Faerie is the home of all Fae, yet they’ve managed to infiltrate the Human Realm and make it their home. They’ve even forged bonds of friendship with human magic users. Here’s a list of everything magical and monstrous. Follow the links on selected titles to read more.
As The Mist is what we call the all-consuming, all powerful magic that runs raw through Druids and Cù Sìth. Other humans with magic need talismans to tap into the Mist. Normal Fae can fashion Glamour – weaker magic than that of the Cù Sìth – out of their connection with the Mist.
As with the Fae, human magic-users are classified under their own gifts as well. Some control fire, some water, some air (wind) and some earth. Some even have power over that which dwells within their element of control.
Some Witches can siphon magic from their surroundings.
Only Druids seem to have power over everything.
Certain bloodlines of witches and Warlocks have found the power of Runes and thus power like Druids through branding their skin with various Runes. Dangerous and possibly fatal.
Not strictly Fae, they do belong to the same Realm.
Dragons are the most magical and wondrous of all the creatures found in any Realm.
They have four legs, large wings with thorns on the tips, huge head with horns and thorns, massive teeth – all sharp like a shark’s.
Each Dragon is the colour of a gemstone. Their eyes, though, are the same amber as the Cù Sìth’s.
Their blood, scales and even meat have powerful magical uses. Though it is an atrocity to kill a Dragon for any reason.
All Dragons collect different things that they keep in their hoard. Some collect glassware, others stained glass windows, even shoes are collected. The Dragon of Caledonian Forest collects books.
Dragons know things – the past, the present and the future. If they deem someone worthy, they will share their knowledge. At a price; usually an addition to their collection.
All Faery-Hybrids were once other types of Fae. They became whatever Faery-rat, Faery-bat, Faery-baboon or other creature by living a good life and going against whatever their Fae-nature was. Some see this as a reward – after all, Faery-Hybrids are as close to mortal as Fae can get. Others see it as an abomination. Tree Nymphs usually become Faery-Hybrid plants.
For the most part, these creatures are blue. Their shade of blue determines their power (magical and otherwise). They can easily go between all worlds (the land of the living and that of the dead). For the most part they keep to themselves, grazing where magic is strong and stealing offerings to other Fae on special occasions (Samhain, etc.).
Furry. Black. Some skinny, some fat. Big eyes – blue, green, red, orange, yellow, or purple.
Were Red Caps or other type of Goblin-Faery in past life – becoming a bat is a reward for a life well-lived. They know all the magic of their previous kind and are immune to it. They try to help others against their previous kind.
They are a little comical – try to do magic they once had; think they’re stronger than they are; bit off-balance while flying.
Do have new magic: can hypnotise enemies; have excellent hearing.
There are different ways to gain immortality. It, of course, means different things to different beings.
The first is being cursed with immortality. This usually happens among human magic-users. It can take on many forms, from being stuck at the same age forever and never changing to living until a certain age and being hunted down by the enemy and then born again just for the painful cycle to continue forever.
The second is stealing immortality – or being granted the gift of immortality. Both requires the Elixir of Life to be consumed. The elixir is kept safe in Avalon, though there are always those stealthily enough to steal from the Fae. Some mortals are granted the gift for services rendered (like saving an entire race of Fae).
The third is striking a deal with the Unseelie Court, mostly with the king himself. But this usually results in the seeker becoming more monstrous the longer he/she lives. Which, of course, suits the needs of the Dark Court. An example is the Obayifo.
The last way to be immortal is being born with it. All Fae are born immortal. Though, certain things can change their state. Being immortal doesn’t mean being indestructible. Fae kill Fae all the time over silly disputes – the King of the Dead, Ankou, wouldn’t have a realm otherwise. And curses can influence even what immortality means: the Fae living in the Labyrinth suffer for perpetuity over something none of them were involved in, though they all die very young (even to mortal standards).
The Fae, and made immortals, can live for thousands of years if not killed off. They are patient with their plans: it doesn’t matter if a plan has to take twenty – or two hundred – years to come to pass, they have the time to wait. Living forever also means that most of them are never in a hurry to do anything: time is their friend.
Before the Rift (a millennium or so ago), Faerie was one, whole.
Now there’s the Seelie Realm (Avalon), Borderlands within the human world (though humans are smart enough to stay away from what belongs to the Fae) where Solitary Fae live at a price (a Tithe is paid every seven years to either the Seelie Queen or the Unseelie King), the Unseelie Realm with the Dark King’s castle in the middle of it all, the Wildwood that connects everything and where magic is unpredictable, and the Sea of Discord which divides all realms.
Though Faery Circles and Faery Rings are quite capable of taking the user to where they wish to go within the realms, some still use the old passages between realms (though only the foolish or desperate do so). The old passages were created before the Rift and are no longer uninhabited or reliable.
Balance no longer exists in Faerie. After the Rift, the light no longer tempers the darkness in the Unseelie Fae and the Seelie no longer appreciates the light, for there is no darkness in their world (they no longer realise when they are being cruel or callous).
Some Fae have escaped to magical parts of the human realm – places touched by Faerie during the Rift – and made homes there. Usually this dwelling is disguised as a small hill or something uninteresting and best avoided (like a burial mound).
Though scattered, all Fae are still ruled by the Seelie Queen (Faery Queen) and the Unseelie King (Dark King). Whether that’s by doing the Court’s bidding outside of the seat of power (Seelie Realm/Unseelie Realm) or by paying a Tithe for Court privileges (like living on Court land, under the protection of that Court).
The Fae who choose to have nothing to do with the Courts have a hard life. They either live in the untamed wilderness (the Wildwood or the Sea of Discord) and go mad, or on Court land as prey, or in the Mortal Realm, cut off from their magic. (Only the two Fae monarchs, the Assassin, the King of the Dead and Cù Sìth can command the Mist. Everyone else have to draw and store Glamour from the Mist for their own use – and they can only do that in places where magic is strong.)
Time runs differently in Faerie than in the Mortal Realm. Hours there can be weeks in the human world.
Humans shouldn’t eat food from Faerie: once they do, they belong to the Fae. Only the one who offered the food can break the spell. And usually they don’t: Fae love mortal playthings. Also, Faerie food holds an enchantment that makes food from the Mortal Realm unpalatable to humans, causing an addiction to Faerie food. (You’ve been warned: don’t take sweets/fruits/cakes/drinks or anything else a stranger offers you.)
Making deals with the fair folk from Faerie invariably leads to trouble. Rumpelstiltskin isn’t the only Fae who collects debts, he’s just the most notorious.
Faerie changes to suit the will of the Faery Queen. Her power is strongest in Avalon.
The Dark King prefers to toy with perception and light/dark (illumination or lack thereof) around him.
To enter the land of the Fae (Faerie) is to give up all power of where you are and what you see/hear/feel/smell/taste.
Dark Fae and Monsters:
Short, red palmed Fae who wear the uniforms of English soldiers from the war against Napoleon.
Their red palms absorb blood. They prefer human blood, but the Compact limits the amount they can get.
They are restricted to living in the Unseelie Realm.
There are many, many of them.
First is the known kind.
They were once Witches or Warlocks who made an alliance with the Unseelie King for more power and longevity. They became Vampires who drained the life from the earth and blood from small children (under seven years old). They retained all their witchy powers and then some.
The earth dies wherever they go as they suck the very life from it.
Their mission is to completely destroy all life.
Their magic lies in a bone pendant around their necks. The pendant is made from the bone of any powerful witch or warlock they have killed.
The second kind are victims of the first kind who played vampire and tried to make more Obayifos from normal, non-magical humans. Rarely does it take. They have to bite so deeply with their fangs that they pierce all the major vessels and arteries in the throat/neck in one bite to transfer a bit of their own powers. The bite also kills and then brings the victim back to life.
The second kind of Obayifo cannot make more of their own kind – only the first kind of Obayifo can make more in this way. This second kind is more Vampire than Witch. They can drink any blood to sustain life. They can also eat food. They do not burn in the sun. A stake to the heart cannot kill them; starvation can.
Type one: Nature Faeries and Druids.
Type two: None Known (they usually die via suicide – starving themselves).
Dead. Burn in the sun. Turn others by giving them their blood and killing them. Row of pointed fangs behind regular teeth – like needles more than teeth. Red-brown eyes. Turn instantly to ash in sun.
Sleep in nests they make in sand (underground).
Bloodlust. If starving, they’ll desiccate and mummify – blood will revive them. Need at least two litres of human blood a day. Cannot eat anything else. Not even animal blood. Travel in packs – easier to survive being hunted.
Mortal enemies: Werewolves and Ghouls.
Demons that eat corpses. Love to eat Vampires.
Red-brown slimy creature with vague humanoid form and glowing yellow orbs for eyes – orange slit for pupil.
Fear of fire and the sun. Live underground like moles.
Hunt vampires and search for human corpses.
Mortal enemies: None known.
No monsters or Fae can enter a human dwelling without being invited in. [Phew, that’s a relief.]
The first kind fully turn into wolves. They hunt and destroy Vampires. Their venom is toxic to the undead. They cannot turn others into wolves – they are born with the gene. Witches cursed several bloodlines to be wolves if they kill any living being. They also instantly get a mortal enemy in Vampires. They turn on the full moon.
The second kind of werewolf can turn at any time. They get claws and furry faces and bright eyes. Emotion triggers the transformation. So does the full moon. They turn others by biting humans. Not all survive the bite. They are constantly fighting other packs over territory.
Both kinds are susceptible to injury by silver.
Type 1 – Vampires.
Type 2 – Hunters from the Council (sees them as evil rats that need to be exterminated)
The Hunt (Wild Hunt)
Females are rare. They’re more vicious than the males. (They get into more fights and die.)
Ferocious creatures with claws and sharp teeth. Particularly strong glamour to hide their true selves even from other Fae.
When the Hunt is around, every living creature feels primordial fear. They remember the worst moments of their lives. The Hunt causes people to feel extra anger and violence as well – leads to lots of fights filled with fear and anger whenever the Hunt is near.
Only certain Fae are immune to their effect: the monarchs of the Courts, the Cù Sìth and Caìt Sìth, and particularly strong Fae like the Assassin.
Their allegiance is to the Dark Court even though they are technically a law unto themselves like the Cù Sìth and Caìt Sìth.
Pack loyalty is everything.
They take part in seasonal ritualistic hunts/kills to feed the magic of the earth (the place magic comes from).
Mortal enemies: none known.
Vicious hunters that will eat anything they can kill. They roam freely in Faerie and rarely venture into the Mortal Real – especially after the Compact.
They’re shape-shifters (cars, animals, etc.)
They’re immune to iron.
Rarely, they’ll bond with a Faery. This bond allows a telepathic connection between Steed and Faery. Though lower Fae such as Brownies and Phoukas can easily understand them without any such bond.
Mortal enemies: none known.
Shorter than Dwarfs but taller than Galno, Goblins resemble deformed humans with animal feet (some have the feet of goats, ducks, lizards, et cetera). They are different hues of brown and wear the clothes of their fallen enemies or prey.
they carry iron weapons (mace, axe, et cetera) and lock-picks (they like to steal).
They are said to have no homes, being wanderers, dwelling temporarily in mossy cracks in rocks and tree roots. Usually in the human realm, goblins can be found in sewers or abandoned houses and forts.
They have chaotic behaviour and will only behave orderly if ordered so by a more powerful creature. usually a witch, for they adore the company of the human magic-users who want to rule the world.
Extremely handsome men, they look like airbrushed models.
They have long hair, like in centuries gone by. Their luscious locks hide their hyena faces at the back.
<Their hair hides hideous faces with sharp teeth that can rip your arm off.> As the Cù Sìth warn in Secrets in Shadow.
They prefer to live in mountains and hills. their caves smell awful and is filled with the skeletons of previous meals.
They have a Stone of Power that gives them their magic and has the ability to block or absorb the powers of other magic users.
This Dark Muse has beautiful red hair to go with her strikingly good looks.
There are only female Leannan Sìth.
She offers inspiration to an artist in exchange for his love and complete devotion. Lovers of the Leannan Sìth live brief, though highly inspired, lives. This union always ends in madness, despair and death.
If her advances are spurned, she’ll take action against the human with unpleasant results. (Better to devote oneself to this Faery and die young than go against her and have her cause a fate worse than death for all you know.)
She drains the sanity and life-force from the men she inspires to greatness.
She drains the blood from those she deems unworthy of her love (which is a gift and a curse of itself). She drinks their blood from a huge cauldron in which she gathers their very essence and vitality along with their blood – this is the source of her power and good looks. (This technically makes her a vampire.)
With one kiss from her, a man is her slave even beyond death (she takes possession of his heart and soul).
She only goes after young, handsome men.
The first kind is hyenas that can turn into men. They have Vampiric tendencies. They can mimic any voice. They are physically more powerful than any creature. They can mesmerise people to do their bidding. In their human guise they are quite hairy, have glowing eyes and they grin all the time.
The second kind is a curse that turn men into hyenas that can walk like men, fight like hyenas and are as bloodthirsty as Vampires. They are immune to the magic of most Fae.
Type 1: Druids and Nature Fae.
Type 2: Only the sangoma that cursed them can kill them. (And return them to their un-cursed state.)
A terrifying creature. The only thing equally as scary is the steed he rides: a black horse which snorts sparks and has glowing eyes (colour differs from one steed to the next).
Dullahans are headless. They’re usually horsemen, though on occasion they will ride out in their carriages of death. The black coach has skulls all over lighted with candles from within. The wheels’ spokes are made of the femurs of humans and Fae alike. Six black horses swiftly and silently draw the carriage, creating fires in its wake.
Whether riding coach or steed, nothing can keep the Dullahan out. All locks unlock, doors and gates fly open whenever he wishes to enter. No-one is safe from the attentions of this Dark Fae.
The Dullahan’s head can either look like mouldy cheese, stale dough or some weird combination thereof with the distinct form of a skull. A terrifying, hideous, idiotic grin splits the face – broadening the closer the creature is to calling a soul to ride with him to the realm of the dead. The entire head glows phosphorescent, the strength of the light varying for stealth. Sometimes the Dullahan will use his own head as a lantern to see by…
The Dullahan likes blood. He carries with him a basin full of it, throwing it at the inquisitive who look upon him and sometimes on his victims to subdue them.
Probably the most macabre aspect of this Faery is the human spine he uses as a whip. Legend has it that the spine belongs to someone he cared for in a previous life.
Dullahans are created by the Unseelie Court as part of some weird ritual to appease the dead. Dullahans can either be made from humans (they don’t last really long) or from Fae who were chosen for this sacrifice. Always the one chosen to become a Dullahan is beheaded by a gold axe.
They have a strong allegiance to the Unseelie Court.
Dullahans don’t like speaking all that much. Mostly because the head settled on the saddle-brow can be dislodged by too much talking. A myth had arisen that this Faery has a limited power of speech because the disembodied head mostly only calls out the name of the soul he came to collect.
Though there’s no true defence against this herald of Death, the Dullahan seems to have an irrational fear of gold. (Probably due to it being a golden axe that killed him in a previous life.) Only gold weapons have any effect on them. Gold gathered from the ground with magic and then thrown at them works like shrapnel and is quite effective at chasing them off.
Red Caps are creepy little buggers. Not only do they have talon-like claws, but they have eyes that glow in the dark. And that’s just the tip of the scary iceberg.
There are only male Red Caps due to a curse placed upon them when they breeched the Compact between Man and Fae.
Red Caps haunt the Borderlands between England and Scotland because their legend is strongest there, but any old castle will do. Once they pick a place to live, they protect it fiercely. Their favourite way to do this is to push boulders from up high onto their unsuspecting victims.
Due to poor nutrition, they look slightly emaciated. They have almost no hair and a scraggly beards which gives them the appearance of little old men.
Their appearance isn’t the only consequence of them breaking the Compact between Man and Fae. They are no longer able to use Fae Glamour. This lack of Fae magic they bypass by practicing black magic – which, of course, is forbidden. They are also forced to wear iron-tipped shoes as punishment for their many crimes.
The only way for them to maintain their immortality is to consume the flesh of humans and Fae alike. They prefer to only hunt humans for sport, but they’ll eat them if no Fae prey are around.
Red Caps get their name from the red caps they wear. These caps are dyed in human blood. They have to do this continuously to survive.
The only way to escape these cannibals is to outsmart them.
The Banshee is a wailing wraith usually clad in green. She can have either red or blonde hair which floats around her. She is strikingly beautiful despite her incessant bawling.
Once she is banished (usually by a stronger Faery) her body puffs out to resemble a cloud of smoke and her face becomes truly ghastly and terrifying, still framed by her reddish-blonde hair. She disappears in a puff of smoke.
The Banshee always tries to trick people or Faeries into thinking that they’re dying. She’ll wail until the person she haunts dies. (Running away from her can be dangerous – cliffs, trucks, various sharp objects, etc.)
Though the Banshee is thought to be a harbinger of Death, she usually causes it.
Young Sirens can choose a mortal life – live among humans, age like humans and even have magic like human sorceresses. Only their magic can work on Sirens. But if, at any point, her nails start to glitter silver, she has to return to her own kind (this usually happens if she’d used too much magic).
Sirens only feed on human men. They lure them into the water – either with their seductive appearances or by enthralling them with song – then they drown them, escort their souls to the Otherworld and then return to feast on the flesh before taking the bones to the roots of the tree that gives life to their kind.
Before drowning their victims, they are beauty incarnate dressed in glittering gold or silver. During the drowning, they turn into dark creatures dressed in black with a multi-coloured coiffure. After the drowning, they turn into a barely recognised female form of skinless red oozing around stray feathers and claws. After feasting on the flesh of their victims and placing the bones beneath the tree, they return to their perfect forms.
They sing from the moment they start drowning their victims, through the meal, until they’ve returned to their perfect forms.
The curse upon them is to be half-bird, half woman creatures unless they use enough magic to conceal their true nature. It takes a lot of sacrifice (the men drowned and eaten) to keep their magic strong. The bones at the roots of their tree feeds their magic.
They live in a beautiful ocean with an underwater waterfall. They have a meadow above ground that they sometimes call home. No matter where they live, they always look the same – it’s only during the feeding ceremony that they go to extremes. Most Sirens stay in their perfect form, though some like to stay in the dark creature transformation, multi-colour hair and all, to conserve magic.
Young Sirens of age have to go through a rite of passage: drowning their first victim. They have to perform perfectly or be punished by the older Sirens.
Sirens promise truth and knowledge only to deliver death. But if someone can come away enlightened instead of enthralled by the song of the Siren, the human will go free and the Siren will dissolve into the water she stands in, becoming one with the magic of the world. It is thought that if a Siren died like this during initiation, she’d live in the cool waters that the rest could only dream of.
Sirens really do know all – the past, present and future. They have the gift of telepathy and can read the thoughts of humans. It is this knowledge that got them cursed in the first place…
There is no known way to kill a Siren.
(Supposedly) Good Fae:
Faery dog in Scottish Mythology that is usually in the form of a big black-and-tan dog (Rottweiler).
They have amber coloured eyes that burn brightly as they do magic.
They protect those of the Mist – humans with magical ability who are important to the Fae Monarchs and children of both worlds (half Fae and half mortal).
They use mindspeak (a form of telepathy) to communicate and all of them speak without contractions – except modern-day Saphira.
The Cù Sìth are the most powerful of all Fae. They control the very fabric of time and space. They create the Faery circles that are the most powerful and accurate of all magical teleportation. They can go anywhere in Time to correct or interfere in someone’s life.
Whenever the Cù Sìth protect someone, all who know about them know that the person who is protected is something special.
Short, warrior Fae who embody the Scottish medieval way of life. Though there are a few rebels who’ve kept up with modern technology and fashion.
Each clan has their own shade of purple to wear. This is mostly shown through the tartan claimed by each clan. Each clan has their own shade of blue eyes.
Most all Galno have black hair, but some who embody summer have golden hair.
All the clans live in Kregora on a heath covered with heather. Kregora is a broch built out of special glowing stone. Kregora is situated in a part of Faerie located in the Highlands of Scotland. Humans know enough to stay away from this different realm located in their own world.
They were Seelie once upon a time, but are now Solitary Fae. This means that they have to pay a Tithe to live on Court Land (all of Faerie belong to the two Courts).
They believe in honour, bravery, courtesy and gallantry towards women.
The Clans are led by three of the strongest Lairds: the MacKeltar, the MacGregor and the MacKinnion.
There are no female Grogochs.
The Grogoch lives in either a cave, a cleft in the landscape or a hollow he evicted a fox or rabbit from.
He resembles a short, old man covered in coarse red fur. He’s really grody – his hygiene leaves much to be desired. Spare twigs and leaves can always be found on his person (though this could be a good thing while he gardens?).
Thanks to the thick fur covering his body, the Grogoch is quite impervious to extreme temperatures of either end of the spectrum.
Once they bond with a magic user (Druid, Witch, Warlock, what-have-you), they are extremely loyal.
It is unclear what kind of magic they practice.
Brownies are the servants of the High Fae (from any Court).
They’re androgynous. They’re the size of a two litre coke bottle. They’re obsessed with technology. They’re excellent cooks. They’re obsessed with cleaning and cleanliness. They don’t like it when others try to do their duties.
She’s the Queen of the Water Fae.
She’s a renowned figure of African Folklore.
A beautiful black woman who is usually associated with snakes, mirrors and jewellery. If one wanted to contact her, thinking about her while staring at any of these objects will usually call her to you.
The Jengu do whatever she wishes. They are extremely loyal to her.
She is the biggest opposition to the Obayifo.
In the series, Quickeing of the Mist (Water Witch, Secrets in Shadow, and The Witch Warriors), she is abducted by the Obayifo so they can destroy all water without her interfering. She is rescued by Kate (the heroine of the story who happens to be a Druid).
Water Fae who are extremely loyal to Mami Wata.
They have a strong influence on African Folklore and are usually associated with Mami Wata.
They resemble mermaids, with yellow and green hair. Their fish tails are mostly silver, reflecting the colours found in the water they swim in.
They smile a lot. They have gaps between their front teeth. They also like to giggle.
Mostly they talk in their own language that involves a lot of clicking noises, like the noise made by crab claws or insects.
They have power over water. They can make it move in whatever way they wish.
They will ally themselves with anyone who protects Nature – and especially those who go up against the Obayifo.
They are able to shape-shift between their seal and human forms.
Selkies mostly live in the human realm.
The biggest taboo of their kind is to mix with other Fae (through marriage, etc.).
Though they do occasionally marry their own kind, it is more common for them to seek a human mate. They entrap an unmarried human by leaving their Other-Skin (the seal pelt) for the human to find. The human is unable to give the Other-Skin away, allow the Selkie to reclaim it, or otherwise harm it. They are bound to their Selkie-mate through this pelt. It is thought that someone powerful had cursed Selkies (and thus humans) to always fall prey to the magic of the Other-Skin.
It does happen that during the Tithe freedom from this curse can be bought from either the Seelie Queen or the Unseelie King (usually the Tithe happens every seven years…). Though some have found the price for freedom to be too steep.
Selkies are known as the good folk to some. They help fishermen to gather enough food from the sea in times of need by singing in the language of the ocean. They are gentle creatures.
Their homes are usually deep in the ocean, most often a natural vault made of pearls or coral.
These Fae are the embodiment of everything beautiful and kind about the sea. They love to sing and dance, causing happiness and serenity throughout the sea. Sea Nymphs are always at the height of fashion, though they prefer being barefoot. They appear frivolous, but they are actually extremely powerful and loyal.
They protect the sea, those who live in it and those who travel over it. Which naturally makes them clash with the Sea Witches from time-to-time.
Some live with the king of the ocean in his golden palace, but most prefer travelling the depths and discovering new things.
On occasion they’ll take part in parades and ride on the backs of dolphins or hippocampi.
Though they can look like the High Fae – tall, good-looking and irresistible to humans – their form in Faerie is that of pointy-eared, pale creatures, with ordinary looks and half the size they like to be in the mortal realm.
As with most Fae (that do not in any way resemble High Fae, but seen as creatures), they serve the High Fae. Usually they are bodyguards, but they have been relegated to the lowest ranks of servitude in many abodes. Just like other servants of the High Fae, they have magic that sometimes exceed that of those they serve.
In the Onyx Labyrinth only elves have power over the living stone that make their home. Everyone else, even High Fae, have to live by the Labyrinth’s whims.
Imps are the caretakers of the forests.
They can easily be mistaken for leaves or twigs. They have big glowing eyes that are as light green as plant sap; sharp, pointy teeth; pointy ears. The older they get, the more bark grows on them. While they’re young, they look more like green leaves. You can tell their relative age by their colouring: the greener the younger, and how browner they get the older they are. They live in trees.
They tend the Faery Rings growing in the forests. Faery Rings are made up of rocks, moss and white flowers. The Imps use these to change the size of their guests.
Imps have powerful magic. Not only do they use the Faery Rings to change the size of their guests in the forest, they also have the power to change Summoning Spells in such a way that not even Faery Dogs can break it. Something the poor Faery Dog and the human children he has to protect find out in the first Eddie and Greta book.
Imps also have power over the forest itself. They can make ferns move in such a way that it’s almost like riding on waves. Tree branches move to accommodate them. They even have houses inside plants without harming the host.
Imps travel all over the forest every day, taking care of every plant. It’s what they do.
Being the caretakers of the forests, they have their own greenhouses to grow new trees and other plants. That allows them to plant new trees and other plants in the forest faster. They have various creatures of the forest work for them. Slugs help seeds germinate by keeping them moist. Spiders make sure that the saplings aren’t eaten by hungry critters. Earthworms do all the composting. And in the Knysna forest, the Imps have trained the Knysna louries to fly them wherever they wish to go.
Imps are extremely happy. When they wish to show support, they’ll cheer loudly. They love mischief like most Fae. They enjoy their lives, their work and see only the good in the world. Even when humans destroy their forest, they do not become dark and vindictive. They leave revenge to the other Fae living there while they regrow the forest.
Unfortunately, being plant Faeries, they get eaten by animals by mistake. A lot.
Though they have an elder who leads their group, they take the words of the oldest tree inhabited by a Tree Nymph in their forest very seriously. They believe that this old Tree Nymph isn’t just wise, but knows a lot about the past and the future.
Imps are the size of an adult’s thumb. Though they can be any size they need to be to protect their forest.
Part of keeping the forest clean is to eat whatever dies there. Imps only eat what’s already dead. Whether animal or plant doesn’t really matter to them. They’ll even eat the corpses of other Fae or humans.
Male Faery in Irish and Scottish Mythology that is known for seducing human women.
Personated by love, idleness and randiness.
Intoxicating substance in skin – contact makes him addictive. Once bedded by him, human women cannot think of anything but the next fix of him and they usually wither away since he deplores anything resembling commitment.
Suave and charming, he exudes pheromones to both sexes that make them want to be near him and please him. Sometimes to the extent of violence among each other to do so.
Nocturnal, social creature. Loves parties and human companionship.
His spell on humans can be broken if they consume a tincture of liquorice, vanilla and rooibos (can be mixed in a drink). He can be chased off by the presence of strong human magic users showing that they are a viable threat.
Faery Cat in Scottish Mythology that usually presents as a black cat with gem colour eyes.
They have no true allegiance, though rarely they do form a strong bond with another Faery.
They use Mindspeak to communicate and are usually cheeky. They speak as they wish.
Normally they bring misfortune on all humans who see them. They are mischievous in nature. Some do have ill-will towards humans.
They can make themselves invisible at will – even to other Fae.
The only known alliance between the Cù Sìth and the Caìt Sìth is that of the Cù Sìth Saphira and the Caìt Sìth Jade.
Tiny, green, winged faeries who live in Mag Mell on the same heath as the Galno.
They can change size at will.
They embody the style and mannerisms of the court of Henry the eighth of England.
When they feel hate they turn black, when they feel bloodlust they turn red, when they are happy they turn golden. They struggle to feel more than one emotion at a time.
They have always been solitary Fae.
They are led by their Lady – Juno, the strongest of their kind.
They also have power over the four elements: fire, water, wind and earth.
They are small, with deathly white skin and silver hair. They look sweet and kind.
They’re obsessed with food.
They don’t mind setting out elaborate feasts on long tables properly set with silver and fine china in the middle of forests. They even share their meals with travellers. Especially meals of plum wine, fish and corn.
They have invisible servants – these are guests who had overstayed their welcome and are now silently enslaved to them.
So be warned: do not eat with Faeries or you’ll belong to them.
Ogres, guardians of the forest.
They sing in the language of trees; usually melancholy songs.
They are usually peaceful, though when provoked they won’t hesitate to kill.
They keep to themselves.
They do not do things in haste. Like it takes time for a forest to grow, they take time to do what they must.
They can be found in all the forests in all of the world, though they have a special connection to forests in Africa.
AKA Cailleach Bheur AKA Beira, Queen of Winter
Sacred tree: holly and Gorse bush.
Storm Hags accompany her.
All turn to stone (standing stones) from Beltane to Samhain.
The Cailleach has a staff that freezes the earth with each tap. She is also guardian of the animals during winter.
According to myth at least.
The Cailleach is aligned with the Unseelie since the Rift for protection and power. Though the Storm Hags accompany her wherever she goes, it is more for their entertainment than her protection.
She holds the power of winter. She can appear as an old woman (thus her name) or at any stage of life; whatever suits her purpose.
They are an ugly veined blue. They are truly hags.
They cause storms wherever they go. Their cackling can be heard in the wind.
They follow the Cailleach around because they are drawn to her strength and cold. They obey her every command – as long as it is in line with the wishes of the Unseelie King.
They look eerily like humans. They hold a perfectness of appearance that no human can ever obtain.
They are the ruling class of the Courts. All Fae that do not as closely resemble humans are of the serving class of the Courts.
Though not all of them can boast of titles or lands, they still outclass all the lower Fae and will always be in charge of them. (Even in the Mortal Realm.)
All Faery Knights are High Fae.
The High Fae are also known to be the cruellest of their kind.
The first kind roams free as horses and loves being mischievous. They are deft shape-shifters, capable of assuming any form – terrifying or pleasing. Their human form, like those of the second kind of Phouka, is marked by fur ears and sometimes a tail. No matter the form they take, their fur is always dark.
Even in animal form, they have the power of human speech. They enjoy confusing and helping humans in equal measure, even terrifying them on occasion. They like to embellish the truth and see the reactions of others. They’re puckish (like their names suggest) and quick-witted.
Their favourite trick is to suddenly appear out of the ground between the legs of an unwary human and carry the person off. After a wild night of galloping everywhere, the Phouka will throw the rider off at daybreak (in mud, if possible) and disappear.
The only time they appear to be wrathful is when the farmer forgets to leave a couple of stalks after harvesting for the Phouka to enjoy. Everyone knows that they should leave the Phouka’s share…
The Second Kind belong to the High Fae. They were somehow enslaved by them and can only occasionally shape-shift. They have to stay in their human form, fur ears and all, to serve the High Fae. Mostly they live in the human realm. They are absolutely terrified of everything.
They are known to be great chefs, which is the position they usually have in the High Fae household.
Stories abound that this second kind of Phouka are bloodthirsty creatures with Vampiric tendencies. In these stories they are known to hunt down, kill and eat their victims – usually humans. Unfortunately this is true. Because these Phoukas are unable to roam free and be mischievous as is their nature, something inside breaks and they become monsters. But only for a while. They will return to being the frightened slaves of the High Fae, unable to shape-shift once the magic is burned up.
All Phoukas have the ability to give humans the power to understand the language of animals.
All Phoukas love drama, mischief and leading others on a merry chase.
The first kind only live in the sea. They sometimes appear as phantoms or even ghosts of the dead to help seafarers safely across the sea – or to lead them to their deaths. The first kind of sea witch is actually Fae. They look like they are one with the sea: usually black, green or purple in appearance with something scary about them like tentacles or electric eel tails. Their main form of creating balance is to make a blood sacrifice: sailors or Selkies are their favourites.
The second kind use the moon to control the tides and the weather. This second kind of sea witch is human with Fae ancestry. They usually perform their magic on the seashore, though a basin of salt water or even a bathtub filled with briny water will do in a pinch.
Both kinds of sea witches work with the chaotic forces of nature. Some believe them to be evil. But being one with the sea means that they are chaotic of themselves. They neither use magic associated with the Seelie (light) or the Unseelie (dark) Court, but rather the grey magic of chaos to create balance between light and dark. Though they are chaos, they bring balance to the sea – something extremely difficult to manage. Some think that they are evil, not just their magic but also their duty to the sea, which keeps sea witches solitary.
The Barguest is a black dog who usually looks like an Alsatian with Reddish eyes. But a mirror can reveal its true nature and looks: a spectral creature with fire for eyes.
They live in the Underworld, keeping souls from escaping back to the world of the living. And if souls were to escape, they go on the hunt in the human realm and forcibly take them back to where they belong.
Barguests ensure that all deals made with creatures from the Underworld are upheld. Usually it entails keeping the foolish mortal safe.
They are great companions and loyal. They have a strong sense of duty.
The Domovoi are invisible servants. They do not clean or cook, but they do take care of the animals of whatever dwelling they’ve claimed as their home. They even live with humans. Most importantly, they protect the home from invaders – whether supernatural or human.
They act as a sort of oracle: if the Domovoi become visible, it foretells of catastrophe approaching. If they extinguish candles (lights) trouble is imminent.
If one sees the Domovoi, they have little horns, tails, and long, grey beards. They are waif-thin and wear grey suits (they act much like butlers; the suits matching the era they live in).
Domovoi are patient, with high tolerance for neglect.
They only consume bread and milk.
If they are not regularly fed and given the proper respect on occasion, they turn feral and attack: the inhabitants of the dwelling they protect, usually by pinching or worse; the animals on the property, mostly by scaring them and chasing them off; and even the land itself, making plants wither and die. You can tell that they’ve turned feral before they attack: they have nasty sneers and their eyes are red. The longer the problem is left untreated (feeding them and telling them how awesome they are), the more malicious they become until they need to be removed by other Fae.
“Duergar” is interchangeable with “Dwarves” (not Dwarfs), depending who in the Faerie realm you are talking to. For most, Duergar means that huge Dwarves have arrived, ready to conquer.
Though not part of either the Seelie or Unseelie Courts, they are feared nonetheless by most Fae.
Duergar are as tall as short humans. They have rough beards, big muscles, sturdy bodies, and hands that can crush skulls and create intricate metal designs in equal measure. Depending on from where they hail, Duergar have skin tones ranging from snowy white to ebony brown.
Most Duergar generally keep to themselves, playing with gems and metal yielded by the earth, though there are those who have excessive greed. It had led them to dig extremely deep into the earth, nearly to the dungeon Tartarus where evil immortal creatures are kept prisoner.
Some Duergar have gone to work for Dagda in the Underworld. Here they have unlimited access to the treasures the earth holds. They work as bodyguards and general servants to Dagda.
All Duergar are extremely gifted where it comes to working with gems and metal. The objects they create thereof is renowned. They’re also known for their strength and magical powers.
Those who prefer to conquer (give in to their greed), do not have qualms about augmenting their powers with dark objects. They are the worst of their race. Those who cross the Dark King through their greed (by, say almost opening Tartarus), become part of the Unseen Unseelie and lose all they had as Duergar (their culture, homes, personality. Etc.) – it’s a fate worse than death.
Dagda is king of the Underworld. He has four castles – all spectacular – in the four corners of the world. He is perfectly toned with tattoos all over.
He possesses powerful magic.
He controls the growth of wheat and grass topside. Even in droughts he can make it grow so people won’t starve.
He is able to grant wishes – that is why he’s known as the Wishmaster. Wishes don’t come cheap: something has to be bargained.
Dagda was once a powerful figure in Faerie, but he overstepped his bounds and the Dark King punished him by making him the king of the Underworld: a place where souls from the Mortal Realm and Faerie have to wait for judgement once Dullahans have delivered them there.
Kelpies use the connection they have to the water they live in to find out everything that goes on in the world around them.
Kelpies can live in any lake, river or stream. Even a murky pool will do if there’s enough glamour to fuel the Kelpie. Part of their magic is to make themselves irresistible – humans and Fae want to touch them, no matter the cost.
Mist surrounds a Kelpie as it shifts form. They have the power to change their appearance at will. Kelpies prefer the form of a horse when on land. Though they can turn into pine martens, stoats, goats, etc. They can even take on a human form.
Kelpies will eat any human or Fae it wants to. They especially like to play with their prey. though, there are a few who stick to eating fish.
Kelpies only appear outside water when they are summoned, hungry or have to go to a mandatory Fae gathering (like the Tithe every seven years). It usually shape-shifts from an underwater monster to something alluring – like a horse – before enticing humans/Fae to touch it, at which point its skin will become adhesive and it will take its prey down to a watery grave (and the Kelpie will have lunch).
Though it is said that only the liver and entrails are left over from a Kelpie’s meal (seen floating on the surface), that’s just the personal preference of some. Not all Kelpies have the same taste in food (just like everyone else).
Kelpies have power over the water they live in: they can cause floods to hinder or drown pursuers/victims.
They have an odd sense of humour (e.g. laughing when someone nearly dies in a bog).
Kelpies are good in a fight. they change into water as soon as an opponent tries to punch/curse/such the life out of them.
Kelpies do whatever they wish, whatever whim takes them. Even the supposedly bad ones who feast on humans and Fae can be a trusted ally – just like the supposedly food Kelpies who only eat fish can be your worst enemy.
Kelpies are always dripping wet. Once they start to dry out, they need to return to the water or risk death from dehydration.
How to summon Kelpies:
- A rhyme (if you know the right one) will call the Kelpie from the depths.
- A Cù Sìth can summon one by simply barking.
- A blood offering – a bit of blood on a leaf placed in the water – along with calling: ‘Kelpie, I bid thee forth.’ will summon the Kelpie to your presence.
Though, beware: the Kelpie will demand more, depending on what you want from it.
Like all capricious Fae, it depends on the individual Kelpie whether it will be friend or foe.
Merrows keep the souls of the drowned in cages until they can be collected by Black Dogs (usually Grims or Barguests) to go to their final resting place in the Underworld.
They live in the in-between world Tir fo Thoinn (the Land beneath the Waves) just like most other Fae who fall within the Water Fae Classification (e.g. Selkies, Sirens, Jengu, etc.).
Just like all Fae, they are able to change their appearance at will. When not in their mermaid-like form, fish tails and all, they wear warmer coats resembling sealskin to survive icy waters. The webbing between their fingers and toes makes it easier to swim.
All their magic is kept in their red caps without which they do not dare go near other Merrows for fear of enslavement. Better to wait out the human who stole it and pretend to be captured than face true torment at the hands of their own for eternity.
Merrows, like all Fae, enjoy toying with humans. And though they’ll warn against storms, chances are they were the ones who created it.
Some even hunt humans to eat them and keep their souls in cages as pets.
Vilas are captivatingly beautiful Fae who live in both the Otherworld and the world of the living.
They have beautiful singing voices and are mesmerising to watch when they dance – which they love to do.
They are excellent archers and usually display this skill when mortals interrupt their revels. They have their revels beneath cherry trees.
Vilas have long flowing hair and typically wear white, though they are partial to shades of blue. They are the Keepers of the Blue Festival where all Fae who are blue can enjoy a revel designed to pay their Tithes and build their glamour.
They do not particularly like humans, though they know that it is necessary to enthral them to take part in their revels as sacrifice. They’ll do what they must to lure humans to their special revels. A thick ring of grass, a type of faery ring, remains after such a revel and those who are wise know not to pass, for their life-force will immediately be drained and they will become part of the forest.
They are the peacekeepers of the forest. Any animal or Fae with a problem can go their sacred Ash trees and have the Vila waiting there decide judgement. Though they love all animals, they are partial to dogs.
They delight in creating storms just for the fun of it. Though they’ll heal the injured and sometimes use their prophetic powers to avert tragedy.
Vilas are shape-shifters, a trait they share with most Fae.