischievous pranksters. They delight in simple games and practical jokes, and often seem to make it a contest to see how much trouble they can cause to outsiders without being caught. Thus, as Kullervo the Wanderer says in The Travels, many expeditions plagued by ill fortune can attribute their difficulties to sprites:

"It was not until we set the trap on the third night that we discovered what was behind our problem. Once again, in the dead of night, our bowstrings were stolen and the horses set free to graze as they would...but that was the last time. Our trap snared a tiny creature of wondrous beauty, a scant five inches tall, golden-haired and laughing. This tiny sprite had been the cause of all our problems, as she readily boasted. It was a game, she said, to see how skillful and clever she could be. She was most upset at having been caught and, to regain her freedom, she showed us a woodland trail which cut many miles off our journey."

Sprites, by and large, are childlike and innocent, with woefully short attention spans and little constancy of purpose. Anything that may capture their fancy can distract them, which makes them difficult to deal with. They possess a formidable arsenal of simple magic tricks and spells, but hardly ever employ these for anything other than their own amusement.

Sprites live in small bands or groups, being a gregarious race. They are only rarely encountered except when they want to be found, and men still know little of their ways or their full abilities. The occasional wanderer who has the good fortune to meet a band of sprites and win their confidence will enjoy the help and protection of the band for a long time thereafter, until the sprites become bored with the game. Due to their fondness for jokes and their tendency to become distracted, even the gratitude of the sprites is not without certain drawbacks.

Height/Length: 6 inches

Weight: 1/2 lb.

Attributes: STR: 2, INT: 12-16, SPD: 19, DEX: 19, CON: 2, WILL: 5, CHA: 16, PER: 20

Level: 1

Alignment: Neutral or Chaotic Good

Damage: 1-2 with diminutive weaponry plus poison (see Comments)

Special Attributes:

  • Fight 95% undetectable in wooded areas
  • Spell casting (see Comments)
  • Elusiveness (-2 penalty on all opponents' attack die rolls)
  • Detect magic by sight

Armor: Unarmored

Hit Points: 1-4

Comments:

Sprites often use tiny shortbows, the arrows of which may be coated with one of two types of magical "venoms." The first, and most commonly used type, causes sleep (duration: 5-20 minutes); the second type is similar in effect to a Love Philtre. Most Sprites are capable of casting certain spells of Enchantment, but rarely exceed the third level of ability in this field.

Monday, March 18, 2024

Zazir

Zazir are an unusual species of Sidhe measuring 1-2 inches in height and weighing only 1-2 drams. Though they are said to inhabit almost every region of the world, sightings of Zazir are incredibly rare; Zazir are extremely shy and have little liking for mortal creatures. When seen at all, they are most often encountered in the company of sprites, whom they seem fond of. Unlike most Sidhe, Zazir are quite industrious. They possess the unique ability to manufacture organic and inorganic materials from pure essence (that substance which alchemists believe exists on the border between physical and metaphysical reality). Each Zazir has his or her own specialty. Some create precious stones, some color the petals of flowers, some fashion dew drops and distribute them on grasses, spider webs, and so on. The more mischievous of these diminutive creatures make cobwebs, balls of lint, and the type of burrs that stick to people's clothing.

Height/Length: 1-2 inches
Weight: 1-2 drams

Attributes:
STR: 1
INT: 16
SPD: 24
DEX: 19
CON: 2
WILL: 19
CHA: 10
PER: 19
Level: 1

Alignment: Neutral

Damage: None

Special Attributes: Flight, Ability to create matter from its Essence, Elusiveness (-4 penalty on all opponents' attack die rolls)

Armor: Unarmored

Hit Points: 1

Comments: Zazir are occasionally fond of playing pranks on humans. Most, however, choose to ignore the species as if it did not exist.