Faeries
updated 1/07 elphyne courts powers
a legendary creature with widespread folk beliefs, the origin of the faerie is unclear. mythical beings capable of living to be thousands of years old, faeries typically are associated with nature, magic and goodness. the word fairy derives from the early english word faerie, meaning realm of the fays and there have been a multitude of ways to spell faerie over the centuries. faeries are from another plane called elphyne, though have been seen on earth since the beginning of humankind. as violence, war, and overdevelopment became widespread among humans, faeries began to be seen less and less, spending more time back in their home realm.

generally comparable to humans in appearance, faeries are in tune with nature, earth and generally practice magic related to plants, herbs, the earth, the celestial heavens and more. especially good at dream walking and dream manipulation, faeries have always had deep rooted history in mysticism.

true spirits of nature, goodness, trickery and enchantment, the faeries are semi-eternal creatures of lore. though much about them remains vague, throughout the years the prominent thought was that speaking too much about the faeries would draw them to torment you. faeries are secretive and protective of their homeworld, especially since it is possible for other creatures and mortals to make it through to elphyne, and they abide by their own version of rules and secrecy.

though tricky, the faeries covet peace and harmony over all else, and as human strife kicks up they are apt to leave the earth until things have settled down once again.

the faerie homeworld: elphyne

a natural paradise of green, lush forests and life-giving water, the homeworld of the fae is steeped in mystical unknown. magic permeates everything in elphyne, more than any other realm, and the fae retain an element of whimsy because of this. the entire realm has a certain dreamlike quality to it, enchanting and beyond the scope of human imagination.

the world of elphyne is ruled over by a high court of three kings and queens, born and raised from a young age to rule. these lofty monarchs do their best to rule the fae justly, and to promote harmony and happiness throughout the lands, but they are not without their shortcomings. those chosen to rule have typically never been through to see the earth, and some of their judgements can be nearsighted to just what affects the faerie plane. violence is not allowed within elphyne, and any who commit it are banished to never return.

getting to and from elphyne is accomplished through hidden gateways. established throughout the world, these gateways are as simple as a walk through, and are not restricted solely to fae-kind. seattle and some various cities throughout the world have their own connected gateways that are guarded day and night to prevent humans or other creatures from going through these more obvious portals. random portals are dotted throughout the world, having allowed faes to travel to the earth before the establishment of the haven cities, and these are dotted into the hollows of trees, or tucked into hillsides. while it is possible for anyone to go through these gateways should a human do so they must not partake of any food or drink in the faerie homeworld, lest they end up trapped forever.

the seelie and unseelie courts

while the entirety of elphyne is ruled over by a high court of three, the seelie and unseelie fae have split into four distinct courts that mimic the seasons found on earth. each court has it’s own power set, hierarchy and monarchy but still reports to the high rulers and follows the overall laws of the faerie. the members of the high court at chosen at random to avoid nepotism and taught from almost birth for their purpose, though there has not been a change of the high court in centuries. the current high court consists of a summer fae, a winter fae and a fae of no court.

as a disclaimer faeries do not have to be a member of these courts, there are plenty of faeries born into elyphne that have no affiliation whatsoever, and have their own dreams, goals, and power sets, and simply look on the conflict of the courts from afar.

the spring court
the first seelie court, the spring fae deal in life, abundance and are particularly gifted healers. these fae have an affinity for air magicks, and are generally soft hearted and romantic.

the summer court
the second seelie court, the summer fae work in matters of water, potioning and can create rainstorms from the smallest drops of dew. strong and independent, these fae have an affinity for magic relating to water.

the autumn court
the first unseelie court, the autumn fae deal in the crackling of fire, bringing destruction and fear wherever they turn their ire. these fae make for particularly strong, resilient warriors, and have found themselves often joining in several human conflicts on earth.

the winter court
the second unseelie court, the winter fae deal in ice and deception, as cold as the landscape around them and twice as brutal. their power resides in the dark, and they are shameless in their thirst for greatness.

powers

semi-immortality the fae are blessed with extraordinary long life, thought to be at least a thousand years if not more. no human has ever recorded a fae's dying age thus far, since most return to elphyne before their passing. However fae remain susceptible to mortal injury and don't possess innate healing ability.

nature particularly in tune with nature, and often further more with seasons, plants and animals, fae are gifted with nature magic. able to help stimulate growth in plants, heal the earth or an animal, and are particularly adept at potions and herbology.

dream walking the world of dreams is a plane in which fae possess the ability to walk. dreams, nightmares, all are fair game and they can influence a dreamer's thoughts to steer dreams in different directions.
allure fae possess a certain charm that allows them to draw in most creatures, save for vampires. useful in the past for leading humans astray, and commonly used now to lure creatures to potential doom or tricks, the ability is powerful.

pacts much like daemons, fae can make pacts with mortals for magic powers, often nature related powers. as an important note most fae do not deal in souls like daemons.

true name the knowledge of a faerie's true name is a sacred, carefully guarded secret outside of elphyne. potentially able to be used against a faerie in binding magic, their real name should only be given to a very trusted few.


myths

wings often incorrectly depicted with wings in historical record or drawings, fae actually do not inherently have wings. many humans saw the small, devious pixies and assumed all fae looked this way, though most fae are the height and appearance of humans. tricksters fond of tricking and outsmarting other creatures, fae are more like daemons than people give them credit for. the fae have a playful, mischievous streak and should not be underestimated. it was once commonplace to try and trick humans back to their plane to trap them, now the high court has ruled against this in favor of secrecy, and not all faes subscribe to the idea of being devilish.